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− | {{Infobox software
| + | dates= |
− | |cover = ReShade icon.png
| + | {{Infobox game/row/date|Windows|August 7, 2015|ref=<ref>{{Refurl|url=https://reshade.me/forum/releases/989-1-0|title=ReShade Forum - Releases - 1.0|date=2020-01-25}} |
− | |developers =
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− | {{Infobox game/row/developer|crosire}}
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− | {{Infobox game/row/developer|Community}}
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− | |release dates=
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− | {{Infobox game/row/date|Windows|August 7, 2015|ref=<ref>{{Refurl|url=https://reshade.me/forum/releases/989-1-0|title=ReShade Forum - Releases - 1.0|date=2020-01-25}}</ref>}} | |
− | |steam appid =
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− | |steam appid side =
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− | |license = freeware
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− | }}{{Tocbox}}
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− | | |
− | '''Key points'''
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− | {{ii}} ReShade is a generic post-processing injector for games and video software.
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− | {{++}} Capable of extracting the depth buffer of most games, allowing for depth-based effects like ambient occlusion, depth of field, etc.
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− | {{++}} Active community of shader and preset developers.
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− | {{++}} Open source since 2017, with a healthy development cycle and feedback from the community.
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− | | |
− | '''General information'''
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− | {{mm}} [https://reshade.me/ Official website]
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− | {{mm}} [https://reshade.me/forum Official forum]
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− | {{mm}} [https://github.com/crosire/reshade Official repository]
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− | {{mm}} [https://discord.gg/YYxZkd5 Official Discord]
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− | | |
− | ==Availability==
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− | {{Availability|
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− | {{Availability/row| official | https://reshade.me/ | DRM-Free | | | Windows }}
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− | }}
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− | | |
− | ==Installation==
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− | {{Fixbox|description=Use the setup tool|fix=
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− | # Download and run the latest version available from the [https://reshade.me/#download official website].
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− | # Follow the instructions to install ReShade for a game of your choice. Refer to the game-specific articles here on PCGW for details on what API a game make use of.
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− | # Launch the game and use {{Key|Home}} to access the in-game ReShade GUI.
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− | }}
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− | | |
− | ==Uninstallation==
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− | {{Fixbox|description=Use the setup tool again|fix=
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− | # Launch the same setup tool used to install
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− | # Select your game executable, like during the installation
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− | # After choosing the API, the setup will ask you to overwrite or uninstall ReShade for that game. Choose to uninstall.
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− | }}
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− | | |
− | ==Common fixes==
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− | ===DirectX 8 games===
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− | {{ii}} ReShade removed built-in support for DirectX 8 with version 3.0.0,<ref name="d3d8-drop">{{Refurl|url=https://reshade.me/forum/releases/2341-3-0|title=ReShade 3.0.0 Changelog|date=2020-01-26}}</ref> meaning a {{abbr|wrapper|A 'wrapper' is a program that translates calls to an API to another.}} is required to use any versions above with games that use the API.
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− | | |
− | {{Fixbox|description=Use d3d8to9<ref name="d3d8-drop"/>|fix=
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− | # Download the latest release of {{code|d3d8.dll}} from the [https://github.com/crosire/d3d8to9/releases downloads page].
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− | # Place the downloaded file in the same folder where the executable of the game is located.
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− | # Setup ReShade for DirectX 9.
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− | | |
− | {{++}} d3d8to9 is made by the same developers of ReShade and is the official way to use DirectX 8 games with it.
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− | {{ii}} If you have already installed ReShade in the game, but not for DirectX 9, you may simply rename {{code|dxgi.dll}} or {{code|opengl32.dll}} to {{code|d3d9.dll}}.
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− | }}
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− | | |
− | {{Fixbox|description=Use dgVoodoo 2<ref name="d3d8-drop"/>|fix=
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− | # Follow the instructions for installing dgVoodoo 2 for [[DgVoodoo 2#DirectX 1-8|DirectX 1-8]].
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− | # Setup ReShade for DirectX 10+.
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− | | |
− | {{++}} The dgVoodoo 2 Control Panel ({{code|dgVoodooCpl.exe}}) can be used to enhance the graphics of the game further than the capabilities of ReShade, e.g. windowed mode, anisotropic filtering, vsync, phong shading etc.
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− | {{ii}} [[dgVoodoo 2]] covers the program and its features in more detail.
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− | {{ii}} If you have already installed ReShade for the game, but not for DirectX 10+, you may simply rename {{code|d3d9.dll}} or {{code|opengl32.dll}} to {{code|dxgi.dll}}.
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− | }}
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− | | |
− | ===DirectX 1-7 games===
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− | {{ii}} See instructions for wrapping [[#DirectX 8 games|DirectX 8 games]] with dgVoodoo 2.
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− | | |
− | ===DirectDraw games===
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− | {{ii}} See instructions for wrapping [[#DirectX 8 games|DirectX 8 games]] with dgVoodoo 2.
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− | | |
− | ===Glide games===
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− | {{ii}} See instructions for wrapping [[#DirectX 8 games|DirectX 8 games]] with dgVoodoo 2.
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− | | |
− | ===Vulkan===
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− | {{ii}} Unlike other APIs, Vulkan cannot be injected into using a DLL file.
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− | {{ii}} The ReShade setup tool can act as a Vulkan injector on its own.
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− | {{ii}} ReShade can install itself as a [https://gpuopen.com/learn/using-the-vulkan-validation-layers/ Vulkan layer] and automatically inject into any application that uses Vulkan. This is done by creating a registry key, so administration privilege is necessary.
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− | {{ii}} When global Vulkan injection is enabled, the ReShade setup tool creates copies of the ReShade DLL files at {{code|C:\ProgramData\ReShade}}. These files can be renamed, removed or moved to effectively disable global Vulkan injection.
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− | | |
− | {{Fixbox|description=Use the setup tool for temporary injection|fix=
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− | # Open the setup tool ({{code|ReShade_Setup_X.Y.Z.exe}}, where {{code|X.Y.Z}} is the version number).
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− | # Select the game you want to inject into.
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− | # Simply keep the tool open and launch the game, ReShade should be injected into the game.
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− | }}
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− | | |
− | {{Fixbox|description=Use the setup tool to enable or disable global injection|fix=
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− | # Open the setup tool ({{code|ReShade_Setup_X.Y.Z.exe}}, where {{code|X.Y.Z}} is the version number).
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− | # Click on the "enable/disable ReShade in Vulkan globally" button.
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− | # Click yes if a security prompt pops up.
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− | # A checkbox will appear in place of the button, tick it to enable global injection or untick to disable.
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− | | |
− | {{--}} Having global Vulkan injection enabled may be undesirable as it may cause ReShade to load unexpectedly in any application that uses Vulkan, including non-game programs like [[LibreOffice]].
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− | }}
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− | | |
− | {{Fixbox|description=Disable global injection temporarily by removing or renaming files|fix=
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− | # Open the file explorer and navigate to {{code|C:\ProgramData\ReShade}}. The {{code|ProgramData}} folder is hidden by default.
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− | # Remove, rename or move the {{code|ReShade32.dll}} and {{code|ReShade64.dll}} files.
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− | | |
− | {{--}} This should not be done for permanently disabling global Vulkan injection, use the setup tool to disable it in that case so that it'll remove the registry keys so that Vulkan does not try to load files that don't exist.
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− | {{ii}} If you lose the files by accident, you can simply run the setup tool again and re-enable global Vulkan injection to create new copies, or to properly remove the Vulkan layer.
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− | }}
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− | | |
− | ===UWP Games===
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− | {{ii}}This method uses an external injector that may cause some anti-cheat software to be triggered, so use at your own risk.
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− | {{ii}}This will not work for every UWP game, and it will probably cause instability and crashes.
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− | {{ii}}You will need the right version of the injector for it to work correctly; here is the [https://reshade.me/downloads/inject32.exe x32] and [https://reshade.me/downloads/inject64.exe x64] versions of the injector and the [https://github.com/crosire/reshade/blob/main/tools/injector.cpp source code] if you want to compile it for yourself.
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− | {{Fixbox|description=How to inject ReShade into an UWP game|fix=
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− | # Place the Injector and the ReShade dll in a folder on your desktop or drive (eg:ReShadeUWP).
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− | # Start the game you would like to use ReShade in.
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− | # Open Task Manager and check the process name used by the game (eg: {{code|MoonMan-Win64-Shipping.exe}} for Deliver Us The Moon).
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− | # Close the game.
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− | # Navigate to the folder where the UWP Injector resides and open a command prompt(you can write {{code|cmd}} in the address bar and it will open a command prompt there).
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− | # Type {{code|inject.exe name_of_the_process.exe}}
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− | # Start the game.
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− | }}
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− | | |
− | If you want to create a script to automate the process or just get some more advanced tips, you can follow this [https://framedsc.github.io/ReshadeGuides/reshadeuwp.htm guide].
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− | | |
− | ===[[ReShade]] breaks Nvidia [[SGSSAA]]===
| |
− | | |
− | {{ii}} By default, [[ReShade]] comes with a "Generic Depth" add-on that enables access to the depth buffer in games, allowing for shaders which make use of it to work. This add-on breaks [[SGSSAA]]. The add-on can then be disabled to avoid the issue or kept enabled but requiring the [[SGSSAA]] flag in [[Nvidia Profile Inspector]] to be modified, although not without side effects.
| |
− | | |
− | {{Fixbox|description=Disable the "Generic Depth" add-on in [[ReShade]]<ref>[https://forums.guru3d.com/threads/nvidia-anti-aliasing-guide-updated.357956/page-256#post-6057228 NVidia Anti-Aliasing Guide (updated)]</ref>|fix=
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− | With the [[ReShade]] overlay open in-game, go in the "Add-ons" tab and disable the "Generic Depth" plugin, then restart the game for it to take effect.
