How did you get the RBM shader working without having those disastrous black lines and dots everywhere? Or has it been fixed in the updated github shaders?
I have not tried RBM with any other game but I did not encounter black lines and dots in Dead Space using the ReShade version you download from the frontpage of ReShade.me.
Maybe Dead Space is not as problematic with RBM or maybe they have fixed it. I certainly didn't do anything specifically to counter those artefacts. I may have unknowingly, if that's even possible, but I'm not sure what it was in that case. I only remember putting RBM before dof in the effect order list as it was drawing reflections over the blurred image, which looked wrong. Did this halfway through the game so I have a few screenshots with these artefacts, not sure if this could have anything to do with it though.
EDIT:
Could you test it with another game using the same settings as in Dead Space and see if any black dots appear? Rather strange if RBM is bound to DoF in some way. Would really appreciate if you'd upload those settings so I could test it out myself too.
...
If you want to give it a go
Dropbox Link
Some thing that may or may not be helpful (if it's not working on your end):
DOF toggle is on "Pos1"
RBM toggle is on "Numpad1"
SSAO toggle is on "Numpad0"
Rest is on "End"
Everything in Dead Space advanced graphics options is disabled except for shader and shadow quality which are set to max and decals is on (I don't even know what that does lol) and I'm playing at 1440p and the game framelimited to 30fps via Nvidia Inspector (I think, hope I'm not misremembering things) and I think I set AF to 16 there too. I'm playing with Widescreenfixer for more fov or for a more zoomed out camera perspective, I doubt that has any effect on RBM though.
EDIT2:
Just tested with Crysis 3 and didn't notice any black lines or dots but after disabling all other shaders except RBM the artifacts became visible again. For some reason all of them appear a lot further away in the distance, probably why they're not visible in Dead Space + count in all the DoF, FXAA and filmgrain to hide the artifacts. You have somehow magically managed to push back the threshold of how close the artifacts actually appear in screen space which is very good for screenshots
Hm, maybe it's the nearblur curve, I set that to 1000 so nothing gets blurred directly in front of the camera, combined with 0.5/0.5 focus point that pushes the dof out of the foreground, I don't know.
I also set fade out for SSAO close to the camera so it does not draw over fog (or as close as it gets withouth losing it's effectiveness, I really have no idea what it could be otherwise.
(Wait, maybe it's the dof fix from the discussion on Midhras flickr... I'm actually not sure I used that, I definitely used the SSAO fix though)