ReShade - Advanced post-processing everywhere (SweetFX)

Discussion in 'Game Tweaks and Modifications' started by CeeJay.dk, Nov 30, 2014.

  1. 007.SirBond

    007.SirBond Guest

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    Would it be possible to implement the same method of injecting the way Radeon Pro does it. I find it annoying to install each hook and shader directly into the game files. It's much easier the way Radeon Pro does it, by just using one folder and having paths going to that.
     
  2. jackie

    jackie Guest

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    This is the SweetFX forum thread. Nothing to do with MasterEffect.
    You will need to go to the Reshade.me forum to ask support questions regarding Reshade/MasterEffect. :)

    Actually, I think that Boulotaur's file organization is very concise and I don't see any problems with it.
    When you try to make a one-size-fits-all program instead of simply using separate injectors, it increases the complexity dramatically.

    The only thing that SweetFX(Boulotaur) is lacking that would make it totally complete imo, is a fps limiter+counter to fix vsync input lag. :)
     
    Last edited: Feb 1, 2015
  3. Marcel

    Marcel Guest

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    Reshade + SweetFX or Reshade+Mastereffect

    It does not matter?

    many people what using reshade come in here.
     
  4. 007.SirBond

    007.SirBond Guest

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    How does it make it more complex. It's easier to use in my opinion. For me, I just run Radeon Pro and all my games have sweetfx enabled. If I want to add a game, I just add it to radeon pro and enable it. It's much easier than having to install the same shaders into different game folders and change each setting file for each one. It's more of a hassle.
     

  5. jackie

    jackie Guest

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    Actually, it does matter. This is the SweetFX forum.
    MasterEffect is not associated with SweetFX in any way.

    Just to clarify:
    1. SweetFX is a shader suite that is based off of injectSMAA.
    2. Reshade is a separate injector, not a shader suite.
    3. MasterEffect is an entirely different shader suite that has been ported from ENB to work with the Reshade injector. It has absolutely nothing to do with SweetFX.

    You need to go to the Reshade.me forum to ask support questions regarding Reshade/MasterEffect. :)

    Surely you realize that a program like RadeonPro is infinitely more complex to create than a simple shader injector???
    Furthermore, I don't understand what your point is in suggesting that SweetFX(Boulotaur) should be made to operate like a RadeonPro clone since you said that RadeonPro already works for you? :3eyes:

    What I am proposing is a very simple fix for vsync input lag that could be included in the SweetFX(Boulotaur) build that will work on any system regardless of whether RadeonPro works or not. :cool:
     
    Last edited: Feb 2, 2015
  6. 007.SirBond

    007.SirBond Guest

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    Boulotaur doesn't even work on SweetFX right now, his work is on hold.

    Reshade is being made by a different person. I never asked anything from Boulotaur's work. I'm suggesting reshade be made in a manner of injecting that Radeon Pro is. Yes I am aware it is more work, but creating a hook for shader injecting is also a lot of work.
     
  7. jackie

    jackie Guest

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    His work on SweetFX is not "on hold". He stopped making new builds because 2013-06-01 did exactly what he intended it to and it was completely stable.
    His work on SweetFX wasn't put on hold, it was successfully completed. :)

    Thanks for the clarification, but you seem to have completely ignored the whole point of my previous posts.

    SweetFX(Boulotaur)_v2013-06-01 is a very effective build and the only thing it needs to make it totally complete is a fix for vsync input lag. The main point of my posts is to try to get the original author of the build to update it with a fps limiter+counter himself since that is always the best (and most respectful) solution. However, if that can't be accomplished then the only other choice is to create a standalone fps limiter+counter for DX9,10,11 that can be hooked to SweetFX instead. :)
     
    Last edited: Feb 2, 2015
  8. 007.SirBond

    007.SirBond Guest

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    Well, Boulotaur's injector is not a stable build in my opinion, because I had problems with it, that's why I went with Radeon Pro. Just because you had no problems with it, does not mean its perfect. Everything I wrote was from Ceejay's post about the status of Boulotaur and his injector. Look up previous posts from Ceejay.

    http://forums.guru3d.com/showthread.php?t=381912

    You seem to be writing opinions as facts and making inferences about my posts with concluding assumptions. That's not what I am doing, I'm writing literally. Your method of communicating is disastrous and will only lead to conflict due to mis-interpretation.
     
