O que há de Novo?
Fórum Outer Space - O maior fórum de games do Brasil

Registre uma conta gratuita hoje para se tornar um membro! Uma vez conectado, você poderá participar neste site adicionando seus próprios tópicos e postagens, além de se conectar com outros membros por meio de sua própria caixa de entrada privada!

  • Anunciando os planos GOLD no Fórum Outer Space
    Visitante, agora você pode ajudar o Fórum Outer Space e receber alguns recursos exclusivos, incluindo navegação sem anúncios e dois temas exclusivos. Veja os detalhes aqui.


[ReShade] Nova versão com suporte para o Vulkan (EXPERIMENTAL)

Snk-Combone

Ei mãe, 500 pontos!
Mensagens
2.156
Reações
4.932
Pontos
709
Changelog

4.4.0:
  • Added EXPERIMENTAL support for Vulkan
    To use, install with setup tool as usual, but run the game via the batch file it generates:
    <game name>_with_reshade.bat
  • Added D3D12/Vulkan depth buffer detection (based on work by thalixte)
  • Added lots of improvements to D3D9/10/11 depth buffer detection
  • Added option to enable/disable aspect ratio heuristics in depth buffer detection
  • Added support for saving before and after screenshots of the same frame (thanks to Naomi)
  • Added support for "FILE" and "LINE" preprocessor macros
  • Added "BUFFER_COLOR_DEPTH" definition which contains the color bit depth of the frame buffer (e.g. 8 or 10)
  • Added "ui_spacing" annotation for spacing before variable widgets in UI
    uniform int value1;
    uniform int value2 < ui_spacing = 2; >; // 2 spaces away from value1 widget
    uniform int value3 < ui_spacing = 5; >; // 5 spaces away from value2 widget
  • Added "ui_category_closed" annotation to change default open state of variable categories
    uniform int value4 < ui_category = "Something"; ui_category_closed = true; >;
  • Added buttons to edit effect file and show generated code to technique context menu
  • Added buttons to show diassembled functions to technique context menu
  • Added screenshot support for 10-bit backbuffer formats
  • Added "VertexCount" pass state to change number of vertices to draw from default of 3
    pass MyPass
    {
    VertexCount = 6;
    VertexShader = SomeVertexShaderWhichCreates2Triangles;
    ...
    }
  • Added Solarized Dark/Light editor styles
  • Added button to skip tutorial on first start
  • Added version information to "About" page in UI
  • Added highest optimization level flag to HLSL compilation
  • Added timeout to update check to avoid stalling startup because of a broken internet connection
  • Added error message when texture could not be initialized to UI
  • Added option to always use main depth buffer as source in OpenGL
  • Added fullscreen preview for textures on statistics page
  • Added support for filtering to preset selector in UI
  • Added shortcut keys for switching forwards and backwards between presets (thanks to antagonicus)

    Pressing one of those keys performs a smooth transition to the next/preview preset file
  • Added caching for INI files to speed up config/preset loads/saves
  • Added option to disable line info generation for shaders:
    [GENERAL]
    NoDebugInfo=1
  • Updated setup tool to .NET framework 4.8
  • Improved D3D11 performance by removing global locks (now uses a "ID3D11CommandList" hook for state tracking instead)
  • Improved D3D12 performance by reusing a single command list
  • Improve responsiveness of slider adjustment buttons
  • Redesigned statistics page in UI
  • Renamed "Direct3D 10+" button in setup tool to "Direct3D 10/11/12"
  • Changed default of "ClearRenderTargets" pass state to "false"
  • Changed UI toggle key to not open/close UI when editing text
  • Changed preset INI check to look for "Techniques" key instead of "TechniqueSorting"
    This fixes compatibility with certain older presets
  • Changed preprocessor definition name input box in UI to filter out spaces
  • Changed "ReShade.ini" lookup to first check application directory before falling back to DLL directory
  • Changed GUI to be usable while effects are being loaded
  • Changed text editor to be read-only when viewing generated code rather than editing a file
  • Changed vendor and device ID display to print "Unknown" if the IDs are not known
  • Changed keyboard shortcut widget to display "Click to set key shortcut" if none is set
  • Changed default number of reserved OpenGL texture names to 512 to fix artifacts in some old games
  • Fixed D3D12 synchronization
  • Fixed crash in D3D12 if reloading a single effect due to resources being deleted that were still in use
  • Fixed texture upload failing in OpenGL if a pixel unpack buffer is set
  • Fixed spelling mistake in tutorial text
  • Fixed UI artifacts in D3D9/12 and OpenGL
  • Fixed application hash (aka the "APPLICATION" definition) not working correctly
  • Fixed freezing when doing a reload while effects are already loading
  • Fixed stutters during effect file loading because of too many threads
  • Fixed GLSL code generation for struct fields with underscores in their names
  • Fixed postfix operators being translated to wrong HLSL/GLSL code
  • Fixed runtime error when evaluating a preprocessor macro with less arguments than it actually takes
  • Fixed crash when effect file contains preprocessor constructs that use the macro name in the definition
  • Fixed infinite loop constructs in ReShade FX getting translated to wrong code
  • Fixed floating point division/modulo by zero on constants not returning the expected results
  • Fixed possible redefinition error when shader contains local variable names beginning with an underscore
  • Fixed log not containing preprocessor errors
  • Fixed unnecessary texture view creation in OpenGL for textures without sRGB format
  • Fixed crash if two effects use same texture name but one as reference and one as normal texture
  • Fixed parsed strings sometimes containing data from previous tokens
  • Fixed text editor line number being overlayed by line highlight box
  • Fixed missing resource state transition for custom imgui textures in D3D12
  • Fixed compiled effect not listing technique if they reference a function with a compile error
  • Fixed wrong runtime recreation failure error message in log even though it succeeded
  • Fixed texture binding in "glFramebufferTextureLayer" hooks (thanks to Boulotaur2024)
  • Fixed potential infinite recursion in D3D device "QueryInterface" implementation
  • Fixed crash in UWP games
  • Fixed "Could not create SSL/TLS secure channel" error when downloading shaders in setup tool
  • Fixed background opacity of API selection in setup tool on Windows 7
  • Removed support for saving settings with screenshot (now can only save preset)
  • Removed support for compressed texture formats (they never actually worked, so officially removing them now)
  • Removed recommendation text from effect selection dialog in setup tool (since loading is fast now)
  • Disabled hooking of D3D software devices (fixes artifacts in games that use Direct2D)

Download: https://reshade.me/
 
Topo Fundo