5.2
- crosire
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Changelog
5.2.0:
Features:
Bug fixes:
Miscellaneous:
Setup tool:
5.2.1:
5.2.2:
5.2.0:
Features:
- Added separate option to enable depth buffer copying before fullscreen draw calls (for Bioshock: Infinite)
- Added "reshade::api::swapchain_desc" API struct with more fields for "create_swapchain" event
- Added "reshade::api::effect_runtime::render_technique" API method to render a specific technique
- Added global config option to disable logging
[INSTALL] EnableLogging=0
- Added support for renaming the ReShade DLL to "dinput.dll" to hook
- Added technique annotation to hide technique in screenshots
technique MyTechnique < enabled_in_screenshot = false; > { ... }
Bug fixes:
- Fixed deadlock in Star Wars: The Force Unleashed 2
- Fixed crash in Forza Horizon 5
- Fixed crash in Borderlands 2 when switching resolution
- Fixed crash in Monster Hunter Rise
- Fixed crash in Cyberpunk 2077 when launching with GOG overlay enabled
- Fixed crash when "ID3D12Device::CopyDescriptorsSimple" is called with render target view descriptors
- Fixed missing widgets in Omsi 2
- Fixed black menu screen in Call of Duty 1
- Fixed rendering to textures with a greater height than width failing in Vulkan
- Fixed hang in Dragon's Dogma: Dark Arisen when changing areas
- Fixed artifacts in Dragon's Dogma: Dark Arisen when last effect is writing using sRGB render target view
- Fixed red and blue color channel being switched in some textures in Amnesia: Rebirth, SOMA and other OpenGL games
- Fixed error when closing immediate command list in Farming Simulator 2022 (and presumably Prepar3D)
- Fixed "IDXGISwapChain::ResizeBuffers" implementation not ignoring "DXGI_ERROR_INVALID_CALL"
- Fixed changing HDR color space not recompiling effects to update "BUFFER_COLOR_SPACE" definition
- Fixed rendering effects during the frame not working when render target format does not match back buffer format
- Fixed mouse and/or keyboard input not working in some games using DirectInput (e.g. Max Payne)
- Fixed incorrect handle being passed to "init_resource" ReShade API event for D3D9 vertex buffers
- Fixed crash on exit in D3D10/11/12 VR games due to device possibly being destroyed before VR swapchain
Miscellaneous:
- Added warning log message when add-ons are still loaded when ReShade is unloaded (since this may cause a crash on exit)
- Added hooks for D3D11on12 devices
- Added support for "GL_ARB_vertex_program" and "GL_ARB_vertex_buffer_object" OpenGL extensions
- Added support for quads primitive topology type in OpenGL
- Changed method with which to receive DLL load notifications for better compatibility with anti-cheat software
- Improved performance of built-in "Generic Depth" add-on
- Improved multi-threading performance of log message construction
- Removed option to disable replacement with INTZ format from "Generic Depth" settings overlay in D3D9
Setup tool:
- Reworked Vulkan installation (for the last time) to install globally again (but ReShade now checks if a ReShade.ini was created in the application directory and only loads if that is the case)
Note: The ReShade 5.2 setup tool takes care of migrating any Vulkan installation done with a previous ReShade version, so no need to uninstall old versions first.
- Fixed crash during application analyzing phase
- Fixed setup tool sometimes showing an archive corruption error message even though the archive is fine
5.2.1:
- Changed check for ReShade.ini to only occur when ReShade is not loaded by proxy (named d3d9.dll/dxgi.dll/opengl32.dll/...)
Fixes ReShade not loading in FiveM when no ReShade.ini was created in the FiveM directory.
