Changing in-game graphics settings usually cause a crash fairly quickly. I think the issues arise from keeping Reshade locked to that specific buffer. I don't have any problems selecting the buffer. What's the best way to get Reshade to pick that map with the 2nd highest count automatically for each scene? And out of curiosity, has any other game ever worked like this? Manually selecting/locking the proper map works sporadically, but usually causes the game to crash. There is also a game setting that will corrupt this map, but doesn't cause a problem if left alone (Color Precision must be left at High). What I've found is that the proper depth map for this game typically has the second highest counts for both calls and vertices. There are typically two maps at the game's resolution for each screen, but sometimes as many as four (that I've seen). I see in the aspect ratio heuristics section of \d3d12\state_tracking.cpp (at line 256), that it's picking the depth map with the greatest number of draw calls or vertices. I was wondering if you had any input on solutions. Hello, I'm trying to get Cyberpunk 2077 working with SuperDepth3D, and I'm pretty sure I found the reason why it's not. ġ4:18:19:251 | INFO | > Delayed until first call to an exported function.ġ4:18:19:251 | INFO | Registering hooks for "C:\WINDOWS\system32\d3d10.dll". ReShade initializes but I can't see nothing on screen.ġ4:18:19:204 | INFO | Initializing crosire's ReShade version '4.8.2.930' (32-bit) built on ' 14:07:19' loaded from "E:\BloodRayne\d3d9.dll" into "E:\BloodRayne\rayne.exe". The issue is NOT present using dgVoodoo2 (dgVoodoo2 ReShade -> works like a charm) ! Issue in Bloodrayne (original release from 2002, not the Terminal Cut), using d3d8to9 converter (lastest version, provided binaries or self-built ones).
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |