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Reshade VR Enhancer Mod (VREM)
lefuneste01 replied to lefuneste01's topic in Utility/Program Mods for DCS World
Reshade technique are not changing game shaders. Just in case of, could you try to do a full repair of the game ? What are your graphics driver settings (nvidia) ? -
Reshade VR Enhancer Mod (VREM)
lefuneste01 replied to lefuneste01's topic in Utility/Program Mods for DCS World
Haze in 2D is working on my machine with your .ini file. The "haze" shader is identified at the beginning of game session but not in the cockpit view...It should ! So something is making it different, I can not define what. Did you have some mods installed ? -
Reshade VR Enhancer Mod (VREM)
lefuneste01 replied to lefuneste01's topic in Utility/Program Mods for DCS World
Could you try with this version (unzip the file in the directory where DCS.exe is, it should replace addon.exe. If this is not working, lauch game, in welcome screen activate reshade menu, go to addon/debug option tick "debug message in log...", restart game, launch 3D session, kill the game when it would block, send the reshade.log here. reshade DCS VREM.zip -
Reshade VR Enhancer Mod (VREM)
lefuneste01 replied to lefuneste01's topic in Utility/Program Mods for DCS World
So if Dehaze is not working in 2D, it should not be linked to Pimax, but to something with your configuration, maybe...Dehaze is based on "global illumination" shader that I modified, for non AA and MSAA2x. This is the most "fragile" item, as some settings are changing the shader and I do not want to handle all configuration. Do you have any DCS mod installed ? What you can do anyway is to activate the debug feature, save mod option, restart game and once in cockpit press the "capture frame" in debug section, then quit game. It will generate a huge reshade.log file (in the same directory than dcs.exe) that you should share with me. So I'll be able to verify what are the shaders identified or not. Could you also post the file DCS_VREM.ini that is in the same place than reshade.log ? -
Reshade VR Enhancer Mod (VREM)
lefuneste01 replied to lefuneste01's topic in Utility/Program Mods for DCS World
Everything is working on my DCS install with your settings, especially the haze control. Could you try in 2D : just try haze control, as it is not working in VR for you. Most of features are working both in 2D or VR (same for color control, but "techniques in VR" of course are not working in 2D). Ensure you did not install Reshade wtih any OpenXR or VR support option. -
Reshade VR Enhancer Mod (VREM)
lefuneste01 replied to lefuneste01's topic in Utility/Program Mods for DCS World
Did you install the last version of reshade with add on support ? -
Reshade VR Enhancer Mod (VREM)
lefuneste01 replied to lefuneste01's topic in Utility/Program Mods for DCS World
Using Pimax should not change any game shader. You may have to restart game if you change AA, otherwise texture size are not updated. Can you put your option.lua here ? -
Reshade VR Enhancer Mod (VREM)
lefuneste01 replied to lefuneste01's topic in Utility/Program Mods for DCS World
You are not using the good settings. Please check the screen copy of setting in the first post. It should not. Please fix the problem above first, maybe I need to do some check in case of invalid configuration... Which effect did you select for VR ? -
Reshade VR Enhancer Mod (VREM)
lefuneste01 replied to lefuneste01's topic in Utility/Program Mods for DCS World
It should work with any VR helmet, as the mod act in DCS directX rendering and not in the VR layer after. If you have issue, check it is well installed and ensure you are using compliant graphic settings. -
hello, I have the same issue with the remaining Mi26...Indestructible...I switch to next objective, after a while there were message saying it has been destroyed...
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Reshade VR Enhancer Mod (VREM)
lefuneste01 replied to lefuneste01's topic in Utility/Program Mods for DCS World
2025/02/22 for DCS version DCS 2.9.13.6818 => version 8.0 support of 2.9.13.6818 remove reshade unoficial library as the 6.4.0 with support for thecnique injection has been released bug fixes (technique injection for MSAA2x,..) change default key mapping to avoid overlap with modules remove option to disable effect for 2D and keep them for VR only as it is making game crashing It is best to re install the latest reshade version. -
Reshade VR Enhancer Mod (VREM)
lefuneste01 replied to lefuneste01's topic in Utility/Program Mods for DCS World
There was a bug with the key I added to toggle on/off technique (it was ALT+V instead ALT+F5). It is fixed now in the version available. -
Reshade VR Enhancer Mod (VREM)
lefuneste01 replied to lefuneste01's topic in Utility/Program Mods for DCS World
2025/02/15 for DCS version DCS 2.9.12.5336 => version 7.3 published in first post. added VREM version of SMAA technique (2 techniques : one for non quad view and quad view outer, one for quand view Inner). added option to disable effect for 2D and keep them for VR only to opimize fps impact. There are now 2 'low fps cost' AA in VREM. SMAA is a bit more complex to use as FXAA. You need to chose the technique regarding your config/choice : No quad view or QV outer, QV inner. Each technique has its own settings, so you need to be sure tohave them aligned. It seems to me there is nearly no fps loss when using SMAA and Inner view only. -
Reshade VR Enhancer Mod (VREM)
lefuneste01 replied to lefuneste01's topic in Utility/Program Mods for DCS World
Yes, reshade is compiling all techniques...There is nothing I can do against it. What you can do is remove the file you are not using. -
Reshade VR Enhancer Mod (VREM)
lefuneste01 replied to lefuneste01's topic in Utility/Program Mods for DCS World
Could you please try the config making your DCS hang with the new addon I put in the previous post ? Iwould like to know if the change I did fix the issue you have, because I can not reproduce it... -
I had to do identify left / right inner/outer for quad view, because I setup a mask for labels. Currently I’m doing it by trapping a PS shader dedicated to global illumination. As it is called once per QVview (or eye) I just have to count the call to know what is drawn. I’m copying a texture from it, so I need to ensure to have the right texture for each view, otherwise things are not aligned... I also setup option to have effects done only on inner or outer view. I could have setup a choice for each eye, but as it seems useless, I did not setup it. If you have time to loose, you can try my mod and see how the stencil mask can be displayed for each QV target. Or have alook on some videos here. Stupid question : how can I identify ’pass’? Is it by render target binding (I can have their resolution) by draws (there are hundreds of them for a single frame) or by something else ? Thanks for your link, I’ll have a look and try to understand it...I’m confident for IL2, as I have my VREM mod based on 3dmigoto working for years and reshade is working for DCS when 3dmigoto is no more...
