SweetFX Shader Suite release and discussion thread #3

Discussion in 'Games, Gaming & Game-demos' started by CeeJay.dk, Mar 18, 2013.

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  1. ninjafada

    ninjafada Guest

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    i'm searching for a image viewer using dx so i can use sweetfx with it and test so things on screenshots w/o the game
    i found one but can't on/off or reload and crash a lot
    and i'm a little lazy to make it today :p
     
  2. Marcel

    Marcel Guest

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    Dishonored 1.4

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  3. CeeJay.dk

    CeeJay.dk Guest

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    That sounds really useful, let us know if you find a good one.
     
  4. CeeJay.dk

    CeeJay.dk Guest

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    If you're a redditor then I've have just announced the new version in /r/games/ , where I'm also taking questions.
     

  5. Elite Bushido™

    Elite Bushido™ Maha Guru

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    do old configs work with 1.4?
     
  6. Gramps

    Gramps Guest

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    I guess so Bushido; just enable the same shaders, and manually copy over your parameters/settings for those shaders.

    I need some help please guys; it doesn't seem like SMAA is working for me @ all..

    I have maxed out the settings for SMAA, don't see a performance drop what so ever, and my game still looks jagged as it does without, but the .log file tells me SMAA is on?

    I also use GTA:SA ENB v0.075 if that makes a difference, but the original injectSMAA works for me from here : http://mrhaandi.blogspot.co.nz/p/injectsmaa.html

    SweetFX_settings.txt
    /*-----------------------------------------------------------.
    / Choose effects /
    '-----------------------------------------------------------*/

    // Set to 1 for ON or 0 for OFF
    #define USE_SMAA_ANTIALIASING 1 //[0 or 1] SMAA Anti-aliasing : Smoothens jagged lines using the SMAA technique.
    #define USE_FXAA_ANTIALIASING 0 //[0 or 1] FXAA Anti-aliasing : Smoothens jagged lines using the FXAA technique.
    #define USE_LUMASHARPEN 0 //[0 or 1] LumaSharpen : Also sharpens the antialiased edges which makes them less smooth - I'm working on fixing that.
    #define USE_CRT 0 //[0 or 1] CRT-like effet (cgwg's CRT-shader ported to SweetFX)
    #define USE_BLOOM 0 //[0 or 1] Bloom : Makes bright lights bleed their light into their surroundings (relatively high performance cost)
    #define USE_HDR 0 //[0 or 1] HDR : Not actual HDR - It just tries to mimic an HDR look (relatively high performance cost)
    #define USE_TECHNICOLOR 0 //[0 or 1] TECHNICOLOR : Attempts to mimic the look of an old movie using the Technicolor three-strip color process (Techicolor Process 4)
    #define USE_DPX 1 //[0 or 1] Cineon DPX : Should make the image look like it's been converted to DXP Cineon - basically it's another movie-like look similar to technicolor.
    #define USE_LIFTGAMMAGAIN 0 //[0 or 1] Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights (avoids clipping)
    #define USE_TONEMAP 0 //[0 or 1] Tonemap : Adjust gamma, exposure, saturation, bleach and defog. (may cause clipping)
    #define USE_VIBRANCE 1 //[0 or 1] Vibrance : Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
    #define USE_CURVES 0 //[0 or 1] Curves : Contrast adjustments using S-curves.
    #define USE_CARTOON 0 //[0 or 1] Cartoon : "Toon"s the image
    #define USE_SEPIA 0 //[0 or 1] Sepia : Sepia tones the image.
    #define USE_VIGNETTE 0 //[0 or 1] Vignette : Darkens the edges of the image to make it look more like it was shot with a camera lens. May cause banding artifacts.
    #define USE_DITHER 0 //[0 or 1] Dither : Applies dithering to simulate more colors than your monitor can display. This lessens banding artifacts (mostly caused by Vignette)
    #define USE_BORDER 1 //[0 or 1] Border : Makes the screenedge black as a workaround for the bright edge that forcing some AA modes sometimes causes.
    #define USE_SPLITSCREEN 0 //[0 or 1] Splitscreen : Enables the before-and-after splitscreen comparison mode.


