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

Discuss anything ZDoom-related that doesn't fall into one of the other categories.
User avatar
SyntherAugustus
Posts: 966
Joined: Tue Jul 15, 2003 5:43 pm

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

Post by SyntherAugustus »

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 SyntherAugustus on Sun Jan 24, 2016 8:39 am, edited 14 times in total.
User avatar
Nash
 
 
Posts: 17283
Joined: Mon Oct 27, 2003 12:07 am
Twitch ID: nashmuhandes
Github ID: nashmuhandes
Location: Kuala Lumpur, Malaysia

Re: [Graphics Enhancement] Reshade for GZdoom

Post by Nash »

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
User avatar
SyntherAugustus
Posts: 966
Joined: Tue Jul 15, 2003 5:43 pm

Re: [Graphics Enhancement] Reshade for GZdoom

Post by SyntherAugustus »

Nash wrote: EDIT: well shit that forum thread is confusing to read
Hence my mirror links.
User avatar
IMX
Posts: 791
Joined: Sat May 11, 2013 9:20 am
Location: Frogland, Mexico

Re: [Graphics Enhancement] Reshade for GZdoom

Post by IMX »

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

http://forum.zdoom.org/viewtopic.php?f= ... it=sweetfx

Needless to say, I'm pretty interested in the specific settings to achieve something similar to Slax's results with this version.
User avatar
Blox
Posts: 3728
Joined: Wed Sep 22, 2010 9:35 am
Location: Apathetic Limbo

Re: [Graphics Enhancement] Reshade for GZdoom

Post by Blox »

I hope your GPU supports OpenGL 4.3 :^)
Spoiler:
(mine certainly doesn't)
User avatar
NantoCodd
Posts: 230
Joined: Thu Jul 18, 2013 12:58 am
Location: The Ultimate DOOUMB

Re: [Graphics Enhancement] Reshade for GZdoom

Post by NantoCodd »

I tried this but the screen becomes very dark! Anyone know why?
User avatar
SyntherAugustus
Posts: 966
Joined: Tue Jul 15, 2003 5:43 pm

Re: [Graphics Enhancement] Reshade for GZdoom

Post by SyntherAugustus »

Which settings did you use?
User avatar
NantoCodd
Posts: 230
Joined: Thu Jul 18, 2013 12:58 am
Location: The Ultimate DOOUMB

Re: [Graphics Enhancement] Reshade for GZdoom

Post by NantoCodd »

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!
User avatar
Kostov
 
 
Posts: 2020
Joined: Thu Dec 26, 2013 3:26 pm
Github ID: K0stov
Location: Sweden

Re: [Graphics Enhancement] Reshade for GZdoom

Post by Kostov »

I will try this tomorrow.
Naitguolf
Posts: 502
Joined: Wed Mar 17, 2004 6:16 pm
Location: London

Re: [Graphics Enhancement] Reshade for GZdoom

Post by Naitguolf »

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?

Image
User avatar
SyntherAugustus
Posts: 966
Joined: Tue Jul 15, 2003 5:43 pm

Re: [Graphics Enhancement] Reshade for GZdoom

Post by SyntherAugustus »

Mess with the HDR settings for the QEffects style bloom. Having both on should give the effect.
Naitguolf
Posts: 502
Joined: Wed Mar 17, 2004 6:16 pm
Location: London

Re: [Graphics Enhancement] Reshade for GZdoom

Post by Naitguolf »

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.
User avatar
Nash
 
 
Posts: 17283
Joined: Mon Oct 27, 2003 12:07 am
Twitch ID: nashmuhandes
Github ID: nashmuhandes
Location: Kuala Lumpur, Malaysia

Re: [Graphics Enhancement] Reshade for GZdoom

Post by Nash »

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...
User avatar
Caligari87
User Accounts Assistant
Posts: 5994
Joined: Thu Feb 26, 2004 3:02 pm
Discord: Caligari87#3089
Github ID: caligari87
Preferred Pronouns: He/Him

Re: [Graphics Enhancement] Reshade for GZdoom

Post by Caligari87 »

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-)
User avatar
Big C
Posts: 2839
Joined: Tue Oct 19, 2010 3:24 pm

Re: [Graphics Enhancement] Reshade for GZdoom

Post by Big C »

Tried running this, got error message:

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

Return to “General”