5.5
- crosire
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Changelog
5.5.0:
Features:
Bug fixes:
Miscellaneous:
5.5.1:
5.5.2:
5.5.0:
Features:
- Added support for navigating the overlay using a XBox controller (to open/close press left + right shoulder buttons and the start button simultaneously)
This is only active when "[INPUT] GamepadNavigation=1" is set in ReShade.ini!
Controls are as follows: www.dearimgui.org/controls_sheets/imgui%...%20v6%20-%20Xbox.png
Bug fixes:
- Fixed hooking in Evoland and other D3D10/11 games on Windows 7
- Fixed crash with DXVK 2.0 (or other Vulkan games using the "VK_EXT_graphics_pipeline_library" extension)
- Fixed crash on startup in Toontown Rewritten
- Fixed tree and cloud rendering artifacts in Minecraft
- Fixed bad performance while the "Add-ons" window in the overlay is visible
- Fixed ReShade rendering applied multiple times to the same frame in games using "D3DPRESENT_DONOTWAIT" or "DXGI_PRESENT_DO_NOT_WAIT" present flag
- Fixed modifying resource description in "create_resource" event having no effect in D3D10/11
- Fixed "swapchain::get_current_back_buffer_index()" result being out of date in "present" event in D3D12/Vulkan
- Fixed "command_list::copy_texture_region" not always performing blitting in Vulkan when texture dimensions do not match
- Fixed "effect_runtime::get_texture_binding" not working for textures with a semantic
- Fixed crash in Vulkan when destroying shared resource
- Fixed crash when binding nullptr constant buffer in D3D11
- Fixed nullptr descriptor heap being bound sometimes after D3D12 mipmap generation
- Fixed format conversion for formats from "GL_NV_depth_buffer_float" OpenGL extension and "GL_ALPHA", "GL_LUMINANCE", "GL_INTENSITY" and "GL_LUMINANCE_ALPHA"
Miscellaneous:
- Added "vkAcquireNextImageKHR" hook to update back buffer index in Vulkan
- Added support for imgui command user callbacks
- Added support for "command_list::copy_buffer_to_texture()" from buffer resource to back buffer in OpenGL (compatibility OpenGL contexts only)
- Added support for push descriptors with multiple descriptor ranges (see "pipeline_layout_param_type::push_descriptors_ranges")
- Added support for creating multisampled textures in OpenGL
- Added "bind_*" events for D3D10/11/12 "ClearState" command
- Added "push_descriptors" event for "ID3D12GraphicsCommandList::Set(Compute/Graphics)Root(ShaderResource/UnorderedAccess)View"
- Added "bind_descriptor_sets" event for "ID3D12GraphicsCommandList::Set(Compute/Graphics)RootSignature"
- Improved D3D12/Vulkan barrier access to "resource_usage" enum conversion
- Changed preset saving to skip "TechniqueSorting" key when it is equivalent to the "Techniques" key
- Removed automatic D3D12 descriptor state backup and restore in "render_effects" and "render_technique" (this is better done properly inside add-ons using these)
5.5.1:
- Added "screenshot" uniform source which is true while a screenshot is being taken
- Changed depth buffer detection to skip depth buffers that were not used for at least a frame
- Changed depth buffer list in overlay to keep showing unused items for a few frames and sort by texture dimensions
- Changed loading of preset to sort techniques alphabetically when not otherwise specified in the preset
- Fixed crash on startup in Vulkan games with signed build of ReShade
- Fixed crash when exiting Yuzu when using OpenGL
- Fixed crash in Uncharted: Legacy of Thieves Collection
- Fixed crash when "vkDestroy[...]" is called with a "VK_NULL_HANDLE" object (e.g. done by VKD3D)
- Fixed previous depth-stencil shader resource view not being unbound when creation of new one failed
- Fixed missing resource view description for some render target/depth-stencil views in D3D12
- Removed directory from add-on file name in add-on settings when it matches that of the add-on search path
5.5.2:
- Added compile times for effects to log
- Added compile error when texture with a semantic is used as a render target or storage
- Added warning when input cannot be captured for window because it was created by a different process (e.g. in Portal with RTX)
- Added "copy_buffer_to_texture" event for OpenGL texture updates from a pixel unpack buffer binding
- Added format conversion for "VK_FORMAT_A8B8G8R8_[...]_PACK32"
- Improved CPU-side performance of effect rendering slightly
- Improved error handling for filesystem errors
