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Latest Version
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Operating System
Windows 7 / Windows 7 64 / Windows 8 / Windows 8 64 / Windows 10 / Windows 10 64 / Windows 11
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User Rating
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Author / Product
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Filename
ReShade_Setup_5.5.2.exe
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MD5 Checksum
ef883ad46bc841ac347645d747d9dfa6
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 5.5.2.
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.
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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:
Added:
- compile times for effects to log
- compile error when texture with a semantic is used as a render target or storage
- warning when input cannot be captured for window because it was created by a different process (e.g. in Portal with RTX)
- "copy_buffer_to_texture" event for OpenGL texture updates from a pixel unpack buffer binding
- format conversion for "VK_FORMAT_A8B8G8R8_[...]_PACK32"
Improved:
- CPU-side performance of effect rendering slightly
- error handling for filesystem errors
Changed:
- add-on list in overlay to hide file path for built-in add-on
- input handling to ignore raw input on secondary windows that are not input sinks
- error on choosing layered pixel format in OpenGL to a warning (this fixes a crash with Tomb1Main)
- shader model 5 implementation of "tex2Dgather" intrinsic overloads taking individual offsets to visually match GLSL/SPIR-V
Fixed:
- typo in D3D9On12 exports
- crash with D3D9On12 due to incorrect vertex count provided to "DrawIndexedPrimitive" (this fixes a crash in D3D9 games with 12th Gen Intel graphics processors)
- crash due to use-after-free in "vkFreeDescriptorSets"
- crash with Stream overlay and Vulkan validation layers due to dispatch pointer not being initialized for queues
- Thief: Deadly Shadows hanging and/or not exiting
- ReShade FX compiler not generating a cast to merged type for elements in array initializer expressions
- ReShade FX compiler emitting an error for "for" loop statements without an initializer expression
- unknown depth buffer format being shown for some depth buffers in Avorion
- insufficient initial data array passed to OpenGL "init_resource" and "create_resource" events for cubemaps
- hooking when multiple virtual function tables refer to the same hook function (e.g. in D3D9 games with Steam overlay)
- mismatching errors being shown in editor for generated code
- texture sampling of textures with a semantic in D3D9 applying incorrect pixel offsets
- warning about in-use depth-stencil resource being destroyed after effect runtime was already destroyed
Removed:
- Removed built-in FreePIE support and instead moved it into an add-on
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