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− | {{ii}} Having the "Generic Depth" add-on disabled stops [[ReShade]] from having access to the depth buffer, but [[ReShade]] will work without requiring the [[SGSSAA]] flags to be modified, and each shader applied won't induce any additional blur.
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− | }}
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− | | |
− | {{Fixbox|description=Add a ''4'' to the 3rd position of the compatibility flag ("depth bit") in [[Nvidia Profile Inspector]]<ref>[https://docs.google.com/spreadsheets/d/1ekUZsK2YXgd5XjjH1M7QkHIQgKO_i4bHCUdPeAd6OCo/pub# NVIDIA GeForce Anti-Aliasing Compatibility Flags]</ref>|fix=
| |
− | For example, flag <code>0x080000C1</code> (common flag for [[Engine:Unreal Engine 3|Unreal Engine 3]] games) becomes <code>0x08'''4'''000C1</code>.
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− | {{ii}} Having the "Generic Depth" add-on enabled allows [[ReShade]] to keep access to the depth buffer.
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− | {{ii}} Each shader applied with [[ReShade]] while using [[SGSSAA]] with the "Generic Depth" add-on enabled and the required depth bit added to the [[SGSSAA]] flag induces additional blur to the image. This is likely due to [[SGSSAA]] being applied after every pass. [[OGSSAA]] avoids that issue and can be used instead, but is of lower quality than [[SGSSAA]]. Another alternative is to use [[SweetFX]] instead of [[ReShade]], as it does not suffer from that issue.
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− | {{ii}} DirectX 8 and earlier games don't usually need AA compatibility flags, but using [[#DirectX 8 games|d3d8to9]] wrapper will require one. The flags <code>0x004000C1</code> and <code>0x00400041</code> may restore AA compatibility.<ref>[https://forums.guru3d.com/threads/nvidia-anti-aliasing-guide-updated.357956/page-222#post-5738262 NVidia Anti-Aliasing Guide - Page 22, comment #4437]</ref> For dgVoodoo2, [[MSAA]] has to be enabled in the included settings app and the ''enhance'' mode used instead as anti-aliasing is not overridable on DirectX 10+.<ref>[https://forums.guru3d.com/threads/nvidia-anti-aliasing-guide-updated.357956/page-240#post-5875468 NVidia Anti-Aliasing Guide - Page 240, comment #4782]</ref>
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− | }}
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− | | |
− | ==List of known shader repositories==
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− | {{ii}} Although reshade-shaders is the official shader repository, shaders can be downloaded from anywhere.
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− | {| class="page-normaltable pcgwikitable sortable mw-collapsible"
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− | |-
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− | ! style="width: 250px" | Repository !! style="width: 200px" | Author !! style="width: 400px" | Additional Notes
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− | |-
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− | | [https://github.com/crosire/reshade-shaders reshade-shaders] || crosire + community || Official shader repository.<br/>Required for most shaders, should be installed automatically by the setup tool.
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− | |-
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− | | [https://github.com/CeeJayDK/SweetFX SweetFX] || CeeJay.dk || The original shader suite that ReShade was created to support.<br/>Home of many useful effects like SMAA, FXAA, LumaSharpen and CAS, as well as many ports of effects from the SweetFX injector.
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− | |-
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− | | [https://github.com/martymcmodding/qUINT qUINT] || Marty McFly || The Marty McFly qUINT repository.<br/>Home of MXAO (ambient occlusion), Lightroom, Advanced DOF, DELCS (sharpening), Bloom and other utility shaders.
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− | |-
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− | | [https://github.com/FransBouma/OtisFX OtisFX] || Otis_Inf || Home of Cinematic DOF and other utility shaders.
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− | |-
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− | | [https://blueskydefender.github.io/AstrayFX/ AstrayFX] || BlueSkyDefender || Various anti-aliasing shaders and more (used to be part of Depth3D).<br/>Home of Smart Sharp, Temporal AA, NFAA, BloomingHDR and others.
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− | |-
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− | | [https://github.com/BlueSkyDefender/Depth3D Depth3D] || BlueSkyDefender || Lots of great utility shaders.<br/>Home of SuperDepth3D (adds 3D support on almost any game)
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− | |-
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− | | [https://github.com/Fubaxiusz/fubax-shaders fubax-shaders] || Fubax || Home of Perfect Perspective (fov correction/distortion), Chromakey, Filmic Anamorphic Sharpen, Reflection (matcap), VR and other filmic shaders like Prism and Letterbox.
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− | |-
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− | | [https://github.com/Daodan317081/reshade-shaders reshade-shaders (Daodan)] || Daodan || Home of the Comic, ColorIsolation, AspectRatioComposition, HotsamplingHelper and other shaders.
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− | |-
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− | | [https://github.com/brussell1/Shaders Shaders (brussell1)] || brussell1 || Home of Eye Adaptation and UI Detect shaders.
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− | |-
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− | | [https://github.com/luluco250/FXShaders FXShaders] || luluco250 || Home of a few bloom shaders like NeoBloom, MagicHDR and other utility shaders like AspectRatioSuite, ArtisticVignette, FlexibleCA, MinimalColorGrading and NormalMap.
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− | |-
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− | | [https://github.com/Heathen/Pirate-Shaders Pirate Shaders] || Heathen || Really neat lesser known shader repository.
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− | |-
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− | | [https://github.com/prod80/prod80-ReShade-Repository prod80 ReShade Repository] || prod80 || Home of many advanced color grading shaders + many photoshop-like ones.
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− | |-
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− | | [https://github.com/originalnicodr/CorgiFX Originalnicodr ReShade Repository] || Originalnicodr || Home of a few "enhanced" versions of known shaders.
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− | |-
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− | | [https://github.com/TheGordinho/MLUT MLUT ] || TheGordinho || A big collection of multi-LUT shaders.
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− | |-
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− | | [https://github.com/LordOfLunacy/Insane-Shaders Lord of Lunacy ReShade Repository ] || Lord of Lunacy || Home of some utility shaders such as Fog Removal.
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− | |-
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− | | [https://github.com/Matsilagi/RSRetroArch ReShade RetroArch Shaders ] || Matsilagi, luluco250, Marty McFly || Shaders ported from RetroArch to ReShade, home of many CRT shaders.
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− | |-
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− | | [https://github.com/ConstantineRudenko/Shaders/tree/master/reshade/Shaders Shaders (MadCake)] || MadCake || Contains alternative implementation of Ambient Occlusion and Tonemapping.
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− | |-
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− | | [https://github.com/LordKobra/CobraFX/tree/master CobraFX] || SirCobra || Shaders designed for in-game photography.
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− | |-
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− | | [https://github.com/Radegast-FFXIV/reshade-shaders Warp-FX] || Radegast || Fun and abstract effects like Swirl, Wave, Slit Scan, etc.
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− | |-
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− | | [https://github.com/retroluxfilm/reshade-vrtoolkit VRToolkit] || VRToolkit || The VRToolkit is a modular shader created for ReShade to enhance the clarity & sharpness in VR to get most out of your HMD while keeping the performance impact minimal.
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− | |-
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− | | [https://github.com/AlucardDH/dh-reshade-shaders dh-reshade-shaders] || AlucardDH || Abstract shaders and some utility aswell like unditter and uniformity correction.
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− | |-
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− | | [https://github.com/rj200/Glamarye_Fast_Effects_for_ReShade Glamayre Fast Effects] || rj200 || Faster versions of common post-processing (FXAA, AO, sharpen) plus Fake GI - a fast global illumination-like effect. For people who want some ReShade but haven't got the fastest machine.
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− | |-
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− | |}
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− | ===Known Issues===
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− | {| class="page-normaltable pcgwikitable sortable mw-collapsible"
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− | |-
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− | ! style="width: 250px" | Game !! style="width: 100px" | Render API !! style="width: 100px" | Issue !! style="width: 400px" | Workarounds !! style="width: 400px" | Additional Notes
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− | |-
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− | {{ii}} This list contains the known issues with reshade.
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− | |-
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− | |[[Gears 5]] || DX 12 || CTD || No known workaround. || Crashes at startup before loading shaders.
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− | |-
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− | |[[Metal Gear Solid V: Ground Zeroes]] || DX 10+ || CTD || Disable Overlays, use DXVK v1.8.1 + ReShade v4.9.1 + Keep the Game out of focus https://www.youtube.com/watch?v=HUaoUkiGtis || Crashes at startup
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− | |-
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− | |}
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− | | |
− | ==Game compatibility==
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− | {{ii}} These lists may sometimes be out of date, check with the community Discord if you have problems with a specific game.
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− | {{ii}} For online games it is recommended to always check with the game's community whether using ReShade can lead to bans, as some developers have been known to change their stance on ReShade '''without warning'''. Some uses have claimed to get ReShade working by using [https://www.mediafire.com/folder/8ar1jhh1809cl/ReShade_Repository a version older than 3.0] or ReShade's predecessor [https://sfx.thelazy.net/downloads/ SweetFX] due to them lacking an injectable settings overlay,<ref>{{Refsnip|url=https://www.youtube.com/watch?v=n7nDPFAnybk|title=Battlefield 4 Sweet FX Installation Tutorial - Free Download|date=2021-05-17|snippet=Also, THIS IS NOT BANNABLE, SweetFX versions with a Internal menu & crosshair settings are the versions that are bannable by punkbuster / BF4DB. NOT THIS.}}</ref> however the '''success rates will vary depending on the anticheat software used''' and should still be done '''at your own risk'''.
