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You could laso test either of these with the Use Fullscreen option a b it above that one. Though it might still be worth testing with the option ticked and see how that works. Render to Main Windows should be the option I'm thinking of, either it's changed or I'm not remembering it right because as I thought it worked Dolphin renders in the same window as the rest of the emulator and what I was thinking of was having it spawn a separate window to render into as the game is started and this then re-initializes the graphics API of choice and loads ReShade's. (Which one you'll ultimately want will entirely depend on performance and features plus of course any visual glitches, I prefer D3D over OGL but I am on a AMD GPU so that means OGL is slower than on a NVIDIA GPU thus Vulkan or D3D being used instead.) However OpenGL is also OK, OpenG元2.dll is what you'd name the ReShade64.dll file into if this API is used. Now I prefer low-level API usage so that's generally Vulkan but since we're trying to get ReShade working the first is to ensure Direct 3D 11 is selected here since that's what we'll try using for ReShade. Once started the Options drop-down menu and then Graphics Options is where we'll start. If possible latest compiled version from here for the emulator itself: en./download/ I would use D3D11 / DirectX 11 and have ReShade64.dll named as DXGI.dll in the main Dolphin folder together with Dolphin.exe Sorry about that, I haven't used Dolphin much myself lately and some of the layout has probably changed.
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