5.6
- crosire
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Changelog
5.6.0:
Features:
Bug fixes:
Miscellaneous:
5.6.0:
Features:
- Added "[APP] ForceDefaultRefreshRate" global config option
- Added error message to overlay when there were errors loading some add-ons
- Added optional add-on initialization entry points: Add-ons can now export a "AddonInit" and/or "AddonUninit" function, which ReShade will call after loading/before unloading, to allow for more complicated code than valid inside DLLMain
- Added preprocessor support for variadic macros
- Added preprocessor support for backslash at end of line to skip to the next
- Added error tooltip to file list in technique context menu
- Added error coloring to file list in technique context menu for effects that failed to compile
- Added option for stats overlays (clock, FPS, frametime) to only show while main overlay is open (filled out checkbox)
- Added global alpha support in VR and increased overlay window resolution
- Changed technique search in overlay to include effect file name in filtering
- Changed technique ordering to keep the declaration order specified within an effect file
- Changed preprocessor to concatenate in macros without expanding arguments (to follow behavior of the C preprocessor)
Bug fixes:
- Fixed crash with DLSS 3
- Fixed crash in Crusader Kings II
- Fixed crash in Phantasy Star Online 2
- Fixed duplicated input in some games (e.g. Payday 2)
- Fixed ReShade not showing up in some D3D11 VR games
- Fixed screen not updating in RPCS3 when using certain add-ons
- Fixed depth buffer detection in Quake
- Fixed effects declaring the same texture semantic multiple times failing to compile in D3D9
- Fixed shader interface matching when system value semantic contains a trailing zero
- Fixed whitespace in macro definition ending up in replacement text
- Fixed preprocessor crash if encountering end of file in a preprocessor statement
- Fixed preprocessor ignoring multiple pragma directives
- Fixed line numbers preprocessor generates for lines directly following an include statement
- Fixed add-on information missing in overlay when file version info is not using default translation
- Fixed technique context menu not working for techniques with "enabled" annotation
- Fixed open code editors for included files not updating after effect reload
- Fixed code editor colorization for preprocessor directives with spaces in them
- Fixed preset shortcut keys in config getting duplicated with each load
- Fixed GPU timestamp queries returning invalid results sometimes in D3D10/11
- Fixed push descriptor bindings in OpenGL add-on events
- Fixed 32-bit value count for push constants in D3D9 add-on events
- Fixed missing value conversion for some D3D9 dynamic states
Miscellaneous:
- Added "dot" intrinsic overload that accepts scalars to ReShade FX
- Added special behavior when calling "reshade::api::effect_runtime::render_effects" with no render target view: This now effectively disables effect rendering done by ReShade altogether, which can be useful if doing that manually via calls to "reshade::api::effect_runtime::render_technique"
- Added support for "#pragma reshade showfps" and "#pragma reshade showclock" directives again
- Added "create_swapchain" add-on event in OpenGL (called during "wglSetPixelFormat")
- Added support for creating resource views with a default resource view description (which will create a view encompassing the entire resource)
- Added render buffer creation in OpenGL for "reshade::api::resource_type::surface" and fixed automatic mipmap levels
- Added log message when resizing VR effect runtime
- Added internal compiler error to effect error list when pipeline creation failed
- Moved "AddonPath" option to "ADDON" config section
- Changed ReShade icon
- Changed log fallback filename (will now attempt to open ReShadeX.log where X is a number greater or equal 2 if ReShade.log is in use)
- Changed add-on manager to avoid loading add-on DLLs for disabled add-ons entirely
- Changed file list in technique context menu to show relative paths
- Changed preprocessor defines hidden in the overlay to include those starting with "INCLUDE_GUARD_"
- Changed "present" event in VR to be called separately for both eye submits
- Changed D3D11 state block implementation
- Changed Vulkan copy command hooks to call events for image layer ranges rather than single layers
- Simplified texture mapping using add-on API in D3D12 (can now create CPU-visible textures, ReShade will translate that into a D3D12 buffer behind the scenes)
- Improved "wglSwapMultipleBuffers" implementation to behave more like the original
- Removed automatic D3D12 pipeline backup and restore in "reshade::api::effect_runtime::render_effects" and "reshade::api::effect_runtime::render_technique" (better handled in add-on code)
- Removed stats overlay settings in VR (since those cannot be seen there anyway)
The following user(s) said Thank You: Wicked Sick, CeeJay.dk, brussell, ChrisG683, Martigen, Juguard, Echo, Marty, Jesped, thalixte and 14 other people also said thanks.