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− | ===Online games to avoid===
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− | {{--}} These are games where using ReShade may get you banned or the game simply blocks it.
| |
− | {| class="page-normaltable pcgwikitable sortable mw-collapsible"
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− | |-
| |
− | ! style="width: 250px" | Game !! style="width: 100px" | Render API !! style="width: 100px" | Status !! style="width: 400px" | Additional Notes
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− | |-
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− | | [[ARK: Survival Evolved]] || Direct3D 10+ || <span style="color: #814600; font-weight: bold">Blocked</span> || ARK no longer allows mods. [[Nvidia Freestyle]] can be used as an alternative.
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− | |-
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− | | [[Call of Duty: Warzone]] || Direct3D 10+ || <span style="color: #ff0000; font-weight: bold">Banned</span> || The game will still boot but you have a very high risk of getting banned without warning <b> use it at your own risk<b>.
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− | |-
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− | | [[Counter-Strike: Global Offensive]] || Direct3D 9 || <span style="color: #ff0000; font-weight: bold">Caution</span> || Depth buffer is empty. Put files into {{File|\bin\}}.<br/>The game crashes itself if it detects a DLL being injected, it's very possible that using ReShade could lead to VAC bans.
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− | |-
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− | | [[Destiny 2]] || Direct3D 10+ || <span style="color: #ff0000; font-weight: bold">Banned</span> ||
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− | |-
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− | | [[Overwatch]] || Direct3D 10+ || <span style="color: #ff0000; font-weight: bold">Banned</span> ||
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− | |-
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− | | [[Playerunknown's Battlegrounds]] || Direct3D 10+ || <span style="color: #814600; font-weight: bold">Blocked</span> || PUBG does not allow Reshade. [[Nvidia Freestyle]] can be used as an alternative.
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− | |-
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− | | [[Roblox]] || Varies || <span style="color: #ff0000; font-weight: bold">Caution</span> || Usually runs under Direct3D 11, but also supports OpenGL, Direct3D 9 and Vulkan on Windows 10.<br/>Some users have reported getting banned for a few days when using ReShade with Roblox, others have claimed it works fine.<br/><strong>Use at your own risk.</strong>
| |
− | |-
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− | | [[Squad]] || Direct3D 10+ || <span style="color:#814600; font-weight: bold">Blocked</span> || Squad does not allow [[ReShade]] and [[Nvidia Freestyle]]. [https://gamepp.com/features.html GamePP] can be used as an alternative.
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− | |-
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− | | [[War Thunder]] || Direct3D 9/10+ || <span style="color: #ff0000; font-weight: bold">Banned</span> || The game will ban users which it detects have ReShade loaded '''without warning'''.<br/>[https://www.nvidia.com/en-us/geforce/news/nvidia-ansel-for-war-thunder-available-now/ Nvidia Ansel/FreeStyle may be used as an alternative.]
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− | |-
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− | |[[Dead or Alive 6]] || DX 11 || <span style="color: #ff0000; font-weight: bold">Caution</span> || Game will kick to desktop on startup.
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− | |-
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− | |[[SCP Secret Laboratory]] || Varies || <span style="color: #ff0000; font-weight: bold">Banned</span> || Forced injections will cause the game's anticheat will automaticity ban you for dll injection. It can also block it asking you to uninstall ReShade
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− | |-
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− | |}
| |
− | | |
− | ===Compatibility list===
| |
− | {| class="page-normaltable pcgwikitable sortable mw-collapsible"
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− | |-
| |
− | ! style="width: 250px" | Game !! style="width: 100px" | Render API !! style="width: 100px" | Status !! style="width: 400px" | Additional Notes
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− | |-
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− | | [[18 Wheels of Steel: Across America]] || OpenGL || <span style="color: #bdc62f; font-weight: bold">Good</span> || Depth buffer only shows rearview mirrors.
| |
− | |-
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− | | [[18 Wheels of Steel: Extreme Trucker 2]] || OpenGL || <span style="color: #bdc62f; font-weight: bold">Good</span> || Depth buffer only shows rearview mirrors.
| |
− | |-
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− | | [[7 Days to Die]] || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Cannot be played when Easy Anti-Cheat is active.
| |
− | |-
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− | | [[7554: Glorious Memories Revived]] || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
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− | | [[8BitBoy]] || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
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− | |-
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− | | [[99 Levels to Hell]] || OpenGL || <span style="color: #bdc62f; font-weight: bold">Good</span> || No depth buffer access.
| |
− | |-
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− | | [[A Hat in Time]] || Direct3D 10+ || <span style="color: #bdc62f; font-weight: bold">Good</span> || No depth buffer access.
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− | |-
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− | | [[A New Beginning]] || OpenGL || <span style="color: #bdc62f; font-weight: bold">Good</span> || No depth buffer access.
| |
− | |-
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− | | [[A Story about My Uncle]] || Direct3D 9 || <span style="color: #bdc62f; font-weight: bold">Good</span> || No depth buffer access.
| |
− | |-
| |
− | | [[Aarklash Legacy]] || Direct3D 9 || <span style="color: #bdc62f; font-weight: bold">Good</span> || No depth buffer access.
| |
− | |-
| |
− | | [[Abyss Odyssey]] || Direct3D 9 || <span style="color: #bdc62f; font-weight: bold">Good</span> || Depth buffer is empty.
| |
− | |-
| |
− | | [[Abzû]] || Direct3D 10+ || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Screenshots are blank.
| |
− | |-
| |
− | | [[Ace Combat: Assault Horizon - Enhanced Edition]] || Direct3D 9 || <span style="color: #bdc62f; font-weight: bold">Good</span> || No depth buffer access.
| |
− | |-
| |
− | | [[Ace Combat 7]] || Direct3D 11 || <span style="color: #bdc62f; font-weight: bold">Good</span> ||
| |
− | |-
| |
− | | [[Advent Rising]] || Direct3D 8 || <span style="color: #10ab00; font-weight: bold">Perfect</span> || See [[#DirectX 8 games|DirectX 8 games]].
| |
− | |-
| |
− | | [[Aer: Memories of Old]] || Direct3D 11, OpenGL || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Agarest: Generations of War]] || Direct3D 9 || <span style="color: #bdc62f; font-weight: bold">Good</span> || Partial depth buffer access, Zoomed Out?
| |
− | |-
| |
− | | [[Age of Conan: Unchained]] || Direct3D 9 || <span style="color: #bdc62f; font-weight: bold">Good</span> || Depth buffer partially shows UI.
| |
− | |-
| |
− | | [[Age of Mythology: Extended Edition]] || Direct3D 10+ || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Age of Wonders III]] || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Airship Dragoon]] || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Alan Wake]] || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Alan Wake's American Nightmare]] || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Alice: Madness Returns]] || Direct3D 9 || <span style="color: #bdc62f; font-weight: bold">Good</span> || No depth buffer access.
| |
− | |-
| |
− | | [[Alien Rage]] || Direct3D 9 || <span style="color: #bdc62f; font-weight: bold">Good</span> || Depth buffer only shows FPS hands.
| |
− | |-
| |
− | | [[Alien: Isolation]] || Direct3D 10+ || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Aliens versus Predator]] || Direct3D 9 || <span style="color: #bdc62f; font-weight: bold">Good</span> || Depth buffer only shows FPS hands.
| |
− | |-
| |
− | | [[Aliens vs. Predator (2010)]] || Direct3D 9/10+ || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Aliens: Colonial Marines]] || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Alpha Protocol]] || Direct3D 9 || <span style="color: #bdc62f; font-weight: bold">Good</span> || No depth buffer access.
| |
− | |-
| |
− | | [[Amid Evil]] || Direct3D 10+ || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Depth buffer is flipped.
| |
− | |-
| |
− | | [[Amnesia: A Machine for Pigs]] || OpenGL || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Amnesia: The Dark Descent]] || OpenGL || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Among the Sleep]] || OpenGL || <span style="color: #bdc62f; font-weight: bold">Good</span> || No depth buffer access.
| |
− | |-
| |
− | | [[Among Us]] || Direct3D 10 || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Angry Video Game Nerd Adventures]] || Direct3D 9 || <span style="color: #bdc62f; font-weight: bold">Good</span> || No depth buffer access.
| |
− | |-
| |
− | | [[Anna - Extended Edition]] || OpenGL || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Depth buffer is flipped.
| |
− | |-
| |
− | | [[Anodyne]] || Direct3D 9 || <span style="color: #bdc62f; font-weight: bold">Good</span> || No depth buffer access.
| |
− | |-
| |
− | | [[Anomaly Korea]] || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Anomaly: Warzone Earth]] || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Antisquad]] || OpenGL || <span style="color: #bdc62f; font-weight: bold">Good</span> || No depth buffer access.
| |
− | |-
| |
− | | [[Apotheon]] || Direct3D 9 || <span style="color: #bdc62f; font-weight: bold">Good</span> || Use an external injector for injecting ReShade into the process.
| |
− | |-
| |
− | | [[Aquaria]] || OpenGL || <span style="color: #bdc62f; font-weight: bold">Good</span> || No depth buffer access.
| |
− | |-
| |
− | | [[ArcheAge]] || Direct3D 9/10+ || <span style="color: #bdc62f; font-weight: bold">Good</span> || Depth buffer is flickering.
| |
− | |-
| |
− | | [[Aragami]] || Direct3D 10+ || <span style="color: #bdc62f; font-weight: bold">Good</span> || Depth buffer is Reversed and Upside Down.
| |
− | |-
| |
− | | [[Arx Libertatis (Arx Fatalis)]] || OpenGL || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Arma 2]] || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Arma 2: Operation Arrowhead]] || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Arma 3]] || Direct3D 10+ || <span style="color: #bdc62f; font-weight: bold">Good</span> || Depth buffer flickering in FPS mode. Works fine in third person mode.
| |
− | |-
| |
− | | [[Armada Tanks]] || Direct3D 8 || <span style="color: #10ab00; font-weight: bold">Perfect</span> || See [[#DirectX 8 games|DirectX 8 games]].
