As of the new patch (11/12/24) Hiding the UI or going into Gpose causes a dark screen on some systems. It is caused by the 'UI2' listing in REST for XIV. I've updated the REST file available in the files section that remedy this. I an unsure of what might be affected by removing UI2, but after some light testing, nothing seems to really be amiss.
The rest version has been updated to REST 1.3.21, and fixes all issues with layering and dark screen.
IF YOU ARE HAVING ANY ISSUES PLEASE CHECK THESE BITS OF INFO
Does the shading looks REALLY WEIRD? Almost as if it is Inside the items on the screen, and not where it belongs? Your depth needs to be inverted! Open reshade and go to HOME, make sure Performance mode is OFF Click on the big line below shaders, and above shader settings: EDIT GLOBAL PREPROCESSOR DEFINITIONS Then set the: RESHADE_DEPTH_INPUT_IS_REVERSED and change it to: 1 IF YOU HAVE A HARD TIME UNDERSTANDING WHERE THESE SETTINGS ARE CLICK HERE TO SEE A PICTORAL
If you do not have RESHADE_DEPTH_INPUT_IS_REVERSED in your global preprocessor settings, you can add it! Just press that + icon, and Copy Paste the code from the post here, then set that to 1.
Is your game REALLY dark? Like "Wow this is dark!" Check your IN-GAME gamma settings. If it is on 50 try LITERALLY ANY OTHER SETTING. 49 or 51 works best. Is your Gamma already 49 or 51? Set it to 50! I dunno why that works, but sometimes it does!
None of that work? Go into reshade home, go to glamyre fast effects, and turn off Intelligent Sharpening If that doesnt work, Try flipping off the other settings. IF that doesnt work, try disabling iMMERSE Sharpen OR iMMERSE AA
Is AliveLUT.fx not working for you? Make sure to remove all other lut managers or lut.fx shaders from your reshade-shaders folder. Somtimes it gets negated by the mere presence of another Lut manager. You can do this while the game is on. After removing shaders press the RELOAD SHADERS button at the bottom of the Home screen!
Did you do the weird 99% FSR trick to get "better graphics":tm:? Add these lines to ReShade's Global Preprocessor Settings: RESHADE_DEPTH_INPUT_X_SCALE RESHADE_DEPTH_INPUT_Y_SCALE
Then set both of them to: 1.01PLEASE NOTE, Depending on the size of your screen, you might have to INCRESE this number until it looks correct. Go up by 0.01 at a time (up from 1.01)
Want your game to do proper DLSS scaling with the DLSS mod for XIV but it's shutting off reshade?
Go into your Game folder, rename dxgi.dll from reshade (the only dxgi.dll you have) to: d3d11.dll Then follow the rest of the instructions from the DLSS mod to achieve better DLSS scaling AND have ReShade on at the same time.
Then set the RESHADE_DEPTH_INPUT_X_SCALE RESHADE_DEPTH_INPUT_Y_SCALE To anywhere between 1.3 to 1.5 depending on what preset you set. For me, doing the quality preset needed 1.5 exactly
I've taken a look into Crashpad, and I see no real reason to use it over iMMERSE. They claim it grabs the correct surface normals from XIV, but Reshade in general is not able to read ingame assets, so unless they meant something else, iMMERSE Lanchpad's version of surface normals, which is approximated and generated, is still more accurate than nothing. As for performance, I saw no performance gains from Crashpad over Launchpad.
I decided to take another look at Crashpad last night, and it doesn't seem to even work with the newest version of iMMERSE Suite, but it does look like it's able to grab the ingame normals somehow. If the person who made Crashpad were to keep it up to date, it might actually be a better data generator than Launchpad, but I doubt that would happen unfortunately
im taking a look into crashpad now for things like motion blur instead of the generated ones from either DRME or Vortmotion, and it's insane how good the quality is. i'll likely use crashpad for NEXT in the coming update. However, it's still not working with the newest versions of the iMMERSE shaders
alright after about an hour with crashpad and getting everything set up, here are my thoughts: 1.) the 7.2 update to XIV broke a lot of the stuff that crashpad requires. there are fixes such as custom REST presets that fix most, but not all the issues. 2.) xeGTAO is amazing, but is also broken without said above fixes. But when everything does work, it's incredible how good the quality is from Crashpad normals/motion vector data grabbed from in-engine. 3.) ReBlur is incredible and works without any issues as is. SO no matter what, the next update to Alive will be using Crashpad and ReBlur for blur data instead of DRME and Linearmotionblur. (previously was planning to use vort_motion, but crashpad is better by leagues. 4.) RTGI 2407 works with Crashpad, and after testing it out, it does indeed grab all of the proper data from Crashpad, and the results are fantastic.
