The ReShade thread
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h0rnyfavn
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PostPosted: Mon, 30th Mar 2015 10:10    Post subject:
Is there a hotkey or something to enable\disable all its effects in-game?


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JBeckman
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PostPosted: Mon, 30th Mar 2015 10:16    Post subject:
There was but it's now gone in the recently released 0.17.0 version though the code for it exists and the option will be re-added in the next release.

0.17.0 also merges GemFx, SweetFx and MasterEffect into a single shader framework so you can use effects from all of them while ensuring compatibility, not every shader has been ported over yet but it's a pretty good start though at the moment there's a slight bug or rather a typo in one of the GemFx files but it's easy to fix:

http://reshade.me/forum/shaderpack-framework/401-reshade-framework-released-5102-03-29-4151?start=6
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MinderMast




Posts: 6172

PostPosted: Mon, 30th Mar 2015 10:25    Post subject:
JBeckman wrote:
SMAA 2X/T2X and 4X you mean?
(And the SLI/Crossfire compatible version of 2X and 4X)

From what I read on the ReShade forums it was discussed but it's not possible to implement something like this via just a generic injector, they need some additional data besides just the depth buffer so at the moment it looks like it won't be possible to do anything else besides the standard SMAA 1x shader-AA.

Some of those higher level SMAA methods are just a combination of your standard SMAA and MSAA or SSAA, so the game has to support those AA methods as well. If it does you can just combine "manually".
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DraySpittle




Posts: 1104

PostPosted: Tue, 31st Mar 2015 03:47    Post subject:
Blah. I can't get the framework to work at all. Or I don't think I can, the toggle key even on the "fixed" release doesn't toggle at all for me Laughing


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Stige




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Location: Finland
PostPosted: Tue, 31st Mar 2015 10:28    Post subject:
This seems a 100 times heavier than SweetFX atleast, or atleast those shader packs seem to.

SweetFX doesn't like World of Tanks for some reason so I tried to look for alternatives but that MasterEffect thingy even with only Sharpen and Vibrance cuts fps down like 50% where SweetFX barely had any effect...
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KillerCrocker




Posts: 20503

PostPosted: Tue, 31st Mar 2015 10:35    Post subject:
Masterfeects are very heavy.
But reahade with built in sweetfx is excellet


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JBeckman
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PostPosted: Tue, 31st Mar 2015 10:45    Post subject:
MasterEffect is not yet very optimized and uses a lot of shader passes which has a pretty hefty performance impact, SweetFx is also not yet fully optimized (SMAA in particular.) but the shaders are not as demanding as the ones in the MasterEffect pack. Smile
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JBeckman
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PostPosted: Tue, 5th May 2015 15:01    Post subject:
0.18.2 is out with a small fix with D3D9 and the Framework has also been updated.
http://reshade.me/forum/releases/487-0-18?limitstart=0

Quote:

0.18.0:

Added window event message queue hooks, which handle keyboard and mouse input
Added option to use key modifiers/combinations for toggling techniques via new annotations "togglectrl", "toggleshift" and "togglealt"
Added support for numeric escape sequences in string literals to effect parser
Added disclaimer message to overlay
Added error message to setup tool if Visual C++ redistributable is missing
Changed hook installation to log error status code if hook activation failed
Changed network traffic monitor to use interlocked operations instead of critical sections for thread-safety
Changed setup tool to only attempt analyzing the executable PE file and not launching the game (fixes crashes)
Fixed crash in GTA5 when Steam overlay was active and ReShade named "dxgi.dll"
Fixed effect reloading not working if there was an error during the preprocessor step
Removed "d3dx9" dependency from 64 bit build since it isn't used there
Removed support for loading effects from "Sweet.fx" and "ReShade\Common\ReShade.fx". Please use "ReShade.fx" instead.
Removed disclaimer messagebox

0.18.1:

Fixed crash when last line of an effect file was an "#include" directive
Removed Visual C++ redistributable dependency, now works without it being installed

0.18.2:

Fixed D3D9 half texel offset correction only working for backbuffer sized textures
Removed "Use at your own risk!" warning message from welcome text


For the shader "Framework" pack these are the latest changes for it.

