ED & SweetFX - Screenshots and DL link

Hello again, I still can't get reshade to run. I uninstalled and reinstalled everything and even though it is supposed to be installed now, I don't see any change. It says that it is running, but when press the page up key and nothing happens as well.
 
Hello again, I still can't get reshade to run. I uninstalled and reinstalled everything and even though it is supposed to be installed now, I don't see any change. It says that it is running, but when press the page up key and nothing happens as well.

Just checking... Are there any effects enabled?
 
If you're playing Horizons be sure to use the 64bit dxgi.dll. If you're on normal ED then use 32bit. I can send you a working preset if you'd like.
 

rootsrat

Volunteer Moderator
I am using horizons, I only see one dxgi.dll that came with the package (reshade + sweetfx). Sure, thanks :)

Feel free to try my preset too :) It works perfectly fine for me with 64-bit Horizons on Windows 10 (see sig). It's more subtle than the others so I guess not everyone will like it, but at least you can test if it works for you at all.
 
Thanks guys, this seems to be working. I am going to try and check why the original package I have stopped working as I liked it best.

Np!
Forgot to tell you... When ED updates, many files that ReShade relies on gets wiped out by the launcher. Be sure to backup all your ReShade related files and store them someplace safe. :)
 
Last edited:
I found a way to enable the Godrays in GemFX.cfg without the use of the bloom DepthBuffer.

Open the Bloom.h
Search for the line lens.xyz += sample2.rgb;
Comment that line by putting two // infront of it (just in case...)
And add lens.xyz += sample2.xyz*sample2.w;

Code should now look like this:
Code:
#else        //lens.xyz += sample2.rgb;
        lens.xyz += sample2.xyz*sample2.w;
#endif

Exaggerated values but here's a pic
26364336752_17d192a18c_h.jpg


The Godrays use the texSprite texture as the base texture, and since I use my own sprite texture, my pic will look slightly different than yours. :)



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Edit 2
Using depth based Godrays

If you're using the DepthBuffer like I do, you must change some code to make it work with the Logarithmic DepthBuffer.
First off, in Common.cfg, change #define RFX_LogDepth 0 to 1. This will enable you to use ReShade's DOF and AO effects.
Then, open Bloom.h and search for: if(sampledepth>0.9999) , comment the line by putting two // infront of the line.
Then add this line instead: if(sampledepth<0.00015) This will hopefully be a small enough number to have Godrays from stars and not everything around you. :)

Code should look like this now:
Code:
#if (GODRAY_DEPTH_CHECK == 1)        
        //if(sampledepth>0.99999) lens.xyz += sample2.xyz*sample2.w;
        if(sampledepth<0.00015) lens.xyz += sample2.xyz*sample2.w;
#else
 
Last edited:
I found a way to enable the Godrays in GemFX.cfg without the use of the bloom DepthBuffer.

Open the Bloom.h
Search for the line lens.xyz += sample2.rgb;
Comment that line by putting two // infront of it (just in case...)
And add lens.xyz += sample2.xyz*sample2.w;

Code should now look like this:
Code:
#else        //lens.xyz += sample2.rgb;
        lens.xyz += sample2.xyz*sample2.w;
#endif

Exaggerated values but here's a pic
https://c2.staticflickr.com/2/1642/26364336752_17d192a18c_h.jpg

The Godrays use the texSprite texture as the base texture, and since I use my own sprite texture, my pic will look slightly different than yours. :)



--------


Edit 2
Using depth based Godrays

If you're using the DepthBuffer like I do, you must change some code to make it work with the Logarithmic DepthBuffer.
First off, in Common.cfg, change #define RFX_LogDepth 0 to 1. This will enable you to use ReShade's DOF and AO effects.
Then, open Bloom.h and search for: if(sampledepth>0.9999) , comment the line by putting two // infront of the line.
Then add this line instead: if(sampledepth<0.00015) This will hopefully be a small enough number to have Godrays from stars and not everything around you. :)

Code should look like this now:
Code:
#if (GODRAY_DEPTH_CHECK == 1)        
        //if(sampledepth>0.99999) lens.xyz += sample2.xyz*sample2.w;
        if(sampledepth<0.00015) lens.xyz += sample2.xyz*sample2.w;
#else
is there any way to get this using EDFX?
 
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