    /*-----------------------------------------------------------.
    / SMAA Anti-aliasing settings /
    '-----------------------------------------------------------*/

    #define SMAA_THRESHOLD 0.20 //[0.05 to 0.20] Edge detection threshold
    #define SMAA_MAX_SEARCH_STEPS 98 //[0 to 98] Determines the radius SMAA will search for aliased edges
    #define SMAA_MAX_SEARCH_STEPS_DIAG 16 //[0 to 16] Determines the radius SMAA will search for diagonal aliased edges
    #define SMAA_CORNER_ROUNDING 100 //[0 to 100] Determines the percent of antialiasing to apply to corners.

    // -- Advanced SMAA settings --
    #define COLOR_EDGE_DETECTION 1 //[0 or 1] 1 Enables color edge detection (slower but more acurate) - 0 uses luma edge detection (faster)
    #define SMAA_DIRECTX9_LINEAR_BLEND 0 //[0 or 1] Using DX9 HARDWARE? (software version doesn't matter) if so this needs to be 1 - If not, leave it at 0.


    /*-----------------------------------------------------------.
    / FXAA Anti-aliasing settings /
    '-----------------------------------------------------------*/
    #define FXAA_QUALITY__PRESET 9 //[1 to 9] Choose the quality preset
    #define fxaa_Subpix 1.0 //[0.000 to 1.000] Choose the amount of sub-pixel aliasing removal
    #define fxaa_EdgeThreshold 0.125 //[0.000 to 1.000] The minimum amount of local contrast required to apply algorithm
    #define fxaa_EdgeThresholdMin 0.0312 //[0.000 to 1.000] Trims the algorithm from processing darks


    /*-----------------------------------------------------------.
    / LumaSharpen settings /
    '-----------------------------------------------------------*/
    // -- Sharpening --
    #define sharp_strength 0.60 //[0.10 to 3.00] Strength of the sharpening
    #define sharp_clamp 0.035 //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035

    // -- Advanced sharpening settings --
    #define pattern 1 //[1|2|3|4] Choose a sample pattern. 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped.
    #define offset_bias 1.0 //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern.
    //I designed the pattern for offset_bias 1.0, but feel free to experiment.

    // -- Debug sharpening settings --
    #define show_sharpen 0 //[0 or 1] Visualize the strength of the sharpen (multiplied by 4 to see it better)


    /*-----------------------------------------------------------.
    / CRT settings /
    '-----------------------------------------------------------*/
    #define CRTAmount 1.0 // [0.0 to 1.0] Amount of CRT effect you want

    #define CRTResolution 8.0 // [1.0 to 8.O] Input size coefficent (low values gives the "low-res retro look"). Default is 1.2
    #define CRTgamma 2.4 // [0.0 to 4.0] Gamma of simulated CRT (default 2.4)
    #define CRTmonitorgamma 2.2 // [0.0 to 4.0] Gamma of display monitor (typically 2.2 is correct)
    #define CRTBrightness 1.3 // [1.0 to 3.0] Used to boost brightness a little. Default is 1.0
    #define CRTScanlineIntensity 2.0 // [2.0 to 4.0] Scanlines intensity (use integer values preferably). Default is 2.0
    #define CRTScanlineGaussian 1 // [0 or 1] Use the "new nongaussian scanlines bloom effect". Default is on

