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Tech Forums => 3D-Tech News Around The Web => Topic started by: JeGX on October 30, 2020, 01:09:19 PM

Title: ReShade 4.8.1 released
Post by: JeGX on October 30, 2020, 01:09:19 PM
ReShade is a generic post-processing injector for games and video software. It exposes an automated way to access both frame color and depth information and a custom shader language called ReShade FX to write effects like ambient occlusion, depth of field, color correction and more which work everywhere. ReShade supports Direct3D 9, Direct3D 10, Direct3D 11, Direct3D 12, OpenGL and Vulkan.

ReShade 4.8.1 changelog:
Added automatic texture reference tracking to effect compiler (it now knows which passes use which textures)
Improved performance of compute passes
Improved OpenGL effect rendering performance
Changed compiler to remove "static" qualifier from local variables to fix some effects failing to compile since the 4.8 update
Changed sRGB sampling check on back buffer to a warning instead of an error
Changed reference display for textures on the statistics page to a more detailed break down of where and how they are used
Changed cycle order of effect package checkboxes in setup tool
Fixed docking windows to other windows not working
Fixed compute shaders not being able to read from textures also used as storage
Fixed GLSL code generation not removing all duplicated underscore symbols in names
Fixed Vulkan textures not being cleared to zero on creation
Fixed OpenGL mipmaps looking slightly different than in the other APIs
Fixed crash on startup with RenderDoc attached
Fixed screenshot with overlay not being created for preview texture window
Fixed texture load failure message listing all textures of disabled effects too
Fixed setup tool installing to the wrong directory for "Vampire: The Masquerade" game

Title: ReShade 4.8.2 released
Post by: JeGX on November 02, 2020, 03:43:33 PM
Added missing hooks for "Direct3DCreate9on12" and "DXGIDeclareAdapterRemovalSupport"
Fixed crash when effects use pooled textures
Fixed crash in D3D9 games that have Windows compatibility fixes active (ReShade now finally works in SWTOR, when correctly installed as d3d9.dll!)
Fixed artifacts and depth buffer detection in the first "The Witcher" game
Removed global settings ("ForceFullscreen", "Force10BitFormat", etc.) from ReShade.ini and instead moved those into [ReShade DLL Name].ini (e.g. d3d9.ini/dxgi.ini/opengl32.ini) file
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