Quote:

- GTA V support Wink Added RFX_LogDepth option in the Common settings to allow DoF in GTA V (alternatively you can pick up a preset used in the recent show cases HERE) <<< PRESET FOR GTA V USERS
- Added all missing ME color correction shader to the CustomFX suite (that was a huge request by you guys)
- Greatly improved the ambient light shader in conjunction with the adaptation shader
- Added ambient light control of the HeatHaze (and many other) shader
- Added individual toggle keys to all individual techniques
- Added UI-Mask Helper to comfortably and automatically identify static UI - Elements
- Added the Gaussian shader from loxa (thanks! :side: )
- Added many, many other things I cannot remember :silly:
- Included many, many fixes since the first release


( http://reshade.me/forum/shaderpack-framework/516-reshade-framework-released-5102-04-19-1281 )

Quote:

As requested::

AL control of the HeatHaze shader can now ignore depth buffer values (under "AL ADAPTATION PARAMETERS" in the GemFX_settings.cfg)
Improvements to the adaptation algorithm (hopefully now with a little less compile time)
Added TiltShift effect (based on my GEMFX implementation)
Added TuningPalette shader which allows use color palettes (e.g. from Quake) or color maps (as used for ENB) with plenty of values to play around with


Further changes::

Little improvement to the UI-Mask algorithm
Many fixes for bugs introduced in the previous release


( http://reshade.me/forum/shaderpack-framework/566-reshade-framework-released-5102-04-28-1120 )

Quote:

This update features::

Improved overall performance of the SweetFX suite within the framework
Automated (and manual) performance features added to the Common_settings.cfg
New Gr8mmFilm shader added to the CustomFX suite
Huge visual,accuracy and performance update to the adaptation shader of GemFX with new and more believable behavior of base adaptation


( http://reshade.me/forum/shaderpack-framework/607-reshade-framework-released-5102-05-03-0837 )


And the current version:
(Bundled with ReShade 0.18.2 or you could get it separately.)
Quote:


This update features::

!Greatly! (up to 300%!) increased performance and decreased compilation time of the adaptation algorithm and therefore of all dependent shader such as ambient light and color map
Fixed all SMAA issues
Fixed UI-Mask Helper issue with dx9 (in source thanks to Crosire)
Fixed issue with automated performance check
Added Technicolor2 shader and updated Nostalgia shader for SweetFX suite


( http://reshade.me/forum/shaderpack-framework/617-reshade-framework-released-5102-05-05-0105 )
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Shocktrooper




Posts: 4563

PostPosted: Tue, 5th May 2015 15:20    Post subject:
Does the current Reshade version have support for frame counting? It was on the to-do list last year.
If so, one could easily facilitate a black frame insertion shader for software based motion blur reduction on high refresh monitors. I'd really like to see someone do that.
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JBeckman
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PostPosted: Tue, 5th May 2015 15:35    Post subject:
As far as I'm aware it hasn't been implemented in ReShade yet but it's still planned.
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JBeckman
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PostPosted: Thu, 7th May 2015 14:10    Post subject:
Another small update is out. Smile

Quote:
0.18.3:

Changed Direct310/11 handling of multisampling to copy the backbuffer instead of replacing it
Fixed hook manager not catching modules loaded via "LoadLibraryEx"
Fixed effects applied multiple times if game called "IDXGISwapChain::Present" without doing any drawing in between
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JBeckman
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PostPosted: Mon, 18th May 2015 12:22    Post subject:
http://reshade.me/forum/releases/487-0-18

0.18.4
Quote:

Added Direct3D11 feature level info to trace logging
Fixed Direct3D10/11 stateblocks leaking references after frame completed


0.18.5
Quote:

Fixed Direct3D10/11 renderers failing to initialize if backbuffer is using a SRGB format
Fixed Direct3D10/11 renderers failing to initialize on Windows 8+


http://reshade.me/forum/shaderpack-framework/673-reshade-framework-released-5102-05-17-1123

Latest "Framework" changes

Quote:
Added brand new motion focus shader
Added brand new Color LUT shader (thanks for the motivation in the forum guys, I am looking forward to what you can do with it)
Another performance increase of the adaptation shader and therefore all related shader such as ambient light
Improved lens effect of ambient light shader
Added GTAV like lens effect to gaussian anamflare shader (motivated by Marty, thanks! :woohoo: )
Fixed some more issues introduced with the previous release
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JBeckman
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PostPosted: Wed, 3rd Jun 2015 22:04    Post subject:
http://reshade.me/forum/releases/487-0-18?limitstart=0