  9. jackie

    jackie Guest

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    I have never found a game that SweetFX(Boulotaur) didn't work on. Perfect function is the best that any software can hope to achieve. With the exception of the lack of a fps limiter+counter, build 2013-06-01 is practically perfect in my experience. If your experience with it is different, then I certainly understand why you would seek another solution.

    Continued development of SweetFX(Boulotaur) did indeed stop.
    It wasn't put on hold, it was simply finished.

    Lastly, if you could confine your posts to the subject matter and avoid personal attacks it would be appreciated. :)
     
  10. 007.SirBond

    007.SirBond Guest

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    Incorrect inference. Again, you are writing about Boulotaur's injector as if you are the one creating it. You are not, please refrain from speaking for others as it is wrong and incorrect. I don't care about your opinion on what you think is perfect or not. I also don't care to reply to your nonsense anymore as you are clearly a person with communication problems.:)
     

  11. jackie

    jackie Guest

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    Ok, now you are obviously just trolling. :D

    I think everybody else (including Boulotaur if he is reading these posts) understood exactly what I wrote very clearly. I never made any attempt to "speak for others" or to act as if I was "the one creating" Boulotaur's injector. I stated very plainly that the main intention of my posts was to encourage the original author to update his injector by adding a fps limiter+counter. I further stated that in the event he didn't respond that it was my intention to employ an alternative solution.

    If you could refrain from attributing false statements to me in the future it would be appreciated. :)
     
  12. 007.SirBond

    007.SirBond Guest

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    http://dictionary.reference.com/browse/hypocrite
    http://dictionary.reference.com/browse/evidence?s=t
    Boulotaur never finished his injector, that's why Ceejay never released 2.0 with it, instead it's with Crosire and reshade.

    Stop pretending you are Boulotaur and making false statements. :)
     
    Last edited: Feb 2, 2015
  13. Marcel

    Marcel Guest

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    Boulotaur injector works without problem. Only games with specific installation do not works but that is game problem and not injector problem. I prefer Boulotaurs version SweetFX for emulators and 64 bit applications. For other games I use standard SweetFX. Both version are very useful and I do not know which is better.
     
  14. jackie

    jackie Guest

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    Wow, if you can't trust a stranger on a web forum to keep their word then who can you trust? :eek:

    Seriously though, what are you hoping to accomplish by your rabid attacks?
    Are you afraid that people won't willingly discard Boulotaur's injector if it is updated?
    :3eyes: :3eyes: :3eyes:

    Help me out bud, because I am stumped. :)
     
  15. Scarecrow7

    Scarecrow7 Guest

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  16. nekrik

    nekrik Guest

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    @Marcel
    As Scarecrow7 already said mastereffect reborn is just a shader collection rewritten by Martymcfly for Reshade. The bluring of the HUD is absolutelly normal because Reshade applies it's effects after last frame is drawn. Crosire said that in the future he may try to find and implement an algorithm which will search for the HUD - Menu and apply the reshade before the HUDs are rendered. It would be best though for any troubleshooting or questions to visit Reshade.me and post any issues to the respective categories.
    Cheers
     
  17. robgrab

    robgrab Guest

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    It IS possible to remove the blurry HUD in many cases. I've had similar situations where just by editing a few variables in the DoF shader I was able to fix the blurred HUD. Certain DoF shaders give you much more control over camera position, blur factors, etc.. Although I really like the speed and quality of MATSODOF, it's the least configurable in that regard. Most of those settings recommend that you not change the defaults. I think Marty is working on consolidating the DoF shaders into a standard set of variables to give users more control.
     
  18. Crosire

    Crosire Member Guru

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    It can already do that. Just use some extra tool like ENBInjector to inject ReShade into the game like you did with Radeon Pro and it will do the rest from there on.
    Doing so allows to have all SweetFX configuration in one central place, could look similar to this:

    Code:
    Games
      /Game 1
         /ReShade32.dll
         /Sweet.fx
         /SweetFX
            /...
      /Game 2
         /ReShade64.dll
         /Sweet.fx
         /SweetFX
            /...
      /Game 3
         /ReShade32.dll
         /Sweet.fx
         /SweetFX
            /...
    