    #define CRTCurvature 1 // [[0 or 1] "Barrel effect" enabled (1) or off (0)
    #define CRTCurvatureRadius 1.5 // [0.0 to 2.0] Curvature Radius (only effective when Curvature is enabled). Default is 1.5
    #define CRTCornerSize 0.008 // [0.001 to 0.02] Higher values, more rounded corner. Default is 0.001
    #define CRTDistance 2.0 // [0.0 to 4.0] simulated distance from viewer to monitor. Default is 2.0
    #define CRTAngleX 0.0 // [-0.2 to 0.2] tilt angle in radians (X coordinates)
    #define CRTAngleY -0.15 // [-0.2 to 0.2] tilt angle in radians (Y coordinates). (Value of -0.15 gives the 'arcade tilt' look)
    #define CRTOverScan 1.01 // [1.00 to 1.1] overscan (e.g. 1.02 for 2% overscan). Default is 1.01
    #define CRTOversample 0 // [0 or 1] Enable 3x oversampling of the beam profile (warning : performance hit)


    /*-----------------------------------------------------------.
    / Bloom settings /
    '-----------------------------------------------------------*/
    #define BloomThreshold 20.25 //[0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isn't.
    #define BloomPower 1.446 //[0.000 to 8.000] Strength of the bloom
    #define BloomWidth 0.0142 //[0.0000 to 1.0000] Width of the bloom


    /*-----------------------------------------------------------.
    / HDR settings /
    '-----------------------------------------------------------*/
    #define HDRPower 1.30 //[0.00 to 8.00] Strangely lowering this makes the image brighter
    #define radius2 0.87 //[0.00 to 8.00] Raising this seems to make the effect stronger and also brighter


    /*-----------------------------------------------------------.
    / TECHNICOLOR settings /
    '-----------------------------------------------------------*/
    #define TechniAmount 0.4 //[0.0 to 1.0]
    #define TechniPower 4.0 //[0.0 to 8.0]
    #define redNegativeAmount 0.88 //[0.0 to 1.0]
    #define greenNegativeAmount 0.88 //[0.0 to 1.0]
    #define blueNegativeAmount 0.88 //[0.0 to 1.0]


    /*-----------------------------------------------------------.
    / Cineon DPX settings /
    '-----------------------------------------------------------*/
    #define Red 8.0 //[1.0 to 15.0]
    #define Green 8.0 //[1.0 to 15.0]
    #define Blue 8.0 //[1.0 to 15.0]

    #define ColorGamma 2.5 //[0.1 to 2.5] Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral.
    #define DPXSaturation 3.0 //[0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral.

    #define RedC 0.36 //[0.60 to 0.20]
    #define GreenC 0.36 //[0.60 to 0.20]
    #define BlueC 0.34 //[0.60 to 0.20]

    #define Blend 0.2 //[0.00 to 1.00] How strong the effect should be.


    /*-----------------------------------------------------------.
    / Lift Gamma Gain settings /
    '-----------------------------------------------------------*/
    #define RGB_Lift float3(1.000, 1.000, 1.000) //[0.000 to 2.000] Adjust shadows for Red, Green and Blue
    #define RGB_Gamma float3(1.000, 1.000, 1.000) //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
    #define RGB_Gain float3(1.000, 1.000, 1.000) //[0.000 to 2.000] Adjust highlights for Red, Green and Blue


    /*-----------------------------------------------------------.
    / Tonemap settings /
    '-----------------------------------------------------------*/
    #define Gamma 0.5 //[0.000 to 2.000] Adjust midtones

    #define Exposure 0.00 //[-1.000 to 1.000] Adjust exposure

    #define Saturation 0.00 //[-1.000 to 1.000] Adjust saturation

    #define Bleach 0.00 //[0.000 to 1.000] Brightens the shadows and fades the colors

    #define Defog 0.000 //[0.000 to 1.000] How much of the color tint to remove
    #define FogColor float3(0.00, 0.00, 2.55) //[0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to remove - default is blue


    /*-----------------------------------------------------------.
    / Vibrance settings /
    '-----------------------------------------------------------*/
    #define Vibrance 0.15 //[-1.00 to 1.00] Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.