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Reshade VR Enhancer Mod (VREM)
lefuneste01 replied to lefuneste01's topic in Utility/Program Mods for DCS World
Could you try to replace reshade DCS VREM.addon64 in the bin-mt folder by the one in the provided zip ? Technique are recompiled at 3D session lauch, this is why your game may hang. No way to avoid this. I setup a sleep option that used a new variable in "debug" section. By default it is 100ms, but you can increase it. It may help (or not) reshade to not block... reshade DCS VREM.zip -
Reshade VR Enhancer Mod (VREM)
lefuneste01 replied to lefuneste01's topic in Utility/Program Mods for DCS World
I think I understand the issue: rshade is re compiling the shaders on the furst 3D game session. I'll have a look... -
Reshade VR Enhancer Mod (VREM)
lefuneste01 replied to lefuneste01's topic in Utility/Program Mods for DCS World
I just saw then in reshade.log... -
Reshade VR Enhancer Mod (VREM)
lefuneste01 replied to lefuneste01's topic in Utility/Program Mods for DCS World
It seems yo uhave no more the double entires for each shaders. Once you will have choosen your settings, could you try to tick the option "technique only for VRview" in VREM "technique" settings ? -
To demonstrate the "addon" feature of reshade (as explained previously), I put here the log of a DCS frame I build with a reshade addon I did by mixing different sources : https://www.mediafire.com/file/mibat8e4r2pv2v2/shaderHunter_AH64_VR.log/file (It's 32 MB..) Small sample here: 07:33:42:123 [17112] | INFO | [Shader Hunter] draw_indexed(384, 1, 0, 0, 0) 07:33:42:123 [17112] | INFO | [Shader Hunter] push_descriptors(stage =pixel, layout.handle=00000170682001F0, param_index=1, update = { type:shader_resource_view, binding:0, count:1 })--> resource_view[0], handle = 0000000000000000 }) 07:33:42:124 [17112] | INFO | [Shader Hunter] push_descriptors(stage =compute, layout.handle=00000170682001F0, param_index=2, update = { type:constant_buffer, binding:0, count:4 }) 07:33:42:124 [17112] | INFO | [Shader Hunter] push_descriptors(stage =vertex, layout.handle=00000170682001F0, param_index=2, update = { type:constant_buffer, binding:0, count:4 }) 07:33:42:124 [17112] | INFO | [Shader Hunter] push_descriptors(stage =pixel, layout.handle=00000170682001F0, param_index=2, update = { type:constant_buffer, binding:0, count:4 }) 07:33:42:124 [17112] | INFO | [Shader Hunter] push_descriptors(stage =geometry, layout.handle=00000170682001F0, param_index=2, update = { type:constant_buffer, binding:0, count:4 }) 07:33:42:124 [17112] | INFO | [Shader Hunter] push_descriptors(stage =hull, layout.handle=00000170682001F0, param_index=2, update = { type:constant_buffer, binding:0, count:4 }) 07:33:42:124 [17112] | INFO | [Shader Hunter] push_descriptors(stage =domain, layout.handle=00000170682001F0, param_index=2, update = { type:constant_buffer, binding:0, count:4 }) 07:33:42:124 [17112] | INFO | [Shader Hunter] bind_render_targets_and_depth_stencil(1, { 0000017142DC2338, }, 0000017142DC3A38) 07:33:42:124 [17112] | INFO | [Shader Hunter] bind_viewports(0, 1, { ... }) 07:33:42:124 [17112] | INFO | [Shader Hunter] push_descriptors(stage =compute, layout.handle=00000170682001F0, param_index=2, update = { type:constant_buffer, binding:0, count:4 }) 07:33:42:124 [17112] | INFO | [Shader Hunter] push_descriptors(stage =vertex, layout.handle=00000170682001F0, param_index=2, update = { type:constant_buffer, binding:0, count:4 }) 07:33:42:124 [17112] | INFO | [Shader Hunter] push_descriptors(stage =pixel, layout.handle=00000170682001F0, param_index=2, update = { type:constant_buffer, binding:0, count:4 }) 07:33:42:124 [17112] | INFO | [Shader Hunter] push_descriptors(stage =geometry, layout.handle=00000170682001F0, param_index=2, update = { type:constant_buffer, binding:0, count:4 }) 