Reshade is a post-processing injector that allows you to change the way the game looks. I've personally used it for CoH2 for years and now updated it for CoH3, taking into account feedback of people who used it. It aims to make the best of the current visuals.
Preview
1 - https://sfx.thelazy.net/games/screenshot/88754/
2 - https://i.ibb.co/1mhBQ1S/awdawdaw.png (pre-alpha vs release vs release with Reshade)
Downloading the configuration
1. Install my latest config here: https://drive.google.com/file/d/1HhfzfhubfWHJn1bm7jcBqRiSYlUfyqO8/view?usp=sharing
2. Ideally you want to put this file in your CoH3 installation folder, but any folder where you won't accidentally delete it is fine.
Installing Reshade (see below if you've done this before)
Make sure CoH3 is closed during the installation.
3. Go to https://reshade.me and download the latest version without add-on support.
4. After downloading, run the setup.
5. Select the CoH3 executable, it should automatically show up as RelicCoH3.exe, hit next.
6. Press DirectX 10/11/12 for API, hit next.
7. Select the config file you've downloaded when it asks for it, this will automatically make it install all required effects. You can then hit next until the installation is done.
Reshade should now be working for CoH3. If you run CoH3, you should see text appearing in the top left about it compiling the effects. To make the text disappear after first installing Reshade, you can open the in-game Reshade menu by clicking the default key "home" and skipping the tutorial.
This preset only uses essential effects, but you can expect some performance impact if you're CPU limited.
Updating config
Download the Reshade setup and the new config file, run the setup and select CoH3, choose "modify installation" (not "update installation"), select the new config, then keep hitting next till the installation is done. The steps are similar to above. Explanation: I often change which effects I use, so if you would load the file normally, you might be missing certain effects.
Troubleshooting
If you don't see RelicCoH3.exe when running the Reshade installation, you either have to wait a while until the setup can find it, or manually browse for it by going to your CoH3 installation folder. (By default: Program Files (x86)\Steam\steamapps\common\Company of Heroes 3\RelicCoH3.exe)
If you don't have a "home" key on your keyboard, I would advice Googling how to change this in the Reshade settings file. You can find this file in your CoH3 installation folder.
If something went wrong during the installation, you can rerun the setup and select modify to try again.
Profile of JibberJabberJobber
General Information
Broadcast: https://www.twitch.tv/jibberjabberjobber
Steam: 76561198090318538
Nationality: Netherlands
Timezone: Europe/Amsterdam
Broadcast: https://www.twitch.tv/jibberjabberjobber
Steam: 76561198090318538
Nationality: Netherlands
Timezone: Europe/Amsterdam
Signature
Post History of JibberJabberJobber
Thread: Mini guide: Reshade for CoH32 Mar 2023, 16:17 PM
In: COH3 Central |
Thread: Churchill Command Vehicle accuracy12 Feb 2023, 09:49 AM
Nope, for Churchill it only affects the cannon, for Crocodile it only affects the flamethrower. Would not recommend it on the regular Churchill though, get it on a (late) AEC, Centaur or Croc. In: UKF Strategies |
Thread: CoH3 trailer28 Aug 2022, 15:56 PM
If you truly want COH3 to succeed more than anyone then you would not solely post negative shit. Someone who wants COH3 to succeed would write constructive posts. I really despise your (and Rosbone's) negativity. All your posts are the same and are honestly ruining this forum experience for me. At the moment this forum is dead to me because of it ... bye. My advice to you: https://chrome.google.com/webstore/detail/company-of-farts/kjnpeggobfjeljakmfndnnpbjdllcohb In: COH3 Central |
Thread: [CoH 1][Tournament][1v1] Final Battle31 May 2022, 12:08 PM
Will be cool to see some coh1 action again, but the discord invite link is shown as invalid for me. In: News |
Thread: For coh3, why not be a bit esporty16 Apr 2022, 09:01 AM
I wouldn't mind exploitable gaps in base defenses, akin to Sturzdorf in CoH1, as long as they're intentionally designed and balanced that way. Base inspections were a solid option in CoH1 but really took a backseat in CoH2, with harder to kill buildings, no off-maps in HQ sectors (that one is fine being left out imo) and in some cases completely exaggerated base defenses (looking at you, okw and usf). It served its purpose in CoH1 mainly as a tool to quickly finish off weaker opponents and also as a way to break up the conventional 3 VP grind. In: COH3 Central |
Thread: coh2 anomaly 16 Feb 2022, 23:32 PM
It has longer recharge, but it's worth noting the SU-76 barrage has more range and faster reload and that unlike the zis, veterancy bonuses apply to the barrage, meaning it gets better damage than zis barrage on top of further improved reload eventually. Actually even SU-76 reload bulletins work for it, but it's questionable to equip those. In: COH2 Balance |
Thread: Von's ToM SignUps23 Jan 2022, 18:24 PM
Jibber 76561198090318538 Netherlands Ah shit, here we go again In: Events Central |
Thread: Danish cowman taken to the ranch for an udder inspection21 Dec 2021, 19:22 PM
In: Replays |
Thread: CoH3 Feedback by Jibber and GiaA12 Dec 2021, 11:43 AM
I get your view. Baseline is that with halftracks, a player makes the deliberate choice to help increase the staying power of his units on the field, at which point auto reinforce becomes less of a QoL thing and starts impacting balance. Balancing it in other ways could be fine as well, like increasing reinforce times outside of HQ or reducing reinforcement radius (so it’s easier to force away). Right now in CoH2, halftracks range from being very cumbersome in 1v1 to being very dominant in 4v4. Keeping the ease of use, but adding some drawbacks might help smoothen this difference.
I do have a vague memory of it being a thing in CoH1, but pretty sure it's not in CoH2, or at least it's so mute as to be unusable. You can hear things like mines being planted and flags being raised though, and I think some units have some setup noise like Raketen. In: COH3 Central |
Thread: CoH3 Feedback by Jibber and GiaA8 Dec 2021, 03:46 AM
From what I got playing USF and Wehr - USF was much-MUCH more finished then the Wehr imo. True, USF has clearly been the main priority thus far. Like for instance this whole idea behind Luft\PG tiers is cool, but luft was wastly infirrior to PGs in pretty much every single scenario, it was playable but totaly infirrior. True, but while giving the tiers similar strength may be more difficult to balance, it will ultimately lead to more varied gameplay, as opposed to the linear tiering we're used to from CoH2 Ostheer. It's not setup like CoH1 either, so the ambition is commendable. I don't think the changes have to be massive to make it work. Upgrading T1\T2 is also badly thought out, because you was able to get stug\wilberwind at 8 minute mark if you rush it. Pretty much at the time USF got access to LVs. It's mostly just a cost / counter thing. I didn't see such super early timings outside the 3 CP Wirbel call-in. There's also more counters available like the Chaffee, so it can work. So idk, for me Alpha just shown some working and not so much concepts, but I think it was rolled out way to early. Because, as I was saying, it felt like wehr was just quickly made up into its MP version from SP, while USF was more or less in a finished state. Well, information given could've been better in that regard. They probably did an approach similar to what they're used to with their closed dev group, but on this scale it could lead to a lot of obvious feedback. On the other hand, such obvious feedback might show them what to prioritize next. I personally felt there was a sufficient amount of things to talk about, and I've read a lot of good feedback, so I'm glad we've been given the opportunity to give input and have some ensurance of how the game is developing at such an early stage. In: COH3 Central |
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