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- x8009
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Marvels spiderman has a depth buffer issue when using sd3d only under 5.3.0 doesn't have depth buffer at all, only 5.2.2 works fine with no bugs crashes and the depth buffer is working also 5.5.1 and 5.5.2 caused a critical crash after between 10-30sec of starting the gameplay or even instant gameplay, causing the drivers to be disabled or nvdmmm crash.
shows the issue here
shows the issue here
Last edit: 1 year 10 months ago by x8009.
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- xcasxcursex
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- ChrisG683
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Hopefully this fixes the crash when switching between PSO2 NGS and classic lobbies that's been around since launch, thank you for all of the hard work!
Also when it says DLSS 3 crash, is that referring to the frame generation feature? I noticed I had to uninstall ReShade on The Witcher 3 with Frame Generation enabled.
Also when it says DLSS 3 crash, is that referring to the frame generation feature? I noticed I had to uninstall ReShade on The Witcher 3 with Frame Generation enabled.
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- Areteic
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Hello everyone,
Is it just me or does "ForceDefaultRefreshRate" only work after alt-tabbing out and back to game? Tried to use it with Sekiro and fps unlocker (which unlocks fps but does not override refresh rate so game stays at 60fps/hz) and it worked only after alt-tabbing out and back into the game.
With Elden Ring it is kind of opposite. The option helps with mouse input lag in fullscreen mode (needed for HDR) but after alt-tabbing input lag returns 🤔
Is it just me or does "ForceDefaultRefreshRate" only work after alt-tabbing out and back to game? Tried to use it with Sekiro and fps unlocker (which unlocks fps but does not override refresh rate so game stays at 60fps/hz) and it worked only after alt-tabbing out and back into the game.
With Elden Ring it is kind of opposite. The option helps with mouse input lag in fullscreen mode (needed for HDR) but after alt-tabbing input lag returns 🤔
Last edit: 1 year 10 months ago by Areteic.
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- towel1k
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- wenhao
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- Birdy62
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- lowenz
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Just try the new Afterburner beta + RTSS beta (7 ->
download-eu2.guru3d.com/rtss/%5BGuru3D.c...4Beta7Build27504.rar
)
For me it's working.
For me it's working.
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- towel1k
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- crosire
- Topic Author
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This is a RTSS bug (it assumes you can't query a D3D10 device from a D3D11 device, but you actually can in some cases, and therefore mistakenly runs in D3D10 mode in D3D11 games, which ReShade now prohibits). You can work around that by disabling the D3D10 renderer of RTSS, after which it will show up again:
Head to C:\Program Files (x86)\RivaTuner Statistics Server\Profiles\[game.exe].cfg (or wherver RTSS is installed, replace [game.exe] with the respective game executable name), find the "RendererDirect3D10" section and add a new "Enable" key set to 0.
Head to C:\Program Files (x86)\RivaTuner Statistics Server\Profiles\[game.exe].cfg (or wherver RTSS is installed, replace [game.exe] with the respective game executable name), find the "RendererDirect3D10" section and add a new "Enable" key set to 0.
[RendererDirect3D10]
Enable=0
The following user(s) said Thank You: towel1k, wenhao, Crimsily, bKay
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- Sorata
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- Sorata
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Okay fixed it. Have to right click on the file and on the general tab scroll to the bottom and click the box to unblock it. It has an option at the bottom that says "this file came from another computer and might be blocked to help protect this computer" and you have to check unblock next to it. Once that is done hit apply and the exe file works and the option disappears.
Last edit: 1 year 10 months ago by Sorata.