- Changed add-on list in overlay to hide file path for built-in add-on
- Changed input handling to ignore raw input on secondary windows that are not input sinks
- Changed error on choosing layered pixel format in OpenGL to a warning (this fixes a crash with Tomb1Main)
- Changed shader model 5 implementation of "tex2Dgather" intrinsic overloads taking individual offsets to visually match GLSL/SPIR-V
- Fixed typo in D3D9On12 exports
- Fixed crash with D3D9On12 due to incorrect vertex count provided to "DrawIndexedPrimitive" (this fixes a crash in D3D9 games with 12th Gen Intel graphics processors)
- Fixed crash due to use-after-free in "vkFreeDescriptorSets"
- Fixed crash with Stream overlay and Vulkan validation layers due to dispatch pointer not being initialized for queues
- Fixed Thief: Deadly Shadows hanging and/or not exiting
- Fixed ReShade FX compiler not generating a cast to merged type for elements in array initializer expressions
- Fixed ReShade FX compiler emitting an error for "for" loop statements without an initializer expression
- Fixed unknown depth buffer format being shown for some depth buffers in Avorion
- Fixed insufficient initial data array passed to OpenGL "init_resource" and "create_resource" events for cubemaps
- Fixed hooking when multiple virtual function tables refer to the same hook function (e.g. in D3D9 games with Steam overlay)
- Fixed mismatching errors being shown in editor for generated code
- Fixed texture sampling of textures with a semantic in D3D9 applying incorrect pixel offsets
- Fixed warning about in-use depth-stencil resource being destroyed after effect runtime was already destroyed
- Removed built-in FreePIE support and instead moved it into an add-on
Last edit: 1 year 11 months ago by crosire. Reason: Added 5.5.2 changelog
The following user(s) said Thank You: aufkrawall, Wicked Sick, CeeJay.dk, brussell, whitelightning, Martigen, crubino, Juguard, Echo, Viper_Joe and 16 other people also said thanks.
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- ElicXX
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- aufkrawall
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Heroes of the Storm crashes with DXVK 2.0 and ReShade 5.5 on launch. It works with previous 5.4.2 version.
ReShade log: justpaste.it/d789z
Btw.: Previous ReShade versions have fixed the Nvidia driver crashes in that game with DXVK + ReShade I mentioned earlier. Thanks for that.
ReShade log: justpaste.it/d789z
Btw.: Previous ReShade versions have fixed the Nvidia driver crashes in that game with DXVK + ReShade I mentioned earlier. Thanks for that.
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- Areteic
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I just wanted to report same behavior for Oblivion and Skyrim in my case. Combination of DXVK 2.0 and Reshade 5.5 make these two games unresponsive on start, they just freeze when launched. Both games work fine if I restore reshade32/64/dll back to 5.4.2 version in ProgramData folder.
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- Mals1
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The new feature with gamepad navigation work only with xinput gamepad ?
I tried with my DualSense on Gotham Knights (native support by SDL2) and it doesn't work
I tried with my DualSense on Gotham Knights (native support by SDL2) and it doesn't work
Last edit: 2 years 2 weeks ago by Mals1.
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- Sokol_Paxa
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I checked every new version on SOMA. And everyone had different problems - then the shaders were superimposed on each other repeatedly, then there was an inversion of colors, then some levels were not loaded. This version is finally fully functional. Thanks!
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- crosire
- Topic Author
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DXVK 2.0 crashes will be fixed in next hotfix ( github.com/crosire/reshade/commit/a6fa1f...3172e384cfa969613746 ). Only affects the signed ReShade build, so in singleplayer games can use the ReShade build with full add-on support as a workaround.Heroes of the Storm crashes with DXVK 2.0 and ReShade 5.5 on launch. It works with previous 5.4.2 version.
Yes (that's why the release notes explicitly talk about a XBox controller).The new feature with gamepad navigation work only with xinput gamepad ?
