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00:16:09,190 | INFO | Initializing Crosire's ReShade version '0.12.0.640' built on ' 16:43:14' loaded from "B:\Games\Ubisoft\Ubisoft Game Launcher\games\Assassin's Creed II\d3d9.dll" to "B:\Games\Ubisoft\Ubisoft Game Launcher\games\Assassin's Creed II\AssassinsCreedIIGame.exe". 00:24:30,623 | WARN | > Skipping swapchain because it was created without a (hooked) Direct3D device. 00:24:30,580 | INFO | > Passing on to 'D3D11CreateDeviceAndSwapChain': 00:24:27,259 | INFO | Initializing Crosire's ReShade version '0.12.0.640' built on ' 16:43:14' loaded from "B:\Games\Steam\steamapps\common\BioShock Infinite\Binaries\Win32\dxgi.dll" to "B:\Games\Steam\steamapps\common\BioShock Infinite\Binaries\Win32\BioShockInfinite.exe". I'll report back if I can reliably pin down what to do. After some juggling with files I got it to work, but I'm yet unsure how I managed (it was late, okay?). I managed to do this with SweetFX, but at first attempt ReShade captured a native resolution shot even if DSFix rendered at higher resolutions. The goal is to use ReShade to capture the rendered resolution instead of the game window (borderless fullscreen). I'm using DSFix to run the game at zany resolutions. I'm running the game in a window because GeDo + ReShade in fullscreen will crash the game.ĭark Souls: Prepare to Die - Perfect // Version 0.12.0 / Hook: d3d9.dll At times, refreshing will cause the game to render at native resolution.
METRO 2033 REDUX BORDERLESS WINDOW HOW TO
I don't know how to reliably make sure that refreshing ReShade will cause the game to render at the GeDo resolution selected in the graphical options of the game. * I'm using this together with GeDoSaTo to render a larger image. It is part of the two-part remake Metro Redux.Transformers: Fall of Cybertron - Perfect* // Version 0.12.0 / Hook: d3d9.dll
METRO 2033 REDUX BORDERLESS WINDOW PC
Metro 2033 Redux is the updated version of Metro 2033 for the PC and new platforms - featuring improved graphics, weapons, characters, and content.