    Then just configure the injector to load the DLL into the targeted game at startup. Using ENBInjector its INI would look like this:

    Code:
    [LIBRARY]
    LibraryName=ReShade32.dll
    
    [TARGETPROCESS]
    ProcessName0=MyGame.exe
    
     
    Last edited: Feb 2, 2015
  19. 007.SirBond

    007.SirBond Guest

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    Thank you, I'll try this out.
     
  20. KodY

    KodY Master Guru

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    So, tried using Reshade with Star Wars Republic Commando (DX8 game) and it hooked in fine. It didn't load SweetFX though. I used the installer method as well as manually copying all the files.
    Anything I'm missing here?

    Code:
    07/02/2015 22:47:52,348 [3580] | INFO  | Initializing Crosire's ReShade version '0.14.0.684' built on '2015-01-31 19:57:10' loaded from "G:\Star Wars - Republic Commando\GameData\System\d3d8.dll" to "G:\Star Wars - Republic Commando\GameData\System\SWRepublicCommando.exe" ...
    07/02/2015 22:47:52,364 [3580] | INFO  | Registering hooks for "C:\Windows\system32\d3d8.dll" ...
    07/02/2015 22:47:52,364 [3580] | INFO  | > Delayed.
    07/02/2015 22:47:52,364 [3580] | INFO  | Registering hooks for "C:\Windows\system32\d3d9.dll" ...
    07/02/2015 22:47:52,364 [3580] | INFO  | > Delayed.
    07/02/2015 22:47:52,364 [3580] | INFO  | Registering hooks for "C:\Windows\system32\d3d10.dll" ...
    07/02/2015 22:47:52,364 [3580] | INFO  | > Delayed.
    07/02/2015 22:47:52,364 [3580] | INFO  | Registering hooks for "C:\Windows\system32\d3d10_1.dll" ...
    07/02/2015 22:47:52,364 [3580] | INFO  | > Delayed.
    07/02/2015 22:47:52,364 [3580] | INFO  | Registering hooks for "C:\Windows\system32\d3d11.dll" ...
    07/02/2015 22:47:52,364 [3580] | INFO  | > Delayed.
    07/02/2015 22:47:52,364 [3580] | INFO  | Registering hooks for "C:\Windows\system32\dxgi.dll" ...
    07/02/2015 22:47:52,364 [3580] | INFO  | > Delayed.
    07/02/2015 22:47:52,364 [3580] | INFO  | Registering hooks for "C:\Windows\system32\opengl32.dll" ...
    07/02/2015 22:47:52,364 [3580] | INFO  | > Delayed.
    07/02/2015 22:47:52,364 [3580] | INFO  | Registering hooks for "C:\Windows\system32\user32.dll" ...
    07/02/2015 22:47:52,364 [3580] | INFO  | > Libraries loaded.
    07/02/2015 22:47:52,364 [3580] | INFO  | > Found 4 match(es). Installing ...
    07/02/2015 22:47:52,380 [3580] | INFO  | > Installed 4 hook(s).
    07/02/2015 22:47:52,380 [3580] | INFO  | Registering hooks for "C:\Windows\system32\ws2_32.dll" ...
    07/02/2015 22:47:52,380 [3580] | INFO  | > Libraries loaded.
    07/02/2015 22:47:52,380 [3580] | INFO  | > Found 8 match(es). Installing ...
    07/02/2015 22:47:52,411 [3580] | INFO  | > Installed 8 hook(s).
    07/02/2015 22:47:52,411 [3580] | INFO  | Initialized.
    07/02/2015 22:47:52,411 [3580] | INFO  | Installing delayed hooks for "C:\Windows\system32\d3d8.dll" ...
    07/02/2015 22:47:52,426 [3580] | INFO  | > Found 1 match(es). Installing ...