- Fixed crash in MPC-HC and other D3D9 applications using video
- Fixed occasional depth buffer flickering in Half Life 2 games (e.g. Portal)
- Fixed compute shader using depth not working in some D3D11 games when placed at the very top (e.g. Prey)
- Fixed incorrect resource type in D3D9 "init_resource" ReShade API events when surface was replaced
- Fixed setup tool not always using most up-to-date compatibility and effect package lists
5.2.2:
- Added support for recursive effect and texture search paths (by appending "/**" to the path)
- Added error popup when selected file is not a valid preset
- Added "Copy depth buffer during frame" option in D3D12/Vulkan to enable/disable costly depth buffer copies (check this when artifacts are visible, e.g. in Cyberpunk 2077, leave it unchecked otherwise)
- Changed effect creation to allow timestamp query pool creation to fail gracefully
- Changed preset saving error message to be more descriptive
- Changed setup tool to unregister local machine Vulkan layers from old ReShade %appdata% installations too
- Fixed setup tool not recognizing relative preset path during update
- Fixed crash in RaceRoom Racing Experience
- Fixed ReShade not loading in Star Wars: Knights of the Old Republic
- Fixed black intro videos in Star Wars Jedi Knight II: Jedi Outcast
- Fixed screen darkening in Portal when the Steam overlay is showing a notification popup
- Fixed flickering depth buffer in Mass Effect 3
- Fixed flickering depth buffer in Bioshock Infinite (mostly)
- Fixed depth buffer detection in DOOM Eternal (check the "Copy depth buffer during frame" option!)
- Fixed depth buffer copying in World of Warcraft (DX11)
- Fixed potential crash in games managing residency of D3D12 descriptor heaps
- Fixed crash when D3D12 device of the same adapter is created and released on different threads simultaneously
- Fixed ReShade missing events in games using "ID3D11Device3::GetImmediateContext3"
- Fixed resource usage value in "barrier" events for resource barriers with "D3D12_RESOURCE_STATE_COMMON"
- Fixed add-on events being called when internal D3D9/11/12 resources are mapped or unmapped
- Improved OpenGL multi-draw hook performance
- Removed warning about unknown texture semantics
Last edit: 2 years 3 months ago by crosire. Reason: Added 5.2.2 changelog
The following user(s) said Thank You: Wicked Sick, CeeJay.dk, brussell, Martigen, Juguard, Echo, Sinclair, Birdy62, Aztec2012, Shodan and 11 other people also said thanks.
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- LinuxDiedSince5.0.2
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2 years 4 months ago - 2 years 4 months ago #2
by LinuxDiedSince5.0.2
Replied by LinuxDiedSince5.0.2 on topic 5.2
Still crippled on Linux. 5.0.2 works fine though. 5.2 refuses to start at all. Maybe it can't find the ReShade.ini because it's using a Windows specific way of pathfinding? I don't know.
Edit: Maybe you can add a hotfix setting where one can turn on / off ReShade to be loaded, even if a ReShade.ini isn't found. This setting can be turned off by default, but having the choice to turn it on would be nice, if it would fix the Linux problem.
Edit: Maybe you can add a hotfix setting where one can turn on / off ReShade to be loaded, even if a ReShade.ini isn't found. This setting can be turned off by default, but having the choice to turn it on would be nice, if it would fix the Linux problem.
Last edit: 2 years 4 months ago by LinuxDiedSince5.0.2.
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- Aztec2012
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- Ren0X
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- crosire
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Create a ReShade.ini file in %localappdata%\FiveM\FiveM.app\data\cache\subprocess and ReShade 5.2 will work in FiveM. As the release notes point out, "ReShade now checks if a ReShade.ini was created in the application directory and only loads if that is the case", so it doesn't end up everywhere, including your favorite office suite.5.2.0 dont works on FiveM, but 5.1.0 is working
Don't know, the game doesn't have a demo, so I can't debug.Reshade 5.2 still not works in Shaolin vs Wutang OpenGL. 4.9.1 works fine. Why?
There isn't really anything Windows specific in how it checks for ReShade.ini. And it's difficult to turn off looking for the config file, when the setting to turn that off would be in said config file . And I'm not sure how Wine treats environment variables.[/quote]Still crippled on Linux. 5.0.2 works fine though. 5.2 refuses to start at all. Maybe it can't find the ReShade.ini because it's using a Windows specific way of pathfinding? I don't know.
I changed things to only check this when the ReShade DLL isn't called dxgi.dll/opengl32.dll/... now though ( github.com/crosire/reshade/commit/88620b...9afa62ad07b9d0b24cc6 ), so behavior should be closer to before again with the next update (so that it only does this when ReShade is called e.g. ReShade64.dll when loaded as a Vulkan layer).