    /*-----------------------------------------------------------.
    / Curves settings /
    '-----------------------------------------------------------*/
    #define Curves_contrast 0.30 //[-1.00 to 1.00] The amount of contrast you want

    // -- Advanced curve settings --
    #define Curves_formula 2 //[1|2|3|4|5|6|7] The constrast s-curve you want to use. I prefer 2 myself.


    /*-----------------------------------------------------------.
    / Cartoon settings /
    '-----------------------------------------------------------*/
    //No settings yet, beyond switching it on or off in the top section.
    //I'm still tweaking this effect - also I'm not even sure it should be called Cartoon in the final version.


    /*-----------------------------------------------------------.
    / Sepia settings /
    '-----------------------------------------------------------*/
    #define ColorTone float3(1.40, 1.10, 0.90) //[0.00 to 1.00, 0.00 to 1.00, 0.00 to 1.00] What color to tint the image
    #define GreyPower 0.11 //[0.0 to 1.0] How much desaturate the image before tinting it
    #define SepiaPower 0.58 //[0.0 to 1.0] How much to tint the image


    /*-----------------------------------------------------------.
    / Vignette settings /
    '-----------------------------------------------------------*/
    #define VignetteRadius 1.00 //[-1.00 to 3.00] lower values = stronger radial effect from center
    #define VignetteAmount -1.00 //[-2.00 to 1.00] Strength of black. -2.00 = Max Black, 1.00 = Max White.
    #define VignetteSlope 8 //[1 to 16] How far away from the center the change should start to really grow strong (odd numbers cause a larger fps drop than even numbers)
    #define VignetteCenter float2(0.500, 0.500) //[0.00 to 1.00, 0.00 to 1.00] Center of effect.


    /*-----------------------------------------------------------.
    / Dither settings /
    '-----------------------------------------------------------*/
    //No settings yet, beyond switching it on or off in the top section.

    //Note that the checkerboard pattern used by Dither, makes an image harder to compress.
    //This can make your screenshots and video recordings take up more space.


    /*-----------------------------------------------------------.
    / Border settings /
    '-----------------------------------------------------------*/
    //No settings yet, beyond switching it on or off in the top section.


