ReShade - Advanced post-processing everywhere (SweetFX)

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

  1. flep

    flep Guest

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    Hello folks

    Is there a way via some configuration to make RTSS Screenshots to work with ReShade filters?
    When I take a screenshot using RTSS screenshot method, which I'm used to do, it doesn't include my ReShade applied filters.

    I tried fiddling with some of the RTSS profile options like changing to Viewport, Custom3D Support etc, but so far no success.

    Maybe some hidden setting to add on the profiles somewhere?

    Thanks
     
  2. SpajdrEX

    SpajdrEX Ancient Guru

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    From the author > ReShade has its own screenshot feature. You can assign a key on the settings tab of the in-game UI.
     
  3. flep

    flep Guest

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    I'm aware, my question stands to understand if there's a way to use RTSS.
     
  4. BetA

    BetA Ancient Guru

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  5. umeng2002

    umeng2002 Maha Guru

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    Running AMD CAS instead of DLSS's built in sharpening us so much better in Cyberpunk - and most games, I figured out the depth buffer issue a few months ago. Even RTSS will crash Cyberpunk.
     
  6. BetA

    BetA Ancient Guru

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    a bit of news regarding ReShade :)




    more here:
    https://www.eurogamer.net/digitalfoundry-2023-reshade-rtx-remix-path-tracing-add-on-ptgi


    how it works: https://www.martysmods.com/devlog-july-2023/
     
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  7. BetA

    BetA Ancient Guru

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    HOTFIX UPDATE !!!!!

    DOWNLOAD:
    https://reshade.me/
     
  8. Aluminium Can

    Aluminium Can Master Guru

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  9. BetA

    BetA Ancient Guru

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    ReShade 5.9.2 HotFix released !!!


    DOWNLOAD ONLY @
    https://reshade.me
     
  10. BetA

    BetA Ancient Guru

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    ReShade 6.0 release is out

    changelog:

    6.0.0:

