![]() Sharpening and softening filters should cost about 2% – 5% depending on effect type.Īdvanced shaders like depth of field and bloom can cost up to 20%, but this depends on your GPU type and the DOF / bloom techniques being used.Post-processing filters like SMAA / FXAA should cost between 2% – 5%.Brightness and color correction shaders should generally cost about 1% of your FPS.Its generally best practice to play with different things to find the sweet spot, but here is a general idea of what shaders should cost you in terms of FPS ( this is accumulative, by the way – per effect). ReShade can be used with either minimal performance impact ( a few frames loss at most) if you’re only using some color enhancement shaders, or it can absolutely cut your framerate more than half if you’re enabling all the advanced shading techniques. You can now configure SweetFX as usual, such as keeping the game in Windowed mode while tweaking the SweetFX configuration file in something like Notepad . Now launch your game, and ReShade will load the Sweet.fx preset.Now put your SweetFX folder and the Sweet.fx file into the game folder next to ReShade.DLL – don’t copy over ReShade.fx, because it loads Sweet.fx and if you write over ReShade.fx with Sweet.fx, Sweet.fx will be loaded twice and then you’ll have double effects which is super weird.So just delete the “Shaders” and “Textures” folders where you installed ReShade ( in the game directory). Technically you could use them all together, but it would create a lot of confusion for a beginner. Install ReShade as we went through earlier, but do not use the shaders from the GitHub repo – delete them if you already installed them.The only thing to be aware of is that you will not be able to configure SweetFX in real-time through the ReShade GUI inside the game – you need adapt all config variables from a SweetFX config format to the ReShade. If for some reason you want to combine SweetFX with ReShade, you can follow this installation procedure. By enabling Performance Mode, it renders all of the variables static ( meaning they can’t be edited until Performance Mode is disabled), but it will speed up compilation a lot, and also increase the framerate overall ( as ReShade won’t be scanning the shaders in the background to see which ones it needs to apply). To make this process faster, you can either delete the shaders you don’t use (by moving them into subfolders), or enable Performance Mode in the Settings tab. After you configure all of the effects, it will take some time to compile all of the shaders and apply them to the game – it will go through this every time you launch the game, or alt-tab back and forth in and out of the game.One thing to remember is that if you’re going to use depth based effects (HBAO / MXAO, Depth of Field, or some SMAA depth effects), you need to configure the preprocessor definitions according to any notes that are specific for the game you are working on – you can find a huge list of Games and recommended depth-based definitions on the Reshade website, or their forums for any troubleshooting advice. ![]() It’s pretty intuitive, basically like a huge Graphics Options menu. Now you can enable effects in the Home tab – the variables for configuring the effects are in the lower area, and you can search through them.Then click on “Reload” in the Hometab, and all of the available shaders should appear. Typically It should be \reshade-shaders\Shaders and Textures. If you don’t see any shaders in the main tab, or you downloaded custom shader packs, look in the Settings menu for where ReShade should look for its shaders. ![]() To make configuring things a bit easier, click on the Settings button and change the Input Processing option to “ Block all input when overlay is visible”.It will show you a brief tutorial, so just go through it. Now you can launch your game and press Shift F2 to open the ReShade overlay menu.You should now have a folder structure in the game folder which contains a ReShade DLL (can be dxgi.dll, d3d9.dll, opengl32.dll, etc), and a folder “reshade-shaders” with a couple subfolders “Shaders” and “Textures”.exe file for the game you want to work with – Reshade will ask you to choose an API, typically you’ll want to use the DirectX version that you’re running the game in. ![]()
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