| |
− | |-
| |
− | | [[Armored Hunter Gunhound EX]] || Direct3D 9 || <span style="color: #bdc62f; font-weight: bold">Good</span> || No depth buffer access.
| |
− | |-
| |
− | | [[Ascendant]] || OpenGL || <span style="color: #bdc62f; font-weight: bold">Good</span> || Depth buffer is flipped.
| |
− | |-
| |
− | | [[Assassin's Creed]] || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Assassin's Creed II]] || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Assassin's Creed III]] || Direct3D 10+ || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Assassin's Creed IV: Black Flag]] || Direct3D 9/10+ || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Enable {{Code|Copy depth buffers before clear operation}} for minimap.
| |
− | |-
| |
− | | [[Assassin's Creed Rogue]] || Direct3D 10+ || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Disable minimap in HUD options for depth buffer.
| |
− | |-
| |
− | | [[Assassin's Creed Syndicate]] || Direct3D 10+ || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Game uses a reversed logarithmic depth buffer.
| |
− | |-
| |
− | | [[Assassin's Creed Unity]] || Direct3D 10+ || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Game uses a reversed logarithmic depth buffer.
| |
− | |-
| |
− | | [[Assassin's Creed: Brotherhood]] || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Assassin's Creed: Revelations]] || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Depth buffer is missing some scene elements.
| |
− | |-
| |
− | | [[Assetto Corsa]] || Direct3D 11 || <span style="color: #10ab00; font-weight: bold;">Perfect</span> || Rename dxgi.dll to d3d11.dll.
| |
− | |-
| |
− | | [[Astebreed]] || Direct3D 9 || <span style="color: #bdc62f; font-weight: bold">Good</span> || No depth buffer access.
| |
− | |-
| |
− | | [[Avatar: The Game]] || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Avencast]] || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Avoid - Sensory Overload]] || OpenGL || <span style="color: #bdc62f; font-weight: bold">Good</span> || Partial depth buffer access?
| |
− | |-
| |
− | | [[Back to the Future: The Game]] || Direct3D 9 || <span style="color: #bdc62f; font-weight: bold">Good</span> || No depth buffer Access.
| |
− | |-
| |
− | | [[Ballance]] || Direct3D 8 || <span style="color: #10ab00; font-weight: bold">Perfect</span> || See [[#DirectX 8 games|DirectX 8 games]]. Game must run in window mode, see {{File|{{p|HKLM}}\SOFTWARE\Wow6432Node\ballance\Settings}}
| |
− | |-
| |
− | | [[Ballpoint Universe: Infinite]] || OpenGL || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Depth buffer is flipped.
| |
− | |-
| |
− | | [[Banished]] || Direct3D 10+ || <span style="color: #bdc62f; font-weight: bold">Good</span> || Only 64bit executable works.
| |
− | |-
| |
− | | [[Bardbarian]] || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Create a {{File|Direct3D 9.log}} in the game folder manually before starting!
| |
− | |-
| |
− | | [[Batman: Arkham Asylum]] || Direct3D 9 || <span style="color: #bdc62f; font-weight: bold">Good</span> || Enable {{Code|Copy depth buffers before clear operation}}
| |
− | |-
| |
− | | [[Batman: Arkham City]] || Direct3D 9/10+ || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Choose '''Direct3D 9''' during setup for best compatibility, even though game uses '''Direct3D 11'''.
| |
− | |-
| |
− | | [[Batman: Arkham Knight]] || Direct3D 10+ || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Batman: Arkham Origins]] || Direct3D 10+ || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Batman: Arkham Origins Blackgate]] || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[BattleBlock Theater]] || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Battlefield 2]] || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Battlefield 2142]] || Direct3D 9 || <span style="color: #bdc62f; font-weight: bold">Good</span> || No depth buffer access.
| |
− | |-
| |
− | | [[Battlefield 3]] || Direct3D 10+ || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Battlefield 4]] || Direct3D 10+ || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Battlefield Hardline]] (Beta) || Direct3D 10+ || <span style="color: #bdc62f; font-weight: bold">Good</span> || No depth buffer access.
| |
− | |-
| |
− | | [[Battlefield: Bad Company 2]] || Direct3D 9/10+ || <span style="color: #bdc62f; font-weight: bold">Good</span> || Depth buffer only shows FPS hands.
| |
− | |-
| |
− | | [[Bayonetta]] || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[BeamNG Drive]] || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Beast Boxing Turbo]] || OpenGL || <span style="color: #bdc62f; font-weight: bold">Good</span> || Depth buffer is empty.
| |
− | |-
| |
− | | [[Beatbuddy: Tale of the Guardians]] || OpenGL || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Depth buffer is flipped.
| |
− | |-
| |
− | | [[Bedlam (2015)|Bedlam]] || OpenGL || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Depth buffer is flipped.
| |
− | |-
| |
− | | [[Betrayer]] || Direct3D 9 || <span style="color: #bdc62f; font-weight: bold">Good</span> || No depth buffer access.
| |
− | |-
| |
− | | [[Beyond Good and Evil]] || Direct3D 9 || <span style="color: #bdc62f; font-weight: bold">Good</span> || No depth buffer access.
| |
− | |-
| |
− | | [[Binary Domain]] || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Bionic Commando]] || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[BioShock]] || Direct3D 10+ || <span style="color: #bdc62f; font-weight: bold">Good</span> || No depth buffer access.
| |
− | |-
| |
− | | [[BioShock 2]] || Direct3D 10+ || <span style="color: #bdc62f; font-weight: bold">Good</span> || No depth buffer access.
| |
− | |-
| |
− | | [[BioShock 2 Remastered]] || Direct3D 10+ || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[BioShock Infinite]] || Direct3D 9/10+ || <span style="color: #bdc62f; font-weight: bold">Good</span> || Depth buffer only displays your weapon
| |
− | |-
| |
− | | [[bit Dungeon II]] || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Create a {{File|Direct3D 9.log}} in the game folder manually before starting!
| |
− | |-
| |
− | | [[BIT.TRIP RUNNER]] || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Black Desert Online]] || Direct3D 10+ || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Black Future '88]] || Direct3D 11 || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Blackguards]] || OpenGL || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Depth buffer is flipped.
| |
− | |-
| |
− | | [[Blackguards 2]] || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Depth buffer is flipped.
| |
− | |-
| |
− | | [[Black Mesa]] || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> || No depth buffer on your weapon
| |
− | |-
| |
− | | [[Blades of Time]] || Direct3D 9 || <span style="color: #bdc62f; font-weight: bold">Good</span> || No depth buffer access.
| |
− | |-
| |
− | | [[Blasphemous]] || Direct3D 11 || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[BlazeRush]] || Direct3D 9 || <span style="color: #bdc62f; font-weight: bold">Good</span> || No depth buffer access.
| |
− | |-
| |
− | | [[Blitzkrieg 2: Fall Of The Reich]] || Direct3D 9 || <span style="color: #bdc62f; font-weight: bold">Good</span> ||
| |
− | |-
| |
− | | [[Blockland]] || OpenGL || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Blocks That Matter]] || OpenGL || <span style="color: #bdc62f; font-weight: bold">Good</span> || No depth buffer access. Put files into {{File|\bin\}}
| |
− | |-
| |
− | | [[Blood Knights]] || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Blood of the Werewolf]] || Direct3D 9 || <span style="color: #bdc62f; font-weight: bold">Good</span> || Depth buffer is empty.
| |
− | |-
| |
− | | [[Blood Omen 2: Legacy of Kain]] || Direct3D 8 || <span style="color: #10ab00; font-weight: bold">Perfect</span> || See [[#DirectX 8 games|DirectX 8 games]].
| |
− | |-
| |
− | | [[BloodRayne]] || Direct3D 8 || <span style="color: #10ab00; font-weight: bold">Perfect</span> || See [[#DirectX 8 games|DirectX 8 games]]. Select '''Direct3D 10+''' during installation.
| |
− | |-
| |
− | | [[BloodRayne 2]] || Direct3D 8 || <span style="color: #10ab00; font-weight: bold">Perfect</span> || See [[#DirectX 8 games|DirectX 8 games]].
| |
− | |-
| |
− | | [[Bluestacks]] (Android emulator) || Direct3D 9 || <span style="color: #bdc62f; font-weight: bold">Good</span> ||
| |
− | |-
| |
− | | [[Borderlands 2]] || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Borderlands: The Pre-Sequel]] || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Bound by Flame]] || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Brawlhalla]] || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Broken Age]] || OpenGL || <span style="color: #bdc62f; font-weight: bold">Good</span> || No depth buffer access.
| |
− | |-
| |
− | | [[Broken Sword 3: The Sleeping Dragon]] || Direct3D 8 || <span style="color: #10ab00; font-weight: bold">Perfect</span> || See [[#DirectX 8 games|DirectX 8 games]].
| |
− | |-
| |
− | | [[Brothers: A Tale of Two Sons]] || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Brütal Legend]] || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Bulletstorm]] || Direct3D 9 || <span style="color: #bdc62f; font-weight: bold">Good</span> || Depth buffer only shows FPS hands.
| |
− | |-
| |
− | | [[Bulletstorm: Full Clip Edition]] || Direct3D 10+ || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Burnout Paradise]] || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Call of Cthulhu: Dark Corners of the Earth]] || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Call of Duty]] || OpenGL || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Depth buffer access works with driver MSAA.