Overall, the performance gains to be had from crashpad are huge. What Alive NEXT is now, it can be with a damn near 2% performance loss, vs the 15-20% with the current setup. Thanks for recommending I take a look into it, and sorry it took me so damn long to get around to doing so.
I don't plan on posting any previews here, since Nexus doesn't exactly make it easy to fast share something, However, I have shared samples of the progress on my modding discord which, I unfortunately can't share a link to here, as it wouldn't abide by Nexus' rules on links to outside areas. However, a random string of numbers couldn't hurt: xHequFDA
With DLSS my shadows seem to float away from everything like the effect is shrinking to the top left side of my screen. What can I do about it? It doesn't happen with FSR.
dlss for XIV automatically scales your resolution under a specific framerate. I would recommend the DLSS mod which can either hard set 1 size of scaling or disable it completely. Check the pinned post for general fixes. This issue is included there.
I am having a similar issue - especially with the RTGI presets (yes I have all the required shaders). This is happening even after I uninstalled and did a fresh re-install of Reshade and the preset. Only thing I can do to not make my entire game completely lit by fog is to disable the fx entirely. Seems to be okay in the NEXT preset, just happening with both of the RTGI presets.
I have not adjusted the RTGI version in quite some time. Both the RTGI and Alive 6.1 are considered end of life. Alive NEXT is currently the flashship preset for Alive.
That being said, due to changes in both Marty'sMods (pascalglitcher) iMMERSE series (both free and paid, specifically the Launchpad plugin required for all of his shaders) and the changes ingame, the RTGI preset, especially, is really out of whack, and requires a full refresh/update, which I have not started yet. Currently, I am working on a REST preset that properly filters out the rendering layers so that even with the UI hidden, certain elements (such as dalamud, etc) aren't also affected by reshade. Alongside the REST preset, NEXT is getting a hefty upgrade, bringing it down to only 3 shaders used. I am trying to target a 5-10% total GPU tax, which is proving difficult, but we're getting there. After I get NEXT and REST completely settled, I will relook over the RTGI version of Alive and see if I can get something closer to the RTGI 2 version of Alive (which imo was the peak version of RTGI Alive, due to sky colors and performance) The new version of RTGI iMMERSE, while impressive, is overkill for XIV. Many of the effects are far out of scale, and will require heavily adjusted settings, and greatly lowering the values to get it to look presentable with XIV. Once something like that is finished, I can release it as a completely optional, non required version of Alive for people who already have the shaders. (just have to clarify that due to the takedown Alive was subject to a few months back)
Thank you for the swift reply! I love your shaders so much (by far the best looking and most comprehensive I've seen, and I've been using reshade for a long time.)
For now, I've just disabled the adaptive fog fx for the RTGI, (and made a few adjustments to the ray tracing shaders and I've got it looking acceptable. I'm very excited to hear you are working on a rework/update for NEXT and I eagerly look forward to trying them out whenever they're ready. Keep up the amazing work!
You're very welcome ^^ and thank you for using Alive! The NEXT update doesn't particularly change much about how it looks, but it does improve the performance by a decent margin. I did have to disable iMMERSE MXAO to achieve the frames i was looking for, but it does make Next look worse overall, so there will likely be the full shader just called NEXT with all the stuff that was enabled before, and a NEXT lite for those who just wish for as many frames as possible. Soon :tm:
Got a bit of a problem, my game seems to randomly (pretty often though) go all washed out for a few seconds and then go back to normal. Got REST installed and everything it only started happening today.
I've noticed the same between a few of my systems for testing. XIV changed how the game renders it's layers, and i've been hunting down the source of the inconsistencies for the past month or so. I've recently found the rendering layer responsible for the issue, and I'm currently testing to see how setting that layer in REST might fix it. So far it has solved the issue between my machines, but i'll be testing it further before releasing. Hopefully sometime this week.
I've narrowed down the source of layer issues to layer: 0xe66dae4e or 0xb0d428d9 Ive run into a few reshade/dx11 error crashes while those have been active, but on both my systems it corrects the colors changing while turning on or off the UI, or in or out of Gpose, or in or out of Cutscenes.
If you would like to test these values, you can set those specific hex codes to active inside of the UI setting in the REST preset.
There's a lot of random shader compile issues since DT. Most can either be disabled, or uninstalled unless you have a preset specifically meant for it. I personally hate seeing anything pop up in red, so if I can't fix it myself, i just nuke it from my system.
you have more than just that going on. Looks like you're doing the "set fsr to 99 to make game gooder" trend. Disable scaling, or set back to 100% to fix this issue.
