Reshade-Unlocked
bgfx
Reshade-Unlocked | bgfx | |
---|---|---|
14 | 71 | |
99 | 14,352 | |
- | - | |
0.0 | 9.3 | |
over 1 year ago | about 11 hours ago | |
C++ | C++ | |
BSD 3-clause "New" or "Revised" License | BSD 2-clause "Simplified" License |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
Reshade-Unlocked
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Depth buffer not working on neir automata
https://github.com/Not-Smelly-Garbage/Reshade-Unlocked/releases Modded reshade, have a try 🙂
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Really sad to announce the SSAO bug IS NOT fixed in Warhammer 3
You need a modded version of reshade, though. The standard one will disable access to the game’s depth buffer if there is network activity on your system to prevent cheating. https://github.com/Not-Smelly-Garbage/Reshade-Unlocked/releases/tag/v4.9.1
- Using DOF in multilayer car game?
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The reflection doesn't work
Go to https://github.com/Not-Smelly-Garbage/Reshade-Unlocked/releases/tag/v4.9.1, run the installer as usual, and when it says that ReShade is already installed, click update, and you should be good to go.
- Depth Buffers Access Denied Due To High Network
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Reshade 491 Is Out Fixes Issues With Cyberpunk
Release ReShade 4.9.0 and 4.9.1 Modded · Not-Smelly-Garbage/Reshade-Unlocked
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Reshade 482 Is Out Fixes Issues With Pooled
Release Reshade 4.8.2 Modded · Not-Smelly-Garbage/Reshade-Unlocked Just putting this here so if anyone looks for it, its easier to find
- Is it possible to make SSR and RTGI work in GMOD?
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How to get the Depth Buffer Working in Citra?
https://github.com/Not-Smelly-Garbage/Reshade-Unlocked/releases I update the releases as soon as i see them
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reshade high network activity discovered
Here's the latest releases, updated by me :) https://github.com/Not-Smelly-Garbage/Reshade-Unlocked/releases
bgfx
- WebKit Switching to Skia for 2D Graphics Rendering
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Is it possible and realistic to learn independent of an API?
Sort of, I'd recommend a modern higher level API. I'm not sure what the current recommended ones are (probably bgfx), but assuming the wrapper is "low level enough", then the concepts you learn are still going to apply.
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Ask HN: Released games built on FOSS engines?
https://github.com/bkaradzic/bgfx for just that FOSS intermediate rendering library (includes Minecraft)
- Valve Says Counter-Strike 2 for macOS Not Happening, There Aren't Enough Players
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The Ultimate Cross-Platform Rendering Engine?
BGFX: Pretty mature and easy to use with many backends.
- Cairo – Open-Source 2D Graphics Layer/API with Fonts and Many Back-Ends
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Best graphics libraries for game development that are compatible with Apple Metal API?
bgfx. I have not used it, but I have heard good things about it.
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LWJGL = SFML vs Allegro vs SDL vs Ogre vs ???
There's kind of a lack of this for C++ in 3D, I think it's often due to the necessity of a secondary scripting language in game engines with C++, which isn't necessarily needed in Java or C#. SFML is like that (but also 2D), Godot is similar (but more geared towards 2D). Ogre3D is an actual engine like I mentioned earlier, not sure how easy it is to use. Cocos2d is higher level, but is also 2D only. I'm not fond of SDL, it feels like a windowing library with slow old school immediate mode stuff attached, so it ends up not being good at the rest of the tacked on things. SDL is popular as a windowing library, and it's why you see it used everywhere (but the most notable uses of it aren't using their drawing capabilities), I often see bgfx thrown around, and for you it might be a good choice, though I have no experience with it.
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Is it a crazy idea to create a 3D operating system?
Another route could be using an abstraction over Vulkan (faster, more efficient, more difficult): bgfx, dawn, magma, or wgpu (Rust).
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The update we all want but will never get
now, java is actually quite a performant language and even if its not most of the performance bugs in mc are due to it being single threaded, inefficient chunk generation and optimizing, and it built ontop of opengl WHICH isn't much of a performance hit but its still ehh idk it doesn't matter that much (NOW SWITCHING THE GAME TO AN ENTIRELY DIFFERENT GRAPHICS API WOULD SUCK ASS TO DO (and vulkan is quite verbose :))) (AND also bgfx would probably be better due to it being an abstraction layer ontop of all the graphics apis so minecraft could target many depending on your platform (and also bedrock used to (or still does i dont know) use bgfx before they switched to just two (IF IM READING MC WIKI RIGHT BECAUSE IM NOT ENTIRELY SURE IF THEY USE BGFX STILL ?? SO THEY COULD STILL BE TARGETING MULTIPLE YET THEY JUST WROTE THEIR NEW SHIT BAD IDK))
What are some alternatives?
reshade - A generic post-processing injector for games and video software.
GLFW - A multi-platform library for OpenGL, OpenGL ES, Vulkan, window and input
dxvk - Vulkan-based implementation of D3D9, D3D10 and D3D11 for Linux / Wine
DiligentEngine - A modern cross-platform low-level graphics library and rendering framework
REFramework - Scripting platform, modding framework and VR support for all RE Engine games
magnum - Lightweight and modular C++11 graphics middleware for games and data visualization
reshade-xhair - A customizable, fullscreen-compatible crosshair overlay for ReShade
Ogre 3D - scene-oriented, flexible 3D engine (C++, Python, C#, Java)
reshade - A generic post-processing injector for games and video software.
sokol - minimal cross-platform standalone C headers
OverlayDisabledReShade - Disable the ReShade Startup Message
The-Forge - The Forge Cross-Platform Rendering Framework PC Windows, Steamdeck (native), Ray Tracing, macOS / iOS, Android, XBOX, PS4, PS5, Switch, Quest 2