| |
− | |-
| |
− | | [[Call of Duty 2]] || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Need to fix the game executable with this tool (drag'n'drop {{File|CoD2SP_s.exe}} on it): [https://reshade.me/downloads/stack-size-fix.exe stack-size-fix.exe]
| |
− | |-
| |
− | | [[Call of Duty: Advanced Warfare]] || Direct3D 10+ || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Call of Duty: Black Ops]] || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Call of Duty: Black Ops II]] || Direct3D 10+ || <span style="color: #bdc62f; font-weight: bold">Good</span> || Partial depth buffer access.
| |
− | |-
| |
− | | [[Call of Duty: Ghosts]] || Direct3D 10+ || <span style="color: #bdc62f; font-weight: bold">Good</span> || Partial depth buffer access.
| |
− | |-
| |
− | | [[Call of Duty: Modern Warfare]] || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Call of Duty: Modern Warfare 2]] || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Call of Duty: Modern Warfare 3]] || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Depth buffer access works with in-game MSAA.
| |
− | |-
| |
− | | [[Call of Duty: World at War]] || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Call of Juarez: Bound in Blood]] || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Call of Juarez: Gunslinger]] || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Cars]] || Direct3D 9 || <span style="color: #bdc62f; font-weight: bold">Good</span> || Depth Buffer Access, but only in cutscenes.
| |
− | |-
| |
− | | [[Cars Mater-National Championship]] || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Castle Flipper]] || Direct3D 10+ || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Castle Crashers]] || Direct3D 9 || <span style="color: #bdc62f; font-weight: bold">Good</span> || No depth buffer access.
| |
− | |-
| |
− | | [[Castle of Illusion]] || Direct3D 9 || <span style="color: #bdc62f; font-weight: bold">Good</span> || No depth buffer access.
| |
− | |-
| |
− | | [[Castlevania: Lords of Shadow]] || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Castlevania: Lords of Shadow - Mirror of Fate HD]] || Direct3D 9 || <span style="color: #bdc62f; font-weight: bold">Good</span> || Depth buffer is empty.
| |
− | |-
| |
− | | [[Castlevania: Lords of Shadow 2]] || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Cat Goes Fishing]] || Direct3D 9 || <span style="color: #bdc62f; font-weight: bold">Good</span> || Depth buffer is empty.
| |
− | |-
| |
− | | [[Chaos Legion]] || Direct3D 8 || <span style="color: #bdc62f; font-weight: bold">Good</span> || See [[#DirectX 8 games|DirectX 8 games]]. Depth buffer is empty.
| |
− | |-
| |
− | | [[Chaos on Deponia]] || OpenGL || <span style="color: #bdc62f; font-weight: bold">Good</span> || No depth buffer access.
| |
− | |-
| |
− | | [[Chicken Little]] || Direct3D 8 || <span style="color: #10ab00; font-weight: bold">Perfect</span> || See [[#DirectX 8 games|DirectX 8 games]].
| |
− | |-
| |
− | | [[Chivalry: Medieval Warfare]] || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Choplifter HD]] || Direct3D 9 || <span style="color: #bdc62f; font-weight: bold">Good</span> || No depth buffer access.
| |
− | |-
| |
− | | [[Chrome]] || Direct3D 8 || <span style="color: #bdc62f; font-weight: bold">Good</span> || See [[#DirectX 8 games|DirectX 8 games]]. Partial depth buffer access.
| |
− | |-
| |
− | | [[Cities: Skylines]] || Direct3D 10+ || <span style="color: #bdc62f; font-weight: bold">Good</span> || Screen is black while game loads and during FMV, works normally ingame, no depth buffer access.
| |
− | |-
| |
− | | [[Clive Barker's Jericho]] || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Clive Barker's Undying]] || DirectDraw || <span style="color: #bdc62f; font-weight: bold">Good</span> || See [[#DirectDraw games|DirectDraw games]].
| |
− | |-
| |
− | | [[Comanche 4]] || Direct3D 8 || <span style="color: #10ab00; font-weight: bold">Perfect</span> || See [[#DirectX 8 games|DirectX 8 games]].
| |
− | |-
| |
− | | [[Combat Mission: Shock Force]] || OpenGL || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Command & Conquer: Generals]] || Direct3D 8 || <span style="color: #10ab00; font-weight: bold">Perfect</span> || See [[#DirectX 8 games|DirectX 8 games]].
| |
− | |-
| |
− | | [[Condemned: Criminal Origins]] || Direct3D 9 || <span style="color: #bdc62f; font-weight: bold">Good</span> || Depth buffer is empty in some areas of the game.
| |
− | |-
| |
− | | [[Contrast]] || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Costume Quest]] || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Costume Quest 2]] || Direct3D 9/10+ || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Crash Time 2]] || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Crashday]] || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Crazy Taxi]] || Direct3D 9 || <span style="color: #bdc62f; font-weight: bold">Good</span> || Depth buffer is empty.
| |
− | |-
| |
− | | [[CreaVures]] || OpenGL || <span style="color: #bdc62f; font-weight: bold">Good</span> || No depth buffer access.
| |
− | |-
| |
− | | [[Crimzon Clover: World Ignition]] || Direct3D 9 || <span style="color: #bdc62f; font-weight: bold">Good</span> || No depth buffer access.
| |
− | |-
| |
− | | [[Crossout]] || Direct3D 10+ || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Crysis]] || Direct3D 10+ || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Crysis 3]] || Direct3D 10+ || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Crysis Warhead]] || Direct3D 10+ || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Cube 2: Sauerbraten]] || OpenGL || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Cyberpunk 2077]] || Direct3D 10+ || <span style="color: #bdc62f; font-weight: bold">Good</span> || Depth buffer is really funky: sometimes glitchy, sometimes no access.
| |
− | |-
| |
− | | [[Dark]] || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Unable to toggle Shaders On/Off.
| |
− | |-
| |
− | | [[Dark Souls II]] || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Dark Souls: Prepare to Die Edition]] || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Dark Void Zero]] || Direct3D 9 || <span style="color: #bdc62f; font-weight: bold">Good</span> || Partial depth buffer access. Zoomed Out?
| |
− | |-
| |
− | | [[Darksiders]] || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Darksiders II]] || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Daylight]] || Direct3D 9 || <span style="color: #bdc62f; font-weight: bold">Good</span> || No depth buffer access.
| |
− | |-
| |
− | | [[Dead Effect]] || OpenGL || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Depth buffer is flipped.
| |
− | |-
| |
− | | [[Dead Island]] || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Dead Island: Epidemic]] || OpenGL || <span style="color: #bdc62f; font-weight: bold">Good</span> || Depth buffer only works in mainmenu, depth buffer is flipped.
| |
− | |-
| |
− | | [[Dead or Alive 5 Last Round]] || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Game uses a logarithmic depth buffer, disable SSAA for access.
| |
− | |-
| |
− | | [[Death Stranding]] || Direct3D 10+ || <span style="color: #bdc62f; font-weight: bold">Good</span> || Depth buffer reversed, A small amount of shaders don't work.
| |
− | |-
| |
− | | [[Dead Rising 3]] || Direct3D 10+ || <span style="color: #bdc62f; font-weight: bold">Good</span> || No depth buffer access.
| |
− | |-
| |
− | | [[Dead Rising Remastered]] || Direct3D 10+ || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Dead Space]] || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Dead Space 2]] || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Dead Space 3]] || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[DeadCore]] || OpenGL || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Depth buffer is flipped.
| |
− | |-
| |
− | | [[Deadfall Adventures]] || Direct3D 9 || <span style="color: #bdc62f; font-weight: bold">Good</span> || Depth buffer partially appears, DOF still works.
| |
− | |-
| |
− | | [[Deadlight]] || Direct3D 10+ || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Deadly Premonition]] || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Deadpool]] || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Dear Esther]] || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> || No depth buffer access. Put files into {{File|\Bin\}} folder. Disable MSAA and type {{Code|r_drawvgui 0}} into the console to disable the UI for depth buffer access to work.
| |
− | |-
| |
− | | [[Delver]] || OpenGL || <span style="color: #10ab00; font-weight: bold">Perfect</span> || By using javaw.exe in \jre-x64-windows\bin (replaced by minecraft THIRD PARTY)
| |
− | |-
| |
− | | [[Demonicon]] || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Depth Hunter 2: Deep Dive]] || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[DeSmuME X432R]] (Nintendo DS emulator) || Direct3D 9 || <span style="color: #bdc62f; font-weight: bold">Good</span> || No depth buffer access. Change display method to Direct3D.
| |
− | |-
| |
− | | [[Deus Ex]] || OpenGL || <span style="color: #bdc62f; font-weight: bold">Good</span> || Depth buffer only shows FPS hands in-game, cutscenes have full depth.
| |
− | |-
| |
− | | [[Deus Ex: Human Revolution - Director's Cut]] || Direct3D 9/10+ || <span style="color: #bdc62f; font-weight: bold">Good</span> || Partial depth buffer access.
| |
− | |-
| |
− | | [[Deus Ex: Invisible War]] || Direct3D 8 || <span style="color: #bdc62f; font-weight: bold">Good</span> || See [[#DirectX 8 games|DirectX 8 games]]. Depth buffer is empty.
| |
− | |-
| |
− | | [[Deus Ex: Mankind Divided]] || Direct3D 10+ || <span style="color: #bdc62f; font-weight: bold">Good</span> || Install ReShade as {{File|d3d11.dll}} and use Win7 compatibility mode. On Win7 use NVIDIA driver 376.33.
| |
− | |-
| |
− | | [[Devil May Cry]] || Direct3D 9 || <span style="color: #bdc62f; font-weight: bold">Good</span> || No depth buffer access.
| |
− | |-
| |
− | | [[Devil May Cry 3: Dante's Awakening]] (Special Edition) || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Devil May Cry 4]] || Direct3D 9/10+ || <span style="color: #bdc62f; font-weight: bold">Good</span> || No depth buffer access.