07:33:42:124 [17112] | INFO | [Shader Hunter] push_descriptors(stage =hull, layout.handle=00000170682001F0, param_index=2, update = { type:constant_buffer, binding:0, count:4 }) 07:33:42:125 [17112] | INFO | [Shader Hunter] push_descriptors(stage =domain, layout.handle=00000170682001F0, param_index=2, update = { type:constant_buffer, binding:0, count:4 }) 07:33:42:125 [17112] | INFO | [Shader Hunter] bind_render_targets_and_depth_stencil(1, { 0000017263A14078, }, 0000000000000000) 07:33:42:125 [17112] | INFO | [Shader Hunter] bind_viewports(0, 1, { ... }) 07:33:42:125 [17112] | INFO | [Shader Hunter] bind_pipeline(input_assembler : 0000017068CA9950, pipelineHandle: 0000000000000000) 07:33:42:125 [17112] | INFO | [Shader Hunter] bind_pipeline_state(primitive_topology, 5) 07:33:42:125 [17112] | INFO | [Shader Hunter] bind_pipeline_state(blend_constant, 0) 07:33:42:125 [17112] | INFO | [Shader Hunter] bind_pipeline_state(sample_mask, 4294967295) 07:33:42:125 [17112] | INFO | [Shader Hunter] bind_pipeline_state(front_stencil_reference_value, 0) 07:33:42:125 [17112] | INFO | [Shader Hunter] bind_pipeline_state(back_stencil_reference_value, 0) 07:33:42:125 [17112] | INFO | [Shader Hunter] push_descriptors(stage =vertex, layout.handle=00000170682001F0, param_index=2, update = { type:constant_buffer, binding:0, count:1 }) 07:33:42:125 [17112] | INFO | [Shader Hunter] bind_pipeline(vertex_shader : 000000008DB626CD, pipelineHandle: 00000171B3D26210) 07:33:42:125 [17112] | INFO | [Shader Hunter] push_descriptors(stage =pixel, layout.handle=00000170682001F0, param_index=1, update = { type:shader_resource_view, binding:0, count:1 })--> resource_view[0], handle = 0000017AECC8F040 }) 07:33:42:125 [17112] | INFO | [Shader Hunter] bind_pipeline(pixel_shader : 00000000BAF1E52F, pipelineHandle: 00000171B3D260D0) 07:33:42:126 [17112] | INFO | [Shader Hunter] bind_pipeline(unknown : 0000017068CA9950, pipelineHandle: 0000000000000000) 07:33:42:126 [17112] | INFO | [Shader Hunter] draw(4, 1, 0, 0) 07:33:42:126 [17112] | INFO | [Shader Hunter] push_descriptors(stage =pixel, layout.handle=00000170682001F0, param_index=1, update = { type:shader_resource_view, binding:0, count:1 })--> resource_view[0], handle = 0000000000000000 }) 07:33:42:126 [17112] | INFO | [Shader Hunter] push_descriptors(stage =compute, layout.handle=00000170682001F0, param_index=2, update = { type:constant_buffer, binding:0, count:4 }) Each line is created by a C++ code, so instead of just writing a log you can do a lot of other things. This is what I did in my DCS VREM mod, by for example replacing PS code by other, copying textures from one Pixel to another to use it as a mask in the modified code, inject GUI variable into constant buffer to trigger some effect in modified PS code, and so on. In this context, what should be done for VRS ?
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https://forum.dcs.world/topic/356128-reshade-vr-enhancer-mod-vrem/ I'm sure it is working for VR, I did not test in 2D.
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Reshade VR Enhancer Mod (VREM)
lefuneste01 replied to lefuneste01's topic in Utility/Program Mods for DCS World
That’s very hard for me to solve if I can not reproduce..could you provide reshade.log in this case ? -
Reshade is now a bit more. With addons you can trap most of the rendering commands (eg init_resources, bind_pipeline, push_contants, draw_indexed,...) and trigger functions you defined in C++. For exemple I use init_pipeline to compute shader code hash and replace them by modified shader that I complied previously. I use bind_pipeline to trigger flag to get textures in the following push_decriptor. I’m not at home but I’ll post here tomorrow a log generated by trapping directX commands during a frame to show you how we can interfere with the whole rendering.