The following user(s) said Thank You: aufkrawall
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- kingofspades
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- xcasxcursex
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2 years 1 day ago #9
by xcasxcursex
Replied by xcasxcursex on topic Issues since 5.1, also, false negatives from anti-spam measures
I have a shader here which was working fine up until (and including) ReShade 5.1. Some months ago, I upgraded reshade, leaving the shader untouched. I started to experience a crash to desktop at the end of a game round (game being Battlefield 1). I cannot say if this effects 5.2 or 5.3 as I cannot find a legit source to download them, but it is definitely broken in 5.4 and 5.5, and downgrading to 5.1 solves it all.
I'm trying to share the shader with friends now, and this has become a real problem. Please let me know what course I could take, to help pin down the issue here.
Also, I've been trying for about 6 months, to get past the captcha for both this forum and the discord, so I could report this problem. That system is faulty. I'm definitely a real human with a real issue to report and no spam at all.
I'm trying to share the shader with friends now, and this has become a real problem. Please let me know what course I could take, to help pin down the issue here.
Also, I've been trying for about 6 months, to get past the captcha for both this forum and the discord, so I could report this problem. That system is faulty. I'm definitely a real human with a real issue to report and no spam at all.
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- shooterspps
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- Boern
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1 year 11 months ago #11
by Boern
Replied by Boern on topic Thief: Deadly Shadows crashes on quit since 5.2.2 on Steam Deck
Hope this is the right place for bug reports. This might be related to Linux, but I don't have a Windows Installation to test it.
Since Reshade version 5.2.2 (up to including 5.5.1) Thief: Deadly Shadows seems to crash every time the game is closed. This does not happen with 5.2.1 and previous versions.
Since the game seems to close and reopen every time a savefile is loaded you end up with an additional instance running every time you load a new file. When you want to leave the game you have to alt+tab out and close it via Steam.
I'm running the Steam version with the Sneaky Upgrade mod on the Steam Deck.
Shaders and everything else in Reshade seem to be working fine. The crash only occurs when exiting.
The linerepeats endlessly in the logfiles until the game is killed.
Since Reshade version 5.2.2 (up to including 5.5.1) Thief: Deadly Shadows seems to crash every time the game is closed. This does not happen with 5.2.1 and previous versions.
Since the game seems to close and reopen every time a savefile is loaded you end up with an additional instance running every time you load a new file. When you want to leave the game you have to alt+tab out and close it via Steam.
I'm running the Steam version with the Sneaky Upgrade mod on the Steam Deck.
Shaders and everything else in Reshade seem to be working fine. The crash only occurs when exiting.
The line
21:28:06:438 [00328] | WARN | Reference count for IDirect3DDevice9 object 00641BD0 (06910020) is inconsistent! Leaking resources ...
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- crosire
- Topic Author
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Fixed in 5.5.2.Since Reshade version 5.2.2 (up to including 5.5.1) Thief: Deadly Shadows seems to crash every time the game is closed.
Last edit: 1 year 11 months ago by crosire.
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- Azyrion
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Hello since 5.5.1 I can't start Monster Hunter Rise: Sunbreak! I have the same issue as
this one on Reddit
. Last working versions are 5.4.2 and 5.5.0. Any idea how to circumvent it or can I onlly wait for next update? Thanks!
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- crosire
- Topic Author
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This is most likely the tamper protection of the game kicking in. One can use REFramework to disable that (Monster Hunter Rise runs on the RE Engine like Resident Evil does, so
reshade.me/forum/troubleshooting/8411-so...-latest-update#44632
applies there too). Use at your own risk of course.
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- Marot
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Just a heads-up for after the holidays, but it seems that Phantasy Star Online 2 has issues with any 5.x build (addon-enabled and not) for most users, from 5.0 all the way up to 5.5.2.
Some useful information I've gathered so far:
Some useful information I've gathered so far:
- The crashes occur under all ReShade 5 builds from 5.0.0 to 5.5.2, addon enabled and not.
- The crashes do not occur under ReShade 4.9.1.