    Features:
    • Added localization (currently with translations for Bulgarian, English, French, German, Japanese, Simplified Chinese)
    • Added OpenXR support
    • Added support for resolving MSAA depth buffers in D3D9 (using RESZ), D3D12, OpenGL and Vulkan (when supported by the driver)
    • Added support for CUBE LUT files as texture source
    • Added API to manually manage ReShade effect runtime instances when graphics hooks are disabled ("ReShadeCreateEffectRuntime", "ReShadeDestroyEffectRuntime" and "ReShadeUpdateAndPresentEffectRuntime" DLL exports)
      SpecialK e.g. uses this so that one can inject SpecialK late into an application and have it load and manage ReShade, instead of requiring ReShade to hook at application launch
    • Added fence synchronization add-on API ("device::create_fence", "command_queue::signal", "comand_queue::wait", ...)
    • Added color space add-on API ("swapchain::check_color_space_support", "swapchain::get_color_space", "effect_runtime::set_color_space" , ...)
    • Added ray tracing add-on API and events ("command_list::build_acceleration_structure", "command_list::dispatch_rays", ...)
    • Added mesh shader add-on API and events ("command_list::dispatch_mesh", ...)
    • Added "device::get_property" add-on API to query device information, "command_queue::get_timestamp_frequency" and more
    • Added various functions to effect runtime add-on API ("effect_runtime::eek:pen_overlay", "effect_runtime::reset_uniform_value", ...)
    • Added "addon_event::reshade_overlay_uniform_variable" and "addon_event::reshade_overlay_technique" events allowing customization of the widgets used to show uniform variables or techniques in the overlay
    • Added built-in "__FILE_NAME_HASH__" and "__FILE_STEM_HASH__" preprocessor macros
    • Added "f16tof32" and "f32tof16" intrinsics to ReShade FX
    • Added "tex1Dgrad", "tex2Dgrad" and "tex3Dgrad" intrinsics to ReShade FX
    • Added "noedit", "noreset" and "nosave" variable annotations and forced loading of "*.addonfx" effect files
    • Added "ui_category_toggle" variable annotation to toggle visibility of a variable category based on the uniform value
    • Added loaded add-on names to preprocessor definitions (e.g. "ADDON_GENERIC_DEPTH=<version>" for the Generic Depth add-on)
    Bug fixes:
    • Fixed crash in Resident Evil 3 and other multi-threaded D3D11 games
    • Fixed multisampled resource creation in OpenGL
    • Fixed OpenGL context management to properly handle multiple windows (fixes infinite reloading with Citra's "Separate Windows" layout)
    • Fixed some OpenGL errors with rectangle and multisample textures
    • Fixed video playback issues in Unity engine games
    • Fixed depth buffer detection in Immortals of Aveum
    • Fixed "command_list::bind_descriptor_tables" not setting all descriptor heaps used by applications in D3D12
    • Fixed "addon_event::bind_descriptor_tables" event not being called when D3D12 root signature is changed
    • Fixed implicit back buffer resource creation when "effect_runtime::render_effects/render_technique" is called with a typeless resource
    • Fixed crash when graphics hooks are disabled
    • Fixed crash when uploading 3D texture data in D3D9
    • Fixed crash in built-in Generic Depth add-on in multi-threaded OpenGL applications
    • Fixed resource events for "GL_TEXTURE_BUFFER" buffers
    • Fixed Vulkan validation error when swap chain was created with sRGB image format
    • Fixed VR swap chain creating incompatible resources when format is typeless and has no sRGB variant
    • Fixed variable editor categories expanding upon resize of the overlay window
    • Fixed code editor save button mistakenly showing up for instances showing generated code
    • Fixed item grouping of list widgets
    • Fixed new preset popup closing when backspace button is pressed
    • Fixed scrolling in add-ons window
    • Fixed relative paths with ".\.\" or more dots being written to the config when the target file does not exist
    Miscellaneous:
    • Updated imgui to 1.90 (add-ons may now use 1.90, 1.89.7 or 1.86)
    • Added additional depth buffer filter heuristic that only considers those matching the resolutione exactly
    • Added coloring to depth buffer list indicating which buffers are candidates for selection based on the configured heuristics
    • Added texture upload support for 32-bit texture formats (e.g. used for CUBE or HDR files)
    • Added proper implementation for "command_queue::wait_idle" in D3D9/10/11
    • Added support for "countbits", "reversebits", "firstbitlow" and "firstbithigh" intrinsics under D3D9 and 10 using emulated implementation
    • Added effect compile error when attempting to use texture with semantic as a render target (these are always read-only)
    • Added UTF-8 support to code editor
    • Added button to open preset folder in explorer next to preset selector
    • Added button to open log folder in explorer to log page
    • Added button to open base folder in explorer to settings page
    • Added note on what to do when add-ons were disabled due to network activity
    • Clarified log message for add-on load failure
    • Improved queue synchronization in Vulkan
    • Changed effect runtime creation to avoid allocating any resources when disabled via "[GENERAL] Disable=1" in the config and made them independent from swap chain instances
    • Changed typeless 16-bit format behavior in OpenGL to default to floating-point format
    • Changed D3D10 and D3D11 barrier implementation to only unbind resources passed to the barrier command, rather than all
    • Changed configuration file name selection to better distinguish between VR and non-VR effect runtime instances (ReShadeX.ini and ReShadeVRX.ini)
    • Changed alternative log file name to "ReShade.logX", rather than "ReShadeX.log"
    • Changed tutorial progress setting location to global config file (so that tutorial progress is shared for all effect runtime instances)
    • Changed font scaling to not get disabled after tutorial finished (instead added a message overlay window while Ctrl + mouse wheel is pressed to inform users on what is happening)
    • Changed preset browser popup to have a minimum width
    • Changed tab view of variable editor to scroll tabs instead of downsizing them
    • Removed toggle key annotations for techniques
    • Removed "[APP] EnableTransparency" config option
    • Renamed "[INSTALL] EnableLogging" config option to "[INSTALL] Logging"
    • Renamed "[SCREENSHOT] PostSaveCommandNoWindow" config option to "[SCREENSHOT] PostSaveCommandHideWindow"
    • Removed logging of full application command-line (since it can contain sensitive information)
    Setup tool:
    • Added OpenXR layer registration
    • Added check for existing effect files (will now show an error instead of creating duplicates)
    • Added add-on selection page
    • Added detection and special handling for games modded with NVIDIA RTX Remix
    • Merged preset and effect packages and effect files selection into a single page
    • Fixed effect package toggle and renamed radio buttons on the uninstall page
    • Fixed crash when encountering executables without a file name before the extension
    • Fixed existing relative preset path not being resolved correctly
    • Fixed app title when no file description exists
    • Fixed uninstall failing when invoked through the command-line
    • Changed unhandled exception handling to show error instead of crashing
    • Changed uninstallation to remove all effect files found in local search paths
    https://reshade.me/releases/9236-6-0


