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Has anyone managed to get the latest Reshade running with EDx64? Game doesn't appear to start here.
Hello Insomnia,
nice pic, grats. You testing out some new profiles for reshade? Are you willing to share it. Thx
Extreme post processing
https://c1.staticflickr.com/9/8561/29613457363_f6da041406_h.jpg
Full size: https://c1.staticflickr.com/9/8561/29613457363_aab0e64559_o.png
Try to remove all what you have compy'd and try out edfx latest version. Only need to unzip and start edfx. It should find the path of elite, otherwise you can point it to the path inside edfx. You need to start elite then from inside efdx and you should see the effects. Don't update the Reshade framework to the latest version, edfx will not work correct with the new version. In the new version 3.0 it will, see here.
I just installed the latest Version of Reshade and it works for me.
I am using this preset:
https://forums.frontier.co.uk/showt...-Rob-Viguurs?p=4312989&viewfull=1#post4312989
I have the steam version but my guess would be that maybe the preset you are using is no good?
Edit: the folder mentioned is the correct one, as long as that is the version you are also starting.
didn't seem to work for me, unless I put them in the wrong place,
D:\Games\Elite Dangerous\Products\elite-dangerous-64
I do not have steam version
How did you get this to work with the latest version of Reshade. I dont see any 7z file, only an exe. It asks me Dx9, 10 or openGL. I have a GTX 780, it should be 10 or gl right? What EDFX Version are you using?
I'm attempting the latest EDFX version on a WIn10 PC... When I open the EDFX exe file it asks me to navigate to the ED.exe file but when i do it is not there... the other option to use the edlaunch doesn't work..
any advice?
Hi thanks for that...
I have done the 1st bit but when it open the path to the exe file in file name it has EliteDangerous64 and the same in the greyed out box to the right, yet the exe file does not show in the open folder... Its not installed via steam
in the EDLaunch folder there is no EliteDangerous64.exe file?
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//LICENSE AGREEMENT AND DISTRIBUTION RULES:
//1 Copyrights of the Master Effect exclusively belongs to author - Gilcher Pascal aka Marty McFly.
//2 Master Effect (the SOFTWARE) is DonateWare application, which means you may or may not pay for this software to the author as donation.
//3 If included in ENB presets, credit the author (Gilcher Pascal aka Marty McFly).
//4 Software provided "AS IS", without warranty of any kind, use it on your own risk.
//5 You may use and distribute software in commercial or non-commercial uses. For commercial use it is required to warn about using this software (in credits, on the box or other places). Commercial distribution of software as part of the games without author permission prohibited.
//6 Author can change license agreement for new versions of the software.
//7 All the rights, not described in this license agreement belongs to author.
//8 Using the Master Effect means that user accept the terms of use, described by this license agreement.
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//For more information about license agreement contact me:
//https://www.facebook.com/MartyMcModding
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//Copyright (c) 2009-2015 Gilcher Pascal aka Marty McFly
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//Credits :: Ubisoft
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//Amateur port by Insomnia
uniform float ReinhardLinearSlope <
ui_type = "drag";
ui_min = 1.0; ui_max = 5.0;
ui_tooltip = "how steep the color curve is at linear point";
> = 1.250;
uniform float ReinhardLinearWhitepoint <
ui_type = "drag";
ui_min = 0.0; ui_max = 20.0;
ui_tooltip = "...";
> = 1.250;
uniform float ReinhardLinearPoint <
ui_type = "drag";
ui_min = 0.0; ui_max = 2.0;
ui_tooltip = "...";
> = 0.150;
#include "ReShade.fxh"
float3 ReinhardLinearPass(float4 position : SV_Position, float2 texcoord : TexCoord) : SV_Target
{
float3 color = tex2D(ReShade::BackBuffer, texcoord).rgb;
float3 x = color.rgb;
//float x = color;
const float W = ReinhardLinearWhitepoint; // Linear White Point Value
const float L = ReinhardLinearPoint; // Linear point
const float C = ReinhardLinearSlope; // Slope of the linear section
const float K = (1 - L * C) / C; // Scale (fixed so that the derivatives of the Reinhard and linear functions are the same at x = L)
float3 reinhard = L * C + (1 - L * C) * (1 + K * (x - L) / ((W - L) * (W - L))) * (x - L) / (x - L + K);
// gamma space or not?
color.rgb = (x > L) ? reinhard : C * x;
return color;
}
technique ReinhardLinear
{
pass
{
VertexShader = PostProcessVS;
PixelShader = ReinhardLinearPass;
}
}