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- Polar_Cold291X
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1 year 10 months ago - 1 year 10 months ago #14
by Polar_Cold291X
Replied by Polar_Cold291X on topic 5.6
Reply to: Crosire in regards about the Msi Afterburner setting changes in hopes to get the OSD working.
I have tried this method for Mass Effect (Legendary Edition), still does not work.
I am going to try that RivaTuner 7.3.4 Beta 7 that the other user said it works, going to give that a try, thanks for all your help.
EDIT:
Tried RivaTuner 7.3.4 Beta 7, OSD still does not work.
EDIT:
I got to work, I was so dang blind when you said to said to put the "Enable" Key Underneath where it says: [RendererDirect3D10]
Works perfectly now, thanks again.
I have tried this method for Mass Effect (Legendary Edition), still does not work.
I am going to try that RivaTuner 7.3.4 Beta 7 that the other user said it works, going to give that a try, thanks for all your help.
EDIT:
Tried RivaTuner 7.3.4 Beta 7, OSD still does not work.
EDIT:
I got to work, I was so dang blind when you said to said to put the "Enable" Key Underneath where it says: [RendererDirect3D10]
Works perfectly now, thanks again.
Last edit: 1 year 10 months ago by Polar_Cold291X.
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- zany130
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Same thing on cold steel 4 seems to be an issue since 5.5.1
Looking at the change log there was a change to ignore certain depth buffersFrom the 5.5.1 change log
"Changed depth buffer detection to skip depth buffers that were not used for at least a frame"
Looking at the change log there was a change to ignore certain depth buffersFrom the 5.5.1 change log
"Changed depth buffer detection to skip depth buffers that were not used for at least a frame"
Last edit: 1 year 10 months ago by zany130.
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- Caesar
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1 year 10 months ago - 1 year 10 months ago #16
by Caesar
Replied by Caesar on topic 5.6 RTSS OSD Stopped Showing
found tutorial on reddit, can confirm it works
For it to work you have to use notepad++ which will relaunch in admin mode when you try to save it. Saving using notepad did not work for me.
www.reddit.com/r/ReShade/comments/10ei8x...dium=web2x&context=3
https://preview.redd.it/5zjf7u894nca1.png?width=1918&format=png&auto=webp&v=enabled&s=00f839bfb5b92d43610fc2ed52e8e3b309df5ccd
For it to work you have to use notepad++ which will relaunch in admin mode when you try to save it. Saving using notepad did not work for me.
www.reddit.com/r/ReShade/comments/10ei8x...dium=web2x&context=3
https://preview.redd.it/5zjf7u894nca1.png?width=1918&format=png&auto=webp&v=enabled&s=00f839bfb5b92d43610fc2ed52e8e3b309df5ccd
Last edit: 1 year 10 months ago by Caesar.
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- Matsix
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Just updated to this latest version and was very glad to see that it auto detected Skyrim VR's depth buffer. The last version I had to always manually select it. I noticed an issue though and I'm not sure if it happens with every VR game with this version of reshade, I don't use reshade often for VR games. This update seems to break something with the fps, it's very strange. All my inputs become delayed, including head movement.
I notice when I checked stats it was showing my fps at stable 68ish with about 11-15ms frame time. I switched back to 5.5.2 and the issue went away, stats were showing what I expect - 45ish fps with like 40ms frame time
I notice when I checked stats it was showing my fps at stable 68ish with about 11-15ms frame time. I switched back to 5.5.2 and the issue went away, stats were showing what I expect - 45ish fps with like 40ms frame time
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- brazzjazz
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- ScreamerofStars
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Crosire, Can you please check it out with Dege at vogons about the newest dgVoodoo2 update? now it supports addons and he made topic about this, it would be nice to speak with him about how this goes.
www.vogons.org/viewtopic.php?f=59&t=92060
On a side note, Tachyon the Fringe(GoG release) is crashing under the newest versions when using nGlide or dgVoodoo2, previously it never happened under the old 4.x.x releases, but now its crashing.
www.vogons.org/viewtopic.php?f=59&t=92060
On a side note, Tachyon the Fringe(GoG release) is crashing under the newest versions when using nGlide or dgVoodoo2, previously it never happened under the old 4.x.x releases, but now its crashing.
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