Reply 1080 of 1111, by lowenz
wrote:What happens when no resolution is forced and scaling mode is set to 'unspecified'? If resolution is forced then color and depth […]
wrote:The depth buffer. In D3D9 ReShade can access it. Wrapped to D3D11 there's no more access. Example in TimeShift. […]
The depth buffer.
In D3D9 ReShade can access it.
Wrapped to D3D11 there's no more access.
Example in TimeShift.In original D3D9 game ReShade can access the depth buffer with no issue.
In dgV2 wrapped game ReShade can access the depth buffer but....it has another resolution (1/4, MXAO applied by me) 😁What happens when no resolution is forced and scaling mode is set to 'unspecified'?
If resolution is forced then color and depth buffers have different sizes when Present is called.
I guess this is the source of the 'depth buffer not available' problem in ReShade. 😖
I'm not using the force resolution in TS ! Only the "nvidia/amd" tip.
Will test with the new WIP62