5.7

  • crosire
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1 year 2 months ago - 1 year 1 month ago #1 by crosire 5.7 was created by crosire
Changelog

5.7.0:

Features:
  • Added auto-save option to home page and visual indicator when preset was modified but not saved yet (and removed previous option on settings page)
  • Added startup preset option (current preset is reset to that one every time ReShade is loaded)
  • Added option to create a new preset from an existing template
  • Added confirmation popup before deleting global preprocessor definition from configuration
  • Added warning message to home page when no effect files were found
  • Added warning log message when an effect search path could not be resolved
  • Added option to play an audio file when taking a screenshot
  • Added support for loading add-ons with ".addon32" or ".addon64" file extension (depending on whether the game is 32-bit or 64-bit)
  • Added "reshade_set_current_preset_path" add-on event that is called whenever the preset is changed
  • Added "reshade_reorder_techniques" add-on event that is called whenever the order of techniques is changed (and also added an API method to change the order)
  • Added add-on API method to block keyboard and mouse input
  • Added "%Count%" macro to include number of screenshots in screenshot file name
  • Changed effect caching to include used preprocessor definitions
    That way the "Preprocessor definitions" category in the variable list is now hidden entirely when no preprocessor definitions need to be shown, even when an effect was loaded from cache

Bug fixes:
  • Fixed ReShade not showing up in No Man's Sky VR
  • Fixed huge performance hit in Hogwarts Legacy
  • Fixed crash in D3D12 on Intel hardware
  • Fixed crash in Cyberpunk 2077 and some other D3D12 games (requires the "Copy depth buffer during frame to prevent artifacts" option to be enabled!!)
  • Fixed corrupted technique handles after sorting techniques
  • Fixed uninitialized memory being written to log during DXGI composition swapchain creation
  • Fixed incorrect map flag for textures in D3D10/11
  • Fixed D3D9/10/11 push descriptor bindings
  • Fixed OpenGL cube map updates with multiple faces
  • Disabled alternative D3D11 state block implementation again because it breaks RTSS

Miscellaneous:
  • Added tooltips to preset buttons
  • Added log level enum to add-on API
  • Added a couple more dynamic pipeline states in D3D10/11
  • Added support for binding zero pipeline handle in D3D9/10/11/12
  • Added "gl[...]Separate" hooks to more accurately pass OpenGL state to add-ons
  • Added "glClear(...)Bufferi(u)v" hooks
  • Changed preprocessor error when opening included file failed to only show file name
  • Changed preset saving to never remove "TechniqueSorting" key from existing presets
  • Changed screenshot post-save command to support executables in PATH
  • Changed used preprocessor definition filter to hide already defined ones
  • Changed function parameter order of "AddonInit" and "AddonUninit" add-on entry points
  • Changed add-on loading failure log message level from warning to error
  • Changed "reshade_reloaded_effects" event to also be called after destroying previous effects during reload (to give add-ons the change to clean up invalidated handles)

Setup tool:
  • Added detection for EA Desktop games
  • Added warning message box when list of available effect packages failed to download, rather than just skipping those pages silently
  • Fixed crash when encountering wildcard in search path
  • Fixed setup tool not changing file permissions of default preset file when it does not exist yet
  • Changed setup tool to extract archive using memory stream instead of a temporary file
Last edit: 1 year 1 month ago by crosire.
The following user(s) said Thank You: CeeJay.dk, brussell, Martigen, Juguard, Echo, chtiblue, Marty, Birdy62, Jesped, thalixte and 11 other people also said thanks.
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  • freejack2000
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1 year 2 months ago #2 by freejack2000 Replied by freejack2000 on topic 5.7
Just tried this in NMS VR, and indeed it is fixed! TYSM!
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  • kmj007
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1 year 2 months ago #3 by kmj007 Replied by kmj007 on topic 5.7
"Fixed ReShade not showing up in No Man's Sky VR"
I can't believe my own eyes. Thank you so much for this!
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  • GT500
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1 year 2 months ago #4 by GT500 Replied by GT500 on topic 5.7

  • Fixed ReShade not showing up in No Man's Sky VR
I tried this a couple of hours ago, and it was working just fine on my Vive Pro 2. Many thanks, I always felt that No Man's Sky VR desperately needed ReShade. Now I just need it to work with Phasmophobia VR and maybe Half Life Alyx's Vulkan mode, and I'll be pretty happy.
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  • OpenSource Ghost
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1 year 2 months ago - 1 year 2 months ago #5 by OpenSource Ghost Replied by OpenSource Ghost on topic 5.7
Huge thanks once more for your great work!

Massive white shimmering artifacts in Control followed by lock ups. DLSS was enabled. Tested only DirectX 12 mode with and without ReShade several times. It was reproducable every single time.

Rainbow Six: Siege Vulkan now detects ReShade64.dll in ProgramData directory, but BattlEye blocks it. I guess that is better than 5.6.0 because Rainbow Six: Siege Vulkan doesn't detect it at all. At least one version of ReShade works with Rainbow Six: Siege Vulkan, but I don't remember which one...
Last edit: 1 year 2 months ago by OpenSource Ghost.
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  • JJorbann
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1 year 2 months ago #6 by JJorbann Replied by JJorbann on topic 5.7
Rainbow Six: Siege's BattleEye doesn't want ReShade in the game.
It's a competitive game, and they're trying to reduce the amount of external advantages any player can get.
Wouldn't hold your breath on it ever being supported, and trying to get around it will likely just result in your account getting a BattleEye ban.
The following user(s) said Thank You: OpenSource Ghost
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  • bigheadlyf
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1 year 2 months ago - 1 year 2 months ago #7 by bigheadlyf Replied by bigheadlyf on topic 5.7
Yes, 5.7 blocked by BattlEye... have to roll back to 5.6, not sure how to fix it, is this something BattlEye needs to fix?

[Edit] Just submitted a ban appeal to BattlEye...
Last edit: 1 year 2 months ago by bigheadlyf.
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  • klotim
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1 year 2 months ago - 1 year 2 months ago #8 by klotim Replied by klotim on topic 5.7
Thank you for the new release.
Have you heard about d3d9on12? Its a thing microsoft made to wrap dx9 to dx12.
It kind of works.
The game recognizes the dxgi file ( it doesnt work with d3d12, it gives a api not found error ).
However, the shaders is still limited as if its still dx9.

See log here:
Warning: Spoiler!
Last edit: 1 year 2 months ago by klotim.
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  • OpenSource Ghost
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1 year 2 months ago #9 by OpenSource Ghost Replied by OpenSource Ghost on topic 5.7
Have you managed to get 5.6 to work with Rainbow Six: Siege VULKAN? I can't get the game to even see DXGI with versions below 5.7... I just want SOME version to specifically work with Vulkan.
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  • OpenSource Ghost
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1 year 2 months ago #10 by OpenSource Ghost Replied by OpenSource Ghost on topic 5.7
Any update on fixes for Control? Its easily testable. With ReShade 5.7, there is obvious white dot artifacting and shimmering.
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  • OpenSource Ghost
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1 year 2 months ago #11 by OpenSource Ghost Replied by OpenSource Ghost on topic 5.7
Strangely, the artifacts I mentioned only showed up when using ultrawide resolution, not 16:9...
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