Reshade Compiling Effect Failed

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Quint

Crosire has released a brand new version of Reshade, Reshade 4.0. For Reshade 4.0, crosire rewrote ReShade FX compiler from the ground up to generate SSA code making it fully standalone, blazing fast, and featuring much better error recovery. What's really cool here though is that this compiler paves the future for Vulkan support (so hopefully we'll also get support for DX12?).

Moreover, Reshade 4.0 got a major UI overhaul and the default keyboard shortcut for opening the in-game overlay has changed to the 'Home' key. It also features new separate FPS and frame time overlays, fixes LOD bias for textures with auto-generated mipmaps in D3D9, fixes mouse cursor being reset to the window corner on first call when input blocking is active and more.

Those interested can download Reshade 4.0 from here and below you can find its complete changelog.

Reshade 4.0 Release Notes

ArvenAldmeri wrote: ». Solution: As advice in ESO graphic extender (even when not using this reshade) works for me even for other reshades: Crash on Startup - Rename dxgi.dll to d3d11.dll. It works like a charm! I had to rename dxgi.dll as well though. Thanks for saving my life (in Tamriel). Extract ALL of the contents of 'ProfessorBAGs Reshade For Zestiria.zip' to your games directory. (same place were 'Tales Of Zestiria.exe' is located) And that's all! Just hit Scroll Lock to toggle the effect on and off! InfiniteFX is a collection of Reshade presets utilizing several post-processing techniques intended for multi-map support. As of now, InfiniteFX ships with four pre-defined shader presets you can use. These are currently limited to the following maps: East Coast USA, Industrial Site, Small Island and Utah.

  • Rewrote ReShade FX compiler from ground up to generate SSA code (way too many changes to list them all)
  • Added #line directives to HLSL/GLSL output for better error messages when HLSL/GLSL compilation fails
  • Added error for array declarations without a size
  • Added error when attempting to cast arrays
  • Added variable name to error messages referring to variables
  • Added context menu to variable widgets with option to reset them to their default value
  • Added option to display boolean values as combo box instead of checkbox (via < ui_type = 'combo'; >)
  • Added option to save preset and settings with screenshot
  • Added in-game code editor
  • Added experimental variable editing UI which uses tabs instead of trees (disabled by default, can be enabled in settings)
  • Added progress bar to loading progress on splash bar
  • Added separate FPS and frame time overlay and changed their font to the same as the UI
  • Added radio button widget (via < ui_type = 'radio'; ui_items = 'Button 10Button 20…0'; >)
  • Show techniques belonging to effects that failed to compile in the technique list
  • Updated to latest ImGUI with support for docking
  • Changed effect loading to use multiple threads for initial compilation with the ReShade FX compiler and only compile the generated HLSL/GLSL code for those effects that are enabled
  • Delayed effect loading to the first frame
  • Changed default keyboard shortcut to open the UI to 'Home'
  • Changed default color scheme (thanks to CeeJay)
  • Changed drag widget to a slider widget (old one is still available via < ui_type = 'drag2'; >)
  • Changed font scaling to actually re-create the font atlas with a different font size instead of scaling the atlas texture
  • Changed setup to use relative search paths by default
  • Changed setup to select Steam installation directory by default if present
  • Create a default preset file on launch if none exists (so no changes are lost if the user forgot to create one)
  • Reworked styling settings
  • Reworked various UI widgets (e.g. search path selection, preprocessor settings, …)
  • Reworked statistics UI design and added texture preview
  • Improved performance of update loop for special uniform variables (those with a < source = …;> annotation)
  • Fixed text input not working if raw input is used with legacy keyboard messages disabled
  • Fixed mouse cursor being reset to the window corner on first call when input blocking is active
  • Fixed race condition when accessing input causing ReShade to ignore keyboard strokes sometimes
  • Fixed errors staying on splash screen after reloading shaders
  • Fixed crash when constant folding encounters a divide by zero expression
  • Fixed implicit type conversion rules for functions with multiple parameters
  • Fixed window becoming inactive when global alpha is set to zero
  • Fixed LOD bias for textures with auto-generated mipmaps in D3D9
  • Fixed crash if sampler bindings exceed the input resource slot limit in D3D10/D3D11
  • Removed API specific effect compilers and instead handle everything in standalone ReShade FX compiler
  • Removed support for custom #pragma directives
  • Removed user name filtering from log output
  • Removed support for intrinsic functions in constant expressions from ReShade FX compiler
  • Removed performance mode hint popup (should be obvious enough with the checkbox now)

Reshade Quint

John Papadopoulos

Reshade Compiling Effect Failed

Crosire has released a brand new version of Reshade, Reshade 4.0. For Reshade 4.0, crosire rewrote ReShade FX compiler from the ground up to generate SSA code making it fully standalone, blazing fast, and featuring much better error recovery. What's really cool here though is that this compiler paves the future for Vulkan support (so hopefully we'll also get support for DX12?).

Moreover, Reshade 4.0 got a major UI overhaul and the default keyboard shortcut for opening the in-game overlay has changed to the 'Home' key. It also features new separate FPS and frame time overlays, fixes LOD bias for textures with auto-generated mipmaps in D3D9, fixes mouse cursor being reset to the window corner on first call when input blocking is active and more.

