Soldato
- Joined
- 26 Sep 2013
- Posts
- 10,758
- Location
- West End, Southampton
http://forums.guru3d.com/showthread.php?p=4940579&posted=1#post4940579
Done:
-----
- Support Windows Vista, 7, 8, 8.1+
- Support 32 and 64 bit
- Support DX 8 (WIP), 9, 10, 10.1, 11, 11.1, 11.2 and OpenGL (WIP)
- Solve the problems with NVIDIA Optimus
- Hook dynamically and only the APIs the application uses
- Support multiple render targets
- Support true multiple passes with rendertarget output
- Support multiple techniques for rendering
- Bind no vertexbuffer and let the shaders generate vertices via id
- Declare custom textures and their properties in the shader code
- Ability to set the size of these buffers (images are stretched automatically)
- Be intelligent about paths, everything is seen relative to the injector
- Protect user privacy by obfuscating paths before writing them to the log
- Clear rendertargets before shaders modify them
- Save screenshots as PNG images
- Include the application name and current date in each screenshot filename (e.g. Borderlands2 (2013-06-21 20.48.10).png)
- Predefined macro "__RENDERER__" telling which renderer is used (0xD3D9, 0xD3D10, 0xD3D11 or 0x061)
- Predefined macro "__VENDOR__" and "__DEVICE__" which expose the vendor id and GPU device id rendering is performed on
- Use shader annotations to use features and set options of the injector:
On uniforms:
frametime | time in milliseconds it took for the last frame to complete
framecount | total amount of frames since the game started
date | float4(year, month (1 - 12), day of month (1 - 31), time in seconds after midnight)
timer | high precision timer counting in milliseconds
timeleft | time in milliseconds left until the technique timeout is reached
key | boolean set to true if the specified key is pressed and false otherwise
On techniques:
enabled | boolean setting wether to use this technique for rendering by default
toggle | keycode for the key used to toggle this technique on or off
toggletime | time in seconds after midnight at which this technique should be toggled
timeout | time in milliseconds after which this technique is toggled off again (i.e. for generating textures from shader code, by running the shader once at start)
Wishlist:
---------
Nice to have:
- Fallback to Sweet.fx and Reshade.fx if API_NAME.fx cannot be found
- Option to specify a static screenshot save location
- Name that doesn't conflict with other apps like the Reshade program (http://reshade.com)
Future:
- API so games can communicate with ReShade
- Add an OpenGL renderer for OpenGL 2 (or 3, but more cards support 2)
- Load another proxy dll after Reshade so you can chain HiAlgo, ENB, Reshade and Perception (http://www.******.com/) and others
- Output to other resolutions (HiAlgo have experience here) - GeDoSaTo can also override the rendering resolution - people love this feature
- Depth texture support - Note. We will probably have to restrict access to this to prevent people writing effects that can be used to cheat
- Possibly pass generated GLSL shaders to GLSL optimizer before compiling (or implement own optimizer for all)
- Work with stereoscopic 3D. Some Stereoscopic modes uses 2 backbuffers a left and a right
- Ability to combine different image files into one custom texture for memory and performance reasons
- Ability to trigger functions using a key combo, not just one key
- Ability to change shader settings in-game, or at least change between presets
- Ability to upload preset to an online database and download and quickly swap between other popular presets for the game you are currently playing
- Possibility to have freesized backbuffer/depthbuffer textures (image is stretched before copied there)
- Ability to read from previous output buffers (temporal SMAA *might* be done if I had access to the two previous frames we created - also it allows for LDR eye adaptation)
- Allow array initialization
- Windows 10 support (Should work already - it's just untested)
- Linux support (should be possible to hook the OpenGl calls via "dlsym" there)
- DX12 support (Not released and no SDK available yet)
- OpenGL Next support (Not released and no SDK available yet)
- Mantle support (No SDK available yet)
- WinXP support (by then WinXP will likely be completely irrelevant)
- Record audio from stereo and find a way to display on screen to give visual clues to the deaf
- Save SweetFX settings in the image as metadata (nice to have but not important)
- Force 10bit (per channel) output from the game - if possible it would eliminate banding problems. (Seems problematic to find a generic way to do that works with all games)
I can't say when exactly it will be out, but yes I hope it will be out before the end of the year.
finally something proper for Windows 8.1 and 64bit exe's. It can be so annoying getting it gmaes working properly through RadPro at the moment.
