-  Latest Version 
-  Operating System Windows 7 / Windows 7 64 / Windows 8 / Windows 8 64 / Windows 10 / Windows 10 64 / Windows 11 
-  User Rating Click to vote
-  Author / Product 
-  Filename ReShade_Setup_5.5.0.exe 
-  MD5 Checksum c2b28152b26b3cb88bb1710ad14bab7f 
Sometimes latest versions of the software can cause issues when installed on older devices or devices running an older version of the operating system.
Software makers usually fix these issues but it can take them some time. What you can do in the meantime is to download and install an older version of ReShade 5.5.0.
For those interested in downloading the most recent release of ReShade or reading our review, simply click here.
All old versions distributed on our website are completely virus-free and available for download at no cost.
We would love to hear from you
If you have any questions or ideas that you want to share with us - head over to our Contact page and let us know. We value your feedback!
What's new in this version:
Features:
- Added support for navigating the overlay using a XBox controller (to open/close press left + right shoulder buttons and the start button simultaneously)
- This is only active when "[INPUT] GamepadNavigation=1" is set in ReShade.ini!
- Controls are as follows: www.dearimgui.org/controls_sheets/imgui%...%20v6%20-%20Xbox.png
Fixed:
- hooking in Evoland and other D3D10/11 games on Windows 7
- crash with DXVK 2.0 (or other Vulkan games using the "VK_EXT_graphics_pipeline_library" extension)
- crash on startup in Toontown Rewritten
- tree and cloud rendering artifacts in Minecraft
- bad performance while the "Add-ons" window in the overlay is visible
- ReShade rendering applied multiple times to the same frame in games using "D3DPRESENT_DONOTWAIT" or "DXGI_PRESENT_DO_NOT_WAIT" present flag
- modifying resource description in "create_resource" event having no effect in D3D10/11
- "swapchain::get_current_back_buffer_index()" result being out of date in "present" event in D3D12/Vulkan
- "command_list::copy_texture_region" not always performing blitting in Vulkan when texture dimensions do not match
- "effect_runtime::get_texture_binding" not working for textures with a semantic
- crash in Vulkan when destroying shared resource
- crash when binding nullptr constant buffer in D3D11
- nullptr descriptor heap being bound sometimes after D3D12 mipmap generation
- format conversion for formats from "GL_NV_depth_buffer_float" OpenGL extension and "GL_ALPHA", "GL_LUMINANCE", "GL_INTENSITY" and "GL_LUMINANCE_ALPHA"
Miscellaneous:
- Added "vkAcquireNextImageKHR" hook to update back buffer index in Vulkan
- Added support for imgui command user callbacks
- Added support for "command_list::copy_buffer_to_texture()" from buffer resource to back buffer in OpenGL (compatibility OpenGL contexts only)
- Added support for push descriptors with multiple descriptor ranges (see "pipeline_layout_param_type::push_descriptors_ranges")
- Added support for creating multisampled textures in OpenGL
- Added "bind_*" events for D3D10/11/12 "ClearState" command
- Added "push_descriptors" event for "ID3D12GraphicsCommandList::Set(Compute/Graphics)Root(ShaderResource/UnorderedAccess)View"
- Added "bind_descriptor_sets" event for "ID3D12GraphicsCommandList::Set(Compute/Graphics)RootSignature"
- Improved D3D12/Vulkan barrier access to "resource_usage" enum conversion
- Changed preset saving to skip "TechniqueSorting" key when it is equivalent to the "Techniques" key
- Removed automatic D3D12 descriptor state backup and restore in "render_effects" and "render_technique" (this is better done properly inside add-ons using these)
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