    DOWNLOAD:

    https://reshade.me
     
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  11. BetA

    BetA Ancient Guru

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    HOTFIX for ReShade released...


    6.0.1:

    • Updated imgui to 1.90.1 (add-ons may now use 1.90.1, 1.90, 1.89.7 or 1.86)
    • Fixed localization on Windows 7
    • Fixed rendering artifacts in Company of Heroes
    • Fixed rendering artifacts in Call of Duty: United Offensive
    • Fixed crash if statistics window is resized to zero width
    • Fixed potential crash on exit in D3D12/Vulkan when no effects are loaded
    • Fixed potential crash on exit in D3D9 due to access to destroyed depth-stencil surface object
    • Fixed tutorial progress not being recognized when it cannot be read from global configuration
    • Fixed effects not being updated after a color space change in D3D11/12
    • Fixed some issues with HDR overlay
    • Fixed OpenGL framebuffer cache invalidation (fixes ReShade only showing up in a small portion of the screen in some emulators, like Citra, Ryujinx, Yuzu)
    • Fixed "Failed to close immediate command list" error in D3D12 games using MSAA (e.g. World of Warcraft) when driver does not support depth-stencil resolve
    • Changed OpenGL effect runtime management to defer creation to first present call (avoids creation of many ReShadeX.ini for instances that are never actually used)
    • Changed D3D12 depth-stencil resolve to prefer average filtering over min/max
    • Changed "command_list::bind_descriptor_tables" implementation in D3D12 to force descriptor heap and root signature update when there are no tables (to allow add-ons to reset those in case they were changed without ReShade knowing)
    • Changed setup tool to add "ALL_APPLICATION_PACKAGES" SID to OpenXR layer installation directory
    • Changed setup tool to only enable gamepad input by default in cases where keyboard and mouse input is known to not work
    • Disabled "command_queue::wait_idle" implementation in D3D9/10/11 again for now



    Download:
    https://reshade.me
     
  12. BetA

    BetA Ancient Guru

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    ReShade 6.1 just dropped

    6.1.0:

