Fine Utilise Power of RadeonPRO Software & SweetFX Part 2

Discussion in 'Videocards - AMD Radeon' started by WhiteLightning, Sep 28, 2018.

  1. SpajdrEX

    SpajdrEX AMD Vanguard

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    reshade 4.9.0
    https://reshade.me/releases/7022-4-9

    Added effect caching
    Compiled effects are now cached to disk, so that subsequent loads can use the cached data to speed up loading significantly. By default the cache is stored in %TEMP%, so that it can be shared across all ReShade installations. To override the location, change the "IntermediateCachePath" option under "[GENERAL]" in ReShade.ini . There is a new button on the Settings tab to clear the cache (sometimes necessary to ensure changes to effect files are applied).
    Added support for D3D12on7 (ReShade now works in Cyberpunk 2077 on Windows 7)
    Added depth buffer copy before clear in OpenGL (depth buffer detection now works in Minecraft)
    Added ReShade FX support for rectangular matrices and integer matrix multiplication
    Added error to log when trying to capture screenshot for 16-bit back buffer (which is not supported)
    Added option to move all techniques from an effect file simultaneously in the UI technique list by pressing the shift key
    Added text logging for some common back buffer formats
    Added debug names to D3D11 and D3D12 objects in release builds to simplify debugging with the debug layers
    Added option to filter application list in setup tool using custom search terms (start typing into the text box at the bottom of the application list to filter it)
    Added warning message box to setup tool when enabling global Vulkan layer
    Improved HLSL and GLSL loop code generation for simple condition expressions
    Improved general frame update performance slightly
    Changed editor window to support opening multiple tabs pointing to different files
    Changed logging to use Win32 API directly (to allow multiple editors to open the log simultaneously)
    Changed texture pooling to not share textures within the same effect file
    Fixed local network traffic (on localhost) counting towards the network detection heuristic
    This means that depth buffer detection is no longer blocked in games that run local servers in single player, like in Minecraft
    Fixed mouse cursor being locked in a small portion of the screen in some games
    Fixed corrupted depth data in D3D12 apps (e.g. Cyberpunk 2077)
    Fixed ReShade not showing up in D3D9 apps that do not have an override window set for presentation (e.g. MPC-HC)
    Fixed progress bar for compiling effects not actually showing any progress
    Fixed enabling an effect not auto-selecting the relevant tab in the variable list if the tab UI is used instead of the tree UI
    Fixed disabling "Load only enabled effects" option not reloading skipped effects
    Fixed potential crash when an INI file is loaded while effects are still being loaded
    Fixed OpenGL context creation using incorrect profile flags when game is using OpenGL 3.0 or 3.1
    Fixed OpenGL compatibility flag not being set in some cases for legacy contexts
    Fixed global app config options being read from wrong section in DXGI
    Fixed D3D11 texture description not being overwritten for "ID3D11Device3::CreateTexture2D1" calls
    Fixed "vkDestroyDevice" hook not being called
    Fixed hook error logged on Windows 7 when "CreateDXGIFactory2" is called
    Fixed it being possible to move variable editor splitter outside window area
    Fixed preprocessor hanging when encountering macro with an unterminated argument list
    Fixed duplicate sample and storage references in effect passes
    Fixed crash if an invalid sampler or storage is referenced in effect pass
    Fixed setup tool exception when extracting repository without a dedicated "Textures" directory
    Renamed screenshot config section to "SCREENSHOT" instead of "SCREENSHOTS" (setup tool will update your config automatically)
    Renamed depth buffer detection related config options to all reside within a "DEPTH" section instead of separate "D3D9/10/11/12/OPENGL/VULKAN" sections
    Renamed all references to "shaders" to "effects"
    Cleaned up punctuation in log messages
     
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  2. OnnA

    OnnA Ancient Guru

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  3. OnnA

    OnnA Ancient Guru

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    Atomic Heart
    Early PC System Requirements


    MINIMUM:


      • OS: WINDOWS® 7, 8, 8.1, 10 (64-BIT Required)
      • Processor: Intel Core i5-2500K@3.3GHz or AMD FX 6300@3.5GHz
      • Memory: 6 GB RAM
      • Graphics: Nvidia GeForce GTX 780 (3 GB) or AMD Radeon R9 290 (4GB)
      • Storage: 22 GB available space
    RECOMMENDED:

      • OS: WINDOWS® 7, 8, 8.1, 10 (64-BIT Required)
      • Processor: Intel Core i7-4770K@3.5GHz or Ryzen 5 1500X@3.5GHz
      • Memory: 8 GB RAM
      • Graphics: Nvidia GeForce GTX 1060 (6 GB) or AMD Radeon RX 580 (8GB)
      • Storage: 22 GB available space
     
  4. Noisiv

    Noisiv Ancient Guru

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    I'm going to play this with Russian audio... and hopefully with Ray Tracing
     

  5. OnnA

    OnnA Ancient Guru

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    The Medium Interview – Bloober Team on Exclusivity, Ray Tracing Support

    -> https://wccftech.com/the-medium-interview-bloober-team-on-exclusivity-ray-tracing-support/

    Which ray tracing features will be available in The Medium? Are there any technical differences between the various versions in this and other regards (resolution, frame rate, etc.?)