    /*-----------------------------------------------------------.
    / Splitscreen settings /
    '-----------------------------------------------------------*/
    #define splitscreen_mode 1 //[1|2|3|4|5] 1 = Vertical 50/50 split, 2 = Vertical 25/50/25 split, 3 = Vertical 50/50 angled split, 4 = Horizontal 50/50 split, 5 = Horizontal 25/50/25 split
    log.log
    [19:18:07] Successfully hooked DirectX application and created log in 'C:\Program Files (x86)\Rockstar Games\GTA SA\'
    [19:18:07] Redirecting CreateDevice : successful (width: 1400, height: 1050)
    [19:18:07] Trying to open SweetFX config file 'C:\Program Files (x86)\Rockstar Games\GTA SA\SweetFX_settings.txt'
    [19:18:07] SweetFX config file successfully opened !
    [19:18:07] USE_SMAA_ANTIALIASING defined in SweetFX config file
    [19:18:07] Initializing SMAA (width: 1400, height: 1050)...
    [19:18:08] Loaded 'C:\Program Files (x86)\Rockstar Games\GTA SA\SweetFX\Shaders\SMAA.fx' successfully : SMAA is on !
    [19:18:09] Device->Reset succesful ! [width: 1400, height: 1050]
    [19:18:09] Trying to open SweetFX config file 'C:\Program Files (x86)\Rockstar Games\GTA SA\SweetFX_settings.txt'
    [19:18:09] SweetFX config file successfully opened !
    [19:18:09] USE_SMAA_ANTIALIASING defined in SweetFX config file
    [19:18:09] Initializing SMAA (width: 1400, height: 1050)...
    [19:18:10] Loaded 'C:\Program Files (x86)\Rockstar Games\GTA SA\SweetFX\Shaders\SMAA.fx' successfully : SMAA is on !
    [19:19:20] Device->Reset succesful ! [width: 1400, height: 1050]
    [19:19:20] Trying to open SweetFX config file 'C:\Program Files (x86)\Rockstar Games\GTA SA\SweetFX_settings.txt'
    [19:19:20] SweetFX config file successfully opened !
    [19:19:20] USE_SMAA_ANTIALIASING defined in SweetFX config file
    [19:19:20] Initializing SMAA (width: 1400, height: 1050)...
    [19:19:20] Loaded 'C:\Program Files (x86)\Rockstar Games\GTA SA\SweetFX\Shaders\SMAA.fx' successfully : SMAA is on !
    enbseries.ini (the d3d9.dll from SweetFX is renamed to d3d9_s.dll)
    [PROXY]
    EnableProxyLibrary=1
    InitProxyFunctions=1
    ProxyLibrary=d3d9_s.dll
    [GLOBAL]
    UseEffect=1
    AlternativeDepth=1
    AllowAntialias=1
    BugFixMode=3
    SkipShaderOptimization=0
    EnableShaders_3_0=1
    AdditionalConfigFile=enbseries2.ini
    QuadVertexBuffer=0
    UseMRTRendering=0
    TempF1=10
    TempF2=13000
    TempF3=300
    TempF4=2000
    TempF5=2000
    TempF6=9000
    TempF7=2000
    TempF8=20000
    TempF9=2000
    TempF0=20000
    CyclicConfigReading=0
    [EFFECT]
    EnableBloom=0
    EnableOcclusion=0
    EnableReflection=1
    EnableMotionBlur=0
    EnableWater=1
    EnableShadow=1
    DepthBias=1000
    EnableDepthOfField=0
    [INPUT]
    KeyUseEffect=123
    KeyBloom=120
    KeyOcclusion=121
    KeyReflection=122
    KeyCombination=16
    KeyScreenshot=44
    KeyShadow=119
    KeyWater=118
    KeyShowFPS=106
    KeyAmbientOcclusion=121
    KeyDepthOfField=118
    KeyVideoFix=122
    [REFLECTION]
    ReflectionPower=15.0
    ChromePower=0.0
    ReflectionSourceSpecular=50.0
    ReflectionSourceTFactor=100.0
    ReflectionDepthBias=0.0
    ReflectionFlip=1
    ReflectionQuality=0
    ReflectionSinglePass=1
    UseAdditiveReflection=1
    UseCurrentFrameReflection=0
    UseLowResReflection=0
    UseEnvBump=1
    EnvBumpAmount=25.0
    EnvBumpOffset=500.0
    [BLOOM]
    BloomPowerDay=-100
    BloomFadeTime=3000
    BloomConstantDay=-1000
    BloomQuality=2
    BloomScreenLevelDay=20
    BloomCurveDay=-1000
    BloomPowerNight=40
    BloomConstantNight=15
    BloomCurveNight=50
    BloomScreenLevelNight=20
    BloomAdaptationScreenLevel=0
    BloomAdaptationMultiplier=0
    BloomAllowOversaturation=0
    BloomMaxLimit=55
    [COLORCORRECTION]
    DarkeningAmountDay=-30
    ScreenLevelDay=0
    ScreenLevelNight=0
    DarkeningAmountNight=-30
    GammaCurveDay=100
    GammaCurveNight=100
    ColorSaturationDay=0
    ColorSaturationNight=0
    UsePaletteTexture=1
    [WATER]
    UseWaterDeep=0
    WaterDeepness=6
    WaterQuality=0
    [SHADOW]
    ShadowFadeStart=150
    ShadowFadeEnd=100
    ShadowAmountDay=40
    ShadowAmountNight=40
    ShadowScreenLevelDay=20
    ShadowScreenLevelNight=20
    ShadowQuality=2
    UseShadowFilter=1
    FilterQuality=2
    ShadowBlurRange=9
    [ENGINE]
    ForceAnisotropicFiltering=0
    MaxAnisotropy=16
    ForceDisplayRefreshRate=0
    DisplayRefreshRateHz=60
    ForceDisplaySize=0
    DisplayWidth=1024
    DisplayHeight=768
    [MOTIONBLUR]
    MotionBlurQuality=0
    MotionBlurVelocity=500
    MotionBlurRotation=30
    [PERPIXELLIGHTING]
    SpecularColorMin=0
    SpecularColorMax=100
    SpecularColorMultiplier=100
    SpecularGlossinessMin=0
    SpecularGlossinessMax=30
    SpecularGlossinessMultiplier=100
    [SSAO]
    UseFilter=1
    OcclusionQuality=2
    FilterQuality=1
    DarkeningLevel=30
    BrighteningLevel=30
    IlluminationLevel=30
    AdditiveIlluminationLevel=30
    UseAmbientOcclusion=1
    UseIndirectLighting=1
    FadeDistance=50
    UseForAlphaTest=1
    UseForAlphaBlend=1
    [DEPTHOFFIELD]
    DOFQuality=2
    DOFNumberOfPasses=1
    DOFFocusRange=50
    DOFBlurinessRange=1.5
    [PROXY]
    EnableProxyLibrary=1
    InitProxyFunctions=1
    ProxyLibrary=d3d9_s.dll
    [OBJECT]
    UseExponentialLighting=1
    @EDIT:
    I have even deleted all my SweetFX related files, and re-applied SweetFX 1.4, and enabled SMAA only, and maxed out the setts; and don't see a difference. Even when using the splitscreen shader, I don't see a difference. Still very jagged aliased edges.
     