The Ray Tracing looks nice (photo #2) but is there a way to tone down the brightness.
Lastly, I've had GTAO: Standard and TSCMAA Anti-Aliasing enabled. Am I supposed to also have the Immerse MXAO and SMAA Anti-Aliasing shaders or is it moreso pick one? I can run either without a performance hit.
Quick note about Alive NEXT, idk if the issue is on my end:
Fast Effects causes haloing in Solution Nine, didn't observe it anywhere else so far. Basically a shadowy box around the character. Seems to be tied to fake GI local AO strength exclusively, becomes imperceptible around 0.40.
The haloing was always there, but I too didn't really notice it until Solution Nine. I've been working on an update for NEXT that should greatly soften the shadow haloing. It was the result of a low quality setting in fast effects that blocked the shadows off to an extremely low resolution. You can fix it yourself by going into fast effects settings with the AO Shape modifier as well as the radius and distance. Once i've got my own all set up, i'll be releasing an update
895 comments
I've updated the REST file available in the files section that remedy this. I an unsure of what might be affected by removing UI2, but after some light testing, nothing seems to really be amiss.
The rest version has been updated to REST 1.3.21, and fixes all issues with layering and dark screen.Does the shading looks REALLY WEIRD? Almost as if it is Inside the items on the screen, and not where it belongs?
Your depth needs to be inverted!
Open reshade and go to HOME, make sure Performance mode is OFF
Click on the big line below shaders, and above shader settings:
EDIT GLOBAL PREPROCESSOR DEFINITIONS
Then set the:RESHADE_DEPTH_INPUT_IS_REVERSED
and change it to:1
IF YOU HAVE A HARD TIME UNDERSTANDING WHERE THESE SETTINGS ARE CLICK HERE TO SEE A PICTORAL
If you do not have RESHADE_DEPTH_INPUT_IS_REVERSED in your global preprocessor settings, you can add it!
Just press that + icon, and Copy Paste the code from the post here, then set that to 1.
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Is your game REALLY dark? Like "Wow this is dark!"
Check your IN-GAME gamma settings. If it is on 50 try LITERALLY ANY OTHER SETTING. 49 or 51 works best.
Is your Gamma already 49 or 51?
Set it to 50!
I dunno why that works, but sometimes it does!
None of that work?
Go into reshade home, go to glamyre fast effects, and turn off Intelligent Sharpening
If that doesnt work, Try flipping off the other settings.
IF that doesnt work, try disabling iMMERSE Sharpen OR iMMERSE AA
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Is REST not working for you?
Make sure your ADDON path is
.\
Then place the rest files into the root GAME folder. Restart game.--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Is AliveLUT.fx not working for you?
Make sure to remove all other lut managers or lut.fx shaders from your reshade-shaders folder.
Somtimes it gets negated by the mere presence of another Lut manager.
You can do this while the game is on. After removing shaders press the RELOAD SHADERS button at the bottom of the Home screen!
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Did you do the weird 99% FSR trick to get "better graphics":tm:?
Add these lines to ReShade's Global Preprocessor Settings:
RESHADE_DEPTH_INPUT_X_SCALE
RESHADE_DEPTH_INPUT_Y_SCALE
Then set both of them to:
1.01
PLEASE NOTE, Depending on the size of your screen, you might have to INCRESE this number until it looks correct. Go up by 0.01 at a time (up from 1.01)--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Want your game to do proper DLSS scaling with the DLSS mod for XIV but it's shutting off reshade?
Go into your Game folder, rename dxgi.dll from reshade (the only dxgi.dll you have) to:
d3d11.dll
Then follow the rest of the instructions from the DLSS mod to achieve better DLSS scaling AND have ReShade on at the same time.
Then set the
RESHADE_DEPTH_INPUT_X_SCALE
RESHADE_DEPTH_INPUT_Y_SCALE
To anywhere between 1.3 to 1.5 depending on what preset you set.
For me, doing the quality preset needed 1.5 exactly
FFXIV_Crashpad: Drop-in replacement for iMMERSE Launchpad, providing game engine normals and motion vectors instead of approximations
would it be better to use crashpad over immerse launchpad? Was wondering if the effects would be improved/have lower performance impact
They claim it grabs the correct surface normals from XIV, but Reshade in general is not able to read ingame assets, so unless they meant something else, iMMERSE Lanchpad's version of surface normals, which is approximated and generated, is still more accurate than nothing.
As for performance, I saw no performance gains from Crashpad over Launchpad.