Those interested can download Reshade 4.0 from here and below you can find its complete changelog.

Reshade 4.0 Release Notes

ArvenAldmeri wrote: ». Solution: As advice in ESO graphic extender (even when not using this reshade) works for me even for other reshades: Crash on Startup - Rename dxgi.dll to d3d11.dll. It works like a charm! I had to rename dxgi.dll as well though. Thanks for saving my life (in Tamriel). Extract ALL of the contents of 'ProfessorBAGs Reshade For Zestiria.zip' to your games directory. (same place were 'Tales Of Zestiria.exe' is located) And that's all! Just hit Scroll Lock to toggle the effect on and off! InfiniteFX is a collection of Reshade presets utilizing several post-processing techniques intended for multi-map support. As of now, InfiniteFX ships with four pre-defined shader presets you can use. These are currently limited to the following maps: East Coast USA, Industrial Site, Small Island and Utah.

  • Rewrote ReShade FX compiler from ground up to generate SSA code (way too many changes to list them all)
  • Added #line directives to HLSL/GLSL output for better error messages when HLSL/GLSL compilation fails
  • Added error for array declarations without a size
  • Added error when attempting to cast arrays
  • Added variable name to error messages referring to variables
  • Added context menu to variable widgets with option to reset them to their default value
  • Added option to display boolean values as combo box instead of checkbox (via < ui_type = 'combo'; >)
  • Added option to save preset and settings with screenshot
  • Added in-game code editor
  • Added experimental variable editing UI which uses tabs instead of trees (disabled by default, can be enabled in settings)
  • Added progress bar to loading progress on splash bar
  • Added separate FPS and frame time overlay and changed their font to the same as the UI
  • Added radio button widget (via < ui_type = 'radio'; ui_items = 'Button 10Button 20…0'; >)
  • Show techniques belonging to effects that failed to compile in the technique list
  • Updated to latest ImGUI with support for docking
  • Changed effect loading to use multiple threads for initial compilation with the ReShade FX compiler and only compile the generated HLSL/GLSL code for those effects that are enabled
  • Delayed effect loading to the first frame
  • Changed default keyboard shortcut to open the UI to 'Home'
  • Changed default color scheme (thanks to CeeJay)
  • Changed drag widget to a slider widget (old one is still available via < ui_type = 'drag2'; >)
  • Changed font scaling to actually re-create the font atlas with a different font size instead of scaling the atlas texture
  • Changed setup to use relative search paths by default
  • Changed setup to select Steam installation directory by default if present
  • Create a default preset file on launch if none exists (so no changes are lost if the user forgot to create one)
  • Reworked styling settings
  • Reworked various UI widgets (e.g. search path selection, preprocessor settings, …)
  • Reworked statistics UI design and added texture preview
  • Improved performance of update loop for special uniform variables (those with a < source = …;> annotation)
  • Fixed text input not working if raw input is used with legacy keyboard messages disabled
  • Fixed mouse cursor being reset to the window corner on first call when input blocking is active
  • Fixed race condition when accessing input causing ReShade to ignore keyboard strokes sometimes
  • Fixed errors staying on splash screen after reloading shaders
  • Fixed crash when constant folding encounters a divide by zero expression
  • Fixed implicit type conversion rules for functions with multiple parameters
  • Fixed window becoming inactive when global alpha is set to zero
  • Fixed LOD bias for textures with auto-generated mipmaps in D3D9
  • Fixed crash if sampler bindings exceed the input resource slot limit in D3D10/D3D11
  • Removed API specific effect compilers and instead handle everything in standalone ReShade FX compiler
  • Removed support for custom #pragma directives
  • Removed user name filtering from log output
  • Removed support for intrinsic functions in constant expressions from ReShade FX compiler
  • Removed performance mode hint popup (should be obvious enough with the checkbox now)

Reshade Quint

John Papadopoulos

John is the founder and Editor in Chief at DSOGaming. He is a PC gaming fan and highly supports the modding and indie communities. Before creating DSOGaming, John worked on numerous gaming websites. While he is a die-hard PC gamer, his gaming roots can be found on consoles. John loved - and still does - the 16-bit consoles, and considers SNES to be one of the best consoles. Still, the PC platform won him over consoles. That was mainly due to 3DFX and its iconic dedicated 3D accelerator graphics card, Voodoo 2. John has also written a higher degree thesis on the 'The Evolution of PC graphics cards.' Contact: Email

Hi Amoebae! I've been getting a red error saying 'Some effects failed to compile: UIDetect.fx' What is UIDetect.fx? and can I just delete it? Igo8 gps software download.

Hi!

Quint Shader

You don't need it, anon. It's used to detect the UI to exclude certain effects from it, but that's only useful for a UI that never changes (unlike TS4's UI, which has different menus you see at different times). It's really not needed, and nothing will break if you remove it.

Reshade Error Compiling Shaders

(Also, if you're at all interested, it might be failing to compile if its sister shader - UIDetect.fxh - isn't present.)

Reshade Compiling Effect Failed To Go

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  4. pictureamoebae posted this
    Hi Amoebae! I've been getting a red error saying 'Some effects failed to compile: UIDetect.fx' What is UIDetect.fx? and..




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