- Adjusting the library which is wrapped does not prevent the crashes (dxgi.dll, d3d11.dll, dinput8.dll).
- The crashes occur even without any shader or texture paths defined (and thus loaded).
- The crashes occur only when logging into Phantasy Star Online 2, not Phantasy Star Online 2 New Genesis. Note that the two share a game engine/client, and which you log into is determined on character selection or from in-game teleporter pylons. Completing the tutorial for New Genesis is required to access old PSO 2 which has the crashing issue.
- The crashes occur on all versions of the game, Japan, Global (Windows Store), and Global (Steam).
- The crashes occur independent of GPU manufacturer, individual GPU model, and driver version.
- The only users not crashing appear to be on Windows 11, but it seems to be only a small subset of Windows 11 users that do not crash.
Last edit: 1 year 11 months ago by Marot.
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- shinx
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Hello,
if i type Numbers into the input boxes of the shaders they are doubeled all the time.
if i press button "2" i get "22" - "3" i get "33" and so on ...
older versions 5.5 are ok, 5.5.2 not
if i type Numbers into the input boxes of the shaders they are doubeled all the time.
if i press button "2" i get "22" - "3" i get "33" and so on ...
older versions 5.5 are ok, 5.5.2 not
Last edit: 1 year 11 months ago by shinx.
The following user(s) said Thank You: MoXiang
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- Oceanboy06
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I have the same problem as shinx had! and also an Additional Problem: ReShade Seems to be Freezing All Games with OpenGL for Me!
I Have it on the Following 3 Games:
-Zandronum (Insanity Deathmatch)
-MUGEN 1.1 (KOFM SE V.11.0.0 Level 2 System)
-Ikemen GO
Okay, Nevermind. I Fixed the Freezing Problem!
I Have it on the Following 3 Games:
-Zandronum (Insanity Deathmatch)
-MUGEN 1.1 (KOFM SE V.11.0.0 Level 2 System)
-Ikemen GO
Okay, Nevermind. I Fixed the Freezing Problem!
Last edit: 1 year 11 months ago by Oceanboy06.
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- Notorious
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Hi, I'm sorry if this is the wrong place to post this. I encountered an issue I would like to report.
I'm using ReShade on The Sims 4 and it was working without problems until version 5.5.2
The error shows:
There were errors compiling some effects. Check the log for more details.
[PPFX_Godrays.fx] failed to compile
C:\Games...\Shader@0x0000000014A96580(3, 16-31): error X3003: redefinition of 'DEPTH_PIXEL_SIZE'
[PPFX_SSDO.fx] failed to compile
C:\Games...\Shader@0x0000000014D821C0(3, 16-31): error X3003: redefinition of 'DEPTH_PIXEL_SIZE'
warning: V__texNoise: another effect (PB80_02_Cinetools_LUT.fx) already created a texture with the same name but different dimensions
warning: V__texNoise: another effect (PB80_02_Cinetools_LUT.fx) already created a texture with a different image file
I don't think I use these effects, my presets still seems to work (I think). If there's no way to solve this for the next update, is there a way to remove it or fix it somehow?
I tried reverting back to version 5.5.1 and there was no error shown.
Thanks
I'm using ReShade on The Sims 4 and it was working without problems until version 5.5.2
The error shows:
There were errors compiling some effects. Check the log for more details.
[PPFX_Godrays.fx] failed to compile
C:\Games...\Shader@0x0000000014A96580(3, 16-31): error X3003: redefinition of 'DEPTH_PIXEL_SIZE'
[PPFX_SSDO.fx] failed to compile
C:\Games...\Shader@0x0000000014D821C0(3, 16-31): error X3003: redefinition of 'DEPTH_PIXEL_SIZE'
warning: V__texNoise: another effect (PB80_02_Cinetools_LUT.fx) already created a texture with the same name but different dimensions
warning: V__texNoise: another effect (PB80_02_Cinetools_LUT.fx) already created a texture with a different image file
I don't think I use these effects, my presets still seems to work (I think). If there's no way to solve this for the next update, is there a way to remove it or fix it somehow?
I tried reverting back to version 5.5.1 and there was no error shown.
Thanks
The topic has been locked.