v1.3.2
- Games that quit the moment ReShade loads (Metal Gear Solid V: the game
creates its D3D11 device and exits a second later, no crash, no message,
add-ons or not) now run through DXVK:dxgi.dll+d3d11.dllbecome
a D3D11-to-Vulkan layer, ReShade loads as a Vulkan layer outside the game,
and the feeder's Vulkan transport builds the DLAA contract. Verified on
MGS V. Known games get it automatically; any D3D11 game can take the path
with the new checkbox on the install page or--dxvk. DX9 games can opt
in too (DXVK translates D3D9 as well) as an alternative to dgVoodoo2 -
experimental; a 32-bit game gets ReShade's 32-bit Vulkan layer registered
alongside the 64-bit one. - Alt-tab warning on that path. In exclusive fullscreen, leaving the game
re-creates the swap chain and the DLSS feature with it, and that second
creation crashes the game on the Vulkan transport. Set the game to
borderless / windowed first, then enable neural rendering. The in-game
checklist says so. - A second ReShade under another name (
d3d11.dllbesidedxgi.dll)
stopped games from starting - ReShade aborts the second copy, and MGS V
never got as far as a swap chain. Installing now moves any stray ReShade
copy out of the way, and an uninstall without a record finds ReShade under
every name it can load as (a game's ownd3d11.dllis left alone). - Your ReShade settings travel. Key bindings, the overlay's tutorial
state, fps counter and theme are carried over from the last game you set
up, so a fresh install no longer starts from scratch. Nothing you set for
a game is overruled. - Feeder 0.10.0 pre-releases ship one zip instead of loose files; the
pre-release option works again and the checkbox now says what changes
(DLSS 5 add-on 4.7, alt-tab fixes on the D3D11 path, no settings tab -
preset and work area are set on the install page). - The work-area slider is impossible to miss now: amber handle at rest, a
dark-amber track, bright value. - Step counter no longer overshoots ("10/9") when DXVK is a step.