Done:
-----
- Support Windows Vista, 7, 8, 8.1+
- Support 32 and 64 bit
- Support DX 8 (WIP), 9, 10, 10.1, 11, 11.1, 11.2 and OpenGL (WIP)
- Solve the problems with NVIDIA Optimus
- Hook dynamically and only the APIs the application uses
- Support multiple render targets
- Support true multiple passes with rendertarget output
- Support multiple techniques for rendering
- Bind no vertexbuffer and let the shaders generate vertices via id
- Declare custom textures and their properties in the shader code
- Ability to set the size of these buffers (images are stretched automatically)
- Be intelligent about paths, everything is seen relative to the injector
- Protect user privacy by obfuscating paths before writing them to the log
- Clear rendertargets before shaders modify them
- Save screenshots as PNG images
- Include the application name and current date in each screenshot filename (e.g. Borderlands2 (2013-06-21 20.48.10).png)
- Predefined macro "__RENDERER__" telling which renderer is used (0xD3D9, 0xD3D10, 0xD3D11 or 0x061)
- Predefined macro "__VENDOR__" and "__DEVICE__" which expose the vendor id and GPU device id rendering is performed on
- Use shader annotations to use features and set options of the injector:
On uniforms:
frametime | time in milliseconds it took for the last frame to complete
framecount | total amount of frames since the game started
date | float4(year, month (1 - 12), day of month (1 - 31), time in seconds after midnight)
timer | high precision timer counting in milliseconds
timeleft | time in milliseconds left until the technique timeout is reached
key | boolean set to true if the specified key is pressed and false otherwise
On techniques:
enabled | boolean setting wether to use this technique for rendering by default
toggle | keycode for the key used to toggle this technique on or off
toggletime | time in seconds after midnight at which this technique should be toggled
timeout | time in milliseconds after which this technique is toggled off again (i.e. for generating textures from shader code, by running the shader once at start)
Wishlist:
---------
Nice to have:
- Fallback to Sweet.fx and Reshade.fx if API_NAME.fx cannot be found
- Option to specify a static screenshot save location
- Name that doesn't conflict with other apps like the Reshade program (http://reshade.com)
Future:
- API so games can communicate with ReShade
- Add an OpenGL renderer for OpenGL 2 (or 3, but more cards support 2)
- Load another proxy dll after Reshade so you can chain HiAlgo, ENB, Reshade and Perception (http://www.******.com/) and others
- Output to other resolutions (HiAlgo have experience here) - GeDoSaTo can also override the rendering resolution - people love this feature
- Depth texture support - Note. We will probably have to restrict access to this to prevent people writing effects that can be used to cheat
- Possibly pass generated GLSL shaders to GLSL optimizer before compiling (or implement own optimizer for all)
- Work with stereoscopic 3D. Some Stereoscopic modes uses 2 backbuffers a left and a right
- Ability to combine different image files into one custom texture for memory and performance reasons
- Ability to trigger functions using a key combo, not just one key
- Ability to change shader settings in-game, or at least change between presets
- Ability to upload preset to an online database and download and quickly swap between other popular presets for the game you are currently playing
- Possibility to have freesized backbuffer/depthbuffer textures (image is stretched before copied there)
- Ability to read from previous output buffers (temporal SMAA *might* be done if I had access to the two previous frames we created - also it allows for LDR eye adaptation)
- Allow array initialization
- Windows 10 support (Should work already - it's just untested)
- Linux support (should be possible to hook the OpenGl calls via "dlsym" there)
- DX12 support (Not released and no SDK available yet)
- OpenGL Next support (Not released and no SDK available yet)
- Mantle support (No SDK available yet)
- WinXP support (by then WinXP will likely be completely irrelevant)
- Record audio from stereo and find a way to display on screen to give visual clues to the deaf
- Save SweetFX settings in the image as metadata (nice to have but not important)
- Force 10bit (per channel) output from the game - if possible it would eliminate banding problems. (Seems problematic to find a generic way to do that works with all games)
I can't say when exactly it will be out, but yes I hope it will be out before the end of the year.
finally something proper for Windows 8.1 and 64bit exe's. It can be so annoying getting it gmaes working properly through RadPro at the moment.