0.18.6

Quote:

Fixed gamma issues in Direct3D10/11 renderers on Windows 8+
Fixed keyboard input not working in games using RawInput
Fixed effect parser accepting empty variable declarations



EDIT: 0.18.7

Quote:

Fixed raw input device registration failing under certain circumstances
Fixed memory leak in Direct3D10/11 renderers
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JBeckman
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PostPosted: Tue, 23rd Jun 2015 10:18    Post subject:
0.19.0:
http://reshade.me/forum/releases/797-0-19

Quote:

0.19.0:

Added special handling for effect files which are symlinks
Added option to change screenshot path via "#pragma reshade screenshot_location"
Fixed OpenGL gamma correction issues in some games
Changed raw input handling to fix the occurrence of duplicated input in some games


Framework:
http://reshade.me/forum/shaderpack-framework/795-reshade-framework-released-5102-06-23-1246
Quote:

This update features::

Added brand new and highly anticipated deband shader by JPulowski
Added brand new paint shader by JPulowski
A huge update on the Gaussian shader by Ioxa
Another improvement to the lens effect of ambient light shader
Completely overhauled configuration files by Ioxa to fit the new Mediator
And...of course the long awaited Mediator by Luciferhawk Wink


EDIT:
Quote:

0.19.1:

Fixed "IDXGIFactory::CreateSwapChain" hooks passing the hooked device to the trampoline function rather than the original
Fixed "D3D10CreateDeviceAndSwapChain" and "D3D11CreateDeviceAndSwapChain" hooks using wrong factory to create swapchain
Fixed Direct3D10/11 device creation failing on Windows 7 without the platform update KB2670838
Changed WinSock return code handling



EDIT:
Quote:

0.19.2:

Fixed comma operator producing type conversion errors during effect compiling
Changed technique timeout handling to ignore toggle key input while inside timeout
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spajdr




Posts: 1842
Location: Czechia
PostPosted: Mon, 10th Aug 2015 18:48    Post subject:
Since things are working mostly alright as of version 0.19 it's time to get out of the public beta and publish a first release of ReShade, version 1.0.
One of the main critics in the past was the installation of the injector and configuration of shaders for ReShade, the reason Lucifer introduces the framework and its mediator tool.
To make life easier for newcomers the three download options one has to chose from currently will be replaced with a single one, the ReShade Framework.
No separate core, no "framework" shader pack anymore, all-in-one. This includes the mediator GUI and is a shader environment for developers to add shaders to
without having to worry about conflicts etc. There won't be separate version numbers for ReShade and its shader packs anymore either because of this.

People still prefering the standalone SweetFX or MasterEffect packages are of course free to remove the shader files from that download and use core
ReShade with their own files: CeeJay's SweetFX 2.0 for instance continues to exist seperatly, only using the ReShade injector DLLs
(keep an eye out, something is coming for that one too).

ReShade was updated to version 1.0.

As of this revision, ReShade left the public beta, it is the first release version.

Changelog 1.0.0

Added option to change screenshot key via "#pragma reshade screenshot_key"
Fixed rendering failing under Direct3D9 if device was using software vertex processing

https://bit.ly/ReShadeFramework-1-0-0
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Bob Barnsen




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Location: Germoney
PostPosted: Mon, 10th Aug 2015 19:45    Post subject:
Meh, really hate that new Mediator. I keep manually editing the configs


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JBeckman
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PostPosted: Mon, 9th Nov 2015 13:20    Post subject:
http://reshade.me/

http://reshade.me/forum/releases/1381-1-1

Quote:

1.1.0:

Added basic Direct3D 12 hooks (but no renderer yet)
Added some simple GUI widgets for testing (currently disabled)
Changed uniform updating to happen only once per frame instead of on every technique
Changed some renderer calls for minor performance improvements
Changed network traffic detection to only observe upload traffic
Fixed OpenGL renderer initialization not preserving the OpenGL state
Fixed internal shader compiler error when using expression sequences in variable declarator lists
Fixed rendering failing in Direct3D9 if software processing is enabled
Fixed hook installation returning an error if hook was already installed
Fixed OpenGL renderer not cleaning up effects
Removed draw activity check from Direct3D9 renderer
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spajdr




