
- #HOW TO USE SWEETFX BIOSHOCK INFINITE UPDATE#
- #HOW TO USE SWEETFX BIOSHOCK INFINITE WINDOWS 10#
- #HOW TO USE SWEETFX BIOSHOCK INFINITE CODE#
- #HOW TO USE SWEETFX BIOSHOCK INFINITE DOWNLOAD#
Furthermore, fixed performance of generated code HLSL/GLSL is needed for large fixed arrays. Fixed effects using line as variable name and failed to compile in D3D9. Fixed effects using obscure variables that are reserved for GLSL and have failed to compile in OpenGL. By definition, some effects can be computed from discard and compute, rather than compile in OpenGL. Fixed effects without any textures and samplers failing in D3D12. Fixed effects being enabled in reverse order than their declaration in the set up. #HOW TO USE SWEETFX BIOSHOCK INFINITE UPDATE#
This didn’t update the cursor position, but also fixed the searching backwards.
Also fixed the search backwards to search for a single character in the text editor. Set the default technique switch key specified on the toggle annotations are not working. Fixed integer overflow in memory calculation with very large textures. Restoration artifacts in Quake III were fixed by fixed rendering artifacts. In Yamagi Quake II, bothered to fix the black screen, which was fixed. A black screen has been fixed in the DOOM system. Newfoundland fixed eagle artifacts in Quake. Fixed GetMessage implementation, removing WM_QUIT messages. Fixed network detection faking localhost traffic for genuine network traffic. Fixed duplicate warnings in the log when a Vulkan device was created without a swapchain extension. Parallescing overlay disappears in D3D12 even if an error occurs during rendering. #HOW TO USE SWEETFX BIOSHOCK INFINITE WINDOWS 10#
Fixed video playback on Windows 10 causing hangs (especially often when it comes to Unity games). 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)) Add-on, improves the algorithm and makes all possible access to all APIs. This makes future enhancements more 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. The pci API has been slashed for some years. Below you can also find the changelog, complete. #HOW TO USE SWEETFX BIOSHOCK INFINITE DOWNLOAD#
Using thread local storage to improve OpenGL performance is a way to improve the performance of the tool.ĭownload the download link. It also improves the performance in the multi-threading invocation of the HLSL compiler despite effect compilation. The second-hand graph has been tested for the use of 5.0 in the computation. It’s added to an extension of API, which is extremely powerful. According to the team, Reshade 5.0 is a major redesign of the underlying architecture, for improved performance, easier maintenance and future features. The company behind Reshade released a new version of this that can be downloaded.