    We have two supported ray tracing modes for The Medium - Performance Mode that has enabled reflections and RTAO in all performant location (when only one word is rendered),
    and Quality Mode, which features reflections, RTAO, hybrid translucent, and some RT shadows enabled for the whole game world.
    The latter is paired with DLSS and some other Nvidia improvements but requires a lot of hardware power.

    The team is still working to optimize The Medium across Xbox Series X and S and we will be
    able to share more details on these versions closer to launch.

     
  6. OnnA

    OnnA Ancient Guru

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  7. OnnA

    OnnA Ancient Guru

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  8. OnnA

    OnnA Ancient Guru

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  9. OnnA

    OnnA Ancient Guru

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  10. OnnA

    OnnA Ancient Guru

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  11. SpajdrEX

    SpajdrEX AMD Vanguard

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    reshade 4.9.1
    4.9.1:

    Added support for "asint" and "asfloat" under shader model 3 using emulated implementation
    Improved sorting of depth stencil objects in the UI list to avoid list moving around a lot
    Fixed GPU crash when switching depth buffers and missing depth buffer data in some effects in D3D12 (especially in Cyberpunk 2077)
    Fixed code generation for loops under D3D9 causing artifacts and extreme slowdowns with some effects (most notably Deband.fx)
    Fixed splash bar at the top not disappearing after a swap chain reset anymore
    Fixed variable list not disappearing after disabling all techniques of a cached effect
    Fixed D3D9 effects recompiling even when no changes were made and they are in cache
    Fixed UI problems when uniform variable requests slider widget without setting "ui_min" or "ui_max" limits
    Fixed saving in editor not updating the error list after effect reload
    Fixed Vulkan depth buffer binding update when effect contains multiple textures referencing depth semantic
    Fixed "frexp" intrinsic to write integral exponent rather than floating-point (for GLSL/SPIR-V compatibility, signature is now "float frexp(float x, out int exp)")
    Fixed log containing mixed LF and CRLF
    Fixed potentially duplicated uniforms after reloading an effect

    https://www.reshade.me
     
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  12. OnnA

    OnnA Ancient Guru

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  13. OnnA

    OnnA Ancient Guru

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    Last edited: Jan 12, 2021
  14. OnnA

    OnnA Ancient Guru

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    LG announces 4K 31.5-inch OLED UltraFine Display (32EP950) (It has begin :p)

    The new monitor for professionals has a 31.5-inch OLED panel, the smallest OLED panel for a computer monitor so far.

    It features dual DisplayPort (probably 1.4) and one HDMI port.

    The panel covers 99% of DCI-P3 color space and 99% of Adobe RGB. It reportedly features OLED Pixel Dimming HDR technology which is intended for professional use, such as video or photo editing.
    LG has not released the full specifications of the UltraFine 32EP950 monitor yet, but we expect them to be available shortly.

    -> https://videocardz.com/newz/lg-announces-31-5-inch-oled-4k-display-32ep950
     
  15. OnnA

    OnnA Ancient Guru

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  16. OnnA

    OnnA Ancient Guru

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  17. OnnA

    OnnA Ancient Guru

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  18. OnnA

    OnnA Ancient Guru

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    PS5 & XboxSX is my answer ;)

     
  19. OnnA

    OnnA Ancient Guru

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    New Star Wars game

    Ubisoft and Massive Entertainment have announced that they are working on a brand new official Star Wars game.
    The teams will collaborate with Lucasfilm Games for an open-world game set in the Star Wars universe.

    Unfortunately, we don’t have any major details about this new Star Wars game. We do know that Julian Gerighty, director of The Division 2 and The Crew, will be its creative director.
    We also know that the game will be using the Snowdrop Engine.

    This is the second new game from Lucasfilm Games.
    Yesterday, the studio revealed that it was working with MachineGames for a new Indiana Jones game.
     
  20. OnnA

    OnnA Ancient Guru

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