ReShade download v6.0.1

Videocards - Overclocking & Tweaking 94 Updated by Hilbert Hagedoorn

About this file
File Size
Operating Systems Windows
Windows 64bit
License Freeware
Price Free

ReShade is a generic post-processing injector for games and video software developed by crosire. Imagine your favorite game with ambient occlusion, real depth of field effects, color correction and more ... ReShade exposes an automated and generic way to access both frame color and depth information (latter is automatically disabled during multiplayer to prevent exploitation) and all the tools to make it happen.

The possibilities are endless! Add advanced depth-edge-detection-driven SMAA antialiasing, screen space ambient occlusion, depth of field effects, chromatic aberration, dynamic film grain, automatic saturation and color correction, cross processing, multi-pass blurring ... you name it.

Crosire spent the last couple of months completely rewriting the ReShade FX compiler from ground up. This new compiler is now fully standalone, blazing fast, has much better error recovery (Got a syntax error in your code somewhere? No problem, it will try and finish compiling anyway.), better support for various code features (array assignments and switch statements work properly now) and paves the future for Vulkan support (it can now not only generate HLSL and GLSL, but also SPIR-V). But that's not all. ReShade got a major UI overhaul to make working with it even more productive. This includes an in-game code editor, texture preview, many changes to variable editing to make it more accessible and lots of new styling options to customize the UI to your likings.

ReShade supports all of Direct3D 9, Direct3D 10, Direct3D 11, Direct3D 12, OpenGL and Vulkan.
A computer with Windows 7 SP1, 8.1 or 10 and .NET Framework 4.6.2 or higher installed is required.


Change Info:

Added localization (currently with translations for Bulgarian, English, French, German, Japanese, Simplified Chinese)
Added OpenXR support
Added support for resolving MSAA depth buffers in D3D9 (using RESZ), D3D12, OpenGL and Vulkan (when supported by the driver)
Added support for CUBE LUT files as texture source
Added API to manually manage ReShade effect runtime instances when graphics hooks are disabled ("ReShadeCreateEffectRuntime", "ReShadeDestroyEffectRuntime" and "ReShadeUpdateAndPresentEffectRuntime" DLL exports)
SpecialK e.g. uses this so that one can inject SpecialK late into an application and have it load and manage ReShade, instead of requiring ReShade to hook at application launch
Added fence synchronization add-on API ("device::create_fence", "command_queue::signal", "comand_queue::wait", ...)
Added color space add-on API ("swapchain::check_color_space_support", "swapchain::get_color_space", "effect_runtime::set_color_space" , ...)
Added ray tracing add-on API and events ("command_list::build_acceleration_structure", "command_list::dispatch_rays", ...)
Added mesh shader add-on API and events ("command_list::dispatch_mesh", ...)
Added "device::get_property" add-on API to query device information, "command_queue::get_timestamp_frequency" and more
Added various functions to effect runtime add-on API ("effect_runtime::open_overlay", "effect_runtime::reset_uniform_value", ...)
Added "addon_event::reshade_overlay_uniform_variable" and "addon_event::reshade_overlay_technique" events allowing customization of the widgets used to show uniform variables or techniques in the overlay
Added built-in "__FILE_NAME_HASH__" and "__FILE_STEM_HASH__" preprocessor macros
Added "f16tof32" and "f32tof16" intrinsics to ReShade FX
Added "tex1Dgrad", "tex2Dgrad" and "tex3Dgrad" intrinsics to ReShade FX
Added "noedit", "noreset" and "nosave" variable annotations and forced loading of "*.addonfx" effect files
Added "ui_category_toggle" variable annotation to toggle visibility of a variable category based on the uniform value
Added loaded add-on names to preprocessor definitions (e.g. "ADDON_GENERIC_DEPTH=<version>" for the Generic Depth add-on)

