Black Myth: Wukong, Unreal 5.0: injection works, ReShade render depth does not
Goal was a Minecraft × GTA V style passthrough: run Minecraft beside Black Myth: Wukong and composite its frame into Wukong's. **The load-bearing negative result: ReShade 6.8.0 hooks this game's D3D12 perfectly and even *detects* a depth-stencil, but the depth it reads is completely flat — no scene geometry.** So depth-correct compositing is not…
8 gotchas recorded
- um win ps crashes on a Chinese-locale Windows.
- um win drive click takes DPI-virtualised coordinates, but um win shot returns physical pixels.
- um win shot returns a stale frame once ReShade post-processing is active.
- um kb new --root wants the knowledge/ directory, not the repo root.
- ReShade 6.8.0 has no RESHADE_VERBOSE_LOG.
- ReShade's Chinese UI translates Add-ons as 「插件」, not 「附加」.
- DisplayDepth.fx is a configuration aid, not a depth viewer.
- Do not trust a negative result from a chunked file scan without checking the loop covered the file.