    07/02/2015 22:47:52,426 [3580] | INFO  | > Installed 1 hook(s).
    07/02/2015 22:47:52,838 [3580] | INFO  | Redirecting 'Direct3DCreate8(220)' ...
    07/02/2015 22:47:52,838 [3580] | INFO  | > Passing on to 'Direct3DCreate9':
    07/02/2015 22:47:52,838 [3580] | INFO  | Installing delayed hooks for "C:\Windows\system32\d3d9.dll" (Just loaded via 'LoadLibraryA("d3d9.dll")') ...
    07/02/2015 22:47:52,838 [3580] | INFO  | > Found 9 match(es). Installing ...
    07/02/2015 22:47:52,869 [3580] | INFO  | > Installed 9 hook(s).
    07/02/2015 22:47:52,869 [3580] | INFO  | Redirecting 'Direct3DCreate9(32)' ...
    07/02/2015 22:47:52,885 [3580] | INFO  | Redirecting 'IDirect3D8::GetDeviceCaps(0059D900, 0, 1, 0028FBC8)' ...
    07/02/2015 22:47:53,275 [3580] | INFO  | Redirecting 'Direct3DCreate8(220)' ...
    07/02/2015 22:47:53,275 [3580] | INFO  | > Passing on to 'Direct3DCreate9':
    07/02/2015 22:47:53,275 [3580] | INFO  | Redirecting 'Direct3DCreate9(32)' ...
    07/02/2015 22:47:53,290 [3580] | INFO  | Redirecting 'IDirect3D8::GetDeviceCaps(005E1F20, 0, 1, 07F33224)' ...
    07/02/2015 22:47:53,644 [3580] | INFO  | Redirecting 'IDirect3D8::CreateDevice(005E1F20, 0, 1, 001902CC, 70, 07F33788, 07F33784)' ...
    07/02/2015 22:47:54,381 [3580] | INFO  | Redirecting 'IDirect3DDevice8::GetDeviceCaps(005B73D0, 0028AD7C)' ...
    07/02/2015 22:47:54,383 [3580] | INFO  | Redirecting 'IDirect3DDevice8::GetDeviceCaps(005B73D0, 0028AE8C)' ...
    07/02/2015 22:47:55,807 [3580] | INFO  | Redirecting 'IDirect3DDevice8::GetDeviceCaps(005B73D0, 0028DB7C)' ...
    07/02/2015 22:47:55,809 [3580] | INFO  | Redirecting 'IDirect3DDevice8::GetDeviceCaps(005B73D0, 0028DC8C)' ...
    07/02/2015 22:47:56,066 [3580] | INFO  | Redirecting 'IDirect3DDevice8::CreateVertexShader(005B73D0, 1144B240, 00000000, 05CAAE60, 0)' ...
    07/02/2015 22:47:56,066 [3580] | INFO  | > Translating vertex declaration ...
    07/02/2015 22:47:56,066 [3580] | INFO  | Redirecting 'IDirect3DDevice8::CreateVertexShader(005B73D0, 114B9B00, 00000000, 069DA340, 0)' ...
    07/02/2015 22:47:56,066 [3580] | INFO  | > Translating vertex declaration ...
    07/02/2015 22:47:56,099 [3580] | INFO  | Redirecting 'IDirect3DDevice8::CreateVertexShader(005B73D0, 114BB420, 00000000, 069DA890, 0)' ...
    07/02/2015 22:47:56,099 [3580] | INFO  | > Translating vertex declaration ...
    07/02/2015 22:47:57,335 [3580] | INFO  | Redirecting 'IDirect3DDevice8::GetDeviceCaps(005B73D0, 00288FEC)' ...
    07/02/2015 22:47:57,337 [3580] | INFO  | Redirecting 'IDirect3DDevice8::GetDeviceCaps(005B73D0, 002890FC)' ...
    07/02/2015 22:48:10,884 [3580] | INFO  | Redirecting 'IDirect3DDevice8::CreateVertexShader(005B73D0, 114D6E00, 00000000, 06949020, 0)' ...
    07/02/2015 22:48:10,884 [3580] | INFO  | > Translating vertex declaration ...
    07/02/2015 22:48:11,240 [3580] | INFO  | Redirecting 'IDirect3DDevice8::CreateVertexShader(005B73D0, 117126C0, 00000000, 0742E2E0, 0)' ...
    
    
    and so on
     

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