| |
− | |-
| |
− | | [[Diablo III]] || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[DiRT 3]] || Direct3D 10+ || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Trees are missing from depth buffer. Depth buffer does not work in local splitscreen mode.
| |
− | |-
| |
− | | [[DiRT Showdown]] || Direct3D 10+ || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Dirty Bomb]] || Direct3D 10+ || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Disciples III: Reincarnation]] || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Depth buffer sometimes flipped?
| |
− | |-
| |
− | | [[Dishonored]] || Direct3D 9 || <span style="color: #bdc62f; font-weight: bold">Good</span> || Depth buffer only contains player character.
| |
− | |-
| |
− | | [[Divinity II: The Dragon Knight Saga]] || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Disable ingame HDR to access depth buffer.
| |
− | |-
| |
− | | [[Divinity: Dragon Commander]] || Direct3D 9 || <span style="color: #bdc62f; font-weight: bold">Good</span> || No depth buffer access.
| |
− | |-
| |
− | | [[Divinity: Original Sin]] || Direct3D 9 || <span style="color: #bdc62f; font-weight: bold">Good</span> || No depth buffer access.
| |
− | |-
| |
− | | [[Dollar Dash]] || Direct3D 9 || <span style="color: #bdc62f; font-weight: bold">Good</span> || Depth buffer is empty.
| |
− | |-
| |
− | | [[Dolphin]] (GameCube/Wii emulator) || Direct3D 10+, OpenGL || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Depth buffer access works for some titles.
| |
− | |-
| |
− | | [[Don't Starve]] || Direct3D 9 || <span style="color: #bdc62f; font-weight: bold">Good</span> ||
| |
− | |-
| |
− | | [[Don't Starve Together]] || Direct3D 9 || <span style="color: #bdc62f; font-weight: bold">Good</span> ||
| |
− | |-
| |
− | | [[Doom (1993)]] (GZDoom) || OpenGL || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Doom (2016)]] || OpenGL, Vulkan || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Doom 3: BFG Edition]] || OpenGL || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Dota 2]] || Direct3D 9/10+ || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Double Dragon IV]] || Direct3D 10+ || <span style="color: #bdc62f; font-weight: bold">Good</span> || No depth buffer access.
| |
− | |-
| |
− | | [[Double Dragon Neon]] || Direct3D 9 || <span style="color: #bdc62f; font-weight: bold">Good</span> || No depth buffer access.
| |
− | |-
| |
− | | [[Double Dragon Trilogy]] || Direct3D 9 || <span style="color: #bdc62f; font-weight: bold">Good</span> || No depth buffer access.
| |
− | |-
| |
− | | [[Double Dragon Trilogy]] || Direct3D 9 || <span style="color: #bdc62f; font-weight: bold">Good</span> || No depth buffer access.
| |
− | |-
| |
− | | [[Dragon Age II]] || Direct3D 10+ || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Disable DOF for depth buffer access.
| |
− | |-
| |
− | | [[Dragon Age: Inquisition]] || Direct3D 10+ || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Dragon Age: Origins]] || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Dragon Ball Xenoverse]] || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Dragon Quest Heroes]] || Direct3D 10+ || <span style="color: #bdc62f; font-weight: bold">Good</span> || Gamma correction issues?
| |
− | |-
| |
− | | [[Dragon's Dogma: Dark Arisen]] || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Drakensang]] || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Driv3r]] || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Driver: Parallel Lines]] || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Disable MSAA for depth buffer access.
| |
− | |-
| |
− | | [[DuckTales: Remastered]] || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Depth buffer is missing character models.
| |
− | |-
| |
− | | [[Dungeon of the Endless]] || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Dungeon Siege II]] || Direct3D 9 || <span style="color: #bdc62f; font-weight: bold">Good</span> || Depth buffer access only in menu.
| |
− | |-
| |
− | | [[Dungeonland]] || OpenGL || <span style="color: #bdc62f; font-weight: bold">Good</span> || No depth buffer access.
| |
− | |-
| |
− | | [[Dungeons & Dragons HD]] || Direct3D 10+ || <span style="color: #bdc62f; font-weight: bold">Good</span> || Partial depth buffer access.
| |
− | |-
| |
− | | [[Dust: An Elysian Tail]] || Direct3D 9 || <span style="color: #bdc62f; font-weight: bold">Good</span> || Depth buffer is empty.
| |
− | |-
| |
− | | [[Dying Light]] || Direct3D 10+ || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Game uses a logarithmic depth buffer.
| |
− | |-
| |
− | | [[Dynamite Jack]] || OpenGL || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Dynasty Warriors 7 with Xtreme Legends]] || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Depth buffer cause glitches in splitscreen coop.
| |
− | |-
| |
− | | [[Dynasty Warriors 8: Xtreme Legends]] || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[E.Y.E: Divine Cybermancy]] || Direct3D 9 || <span style="color: #bdc62f; font-weight: bold">Good</span> || No depth buffer access. Put files into {{File|\bin\}}
| |
− | |-
| |
− | | [[Eador: Masters of the Broken World]] || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Earth & Beyond]] || Direct3D 8 || <span style="color: #10ab00; font-weight: bold">Perfect</span> || See [[#DirectX 8 games|DirectX 8 games]].
| |
− | |-
| |
− | | [[Eldritch]] || Direct3D 9 || <span style="color: #bdc62f; font-weight: bold">Good</span> || Depth buffer is empty.
| |
− | |-
| |
− | | [[Electronic Super Joy]] || OpenGL || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Electronic Super Joy: Groove City]] || OpenGl32 || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Enclave]] || Direct3D 8 || <span style="color: #10ab00; font-weight: bold">Perfect</span> || See [[#DirectX 8 games|DirectX 8 games]].
| |
− | |-
| |
− | | [[Enslaved: Odyssey to the West]] || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Epic Mickey 2: The Power of Two]] || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[ePSXe]] (PlayStation emulator) || OpenGL || <span style="color: #bdc62f; font-weight: bold">Good</span> || Use Pete's OpenGL 1.77.
| |
− | |-
| |
− | | [[Ethan: Meteor Hunter]] || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Etherborn]] || Direct3D 11 || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Depth buffer is flipped.
| |
− | |-
| |
− | | [[Ether Vapor Remaster]] || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Eufloria HD]] || OpenGL || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Everspace]] || Direct3D 11 || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Depth buffer is reversed. The correct exe and install path is found in EVERSPACE\RSG\Binaries\Win64 for the 64 client - the 32bit client is in EVERSPACE\RSG\Binaries\Win32.
| |
− | |-
| |
− | | [[Euro Truck Simulator 2]] || Direct3D 9, OpenGL || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Depth buffer is upside down in D3D9.
| |
− | |-
| |
− | | [[F.E.A.R.]] || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Disable AA and Enable Copy depth buffers before clear operation.
| |
− | |-
| |
− | | [[F.E.A.R. 2]] || Direct3D 9 || <span style="color: #bdc62f; font-weight: bold">Good</span> || No depth buffer access.
| |
− | |-
| |
− | | [[F.E.A.R. 3]] || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Fable Anniversary]] || Direct3D 9 || <span style="color: #bdc62f; font-weight: bold">Good</span> || Depth buffer is empty.
| |
− | |-
| |
− | | [[Fable III]] || Direct3D 9 || <span style="color: #bdc62f; font-weight: bold">Good</span> || Depth buffer flickers.
| |
− | |-
| |
− | | [[Fable: The Lost Chapters]] || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Fallout 2]] || Direct3D 9 || <span style="color: #bdc62f; font-weight: bold">Good</span> || Use [https://sourceforge.net/projects/sfall/ sFall] with graphics mode set to 4 or 5 for DirectX 9 support. In-game ReShade menu does not work correctly: the mouse cursor does not respond and neither do most keys. The printscreen key works sporadically, scroll and num lock keys always work. Setup ReShade for another game with the settings you want and then copy the generated preset to the game.
| |
− | |-
| |
− | | [[Fallout 3]] || Direct3D 9 || <span style="color: #bdc62f; font-weight: bold">Good</span> || No depth buffer access.
| |
− | |-
| |
− | | [[Fallout 4]] || Direct3D 10+ || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Fallout: New Vegas]] || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Depth buffer sometimes only shows FPS hands.
| |
− | |-
| |
− | | [[Fallout: Van Buren]] || Direct3D 8 || <span style="color: #bdc62f; font-weight: bold">Good</span> || See [[#DirectX 8 games|DirectX 8 games]], Poor depth buffer functionality.
| |
− | |-
| |
− | | [[Far Cry]] || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Depth buffer access only works properly with certain renderers.
| |
− | |-
| |
− | | [[Far Cry 2]] || Direct3D 9 || <span style="color: #bdc62f; font-weight: bold">Good</span> || Depth buffer is empty because game clears it before presenting.
| |
− | |-
| |
− | | [[Far Cry 3]] || Direct3D 9/10+ || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Run game in Dx9 mode for depth buffer access.
| |
− | |-
| |
− | | [[Far Cry 3: Blood Dragon]] || Direct3D 10+ || <span style="color: #bdc62f; font-weight: bold">Good</span> || Gamma correction problems.
| |
− | |-
| |
− | | [[Far Cry 4]] || Direct3D 10+ || <span style="color: #bdc62f; font-weight: bold">Good</span> || No depth buffer access.
| |
− | |-
| |
− | | [[Far Cry 5]] || Direct3D 10+ || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Set {{Code|1=RESHADE_DEPTH_INPUT_IS_REVERSED=1}} and {{Code|Copy depth before clearing}}
| |
− | |-
| |
− | | [[Farming Simulator 15]] || OpenGL || <span style="color: #bdc62f; font-weight: bold">Good</span> || Gamma correction problems.