1.) the 7.2 update to XIV broke a lot of the stuff that crashpad requires. there are fixes such as custom REST presets that fix most, but not all the issues.
2.) xeGTAO is amazing, but is also broken without said above fixes. But when everything does work, it's incredible how good the quality is from Crashpad normals/motion vector data grabbed from in-engine.
3.) ReBlur is incredible and works without any issues as is. SO no matter what, the next update to Alive will be using Crashpad and ReBlur for blur data instead of DRME and Linearmotionblur. (previously was planning to use vort_motion, but crashpad is better by leagues.
4.) RTGI 2407 works with Crashpad, and after testing it out, it does indeed grab all of the proper data from Crashpad, and the results are fantastic.
Overall, the performance gains to be had from crashpad are huge. What Alive NEXT is now, it can be with a damn near 2% performance loss, vs the 15-20% with the current setup. Thanks for recommending I take a look into it, and sorry it took me so damn long to get around to doing so.
However, a random string of numbers couldn't hurt:
xHequFDA
I would recommend the DLSS mod which can either hard set 1 size of scaling or disable it completely.
Check the pinned post for general fixes. This issue is included there.
edit: I am sorry, it is my end. It was fixed by fresh install reshade.
Alive NEXT is currently the flashship preset for Alive.
That being said, due to changes in both Marty'sMods (pascalglitcher) iMMERSE series (both free and paid, specifically the Launchpad plugin required for all of his shaders) and the changes ingame, the RTGI preset, especially, is really out of whack, and requires a full refresh/update, which I have not started yet.
Currently, I am working on a REST preset that properly filters out the rendering layers so that even with the UI hidden, certain elements (such as dalamud, etc) aren't also affected by reshade.
Alongside the REST preset, NEXT is getting a hefty upgrade, bringing it down to only 3 shaders used. I am trying to target a 5-10% total GPU tax, which is proving difficult, but we're getting there.
After I get NEXT and REST completely settled, I will relook over the RTGI version of Alive and see if I can get something closer to the RTGI 2 version of Alive (which imo was the peak version of RTGI Alive, due to sky colors and performance)
The new version of RTGI iMMERSE, while impressive, is overkill for XIV. Many of the effects are far out of scale, and will require heavily adjusted settings, and greatly lowering the values to get it to look presentable with XIV.
Once something like that is finished, I can release it as a completely optional, non required version of Alive for people who already have the shaders.
(just have to clarify that due to the takedown Alive was subject to a few months back)
For now, I've just disabled the adaptive fog fx for the RTGI, (and made a few adjustments to the ray tracing shaders and I've got it looking acceptable. I'm very excited to hear you are working on a rework/update for NEXT and I eagerly look forward to trying them out whenever they're ready. Keep up the amazing work!
The NEXT update doesn't particularly change much about how it looks, but it does improve the performance by a decent margin.
I did have to disable iMMERSE MXAO to achieve the frames i was looking for, but it does make Next look worse overall, so there will likely be the full shader just called NEXT with all the stuff that was enabled before, and a NEXT lite for those who just wish for as many frames as possible.
Soon :tm:
I've recently found the rendering layer responsible for the issue, and I'm currently testing to see how setting that layer in REST might fix it.
So far it has solved the issue between my machines, but i'll be testing it further before releasing. Hopefully sometime this week.
0xe66dae4e
or0xb0d428d9
Ive run into a few reshade/dx11 error crashes while those have been active, but on both my systems it corrects the colors changing while turning on or off the UI, or in or out of Gpose, or in or out of Cutscenes.If you would like to test these values, you can set those specific hex codes to active inside of the UI setting in the REST preset.
I personally hate seeing anything pop up in red, so if I can't fix it myself, i just nuke it from my system.
Edit: the bars on the right and bottom do appear with other presets as well but not nearly as pronounced.
Disable scaling, or set back to 100% to fix this issue.
I completely forgot I put that setting on back when the expansion came out.
The Ray Tracing looks nice (photo #2) but is there a way to tone down the brightness.
Lastly, I've had GTAO: Standard and TSCMAA Anti-Aliasing enabled. Am I supposed to also have the Immerse MXAO and SMAA Anti-Aliasing shaders or is it moreso pick one? I can run either without a performance hit.
Fast Effects causes haloing in Solution Nine, didn't observe it anywhere else so far. Basically a shadowy box around the character.
Seems to be tied to fake GI local AO strength exclusively, becomes imperceptible around 0.40.
It was the result of a low quality setting in fast effects that blocked the shadows off to an extremely low resolution.
You can fix it yourself by going into fast effects settings with the AO Shape modifier as well as the radius and distance.
Once i've got my own all set up, i'll be releasing an update