Bug fixes:
Fixed crash in Resident Evil 3 and other multi-threaded D3D11 games
Fixed multisampled resource creation in OpenGL
Fixed OpenGL context management to properly handle multiple windows (fixes infinite reloading with Citra's "Separate Windows" layout)
Fixed some OpenGL errors with rectangle and multisample textures
Fixed video playback issues in Unity engine games
Fixed depth buffer detection in Immortals of Aveum
Fixed "command_list::bind_descriptor_tables" not setting all descriptor heaps used by applications in D3D12
Fixed "addon_event::bind_descriptor_tables" event not being called when D3D12 root signature is changed
Fixed implicit back buffer resource creation when "effect_runtime::render_effects/render_technique" is called with a typeless resource
Fixed crash when graphics hooks are disabled
Fixed crash when uploading 3D texture data in D3D9
Fixed crash in built-in Generic Depth add-on in multi-threaded OpenGL applications
Fixed resource events for "GL_TEXTURE_BUFFER" buffers
Fixed Vulkan validation error when swap chain was created with sRGB image format
Fixed VR swap chain creating incompatible resources when format is typeless and has no sRGB variant
Fixed variable editor categories expanding upon resize of the overlay window
Fixed code editor save button mistakenly showing up for instances showing generated code
Fixed item grouping of list widgets
Fixed new preset popup closing when backspace button is pressed
Fixed scrolling in add-ons window
Fixed relative paths with ".\.\" or more dots being written to the config when the target file does not exist

Updated imgui to 1.90 (add-ons may now use 1.90, 1.89.7 or 1.86)
Added additional depth buffer filter heuristic that only considers those matching the resolutione exactly
Added coloring to depth buffer list indicating which buffers are candidates for selection based on the configured heuristics
Added texture upload support for 32-bit texture formats (e.g. used for CUBE or HDR files)
Added proper implementation for "command_queue::wait_idle" in D3D9/10/11
Added support for "countbits", "reversebits", "firstbitlow" and "firstbithigh" intrinsics under D3D9 and 10 using emulated implementation
Added effect compile error when attempting to use texture with semantic as a render target (these are always read-only)
Added UTF-8 support to code editor
Added button to open preset folder in explorer next to preset selector
Added button to open log folder in explorer to log page
Added button to open base folder in explorer to settings page
Added note on what to do when add-ons were disabled due to network activity
Clarified log message for add-on load failure
Improved queue synchronization in Vulkan
Changed effect runtime creation to avoid allocating any resources when disabled via "[GENERAL] Disable=1" in the config and made them independent from swap chain instances
Changed typeless 16-bit format behavior in OpenGL to default to floating-point format
Changed D3D10 and D3D11 barrier implementation to only unbind resources passed to the barrier command, rather than all
Changed configuration file name selection to better distinguish between VR and non-VR effect runtime instances (ReShadeX.ini and ReShadeVRX.ini)
Changed alternative log file name to "ReShade.logX", rather than "ReShadeX.log"
Changed tutorial progress setting location to global config file (so that tutorial progress is shared for all effect runtime instances)
Changed font scaling to not get disabled after tutorial finished (instead added a message overlay window while Ctrl + mouse wheel is pressed to inform users on what is happening)
Changed preset browser popup to have a minimum width
Changed tab view of variable editor to scroll tabs instead of downsizing them
Removed toggle key annotations for techniques
Removed "[APP] EnableTransparency" config option
Renamed "[INSTALL] EnableLogging" config option to "[INSTALL] Logging"
Renamed "[SCREENSHOT] PostSaveCommandNoWindow" config option to "[SCREENSHOT] PostSaveCommandHideWindow"
Removed logging of full application command-line (since it can contain sensitive information)

Setup tool:
Added OpenXR layer registration
Added check for existing effect files (will now show an error instead of creating duplicates)
Added add-on selection page
Added detection and special handling for games modded with NVIDIA RTX Remix
Merged preset and effect packages and effect files selection into a single page
Fixed effect package toggle and renamed radio buttons on the uninstall page
Fixed crash when encountering executables without a file name before the extension
Fixed existing relative preset path not being resolved correctly
Fixed app title when no file description exists
Fixed uninstall failing when invoked through the command-line
Changed unhandled exception handling to show error instead of crashing
Changed uninstallation to remove all effect files found in local search paths

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