MediaCoder 歷史版本列表
MediaCoder 是自 2005 年以來積極開發和維護的通用媒體轉碼軟件。它將最先進的音頻 / 視頻技術集成到開箱即用的轉碼解決方案中,提供豐富的可調參數集,讓您可以全面掌控轉碼。新功能和最新編解碼器每週添加或更新,免費! MediaCoder 可能不是最簡單的,但是這裡最重要的是質量和性能,一旦你掌握了它,它將成為你的瑞士軍刀進行媒體代碼轉換。 52 Build 5920(64 位) MediaCoder 軟體介紹MediaCoder (32-bit)MediaCoder (64-bit)
更新時間:2022-10-13
更新細節:
What's new in this version:
- Built with Visual Studio 2022
- Updated x265 3.5 (AVX2)
- Updated x264 159.2991 (AVX2)
- Updated FFmpeg 5.1.2
- MKVToolnix 71.1.0
- MediaInfo 22.09
更新時間:2021-01-10
更新細節:
What's new in this version:
- Updated FFmpeg
- Removed OpenCL info display
更新時間:2021-01-10
更新細節:
What's new in this version:
- Updated FFmpeg
- Removed OpenCL info display
更新時間:2021-01-10
更新細節:
更新時間:2021-01-10
更新細節:
What's new in this version:
- Changed the recommended "optimal" congestion control algorithm from CTCP to CUBIC for newer Windows 10 and Server 2019 builds. CUBIC works slightly better for pure throughput, CTCP may work slightly better for VoIP and gaming in combination with ECN and lossy connections.
更新時間:2021-01-04
更新細節:
What's new in this version:
- Compiled effects are now cached to disk, so that subsequent loads can use the cached data to speed up loading significantly. By default the cache is stored in %TEMP%, so that it can be shared across all ReShade installations. To override the location, change the "IntermediateCachePath" option under "[GENERAL]" in ReShade.ini . There is a new button on the Settings tab to clear the cache (sometimes necessary to ensure changes to effect files are applied).
- Improved HLSL and GLSL loop code generation for simple condition expressions
- Improved general frame update performance slightly
- Changed editor window to support opening multiple tabs pointing to different files
- Changed logging to use Win32 API directly (to allow multiple editors to open the log simultaneously)
- Changed texture pooling to not share textures within the same effect file
- Renamed screenshot config section to "SCREENSHOT" instead of "SCREENSHOTS" (setup tool will update your config automatically)
- Renamed depth buffer detection related config options to all reside within a "DEPTH" section instead of separate "D3D9/10/11/12/OPENGL/VULKAN" sections
- Renamed all references to "shaders" to "effects"
- Cleaned up punctuation in log messages
Added:
- effect caching
- support for D3D12on7 (ReShade now works in Cyberpunk 2077 on Windows 7)
- depth buffer copy before clear in OpenGL (depth buffer detection now works in Minecraft)
- ReShade FX support for rectangular matrices and integer matrix multiplication
- error to log when trying to capture screenshot for 16-bit back buffer (which is not supported)
- option to move all techniques from an effect file simultaneously in the UI technique list by pressing the shift key
- text logging for some common back buffer formats
- debug names to D3D11 and D3D12 objects in release builds to simplify debugging with the debug layers
- option to filter application list in setup tool using custom search terms (start typing into the text box at the bottom of the application list to filter it)
- warning message box to setup tool when enabling global Vulkan layer
Fixed:
- local network traffic (on localhost) counting towards the network detection heuristic
- This means that depth buffer detection is no longer blocked in games that run local servers in single player, like in Minecraft
- mouse cursor being locked in a small portion of the screen in some games
- corrupted depth data in D3D12 apps (e.g. Cyberpunk 2077)
- ReShade not showing up in D3D9 apps that do not have an override window set for presentation (e.g. MPC-HC)
- progress bar for compiling effects not actually showing any progress
- enabling an effect not auto-selecting the relevant tab in the variable list if the tab UI is used instead of the tree UI
- disabling "Load only enabled effects" option not reloading skipped effects
- potential crash when an INI file is loaded while effects are still being loaded
- OpenGL context creation using incorrect profile flags when game is using OpenGL 3.0 or 3.1
- OpenGL compatibility flag not being set in some cases for legacy contexts
- global app config options being read from wrong section in DXGI
- D3D11 texture description not being overwritten for "ID3D11Device3::CreateTexture2D1" calls
- "vkDestroyDevice" hook not being called
- hook error logged on Windows 7 when "CreateDXGIFactory2" is called
- it being possible to move variable editor splitter outside window area
- preprocessor hanging when encountering macro with an unterminated argument list
- duplicate sample and storage references in effect passes
- crash if an invalid sampler or storage is referenced in effect pass
- setup tool exception when extracting repository without a dedicated "Textures" directory
更新時間:2020-10-31
更新細節:
更新時間:2020-08-28
更新細節:
What's new in this version:
- Added “Move to Top” in file list menu
- Added level list on x265 tab
- x265 3.4+2
更新時間:2020-08-28
更新細節:
更新時間:2020-08-28
更新細節:
What's new in this version:
- Introduced vault names
- Fixed regression, mounting vaults with spaces and special characters work again on macOS