ReShade 4.3 Available Now – Adds Experimental DirectX 12 Support

Alessio Palumbo

ReShade 4.3 has been released yesterday by maker crosire, delivering a host of improvements. The biggest highlight is easily the experimental support for DirectX 12 games, which is big news as games using Microsoft's latest API simply didn't work until now with ReShade.

However, access to the depth buffer under DX12 games still isn't available, which means the awesome screen space ray tracing mod by Pascal Gilcher won't work for the time being. We'll let you know once it does, though.

Related Story DOOM Eternal Carmack’s Eternal ReShade Brings Noticeable Visual Improvements

You can download ReShade 4.3 by clicking on this link.

4.3.0:

  • Added experimental support for D3D12
  • Added support for saving preprocessor definitions to preset aside from config file
  • Added new D3D9 depth buffer detection techniques by thalixte
  • Added new "list" GUI widget
  • Added error when attempting to upload texture with unsupported format
  • Added workaround for OpenGL games that use fixed texture names (see reshade.me/forum/troubleshooting/5336-ho...ocity-x-issues#33628)
  • Added ordinals to exports since some applications import functions by ordinal rather than by name (I'm looking at you Warhammer)
  • Added tooltip to techniques that failed to compile which shows compile errors
  • Added support for clicking on an effect on the statistics page to collapse it
  • Added fine tuning buttons to "drag" GUI widget (similar to those for "slider")
  • Added buttons to switch to previous or next preset
  • Improved performance of file operations
  • Distinguish between german and international keyboard layout when displaying key names
  • Changed preset selection to a file dialog
  • Changed VTable hook installation to support multiple VTable refering to the same hook function
  • Changed HLSL compiler load error log message
  • Changed display precision of floating point display to match the one of the "ui_step" value
  • Disable font scaling with Ctrl + mouse wheel after tutorial finishes
  • Increased precision of timers
  • Changed error message for no matching intrinsic overload
  • Fixed effects not being displayed if GUI is not active and the last technique did not render to the back buffer
  • Fixed mouse cursor position when using up/downscaled render resolution
  • Fixed missing source file information in preprocessor syntax errors
  • Fixed preprocessor not throwing an error on malformed preprocessor expressions
  • Fixed "Reset all to default" button not saving preset after completion
  • Fixed ReShade reloading after closing preprocessor definitions popup even if no changes were made
  • Fixed sorting techniques by name not taking the "ui_label" annotation into account
  • Fixed ReShadeGUI.ini not always being stored in the ReShade DLL directory
  • Fixed low precision of "BUFFER_RCP_WIDTH" and "BUFFER_RCP_HEIGHT" macro definitions
  • Fixed constant folding of logic operations generating wrong result type
  • Fixed integer arithmetic on boolean values causing a compile error
  • Fixed texture upload/download pitch calculations
  • Fixed empty compile error log message when texture creation failed
  • Fixed loading of effect files with an UTF-8 BOM
  • Fixed rendering to texture clipping to window size in OpenGL
  • Fixed texture upload producing garbage values in OpenGL in some games because of wrong pixel storage unpack modes
  • Removed "WSARecvEx" hook
Alessio Palumbo Photo

About the author: With over two decades of experience in gaming journalism, Alessio Palumbo has led the gaming vertical at Wccftech since August 2015. He started working at a young age for Italian websites like Everyeye.it, Gamestar.it, Nextgame.it, and Multiplayer.it before kickstarting the indie English-language publication Worlds Factory as its founder and Editor in Chief. In the last decade, he has coordinated the overall output of Wccftech's gaming section, managed PR relations, assigned reviews, produced daily news coverage, edited gaming content as needed, and delivered game reviews. Arguably, his trademark content is the long series of exclusive developer interviews that have been cited by Wikipedia and by the biggest news media and gaming publications. His passion for technology also makes him knowledgeable when it comes to gaming hardware and tech. His favorite genres include RPGs, MMORPGs, and action/adventure games.

Follow Wccftech on Google to get more of our news coverage in your feeds.

Button