Author Topic: ReShade 4.9.0 released  (Read 3336 times)

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JeGX

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ReShade 4.9.0 released
« on: January 05, 2021, 02:13:56 PM »
ReShade is a generic post-processing injector for games and video software. Imagine your favorite game with ambient occlusion, real depth of field effects, color correction and more. ReShade exposes an automated and generic way to access both frame color and depth information (latter is automatically disabled during multiplayer to prevent exploitation) and all the tools to make it happen.

Quote
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

- Download @ Geeks3D
- Download @ reshade.me

JeGX

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ReShade 4.9.1 released
« Reply #1 on: January 14, 2021, 11:05:05 AM »
Quote
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

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

Downloads
- Download @ Geeks3D
- Download @ reshade.me