This page was last updated on 02 February 2023, 4:51PM
Changelogs
Version 10.1.1
Fix some issues with POM (blobs, disappearing objects)
Allow MSAA to works along Refraction shader on non Nvidia GPUs (game was disabling refractions when iMultisample >= 2 and AMD/Intel gpus )
Allow TESR_WaterReflectionMapBuffer to be bound to a shader (water reflection texture)
Version 10.1.0
Made Fog Skip Pass Configurable
Fixed bleached out color in Skip Fog Pass Enabled
Fix a regression where the WaterHeightMap become unusable when Lava
Fix a regression where shaders using the WaterHeightMap weren't working properly if activated after initial load
Fixed excessive brightness and oily looking surfaces in POM shaders
POM objects doesn't loose the light reflection in the distance (PAR2000.vso/.pso tandem)
Fixed Shadows disappearing when using a torch in exterior on POM objects.
Add a couple of shaders for shadows
Fixed a crash when loading a save game when a torch is equipped
Restored binding of INTZ depth buffer format on Nvidia (INTZ are used by injectors)
Version 10.0.2
Removed Fog Pass Skip, restore the proper Fog behaviour of the game.
Added 2 missing shaders for shadows
Fix an issue when loading a save with a torch attached was crashing the game. (Equipment Mode)
Version 10.0.1
Fix for Crash in certain interior to exterior transitions (first transition of the game when the transition is made by scripts) with culling activated. (Introduced in OR 9.0 Occlusion mode)
Set properly certain INI settings when OR Water are enabled. Should fix issues people were experiencing.
Properly use the new settings for culling (were linked to an OC setting)
Add options to enable and disable shadows for exteriors and interiors
Version 10.0
More robust shader parser. Now it's possible to define samplers on include file.
Made sampler and sampler1d bindable
Fixed NightEye enabling/disabling from In game menu
Fixed an issue with HeightMap binding that could cause crashes and memory corruption
Made CameraMode optional again
MSAA is optional again too (broken refraction in chamaleon effects when MSAA was active)
Reference with refraction doesn't cast shadows anymore.
CameraMode, EquipmentMode, OcclusionCulling MountedCombat disabled by default
Fixed Spurious triggering of waterlens on some interior->exterior transitions
Fixed ghost hands for RESZ path for depth buffer binding on DXVK/WineD3D
Post Processing Effects are now rendered after the HDR but before other vanilla screenspace shaders. This fix some glitch with hit and other similar effects