I don't know if there's anything to be done about this besides documenting it, but it appears ShaderGlass in fullscreen output doesn't play nicely with Radeon Enhanced Sync on AMD GPUs. Activating both causes ShaderGlass's framerate to skyrocket to 400-600 fps, which in turn makes the desktop lag and can even crash the graphics driver. Once the problem starts, it also appears to persist until the user logs out and back in again. Closing ShaderGlass "fixes" the lag, but it returns when the user relaunches ShaderGlass; and also the lag then occurs whether ShaderGlass is in fullscreen mode or not.
I've found two workarounds so far. The easiest, and probably safest, is to simply disable Enhanced Sync beforehand; so the issue never arises in the first place. Alternatively, the user can set a framerate limit in the AMD Software and externally limit ShaderGlass's polling rate.
I tested this on ShaderGlass v0.7, with ReShade 5.5.1 installed to it. I would test it without ReShade installed to confirm that it's not ReShade's fault, but... frankly I'm tired of restarting my machine tonight.
Thanks for the report, unfortunately I don't have the hardware to reproduce this. ShaderGlass relies on Windows Capture API to set the framerate so something must be conflicting over there.
I don't know if there's anything to be done about this besides documenting it, but it appears ShaderGlass in fullscreen output doesn't play nicely with Radeon Enhanced Sync on AMD GPUs. Activating both causes ShaderGlass's framerate to skyrocket to 400-600 fps, which in turn makes the desktop lag and can even crash the graphics driver. Once the problem starts, it also appears to persist until the user logs out and back in again. Closing ShaderGlass "fixes" the lag, but it returns when the user relaunches ShaderGlass; and also the lag then occurs whether ShaderGlass is in fullscreen mode or not.
I've found two workarounds so far. The easiest, and probably safest, is to simply disable Enhanced Sync beforehand; so the issue never arises in the first place. Alternatively, the user can set a framerate limit in the AMD Software and externally limit ShaderGlass's polling rate.
I tested this on ShaderGlass v0.7, with ReShade 5.5.1 installed to it. I would test it without ReShade installed to confirm that it's not ReShade's fault, but... frankly I'm tired of restarting my machine tonight.