![]() Fixed crash when application’s many windows have a wide window.Repairing crashes in rare cases where games have Windows compatible profiles.Fixed crash when PIX-D3D9 application was loaded with reshade.Fixed the crash when exiting D3D12 games.Some games and laptops can’t put up a doubled effect/overlay with separate internal and dedicated graphics cards.Fixed crash on laptops using separate internal and dedicated graphics cards.Quite often improved performance in general.Enhanced performance and binary size by stopping exceptions, RTTI and switching to fast floating-point model.The performance of OpenGL was improved and thanks to a better thread-local management.Improved performance by avoiding unnecessary back-tight copy on Windows 8+.Improved performance by a multithreading invocation of the HLSL compiler during effect compilation.If that means that the GPU is not able to collect statistics, it will improve performance.For screenshots, improved Alpha channel filter, but the ability to clone the alpha channel to remove it, should not be saved in RGB.Save performance significantly in the screenshot.As I noted, I added option of performing a command after saving a screenshot.Added support for Vulkan VK_EXT_tooling_info extension which will help you search for ReShade’s information.Added support to rename the ReShade DLL to dinput8.dll to hook up.Also added firstbitlow, firstbithigh, countbits and reversebits intrinsives to ReShade FX.Added new tex2Dgather intrinsic overloads that accept individual offsets for each component to ReShade FX.Added tex2Dfetch intolable that accepts a storage variable to ReShade FX (so you can swive with a texture).Either mul or transpose intrinsiv overloads for non-square-matrices also added to ReShade FX.Add additional support for blending in ReShade (BlendEnable0 Blendenable8 etc.) on pass states.Added support for and switch statements to ReShade FX.Add button to the window on statistics, so that a texture can be saved to photo files.Put fake techniques top of the techniques list for effects that couldn’t compile.There’s now a depth buffer in many games where it hasn’t been enough (in fact, I have to encourate another game where it doesn’t work after tinkering with the provided options)) ![]()
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