Reshade for GZDoom 2.0+ (1-24-16 update)

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Reshade for GZDoom 2.0+ (1-24-16 update)

Postby blackfish » Thu Jan 01, 2015 11:51 am

If you're familar with SweetFX, the graphics enhancer for DX9/11, you might be happy to know that the developer came out with a version that also supports OPENGL. This also serves as a replacement for QEffectsGL since it's no longer supported in GZDoom.

Update 1-24-16

Reshade only works with GZdoom 2.0 based ports and above due to the change of the renderer.

Latest Reshade (1.1.0) Dropbox Mirror

Official Site

My CRT style preset
My current preset. Use this as a base if you don't want to make your own preset.

Some kind of before/after screenshot. The top screenshot shows the effect in the second preset link.

I highly recommend you learn the cfg (in ".\Reshade")files to figure out what shader does what. You'll maximize the benefit of Reshade this way to personalize your Doom experience. Simply load GZDoom up and notepad the CFG at the same time. Every time you save the CFG, alt tab back into GZDoom to see what it did. Reshade will automatically update after you save one of the cfg files (this is great with Windowed Fullscreen games!).
Last edited by blackfish on Sun Jan 24, 2016 9:39 am, edited 14 times in total.
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Re: [Graphics Enhancement] Reshade for GZdoom

Postby Nash » Thu Jan 01, 2015 11:58 am

Godrays, eh? Maybe I could finally get rid of the ugly sun lens flare hack in my real-time weather engine and use REAL sun shafts... =P Assuming there is even a way to make the sun shaft originate from one specific actor in the map.

EDIT: well shit that forum thread is confusing to read
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Re: [Graphics Enhancement] Reshade for GZdoom

Postby blackfish » Thu Jan 01, 2015 12:02 pm

Nash wrote:EDIT: well shit that forum thread is confusing to read


Hence my mirror links.
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Re: [Graphics Enhancement] Reshade for GZdoom

Postby IMX » Thu Jan 01, 2015 5:23 pm

Speaking of SweetFX, Slax did a similar thread not too long ago

viewtopic.php?f=19&t=46739&hilit=sweetfx

Needless to say, I'm pretty interested in the specific settings to achieve something similar to Slax's results with this version.
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Re: [Graphics Enhancement] Reshade for GZdoom

Postby Blox » Thu Jan 01, 2015 6:02 pm

I hope your GPU supports OpenGL 4.3 :^)
Spoiler:

(mine certainly doesn't)
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Re: [Graphics Enhancement] Reshade for GZdoom

Postby NantoCodd » Sun Jan 11, 2015 4:45 am

I tried this but the screen becomes very dark! Anyone know why?
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Re: [Graphics Enhancement] Reshade for GZdoom

Postby blackfish » Sun Jan 11, 2015 10:21 am

Which settings did you use?
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Re: [Graphics Enhancement] Reshade for GZdoom

Postby NantoCodd » Sun Jan 11, 2015 11:36 am

Default one that comes from the setup.
[EDIT] : It works correctly now... weird. :? Thanks anyway! I always want to get rid of the QEffectsGL overrealistic MLG bloom!
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Re: [Graphics Enhancement] Reshade for GZdoom

Postby Undead » Tue Jan 13, 2015 4:17 pm

I will try this tomorrow.
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Re: [Graphics Enhancement] Reshade for GZdoom

Postby Naitguolf » Wed Jan 14, 2015 3:32 pm

Mmm tried it, but I do not see any different. sweetfx seems to be loaded as on corner left there is a messages with effects loaded, but pressing Scroll Lock doest do anything :( Can please anyone explain how to use it?

Edit: mmm, seems ReShade.fx is the file to edit and to able stuff

Edit 2: Nevermind. I installed it on gzdoom directory, so messed the dll. Fresh reinstall now it works :)

Edit 3: Its possible to have the same Bloom as Qeffects?

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Re: [Graphics Enhancement] Reshade for GZdoom

Postby blackfish » Wed Jan 14, 2015 8:02 pm

Mess with the HDR settings for the QEffects style bloom. Having both on should give the effect.
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Re: [Graphics Enhancement] Reshade for GZdoom

Postby Naitguolf » Thu Jan 15, 2015 2:01 am

Mmm tried, but I cannot get the "aura" from lights... :(

Ah, ok, from https://delightlylinux.wordpress.com/20 ... tfx-bloom/

SweetFX Bloom does not add a soft, illuminating glow around light sources as its name might suggest. This is simply an overall “whitening” effect.
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Re: [Graphics Enhancement] Reshade for GZdoom

Postby Nash » Thu Jan 15, 2015 2:06 am

Someone please make a hyper ultra realistic grafic's screenshot of stock Doom maps with this? It looks really convoluting for me to set up on my own but I'm curious as to how much can these shaders affect stock Doom maps...
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Re: [Graphics Enhancement] Reshade for GZdoom

Postby Caligari87 » Thu Jan 15, 2015 9:09 am

The install is easy actually, but I took a quick look at it and couldn't make heads nor tails of the shader file. Maybe that's just me, but it seemed overly complicated to actually tune it.

8-)
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Re: [Graphics Enhancement] Reshade for GZdoom

Postby Big C » Thu Jan 15, 2015 5:31 pm

Tried running this, got error message:

R_OPENGL: Unable to create an OpenGL 3.x render context.
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