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[REL/WIP|V] ReShade postprocessing injector


Marty McFly
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Marty McFly

ReShade

Advanced post-processing everywhere.

 

 

 

What is it?

 

As there are multiple ReShade/MasterEffect/Framework/SweetFX configs are popping up everywhere here on the forums, it's time that ReShade gets its own official GTAForums thread. Well, what is it? ReShade is a generic postprocessing injector which supports a multitude of games from every API, both 32 and 64 bit.

ReShade provides a generic way to access both color and depth information (latter is automatically disabled during multiplayer to prevent exploitation), allowing to write advanced shaders for every game and every engine.

ReShade is written by Crosire.

 

Note: ReShade itself is only the injector, not the shaders.

 

Features

 

ReShade supports all of Direct3D8 (which is converted to Direct3D9 to allow for more advanced effects using later shadermodels), Direct3D9, Direct3D9Ex, Direct3D10.X, Direct3D11.X and OpenGL and requires Windows Vista or higher.

ReShade features its very own shading language and transcompiler, based on HLSL. It introduces a wide range of useful features designed especially for developing post-processing-effects: Define and use textures right from the shader code, render to them, change renderstates, retrieve color and depth data, request custom values like timers or key states, ...

And that's not it. Write your shaders just once, they'll work everywhere, regardless of your target being Direct3D or OpenGL: ReShade takes care of transcompiling to the right shader model and language.

 

Shaderpacks

 

There are a 2 bigger shaderpacks available for ReShade,

  • SweetFX by CeeJay.dk (now on ReShade basis, name speaks for itself)
  • MasterEffect by Marty McFly (my own shader suite, besides lighting, color effects also advanced shaders like Depth of Field and AO techniques)

but we combined our forces with LuciferHawk (GEMFX author) in the ReShade Framework which features almost every shader of all 3 above and is currently distributed along with the ReShade binaries.

Newest version has own options for GTAV (its depth buffer works a lil bit different, how and why read here).

There are more shaderpacks but most are not GTA V compatible yet due to the named depth buffer differences. You can find a list here.

 

Downloads and Links

 

ReShade homepage

ReShade 0.18.0 with Framework (Preset for GTA V users)

ReShade forums

List of compatible games

 

 

User notes

 

When releasing a custom config, please do not include the ReShade DLL file because it is getting updated frequently so the included file would be outdated very quickly. If you really need to, please inform the users that they might grab a newer version on the ReShade homepage.

Also, giving credits to Crosire (ReShade author) and LuciferHawk, CeeJay.dk and Marty McFly (Framework authors) is important! Editing the source code is prohibited, we have enough work already to make all things work together properly, dealing with third party builds just makes things complicated. If you have some improvements, feel free to inform us.

 

Installation (abridged)

 

The ReShade download comes with 2 binaries, ReShade32.dll and ReShade64.dll. Depending on the game (GTA V is 64 bit while all older GTA games are 32 bit), copy the respective binary to the game folder (where the game exe file is) and rename it to the dll name for the API the game uses.

 

API DLL Name

Direct3D8 d3d8.dll

Direct3D9 d3d9.dll

Direct3D9[Ex] d3d9.dll

Direct3D10.X dxgi.dll/d3d10.dll

Direct3D11.X dxgi.dll/d3d11.dll

OpenGL opengl32.dll

 

GTA III and VC use Direct3D8, GTASA and GTA IV use Direct3D9, GTA V uses DirectX 11.

For GTA V, use d3d11.dll, it seems to crash with dxgi.dll.

Now, we need a shader for ReShade to inject into the game. Above listed is the Framework (if you chose the ReShade/Framework bundle you already have it). The shader may have the same name like the API (for example d3d9.fx for DirectX 9) or generally ReShade.fx like the Framework and MasterEffect and SweetFX.

When using the Framework, extract the ReShade.fx and the ReShade folder to the same folder where you've extracted the ReShade binary earlier.

The framework consists of 4 parts, SweetFX, McFX, GemFX and CustomFX. Each of these parts has its own settings file (you can disable whole parts of the Framework if you don't use them).

These are self-explanatory so go experiment!

For GTA V, set RFX_Start_Enabled to 0 in the Common_settings.cfg because enabling shaders in the menu or while loading screens are displayed cause stuttering.

 

The thread title says "V" but actually, ReShade is compatible to every GTA game of the franchise - but currently the only proper graphical mod for GTA V that works rightaway.

Edited by Marty McFly
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Looking forward to trying this. The game seems to have a white haze over everything that I'm hoping this will take care of removing.

What kind of performance hit can I expect to see enabling this?

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I see we got a thread =)

 

What kind of performance hit can I expect to see enabling this?

ReShade itself has close to zero impact. The actual hit with a shader pack is then dependant on which shaders you are using and which effects you enable (things like DOF are quite heavy).

Edited by Crosire
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Sadly the fonts look strange, but everything else is great.

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Marty McFly

Sadly the fonts look strange, but everything else is great.

The fonts???

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Thanks!!

 

accident suffers nothing more start the game with your pack, you can tell that link to use? find it a little confusing
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It's having a huge performance impact on my system, i7-4770, GTX780 and 16GB RAM.

It lags and stutter.

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Marty McFly

It's having a huge performance impact on my system, i7-4770, GTX780 and 16GB RAM.

It lags and stutter.

 

In the game menu ReShade lags extremely, I suggest disabling the effects as long as the loading screen lasts and then enabling it. All shadersuites (I recommend the Framework) have togglekeys so that shouldn't be a problem.

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I think menu-lag is because of how framework is done, I uniffied your package in one single file (reshade.fx) and it doesn't lag that much

 

-nvm- I've removed a bunch of useless code/effects too, thats probably why it doesn't lags anymore in menus.

Edited by buzzbass
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Marty McFly

For me, even extremely small shaders that do nothing lag in the menu.

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I was able to get rid of the cartoony look but I'm still not satisfied. ReShade can reconstruct normals from depth for the much needed screen space reflections when raining for example but will lack the proper masking. I still feel we need some kind of ENB to push this further than a few post effects here and there. But the results are good so far. Feels like heavily modded Skyrim in these areas more than a GTA game.

 

 

 

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No, it's a graphics mod which doesn't use any resource... Because you know, graphics doesn't use any resource at all... :|

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I've been using this with success, although the main benefit I see is when turned on contrast/gamma seems to improve, so I get an image more like I would get out of Photoshop's Auto Contrast feature. I mainly use it for Print Screen screenshots, since FRAPS only gives me BMP and this gives me PNG images, which I prefer.

Edited by TrojanNemo
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Marty McFly

I've been using this with success, although the main benefit I see is when turned on contrast/gamma seems to improve, so I get an image more like I would get out of Photoshop's Auto Contrast feature. I mainly use it for Print Screen screenshots, since FRAPS only gives me BMP and this gives me PNG images, which I prefer.

 

unbenannt00u8a.jpg

Edited by Marty McFly
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The version I have (free, not paid nor pirated) only allows BMP.

Since I don't really use it much, never could justify paying for it. SweetFX is doing a good job as it is :-)

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Can you create a seperate file for adding FXAA? Game's FXAAdon't do anything and nVidia CP 's FXAA has some bugs.

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Marty McFly

Can you create a seperate file for adding FXAA? Game's FXAAdon't do anything and nVidia CP 's FXAA has some bugs.

 

Overhead of ReShade + Framework with nothing enabled but FXAA is very little.

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