    Features:
    • Added builtin add-on that synchronizes preset between effect runtime instances/windows (this is enabled in VR by default, so that changes in the desktop window are automatically synchronized to VR)
    • Added Korean translation
    • Added option to show current preset name in OSD window
    • Added "create_pipeline_layout" add-on event
    • Added "set_fullscreen_state" add-on event
    • Added options to filter by custom width and height or format to generic depth add-on[​IMG]
    • Added "shader" and "numthreads" function attributes in ReShade FX
    • Added anisotropic texture filtering (needs to be combined with e.g. "tex2Dgrad" or custom vertex shaders of course
    Bug fixes:
    • Fixed HLSL/GLSL code generation for constant arrays duplicating the array data on every access
    • Fixed GLSL layout qualifier image format for 32-bit unsigned integer textures
    • Fixed crash when encountering division by zero in preprocessor expression
    • Fixed crash in D3D12 due to attempt of unlocking mutex that was not locked before
    • Fixed crash due to potential "AddRef" call on destroyed resource
    • Fixed "End" key state updates
    • Fixed code editor undo/redo/deletion selection
    • Fixed repeated runtime reset if "IDXGISwapChain3::SetColorSpace1" is called every frame (e.g. in World of Warcraft)
    • Fixed deadlock in "ID3D11DeviceContext::ClearDepthStencilView" with generic depth add-on
    • Fixed Vulkan timestamp frequency calculation
    • Fixed resource creation succeeding in Vulkan if initial data upload failed
    • Fixed nullptr descriptor heap being set in D3D12 when "bind_descriptor_tables" is called with zero tables and there was no heap before
    • Fixed D3D12 "clear_unordered_access_view_uint/float" with typeless resource
    • Fixed "init_pipeline" add-on event not being called in D3D12 applications not using "ID3D12Device2" or higher
    • Fixed independent blend value in D3D10/11/12 blend state creation
    • Fixed D3D12 root descriptor handling
    • Fixed pipeline creation failing in D3D10/11/12 when using certain dynamic states
    • Fixed "create_pipeline"/"init_pipeline" add-on event being called with zero shaders in some cases
    • Fixed resource creation failing in D3D12 when format was changed by an add-on and optimized clear value was passed in

    Miscellaneous:
    • Updated imgui to 1.90.4 (add-ons may now use 1.90.0-4, 1.89.7 or 1.86)
    • Increased font size maximum to 64
    • Added support for "ID3D12Device14" and "ID3D12GraphicsCommandList10"
    • Added limit to number of effect loading threads in 32-bit, to reduce likelihood of out of memory situations
    • Changed texture creation to clear render target textures using clear command instead of initial data to avoid big memory allocations
    • Changed file selection dialog to not show hidden files and directories
    • Changed preprocessor to not evaluate expressions or check syntax in disabled code
    • Changed add-on API for descriptor types to split SRV/UAV in separate types for buffer/texture views
    • Changed "effect_runtime::set_current_preset_path" to trigger add-on events
    • Changed "effect_runtime::set_current_preset_path" to always reload preset when it is called in case the preset was modified on disk

    Setup tool:
    • Added dedicated back button
    • Added effect installation for add-on packages
    • Added add-on deletion to setup tool uninstallation
    • Changed add-on page description to clarify potential compatibility issues of add-ons
    • Fixed effect package/add-on download failing if there are many temporary files
    • Fixed application list no longer being focused by default
    • Fixed unhandled exception when target executable has invalid import directory entries





    full changelog:
    https://reshade.me/releases/9394-6-1

    Download:
    https://reshade.me
     
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  13. BetA

    BetA Ancient Guru

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    ReShade 6.1.1 hotfix is out to fix a crash in Vulkan applications and some add-on improvements

    - Added reset button for effect preprocessor definitions
    - Added effects state synchronization to built-in effect runtime synchronization add-on
    - Added separate finish button to setup tool
    - Fixed crash in Vulkan
    - Fixed technique/variable toggle keyboard shortcuts not registering in some rare cases
    - Fixed deadlock when enabling effect runtime synchronization
    - Fixed user defined names prepended with underscore clashing with same names without underscore in generated GLSL
    - Fixed "reshade::api::device::get_resource_view_desc" returning invalid description in D3D12 when view was created with defaults
    - Changed "reshade::get_config_value/set_config_value" add-on API to support reading/writing array values
    - Changed save button to not clean up preset when auto save is disabled
    - Changed MSAA depth buffer support to include copying during frame


    https://reshade.me
     
    Last edited: Apr 15, 2024
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