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Games that quit the moment ReShade loads (Metal Gear Solid V: the game
creates its D3D11 device and exits a second later, no crash, no message,
add-ons or not) now run through DXVK: dxgi.dll + d3d11.dll become
a D3D11-to-Vulkan layer, ReShade loads as a Vulkan layer outside the game,
and the feeder's Vulkan transport builds the DLAA contract. Verified on
MGS V. Known games get it automatically; any D3D11 game can take the path
with the new checkbox on the install page or --dxvk. DX9 games can opt
in too (DXVK translates D3D9 as well) as an alternative to dgVoodoo2 -
experimental; a 32-bit game gets ReShade's 32-bit Vulkan layer registered
alongside the 64-bit one.
Alt-tab warning on that path. In exclusive fullscreen, leaving the game
re-creates the swap chain and the DLSS feature with it, and that second
creation crashes the game on the Vulkan transport. Set the game to
borderless / windowed first, then enable neural rendering. The in-game
checklist says so.
A second ReShade under another name (d3d11.dll beside dxgi.dll)
stopped games from starting - ReShade aborts the second copy, and MGS V
never got as far as a swap chain. Installing now moves any stray ReShade
copy out of the way, and an uninstall without a record finds ReShade under
every name it can load as (a game's own d3d11.dll is left alone).
Your ReShade settings travel. Key bindings, the overlay's tutorial
state, fps counter and theme are carried over from the last game you set
up, so a fresh install no longer starts from scratch. Nothing you set for
a game is overruled.
Feeder 0.10.0 pre-releases ship one zip instead of loose files; the
pre-release option works again and the checkbox now says what changes
(DLSS 5 add-on 4.7, alt-tab fixes on the D3D11 path, no settings tab -
preset and work area are set on the install page).
The work-area slider is impossible to miss now: amber handle at rest, a
dark-amber track, bright value.
Step counter no longer overshoots ("10/9") when DXVK is a step.