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Release notes ReShade 5.5.2 |
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In this page we post official release notes and changelogs related to ReShade 5.5.2, if and as software developers make available these. However, if you need more info on ReShade 5.5.2, or relases notes are not available yet, you can always consider to read its description as well. |
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- Added compile times for effects to log
- Added compile error when texture with a semantic is used as a render target or storage
- Added warning when input cannot be captured for window because it was created by a different process (e.g. in Portal with RTX)
- Added "copy_buffer_to_texture" event for OpenGL texture updates from a pixel unpack buffer binding
- Added format conversion for "VK_FORMAT_A8B8G8R8_[...]_PACK32"
- Improved CPU-side performance of effect rendering slightly
- Improved error handling for filesystem errors
- Changed add-on list in overlay to hide file path for built-in add-on
- Changed input handling to ignore raw input on secondary windows that are not input sinks
- Changed error on choosing layered pixel format in OpenGL to a warning (this fixes a crash with Tomb1Main)
- Changed shader model 5 implementation of "tex2Dgather" intrinsic overloads taking individual offsets to visually match GLSL/SPIR-V
- Fixed typo in D3D9On12 exports
- Fixed crash with D3D9On12 due to incorrect vertex count provided to "DrawIndexedPrimitive" (this fixes a crash in D3D9 games with 12th Gen Intel graphics processors)
- Fixed crash due to use-after-free in "vkFreeDescriptorSets"
- Fixed crash with Stream overlay and Vulkan validation layers due to dispatch pointer not being initialized for queues
- Fixed Thief: Deadly Shadows hanging and/or not exiting
- Fixed ReShade FX compiler not generating a cast to merged type for elements in array initializer expressions
- Fixed ReShade FX compiler emitting an error for "for" loop statements without an initializer expression
- Fixed unknown depth buffer format being shown for some depth buffers in Avorion
- Fixed insufficient initial data array passed to OpenGL "init_resource" and "create_resource" events for cubemaps
- Fixed hooking when multiple virtual function tables refer to the same hook function (e.g. in D3D9 games with Steam overlay)
- Fixed mismatching errors being shown in editor for generated code
- Fixed texture sampling of textures with a semantic in D3D9 applying incorrect pixel offsets
- Fixed warning about in-use depth-stencil resource being destroyed after effect runtime was already destroyed
- Removed built-in FreePIE support and instead moved it into an add-on
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