| |
− | |-
| |
− | | [[Final Fantasy III]] || OpenGL || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Final Fantasy IV]] || OpenGL || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Final Fantasy VII]] || OpenGL || <span style="color: #bdc62f; font-weight: bold">Good</span> || No depth buffer access.
| |
− | |-
| |
− | | [[Final Fantasy VIII]] || OpenGL || <span style="color: #bdc62f; font-weight: bold">Good</span> || No depth buffer access.
| |
− | |-
| |
− | | [[Final Fantasy XIII]] || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Put files into {{File|\white_data\prog\win\bin\}}
| |
− | |-
| |
− | | [[Final Fantasy XIII-2]] || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Put files into {{File|\alba_data\prog\win\bin\}}
| |
− | |-
| |
− | | [[Final Fantasy XIV]] || Direct3D 9 || <span style="color: #bdc62f; font-weight: bold">Good</span> ||
| |
− | |-
| |
− | | [[Firewatch]] || Direct3D 10+ || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Depth buffer is flipped.
| |
− | |-
| |
− | | [[Fist of Awesome]] || OpenGL || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Fist of Jesus]] || OpenGL || <span style="color: #bdc62f; font-weight: bold">Good</span> || No depth buffer access.
| |
− | |-
| |
− | | [[FiveM]] || Direct3D 10+ || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Possible fixes:
| |
− | Put files into <code>{{p|localappdata}}\FiveM</code>. Rename dxgi.dll to d3d10_1.dll or d3d11.dll . Try launching FiveM through Steam. Disable the Steam overlay
| |
− | |-
| |
− | | [[FlatOut 2]] || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Flower]] || Direct3D 11 || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Ensure MSAA is disabled upon launching the game or else the depth buffer will flicker.<br/>This may require a relaunch, since the option to disable it is only available in the pause menu.
| |
− | |-
| |
− | | [[Freedom Force vs. The 3rd Reich]] || Direct3D 9 || <span style="color: #bdc62f; font-weight: bold">Good</span> || No depth buffer access.
| |
− | |-
| |
− | | [[Galaxy on Fire 2 Full HD]] || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Game of Thrones: A Telltale Games Series]] || Direct3D 9 || <span style="color: #bdc62f; font-weight: bold">Good</span> || Depth buffer is empty.
| |
− | |-
| |
− | | [[Gas Guzzlers Extreme]] || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Gas Guzzlers: Combat Carnage]] || Direct3D 10+ || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Gauntlet (2014)]] || Direct3D 10+ || <span style="color: #bdc62f; font-weight: bold">Good</span> || Partial depth buffer access.
| |
− | |-
| |
− | | [[Gears of War]] || Direct3D 10+ || <span style="color: #bdc62f; font-weight: bold">Good</span> ||
| |
− | |-
| |
− | | [[Gift]] || Direct3D 10+ || <span style="color: #ff0000; font-weight: bold">Broken</span> || Game refuses to startup. Even with DGVoodoo 2.
| |
− | |-
| |
− | | [[Gish]] || OpenGL || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Global Operations]] || Direct3D 8 || <span style="color: #10ab00; font-weight: bold">Perfect</span> || See [[#DirectX 8 games|DirectX 8 games]].
| |
− | |-
| |
− | | [[Goat Simulator]] || Direct3D 9 || <span style="color: #bdc62f; font-weight: bold">Good</span> || No depth buffer access.
| |
− | |-
| |
− | | [[Goodbye Deponia]] || OpenGL || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Google Earth]] || Direct3D 9/OpenGL || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Depth buffer flipped in D3D9. Put files into {{File|\alchemy\ogles2\}} or {{File|\alchemy\ogl\}}
| |
− | |-
| |
− | | [[Gothic 2]] || Direct3D 7 || <span style="color: #10ab00; font-weight: bold">Perfect</span> || See [[#DirectX 2-7 games|DirectX 2-7 games]] or use the DX11 mod.
| |
− | |-
| |
− | | [[Gothic 3]] || Direct3D 9 || <span style="color: #bdc62f; font-weight: bold">Good</span> || Some objects are not displayed in depth buffer.
| |
− | |-
| |
− | | [[Grand Theft Auto III]] || Direct3D 8 || <span style="color: #10ab00; font-weight: bold">Perfect</span> || See [[#DirectX 8 games|DirectX 8 games]].
| |
− | |-
| |
− | | [[Grand Theft Auto IV]] || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Grand Theft Auto V]] || Direct3D 10+ || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Game uses a reversed logarithmic depth buffer, so depth linearization algorithm needs to be adjusted in shaders.
| |
− | |-
| |
− | | [[Grand Theft Auto: Episodes from Liberty City]] || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Grand Theft Auto: San Andreas]] || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Grand Theft Auto: Vice City]] || Direct3D 8 || <span style="color: #10ab00; font-weight: bold">Perfect</span> || See [[#DirectX 8 games|DirectX 8 games]].
| |
− | |-
| |
− | | [[Gravity Badgers]] || OpenGL || <span style="color: #bdc62f; font-weight: bold">Good</span> || No depth buffer access.
| |
− | |-
| |
− | | [[Grey Goo]] || Direct3D 10+ || <span style="color: #bdc62f; font-weight: bold">Good</span> || No depth buffer access.
| |
− | |-
| |
− | | [[GRID 2]] || Direct3D 10+ || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Grim Dawn]] || Direct3D 10+ || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Grim Fandango Remastered]] || OpenGL || <span style="color: #bdc62f; font-weight: bold">Good</span> || No depth buffer access.
| |
− | |-
| |
− | |[[Geometry Dash]] || Direct3D9+ || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Slight Performance Issues
| |
− | |-.
| |
− | | [[Ground Branch]] || Direct3D 10+ || <span style="color: #bdc62f; font-weight: bold">Good</span> || No depth buffer access.
| |
− | |-
| |
− | | Guacamelee! Gold Edition || Direct3D 9 || <span style="color: #bdc62f; font-weight: bold">Good</span> || No depth buffer access.
| |
− | |-
| |
− | | [[Guild Wars]] || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Guild Wars 2]] || Direct3D 9 || <span style="color: #bdc62f; font-weight: bold">Good</span> || Depth buffer only works when standing still. Doesn't work with ingame SSAA. Put files into {{File|\bin\}}
| |
− | |-
| |
− | | [[Gun]] || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Gun Metal]] || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Gun Monkeys]] || OpenGL || <span style="color: #bdc62f; font-weight: bold">Good</span> || Depth buffer is empty.
| |
− | |-
| |
− | | [[GundeadliGne]] || Direct3D 9 || <span style="color: #bdc62f; font-weight: bold">Good</span> || No depth buffer access.
| |
− | |-
| |
− | | [[Gundemonium Recollection]] || Direct3D 9 || <span style="color: #bdc62f; font-weight: bold">Good</span> || No depth buffer access.
| |
− | |-
| |
− | | [[Half Life 2]] || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Halo: Combat Evolved]] || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Halo: Combat Evolved]] (Custom Edition v1.10) || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Halo 2]] || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Halo 3]] || Direct3D 11 || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Hammerwatch]] || OpenGL || <span style="color: #bdc62f; font-weight: bold">Good</span> || No depth buffer access.
| |
− | |-
| |
− | | [[Hard Reset]] || Direct3D 9 || <span style="color: #bdc62f; font-weight: bold">Good</span> || Must enable FSAA for depth buffer access.
| |
− | |-
| |
− | | [[Harry Potter and the Chamber of Secrets]] || DirectDraw || <span style="color: #10ab00; font-weight: bold">Perfect</span> || See [[#DirectDraw games|DirectDraw games]].
| |
− | |-
| |
− | | [[Hellblade: Senua's Sacrifice]] || Direct3D 11 || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Screenshots do not work because game uses a 10bit back buffer.
| |
− | |-
| |
− | | [[Hellgate: Global]] || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Hellgate: London]] (2007) || Direct3D 9/10+ || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Rename dxgi.dll to d3d10.dll in DX10 mode.
| |
− | |-
| |
− | | [[Hero Siege]] || Direct3D 9 || <span style="color: #bdc62f; font-weight: bold">Good</span> || Depth buffer is empty.
| |
− | |-
| |
− | | [[Heroes of Might and Magic III - HD Edition]] || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Heroine's Quest: The Herald of Ragnarok]] || OpenGL || <span style="color: #bdc62f; font-weight: bold">Good</span> || No depth buffer access.
| |
− | |-
| |
− | | [[Hitman 2]] (2018) || Direct3D 10+/12 || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Hitman 2: Silent Assassin]] || Direct3D 8 || <span style="color: #10ab00; font-weight: bold">Perfect</span> || See [[#DirectX 8 games|DirectX 8 games]].
| |
− | |-
| |
− | | [[Hitman 3: Contracts]] || Direct3D 8 || <span style="color: #bc7100; font-weight: bold">Major Issues</span> || See [[#DirectX 8 games|DirectX 8 games]]. Graphical glitches (black player models and worse).
| |
− | |-
| |
− | | [[Hitman: Blood Money]] || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Hitman: Codename 47]] || OpenGL || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Hitogata Happa]] || Direct3D 9 || <span style="color: #bdc62f; font-weight: bold">Good</span> || No depth buffer access.
| |
− | |-
| |
− | | [[Homefront]] || Direct3D 9/10+ || <span style="color: #bdc62f; font-weight: bold">Good</span> || No depth buffer access.
| |
− | |-
| |
− | | [[Homefront: The Revolution]] || Direct3D 10+ || <span style="color: #10ab00; font-weight: bold">Perfect</span> || 4K fix: Change desktop resolution to 4K before starting the game.
