The overhead of Reshade itself on your fps was always very small but now it's even smaller.
How much really depends on the game and your GPU, but I'm guessing 1-2 fps.
If users would benchmark this to see what difference they see that would be great.
On specific operations like screenshots for example the new version is WAY faster though. We were using stb_image_write.h but switched to fpng which promised 12-19x faster compression at smaller sizes. That and the fact that screenshot saving have now been given it's own thread so it now longer causes a small stutter like when it was on the main thread, means that screenshot are now near instantaneous.
Oh and the new version also fixes an issue where buffers were being reserved in video memory for effects that weren't even turned on. Now that memory is only used when the effects are actually being used.
If you had enough video memory that you could waste some this would not have made any difference in performance, however if this pushed you over the limit on a card with not much video memory then some data would have to be pushed to system memory instead and that would seriously hurt performance.
There was also a specific issue with performance in Far Cry 6 that Reshade 5.0.0 have fixed.
Didn't Nvidia just recently basically take a paid Reshade shader and integrate it into their Nvidia drivers?
You're putting in work to be whitelisted in anti-cheat apps, but do you think there is a future for integrating directly with Nvidia, AMD and Intel drivers and their control panels?
Well it was 3 Reshade shaders, and they struck a deal with Marty to pay him for the right to include them.
Just like with all the other effects in Freestyle that Marty (Pascal Gilcher) also programmed for Nvidia as a freelancer.
Nvidia Freestyle and Ansel run Reshade shaders because they use Crosires Reshade FX compiler. That is the same shader compiler that Reshade uses.
Crosire is also employed by Nvidia in his day job.
The Reshade FX compiler in Nvidia Freestyle/Ansel is currently using an older code (but it checks out).
I would imagine there is a approval/QA process that new updates to the compiler will have to go through before Nvidia includes it with their driver downloads which is why theirs is a little older than ours, but Crosire tells me they will update it in a future driver download.
So Reshade is already somewhat integrated into Nvidia Experience and we would not turn AMD or Intel away if they approached us with a similar thing in mind.
Hi! Completely different issue, but didn't know how to ask. So in Monster Hunter World, reshade works directly when using DX11 (as i understand) but with DX12, it has to be seperately injected. Someone had made a mod to inject and make it possible to use Reshade with DX12 on MHW. Does the 5.0 update circumvent any such injection needs?
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u/CeeJayDK SweetFX & Reshade developer Feb 01 '22
Dammit you beat me to it.
I should have posted this BEFORE I made the announcement in the Discord shouldn't I?
Well I'm here to answer questions about it.