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Release Notes | ReShade 5.6.0

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ReShade 5.6.0
Features:
  • Added "[APP] ForceDefaultRefreshRate" global config option
  • Added error message to overlay when there were errors loading some add-ons
  • Added optional add-on initialization entry points: Add-ons can now export a "AddonInit" and/or "AddonUninit" function, which ReShade will call after loading/before unloading, to allow for more complicated code than valid inside DLLMain
  • Added preprocessor support for variadic macros
  • Added preprocessor support for backslash at end of line to skip to the next
  • Added error tooltip to file list in technique context menu
  • Added error coloring to file list in technique context menu for effects that failed to compile
  • Added option for stats overlays (clock, FPS, frametime) to only show while main overlay is open (filled out checkbox)
  • Added global alpha support in VR and increased overlay window resolution
  • Changed technique search in overlay to include effect file name in filtering
  • Changed technique ordering to keep the declaration order specified within an effect file
  • Changed preprocessor to concatenate in macros without expanding arguments (to follow behavior of the C preprocessor)

Bug fixes:
  • Fixed crash with DLSS 3
  • Fixed crash in Crusader Kings II
  • Fixed crash in Phantasy Star Online 2
  • Fixed duplicated input in some games (e.g. Payday 2)
  • Fixed ReShade not showing up in some D3D11 VR games
  • Fixed screen not updating in RPCS3 when using certain add-ons
  • Fixed depth buffer detection in Quake
  • Fixed effects declaring the same texture semantic multiple times failing to compile in D3D9
  • Fixed shader interface matching when system value semantic contains a trailing zero
  • Fixed whitespace in macro definition ending up in replacement text
  • Fixed preprocessor crash if encountering end of file in a preprocessor statement
  • Fixed preprocessor ignoring multiple pragma directives
  • Fixed line numbers preprocessor generates for lines directly following an include statement
  • Fixed add-on information missing in overlay when file version info is not using default translation
  • Fixed technique context menu not working for techniques with "enabled" annotation
  • Fixed open code editors for included files not updating after effect reload
  • Fixed code editor colorization for preprocessor directives with spaces in them
  • Fixed preset shortcut keys in config getting duplicated with each load
  • Fixed GPU timestamp queries returning invalid results sometimes in D3D10/11
  • Fixed push descriptor bindings in OpenGL add-on events
  • Fixed 32-bit value count for push constants in D3D9 add-on events
  • Fixed missing value conversion for some D3D9 dynamic states

Miscellaneous:
  • Added "dot" intrinsic overload that accepts scalars to ReShade FX
  • Added special behavior when calling "reshade::api::effect_runtime::render_effects" with no render target view: This now effectively disables effect rendering done by ReShade altogether, which can be useful if doing that manually via calls to "reshade::api::effect_runtime::render_technique"
  • Added support for "#pragma reshade showfps" and "#pragma reshade showclock" directives again
  • Added "create_swapchain" add-on event in OpenGL (called during "wglSetPixelFormat")
  • Added support for creating resource views with a default resource view description (which will create a view encompassing the entire resource)
  • Added render buffer creation in OpenGL for "reshade::api::resource_type::surface" and fixed automatic mipmap levels
  • Added log message when resizing VR effect runtime
  • Added internal compiler error to effect error list when pipeline creation failed
  • Moved "AddonPath" option to "ADDON" config section
  • Changed ReShade icon
  • Changed log fallback filename (will now attempt to open ReShadeX.log where X is a number greater or equal 2 if ReShade.log is in use)
  • Changed add-on manager to avoid loading add-on DLLs for disabled add-ons entirely
  • Changed file list in technique context menu to show relative paths
  • Changed preprocessor defines hidden in the overlay to include those starting with "INCLUDE_GUARD_"
  • Changed "present" event in VR to be called separately for both eye submits
  • Changed D3D11 state block implementation
  • Changed Vulkan copy command hooks to call events for image layer ranges rather than single layers
  • Simplified texture mapping using add-on API in D3D12 (can now create CPU-visible textures, ReShade will translate that into a D3D12 buffer behind the scenes)
  • Improved "wglSwapMultipleBuffers" implementation to behave more like the original
  • Removed automatic D3D12 pipeline backup and restore in "reshade::api::effect_runtime::render_effects" and "reshade::api::effect_runtime::render_technique" (better handled in add-on code)
  • Removed stats overlay settings in VR (since those cannot be seen there anyway)
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