![]() ![]() Added “tex2Dfetch” intrinsic overload that accepts a “storage” variable to ReShade FX (so you can both read and write to a texture).Also added “mul” and “transpose” intrinsic overloads for non-square matrices to ReShade FX.Added independent blending support to ReShade FX (BlendEnable0 – BlendEnable8 etc.Added support for “” and “” switch statement attributes to ReShade FX.Also added button to statistics window to save textures to image files.Added fake technique items at the top of the technique list for effects that failed to compile.This now makes a depth buffer access work in a many games where it previously did not (in fact I have yet to encouter a game where it doesn’t work, after tinkering with the provided options) Reworked depth buffer detection into a built-in add-on, improved the algorithm and made all features available for all APIs.This makes future feature additions much easier to implement Reworked internals and effect rendering to use an API abstraction layer rather than separate implementations for D3D9/10/11/12/OpenGL/Vulkan.Added add-on API (this deserves much more than just one line in the changelog, but oh well).Below you can also find its complete changelog. Furthermore, it improves performance in OpenGL due to better thread local storage management. It also improves performance by multi-threading invocation of the HLSL compiler during effect compilation. ![]() Going into more details, Reshade 5.0 improves performance by automatically disabling GPU statistics gathering if statistics window is not visible. Additionally, it comes with a new, extremely powerful add-on API. According to the team, Reshade 5.0 is a major rewrite of the underlying architecture, for improved performance, easier maintenance and future feature additions. The team behind Reshade has released a brand new version of it that is available for download.
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