| |
− | |-
| |
− | | [[Homeworld Remastered Collection]] || OpenGL || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Put files into {{File|\Homeworld Remastered Collection\HomeworldRM\Bin\Release\}}
| |
− | |-
| |
− | | [[Hot Wheels Velocity X]] || Direct3D 8 || <span style="color: #bc7100; font-weight: bold">Major Issues</span> || See [[#DirectX 8 games|DirectX 8 games]], then add the following workaround for the texture issues to {{File|Reshade.ini}}: <br>
| |
− | <pre>[OPENGL]
| |
− | ReserveTextureNames=510
| |
− | </pre>
| |
− | |-
| |
− | | [[Hot Wheels World Race]] || Direct3D 8 || <span style="color: #10ab00; font-weight: bold">Perfect</span> || See [[#DirectX 8 games|DirectX 8 games]].
| |
− | |-
| |
− | | [[Hotline Miami]] || Direct3D 9 || <span style="color: #bdc62f; font-weight: bold">Good</span> || No depth buffer access.
| |
− | |-
| |
− | | [[How to Survive]] || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Humanity Asset]] || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Hydrophobia: Prophecy]] || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Alt+Tab crashes game.
| |
− | |-
| |
− | | [[Hyperdimension Neptunia Re;Birth 1]] || Direct3D 10+, OpenGL || <span style="color: #bdc62f; font-weight: bold">Good</span> || No depth buffer access.
| |
− | |-
| |
− | | [[I Am Vegend - Zombiegeddon]] || OpenGL || <span style="color: #bdc62f; font-weight: bold">Good</span> || No depth buffer access.
| |
− | |-
| |
− | | [[Icewind Dale: Enhanced Edition]] || OpenGL || <span style="color: #bdc62f; font-weight: bold">Good</span> || No depth buffer access.
| |
− | |-
| |
− | | [[Ikaruga]] || OpenGL || <span style="color: #bdc62f; font-weight: bold">Good</span> || No depth buffer access.
| |
− | |-
| |
− | | [[IL-2 Sturmovik: Cliffs of Dover]] || Direct3D 10+ || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Imagine Me]] || OpenGL || <span style="color: #bdc62f; font-weight: bold">Good</span> || No depth buffer access.
| |
− | |-
| |
− | | [[Insane 2]] || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Insurgency]] || Direct3D 9 || <span style="color: #bdc62f; font-weight: bold">Good</span> || No depth buffer access.
| |
− | |-
| |
− | | [[Ion Fury]] || OpenGL || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Iron Grip: Warlord]] || OpenGL || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Ittle Dew]] || OpenGL || <span style="color: #bdc62f; font-weight: bold">Good</span> || No depth buffer access.
| |
− | |-
| |
− | | [[Jack Lumber]] || OpenGL || <span style="color: #bdc62f; font-weight: bold">Good</span> || Depth buffer is empty.
| |
− | |-
| |
− | | [[Jade Empire]] || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Jagged Alliance: Back in Action]] || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Joe Danger]] || OpenGL || <span style="color: #bc7100; font-weight: bold">Major Issues</span> || ReShade is stuck in an infinite effect reloading loop.
| |
− | |-
| |
− | | [[Joe Danger 2: The Movie]] || OpenGL || <span style="color: #bc7100; font-weight: bold">Major Issues</span> || ReShade is stuck in an infinite effect reloading loop.
| |
− | |-
| |
− | | [[Joint Task Force]] || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Journey]] || Direct3D 11 || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Just Cause 2]] || Direct3D 10+ || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Just Cause 3]] || Direct3D 10+ || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Game uses a logarithmic depth buffer.
| |
− | |-
| |
− | | [[Katana Zero]] || Direct3D 10+ || <span style="color: #bdc62f; font-weight: bold">Good</span> || No depth buffer access.
| |
− | |-
| |
− | | [[Kerbal Space Program]] || Direct3D 10+ || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[KickBeat Steam Edition]] || Direct3D 10+ || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Depth buffer is flipped.
| |
− | |-
| |
− | | [[Kill the Bad Guy]] || OpenGL || <span style="color: #bdc62f; font-weight: bold">Good</span> || Depth buffer is empty.
| |
− | |-
| |
− | | [[Killer Is Dead]] || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Killing Floor]] || Direct3D 9, OpenGL || <span style="color: #bdc62f; font-weight: bold">Good</span> || Partial depth buffer access.
| |
− | |-
| |
− | | [[King's Bounty: Warriors of the North]] || Direct3D 9 || <span style="color: #bdc62f; font-weight: bold">Good</span> || Depth buffer is empty.
| |
− | |-
| |
− | | [[Kingdom Rush]] || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Kingdoms of Amalur: Reckoning]] || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Knights of Pen and Paper +1 Edition]] || OpenGL || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[L.A. Noire]] || Direct3D 10+ || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Layers of Fear]] || Direct3D 10+ || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Depth buffer is flipped.
| |
− | |-
| |
− | | [[Left 4 Dead 2]] || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Disable MSAA in options for depth buffer access.
| |
− | |-
| |
− | | [[Legacy of Kain: Defiance]] || Direct3D 8 || <span style="color: #bdc62f; font-weight: bold">Good</span> || See [[#DirectX 8 games|DirectX 8 games]]. Depth buffer is empty.
| |
− | |-
| |
− | | [[Legend of Grimrock]] || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Lego Batman 2: DC Super Heroes]] || Direct3D 9 || <span style="color: #bdc62f; font-weight: bold">Good</span> || Depth buffer is empty, some UI items are displayed.
| |
− | |-
| |
− | | [[Lego Batman: The Videogame]] || Direct3D 9 || <span style="color: #bdc62f; font-weight: bold">Good</span> || Depth buffer is empty, some UI items are displayed.
| |
− | |-
| |
− | | [[Lego City Undercover]] || Direct3D 10+ || <span style="color: #bdc62f; font-weight: bold">Good</span> || Depth buffer is empty, some UI items are displayed.
| |
− | |-
| |
− | | [[Lego Harry Potter: Years 1-4]] || Direct3D 9 || <span style="color: #bdc62f; font-weight: bold">Good</span> || Depth buffer is empty, some UI items are displayed.
| |
− | |-
| |
− | | [[Lego Harry Potter: Years 5-7]] || Direct3D 9 || <span style="color: #bdc62f; font-weight: bold">Good</span> || Depth buffer is empty, some UI items are displayed.
| |
− | |-
| |
− | | [[Lego Indiana Jones 2: The Adventure Continues]] || Direct3D 9 || <span style="color: #bdc62f; font-weight: bold">Good</span> || Depth buffer is empty, some UI items are displayed.
| |
− | |-
| |
− | | [[Lego Indiana Jones: The Original Adventures]] || Direct3D 9 || <span style="color: #bdc62f; font-weight: bold">Good</span> || Depth buffer is empty, some UI items are displayed.
| |
− | |-
| |
− | | [[Lego Marvel Super Heroes]] || Direct3D 9 || <span style="color: #bdc62f; font-weight: bold">Good</span> || Depth buffer is empty, some UI items are displayed.
| |
− | |-
| |
− | | [[Lego Star Wars III: The Clone Wars]] || Direct3D 9 || <span style="color: #bdc62f; font-weight: bold">Good</span> || Depth buffer is empty, some UI items are displayed.
| |
− | |-
| |
− | | [[Lego The Lord of the Rings]] || Direct3D 9 || <span style="color: #bdc62f; font-weight: bold">Good</span> || Depth buffer is empty, some UI items are displayed.
| |
− | |-
| |
− | | [[Life is Feudal]] || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Life Is Strange 2]] || Direct3D 11 || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Life Is Strange]] || Direct3D 9 || <span style="color: #bdc62f; font-weight: bold">Good</span> || Depth buffer is empty.
| |
− | |-
| |
− | | [[Lili: Child of Geos]] || Direct3D 9 || <span style="color: #bdc62f; font-weight: bold">Good</span> || Depth buffer in-game is empty but works in main menu.
| |
− | |-
| |
− | | [[Limbo]] || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
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− | |-
| |
− | | [[Lone Survivor]] || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Lords of the Fallen]] || Direct3D 10+ || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Lovely Planet]] || OpenGL || <span style="color: #bdc62f; font-weight: bold">Good</span> || No depth buffer access.
| |
− | |-
| |
− | | [[Lucius]] || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Luftrausers]] || OpenGL || <span style="color: #bdc62f; font-weight: bold">Good</span> || No depth buffer access.
| |
− | |-
| |
− | | [[Lunnye Devitsy]] || Direct3D 9 || <span style="color: #bdc62f; font-weight: bold">Good</span> || No depth buffer access.
| |
− | |-
| |
− | | [[Luxor Evolved]] || Direct3D 9 || <span style="color: #bdc62f; font-weight: bold">Good</span> || No depth buffer access.
| |
− | |-
| |
− | | [[M.U.G.E.N.]] v1.1a4 || OpenGL || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Mad Max]] || Direct3D 10+ || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Game uses a logarithmic depth buffer.
| |
− | |-
| |
− | | [[Mafia]] || Direct3D 8 || <span style="color: #10ab00; font-weight: bold">Perfect</span> || See [[#DirectX 8 games|DirectX 8 games]].
| |
− | |-
| |
− | | [[Mafia II]] || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Mafia III]] || Direct3D 10+ || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||
| |
− | |-
| |
− | | [[Magnetic By Nature]] || OpenGL || <span style="color: #bdc62f; font-weight: bold">Good</span> || No depth buffer access.
| |
− | |-
| |
| | [[Manhunt]] || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Works with ThirteenAG's widescreen fix. | | | [[Manhunt]] || Direct3D 9 || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Works with ThirteenAG's widescreen fix. |
| |- | | |- |