What was the last version to support reshade?
What was the last version to support reshade?
I tried it a long time ago, not sure which version, and it worked. Not working on either 2.1.1 or 3.2.4. Works great on Zandronum. Also, is there some way to bump up the bloom on the current gzdoom version? It's a bit subtle for my taste.
Re: What was the last version to support reshade?
You can change gl_exposure_scale to make it bloom things more based on light level and increase gl_bloom_amount for how much it blurs things that already got extracted for bloom.
Re: What was the last version to support reshade?
I'm not seeing a whole lot of difference, what has been tweaked to the extreme in this screenshot?dpJudas wrote:You can change gl_exposure_scale to make it bloom things more based on light level and increase gl_bloom_amount for how much it blurs things that already got extracted for bloom.
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- Screenshot-2018-1-29 (54) [GZDoom] Ancient Aliens part 5 - Reshaded - YouTube___.png (98.46 KiB) Viewed 1125 times
Re: What was the last version to support reshade?
Honestly, I'm not sure you can get the built-in bloom pass to do something as insane as that reshade screenshot.
You can try tweak all the gl_exposure* cvars to try get this behavior, but if that doesn't do it then you'd have to change the C++ and/or shader code to get it to ruin the image as much as reshader does.
You can try tweak all the gl_exposure* cvars to try get this behavior, but if that doesn't do it then you'd have to change the C++ and/or shader code to get it to ruin the image as much as reshader does.
Re: What was the last version to support reshade?
Is there any way for the latest GZ and these custom reshaders (that get you to copy opengl32.dll) to co-exist?dpJudas wrote:Honestly, I'm not sure you can get the built-in bloom pass to do something as insane as that reshade screenshot.
You can try tweak all the gl_exposure* cvars to try get this behavior, but if that doesn't do it then you'd have to change the C++ and/or shader code to get it to ruin the image as much as reshader does.
Re: What was the last version to support reshade?
You will have to ask the reshade team about that. GZDoom is just a standard OpenGL application using the OpenGL API as it was designed to be used.
Re: What was the last version to support reshade?
We cannot and will not support any application which offers substitute API's - this includes Reshade, Swiftshader, Win32 version of Mesa, qindiegl, etc. These programs function beyond our control and out of our scope with anything we can do with them. You will have to communicate these problems directly with the vendors of such programs.
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Re: What was the last version to support reshade?
Most of these postprocessing tools work by intercepting the immediate mode OpenGL 2 commands and piping them through their own shaders. Since GZDoom not only doesn't use these commands anymore but also implements its own postprocessing pipeline they will inevitably be at odds with each other.
Re: What was the last version to support reshade?
What was the last version that didn't support opengl3 and up?Graf Zahl wrote:Most of these postprocessing tools work by intercepting the immediate mode OpenGL 2 commands and piping them through their own shaders. Since GZDoom not only doesn't use these commands anymore but also implements its own postprocessing pipeline they will inevitably be at odds with each other.
Re: What was the last version to support reshade?
You'd have to go back really far in GZDoom's history to find any lack of OpenGL 3 support.
You can type "gl_renderbuffers false" and see if that fixes your Reshade problems, but again we do not support Reshade here so if that doesn't work we really can't help you.
You can type "gl_renderbuffers false" and see if that fixes your Reshade problems, but again we do not support Reshade here so if that doesn't work we really can't help you.
Re: What was the last version to support reshade?
What version is Zandronum based off of? It does work on there, but that's not really why I'm asking.Rachael wrote:You'd have to go back really far in GZDoom's history to find any lack of OpenGL 3 support.
You can type "gl_renderbuffers false" and see if that fixes your Reshade problems, but again we do not support Reshade here so if that doesn't work we really can't help you.
Re: What was the last version to support reshade?
Zandronum is based off of the 1.8.x/1.9.x series.
Re: What was the last version to support reshade?
And the last version of gzdoom to support opengl 1.5 was 0.9-something, right?Rachael wrote:Zandronum is based off of the 1.8.x/1.9.x series.