GTA 4-5 Reshade Ray Tracing

Reshade 5.3.0 available for download, brings performance improvements in OpenGL & DX12

The developer of one of the most used post-processing injector tool, Reshade, has released a brand new version of it. According to crosire, Reshade 5.3.0 packs performance improvements to both OpenGL and DirectX 12. Moreover, it fixes a number of bugs that plagued this tool.

Going into more details, Reshade 5.3.0 fixes mouse input and input blocking in Gothic (and other games using DirectInput 7). It also resolves an issue that prevented using Reshade in UWP applications. Additionally, it addresses an issue that could cause screen darkening when using MSAA swap chain in D3D10/11 games.

You can download this latest version of Reshade from its official website. You can also find its complete changelog below.

Reshade 5.3.0 Release Notes

Features:
  • Added ReShade FX support for writing to different mipmap levels in compute shaders
    This includes a new “MipLevel” property on storage objects to set the level it targets and a “GenerateMipMaps” pass state to be able to disable automatic mipmap generation
  • Added macros to manually include various date and time components in screenshot file names (%DateYear%, %DateMonth%, %DateDay%, %TimeHour%, %TimeMinute%, %TimeSecond%)
  • Also added option to disable saving current preset on every modification and instead require explicit clicking on the save button (“Save current preset automatically on every modification” checkbox on the Settings page)
  • Added button to open add-on developer documentation to add-on list in overlay
  • Added missing D3D12 PIX exports, to support installation as “d3d12.dll” on Windows 11
Bug fixes:
  • Fixed crash in Star Wars: The Force Unleashed
  • Fixed crash when viewing VR overlay in D3D12 (e.g. F1 22)
  • Also fixed crash on exit in OpenGL VR games
  • Fixed crash when “IDirect3DDevice9::Present” is called after device reset failed in D3D9
  • Fixed hooking in Ghostbusters: The Video Game Remastered
  • Also fixed hooking when application uses NVIDIA Streamline (e.g. F1 22)
  • Fixed ReShade not loading in UWP applications
  • Fixed black screen in Need for Speed Underground 2 when MSAA is active
  • Also fixed screen darkening when application is using MSAA swap chain in D3D10/11 (e.g. DayZ)
  • Fixed upside down image in Google Earth VR
  • Fixed depth buffer detection in Prince of Persia: The Sands of Time
  • Also fixed copying depth buffer failing sometimes in Star Wars: Republic Commando
  • Fixed mouse input and input blocking in Gothic (and other games using DirectInput 7)
  • Fixed add-on loading error code getting overwritten before it is logged
Miscellaneous:
  • Improved performance in Far Cry 6 (and other D3D12 games)
  • Improved performance in OpenGL games slightly
  • Disabled preset save button during preset transition to prevent saving broken preset file
  • Changed behavior of “execute_command_list” add-on event in D3D9/10/11/OpenGL to be called when immediate command list is flushed (either explicitly with e.g. “ID3D11DeviceContext::Flush” or implicitly during present)
  • Changed add-on list in overlay to hide version information for add-ons that do not provide any
  • Changed default screenshot path to a relative path
  • Removed unnecessary explicit global config saves from add-ons
  • Removed “Loading image files for textures …” log message
Setup tool:
  • Preset selection page is now shown when updating an existing installation as well
  • Fixed crash when invalid path characters are put into the application search text box
  • Fixed application search for Epic Games Launcher games and when encountering recursive symlinks
  • Changed setup tool to automatically set file permissions to grant write access to config and preset files

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