Posts: 1842
Location: Czechia
PostPosted: Mon, 9th Nov 2015 14:39    Post subject:
Some more changes in it

Mediator Changes (big thanks to all your feedback)
Many, many fixes according to the user feedback
Integrated Step by Step tutorial
Full screen offline preview (in its first iteration)
Improved offline preview rendering order
Direct (Left-Click) link from pipeline to shader tabs and back (Right-Click)
Fixed pipeline flickering
Increased support for tabs for one shader from 2 to 5 (see new DoF shader from Marty)
Overhauled relationship between and purpose of application profiles and presets

Shader Changes (big thanks to all the user ports and of course Marty's and JPulowski's hard work)
As requested, added Magnify shader
As requested, added pseudo depth buffer option
As requested, added DOSFX shader
As requested, added HSV shader
As requested, added HQ4X shader
As requested, added VHS shader
As requested, added DaltonizeFX shader
Added Marty's Improved Reflective Bump Mapping shader
Added Marty's new Depth of Field shader
Added Marty's overhauled AO shader
Added Marty's YACA shader
Added overhauled Adaptive Sharpen, implemented by JPulowski
Fixed AO and DoF reordering issue
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Shocktrooper




Posts: 4563

PostPosted: Mon, 29th Feb 2016 17:35    Post subject:
How can I implement updated shaders from github with Reshade Framework?
https://github.com/crosire/reshade-shaders
I need to update the 1.1 Deband shader with the new one:
https://github.com/crosire/reshade-shaders/blob/master/ReShade/Shaders/JPulowski/Deband.fx
https://github.com/crosire/reshade-shaders/blob/master/ReShade/Presets/Default/JPulowski.cfg

I tried to replace the code and also add it as a custom shader but it didn't do anything.
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spajdr




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Location: Czechia
PostPosted: Mon, 29th Feb 2016 17:41    Post subject:
Mate, ask on www.reshade.me forum Smile
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JBeckman
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PostPosted: Mon, 29th Feb 2016 20:30    Post subject:
Shocktrooper wrote:
How can I implement updated shaders from github with Reshade Framework?
https://github.com/crosire/reshade-shaders
I need to update the 1.1 Deband shader with the new one:
https://github.com/crosire/reshade-shaders/blob/master/ReShade/Shaders/JPulowski/Deband.fx
https://github.com/crosire/reshade-shaders/blob/master/ReShade/Presets/Default/JPulowski.cfg

I tried to replace the code and also add it as a custom shader but it didn't do anything.


I tampered with ReShade.fx and the various config files but in the end it was pretty simple. Smile

Download the latest shaders from here:
https://github.com/crosire/reshade-shaders

Extract them somewhere, I use C:\Program Files(x86)\ReShade

Download ReShade 1.1:
http://reshade.me/

From that archive grab ReShade32.dll and ReShade64.dll

Place those where you extracted the 2.0 shaders.
(The .dll files should be where ReShade.fx is and the ReShade folder.)

Open the ReShade folder, open Presets, rename Default to Reshade_Preset
(This can be changed if you feel like tinkering with ReShade.fx, it's towards the end of the file as I remember it.)

That's it. Smile
(You now have the updated depth buffer detection improvements and methods for flipping and reversing it depending on what the game requires, updated deband shader, a couple of new shaders from Otis and also a new denoise shader plus a number of fixes in ReShade.fx and the other shader files, however you do not have the fixes from the 2.0 .dll binaries and the updated Mediator tool, those aren't available on Github and we'll just have to wait for the authors to finish it up and release it to the public, shouldn't be too long now.)


Oh and since the shader layout is completely different from 1.x the Mediator tool won't work so you have to manually edit the config files.
(Also windows notepad and wordpad doesn't handle the text file format correctly for Github repositories so a tool like NotePad++ or WinMerge will make editing the config files much easier.)