Last edit: 2 years 4 months ago by crosire.
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- pyewacket
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- Aztec2012
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This game uses Unitiy engine if it helps. I have it on steam. And it can be found in net.
Reshade 5.2 still not works in Shaolin vs Wutang OpenGL. 4.9.1 works fine. Why?
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- crosire
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So, turns out, the game does not use OpenGL. It uses D3D11 (as most Unity games do). Install using the "DirectX 10/11/12" option in the setup and ReShade will work just fine. 4.9.1 hooked D3D11 even when installed as OpenGL, 5.0+ does not, hence the difference (as the release notes back then mentioned). Please try the different options in the setup tool next time something supposedly doesn't work .This game uses Unitiy engine if it helps. I have it on steam. And it can be found in net.
Last edit: 2 years 4 months ago by crosire.
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- imvin
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- LinuxWorksSince5.2
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- crosire
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The game has some sort of anti-cheat/anti-debug protection that triggers when certain modules are hooked. This unfortunately includes those ReShade hooks for network detection. So need to either define an environment variable "RESHADE_DISABLE_NETWORK_HOOK" to prevent ReShade from installing them (this will always disable depth buffer access in the default ReShade build however), or use the ReShade build with full add-on support, which never installs them. It then works nicely.Still crashes in FH5.
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- errorunknown
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5.2 causing access violation with C:\Windows\System32\d3d9.dll when using with MPC-HC. Same issue using d3d9 or dxgi DLLs. Version 5.1 did not have any issues.
Exact error message:
An error has occurred. MPC-HC will close now.
Exception:
ACCESS VIOLATION
CRashing Module:
C:\WINDOWS\SYSTEM32\d3d9.dll
Offset: 0x49E00, Codebase: 0x7FFB94180000
The thread 16576 tried to read memory at address 0xFFFFFFFFFFFFFFFF
- OS Version: Windows 11 21H2 (Build 22000.675)
- Software Crashing: MPC-HC version 1.9.21.30 64-bit
- ReShade Version: 5.2.0.1507
- Last Working ReShade Version: 5.1.0.1453
Exact error message:
An error has occurred. MPC-HC will close now.
Exception:
ACCESS VIOLATION
CRashing Module:
C:\WINDOWS\SYSTEM32\d3d9.dll
Offset: 0x49E00, Codebase: 0x7FFB94180000
The thread 16576 tried to read memory at address 0xFFFFFFFFFFFFFFFF
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- crosire
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Thanks! Fixed in 5.2.1.5.2 causing access violation with C:\Windows\System32\d3d9.dll when using with MPC-HC. Same issue using d3d9 or dxgi DLLs. Version 5.1 did not have any issues.
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- Jesped
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- Probe435
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- Aztec2012
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Thanks its works now but game now looks very very dark.
This game uses Unitiy engine if it helps. I have it on steam. And it can be found in net.
So, turns out, the game does not use OpenGL. It uses D3D11 (as most Unity games do). Install using the "DirectX 10/11/12" option in the setup and ReShade will work just fine. 4.9.1 hooked D3D11 even when installed as OpenGL, 5.0+ does not, hence the difference (as the release notes back then mentioned). Please try the different options in the setup tool next time something supposedly doesn't work .
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- Alfredo
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Can You fix depth buffer in STAR WARS™ Republic Commando? Depth buffer works when player don't move, but when you move around the room it breaks constantly.
Also can you look at System shock 2? Depth buffer breaks when drawing a weapon. I don't know if that can be fixed.
Thanks
Also can you look at System shock 2? Depth buffer breaks when drawing a weapon. I don't know if that can be fixed.
Thanks
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- Aztec2012
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- crosire
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It works if you did not mess with the registry before. If you you have, need to undo that first (or delete the entire %localappdata%\ReShade directory from the old installation). Please use the #help channel on the Discord server if you need assistance, the release thread does not exist for this purpose.Reshade 5.2.1 not update in vulkan installation. After instal old version 5.1 appearing. DOOM Eternal.
Last edit: 2 years 4 months ago by crosire.
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