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Posted: Mon, 30th Mar 2015 10:10 Post subject: |
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Is there a hotkey or something to enable\disable all its effects in-game?
1) Lenovo Legion 7 (AMD Ryzen 7 5800H, RTX 3080 16Gb, 32Gb DDR4, SSD 1TB +2TB
2) SFFPC (streaming via Moonlight+ Sunshine)
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JBeckman
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Posted: Mon, 30th Mar 2015 10:16 Post subject: |
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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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Posted: Mon, 30th Mar 2015 10:25 Post subject: |
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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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Stige
Posts: 3544
Location: Finland
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Posted: Tue, 31st Mar 2015 10:28 Post subject: |
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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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Posted: Tue, 31st Mar 2015 10:35 Post subject: |
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Masterfeects are very heavy.
But reahade with built in sweetfx is excellet
3080 | ps5 pro
Sin317-"im 31 years old and still surprised at how much shit comes out of my ass actually ..."
SteamDRM-"Call of Duty is the symbol of the true perfection in every aspect. Call of Duty games are like Mozart's/Beethoven's symphonies"
deadpoetic-"are you new to the cyberspace?"
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JBeckman
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JBeckman
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Location: Sweden
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Posted: Tue, 5th May 2015 15:20 Post subject: |
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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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Posted: Tue, 5th May 2015 15:35 Post subject: |
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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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JBeckman
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Posted: Mon, 18th May 2015 12:22 Post subject: |
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http://reshade.me/forum/releases/487-0-18
0.18.4
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Added Direct3D11 feature level info to trace logging
Fixed Direct3D10/11 stateblocks leaking references after frame completed
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0.18.5
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Fixed Direct3D10/11 renderers failing to initialize if backbuffer is using a SRGB format
Fixed Direct3D10/11 renderers failing to initialize on Windows 8+
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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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Posted: Wed, 3rd Jun 2015 22:04 Post subject: |
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http://reshade.me/forum/releases/487-0-18?limitstart=0
0.18.6
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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
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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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spajdr
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Posted: Mon, 10th Aug 2015 18:48 Post subject: |
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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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Posted: Mon, 10th Aug 2015 19:45 Post subject: |
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Meh, really hate that new Mediator. I keep manually editing the configs
Enthoo Evolv ATX TG // Asus Prime x370 // Ryzen 1700 // Gainward GTX 1080 // 16GB DDR4-3200
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JBeckman
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Posted: Mon, 9th Nov 2015 13:20 Post subject: |
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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
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Posted: Mon, 9th Nov 2015 14:39 Post subject: |
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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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Posted: Mon, 29th Feb 2016 17:35 Post subject: |
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spajdr
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JBeckman
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Posted: Mon, 29th Feb 2016 20:30 Post subject: |
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I tampered with ReShade.fx and the various config files but in the end it was pretty simple.
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.
(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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Posted: Mon, 29th Feb 2016 23:33 Post subject: |
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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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Posted: Sun, 6th Mar 2016 10:51 Post subject: |
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ReShade 2.0.0 released.
Spoiler: | Quote: |
Added new preprocessor written from scratch
Added "exists" expression to preprocessor to check for file existence (example: #if exists("file.txt") ...)
Added "__APPLICATION_NAME__" predefined macro containing the executable name
Added option to hide info messages via "#pragma reshade noinfomessages"
Added compiler error on unexpected token while parsing statement
Added compiler error on unexpected token in technique declaration
Added default initialization to zero to all mutable ReShade FX variables
Added workaround for Direct3D8 applications attempting to use D3DLOCK_DISCARD on D3DPOOL_MANAGED vertex buffers
Added support for GL_DEPTH_STENCIL format
Added "mousepoint" source for uniform variables (float2 with mouse cursor coordinates)
Improved lexer performance with character lookup table and custom number parsing
Fixed crash due to deleted default render target resources on Direct3D8 device creation
Fixed crash when deleting OpenGL effect pass due to the VTable being overwritten to zero
Fixed Direct3D9 renderer not saving and restoring the viewport
Fixed ReShade FX namespaces
Fixed runtime attempting to apply effect even if compilation failed
Fixed input being ignored for games passing "PM_NOYIELD" to PeekMessage
Fixed editing the main effect file not triggering a recompile
Fixed signature of "rcp", "all" and "any" intrinsics
Fixed runtime not clearing pragma list between compiles
Changed statistics overlay technique rendering time element to show average value
Changed COM reference counting to use smart wrapper
Removed WInSocks download hooks
Removed check for whether the same source code was already compiled previously (will always recompile now)
Removed ReShade FX "texture1d" and "texture3d" types
Removed "ID3D10DepthStencilView::Release" and "ID3D11DepthStencilView::Release" hooks
Removed error code to string conversion from log messages
Removed unused default vertex buffer object from OpenGL renderer
Hotfix Changelog (ReShade Assistant)
Faster tab navigation
Changed to software rendering for Assistant windows (should lead to better performance for most users)
The Default preset cannot be deleted anymore from within the Assistant
The application linked Global.cfg will now automatically be created when the users creates a new application profile
Changelog (ReShade Assistant)
Features:
ReShade Assistant 3D Scene Preview Release and integration into ReShade Assistant
TransMod tool integration into ReShade Assistant
Highly customizable design
New layout that compresses the view while at the same time allowing transparency on feature interaction
No more re-compilation due to preview window size changes
LUT creation in 3D and non 3D preview window from selected ReShade configuration
Guide Lines:
RightShift + MouseWheel/Left-/RightArrowKey will scroll through feature tabs
RightCtrl + MouseWheel will scroll through info box
RightClick on non-interactive elements + MouseWheel will scroll through feature tabs
Removing the "ReShade Assistant.ini" will reset the configuration to some default values
LeftClick on Pipeline elements will activate/deactivate them
RightClick on Pipeline elements will select them and display their variables in the neighbor tab
L+prtscr in the preview window will create a LUT screenshot in the root folder
Changelog (ReShade File/Folder Layout)
2.0.0:
A ReShade preset is now directly linked to an application profile
An application profile is now directly linked to the related application
Global configurations (e.g. depth buffer settings) are now directly linked to an application profile
Shader and configuration files are now representing developer domains
Changelog (Shader)
2.0.0:
The depth buffer linearization functions have been overhauled
Many new shaders have been added to the GitHub and are now included in this release
Many improvements/fixes have been introduced to various shaders (which can be better explained by the related developers) |
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Cratzz
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Posted: Sun, 6th Mar 2016 13:41 Post subject: |
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How to get 2.0 to work with Sweetfx?
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JBeckman
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Posted: Sun, 6th Mar 2016 15:09 Post subject: |
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I still wait for a day smaa x2 will be supported. That thing removed all the jaggies in alien isolation
3080 | ps5 pro
Sin317-"im 31 years old and still surprised at how much shit comes out of my ass actually ..."
SteamDRM-"Call of Duty is the symbol of the true perfection in every aspect. Call of Duty games are like Mozart's/Beethoven's symphonies"
deadpoetic-"are you new to the cyberspace?"
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spajdr
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Posted: Mon, 14th Mar 2016 01:21 Post subject: |
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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
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