EDIT: If it's just for a single shader then it should be doable to replace the deband.fx file with the updated version along with any changes in the .cfg file that has the deband shader setting.
(Mediator might not completely understand the new shader but it should be mostly compatible.)
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Shocktrooper




Posts: 4563

PostPosted: Mon, 29th Feb 2016 23:33    Post subject:
thanks, this method appears to be working

JBeckman wrote:

EDIT: If it's just for a single shader then it should be doable to replace the deband.fx file with the updated version along with any changes in the .cfg file that has the deband shader setting.
(Mediator might not completely understand the new shader but it should be mostly compatible.)


tried that, also renamed references to other files or added them, it compiled the shader without errors most of the time but had no effect at all
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Nui
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PostPosted: Mon, 29th Feb 2016 23:42    Post subject:
Why did you now tell me that reshade supports calibrating 3D Luts? Mad

Just out of interest, does anyone here us that feature with measurement equipment?


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MinderMast




Posts: 6172

PostPosted: Tue, 1st Mar 2016 04:59    Post subject:
Nui wrote:
Why did you now tell me that reshade supports calibrating 3D Luts? Mad

Just out of interest, does anyone here us that feature with measurement equipment?

I do and it works great. Especially if your display does not perform so well when not profiled. My FG2421, for example always had obviously desaturated colors (compared to my other displays) and a weird gamma curve, where things would look a little too "bright" - both issues fixed with this.

You can use DisplayCal to create 3D LUTs for ReShade directly from your profile (you will also need to profile with DisplayCal though) and even target different gamma curves without re-profiling.

One small issue is that it is not "screen aware", so if you want to use it on multiple displays, you will need to manage it manually, by applying different LUTs.

As a side note, you can also generate 3D LUTs for MadVR for use in video playback. That one is even screen aware.
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sip74




Posts: 686

PostPosted: Sun, 6th Mar 2016 10:51    Post subject:
ReShade 2.0.0 released.

 Spoiler:
 
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Cratzz




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Location: Sweden
PostPosted: Sun, 6th Mar 2016 13:41    Post subject:
How to get 2.0 to work with Sweetfx?
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JBeckman
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Location: Sweden
PostPosted: Sun, 6th Mar 2016 15:02    Post subject:
Quote:

ReShade 2.0.1 Changelog

Fixed Direct3D11 runtime not cleaning up COM references to the backbuffer correctly


This fixes a possible crash with DirectX 11 games. Smile

Also D3D12 support is currently on hold at the moment so no support for ReShade in e.g Ashes of Singularity or the upcoming Hitman game, for the moment.
http://reshade.me/forum/general-discussion/1790-directx-12
(Vulkan support appears to be planned though.)
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KillerCrocker




Posts: 20503

PostPosted: Sun, 6th Mar 2016 15:09    Post subject:
I still wait for a day smaa x2 will be supported. That thing removed all the jaggies in alien isolation


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spajdr




Posts: 1842
Location: Czechia
PostPosted: Mon, 14th Mar 2016 01:21    Post subject:
Updated to 2.0.1f4:

Added mouse overlay shader displaying the mouse cursor position and an option to DOF to auto-focus to the mouse cursor
Changed default assistant tool colors to match the old Mediator colors (feel free to change them)
Updated the ReShade Assistant (see Ganossa's post for more info)

Edit: Tip for those who prefer a click-based navigation: Crank the "Navigation Delay" value all the way up. You can then switch to tabs by clicking on them rather than just hovering over.

Hotfix #4 Changelog (ReShade Assistant)

Added navigation delay option with click to skip feature
Added first tutorial tips to profile and preset tabs for new users
Added more short cuts (ctrl+R > reset; F2 > update profile/preset)
Added editing feature (LeftAlt+Selecting a shader in pipeline will open the .cfg file with the notepad)
Disabled navigation to Globals, Shaders/Pipeline and Values tabs if there is no content displayed
Sorta added a fix for non-central management or missing/misrecognized profiles and preset selection for preview tools
Slightly changed the Assistant's highlighting
Added an option to toggle software rendering in the Assistant (might improve performance for some if toggled off/on)

http://www.mediafire.com/?saoiigs8uev3doe
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Stige




Posts: 3544
Location: Finland
PostPosted: Mon, 14th Mar 2016 08:52    Post subject:
Last time I tried this the performance hit was too big Sad

Is there a preset somewhere for some Sharpen and Saturation? Lightweight package with low impact on FPS.
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