    Last edited: Mar 20, 2013
  7. vejn

    vejn Maha Guru

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    Which preset uses Maldo and Blackfire mod for Crysis 2 ?
     
    Last edited: Mar 20, 2013
  8. QuadReaktor

    QuadReaktor Guest

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    Question: How do I know which code for the color is (Lift Gamma Gain) ?
     
  9. Marcel

    Marcel Guest

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    CJi have little problem. Screenshots with 1.4 version have stronger colors than are in the game...
     
  10. Gramps

    Gramps Guest

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    I used to have this problem when taking screenshots with FRAPS, when the game would change or create a 'Color Scheme'.

    Start > Control Panel > Color Management.
    Under 'Devices' tab, I deleted all profiles, and everything was fixed.

    @EDIT

    I can definately see DITHER helping out in GTA:SA, with the water, and the sky/clouds. But still want to resolve my SMAA problem above ^^
     
    Last edited: Mar 20, 2013

  11. xvt

    xvt Active Member

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    Had the same problem when I was putting together Splinter Cell Conviction screenshots for my preset; changing the default capture hotkey from PrintScreen to Numpad Enter fixed it, oddly enough.
     
    Last edited: Mar 20, 2013
  12. N1GhTW4lK3R

    N1GhTW4lK3R Master Guru

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    Does anyone know if this works with Sim City?
     
  13. darkninjavn

    darkninjavn Guest

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  14. ninjafada

    ninjafada Guest

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    ok could find a working image viewer using dx9 so i made one

    Dx9 image viewer v1 : http://ninjafada.com/sweetfx/DX9IV.7z

    unpack in a new folder, unpack sweetfx in the same folder

    you have a file named testImage.jpg replace it with the screenshot you want to display

    for now i made 2 exe to open a 1920x1080 and 1920x1200 window, the testImage.jpg will be loaded inside so can't exceed this size

    now working on changing the size of the window using the size of the image :p
     
  15. conan2k

    conan2k Guest

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    CeeJay, the TPXAA/PXAA technique implemented in PtBi, which you are mentioning in your post on reddit, looks very interesting. Would it be possible to port TPXAA/PXAA to SweetFX? It could be a good alternative to SMAA (instead of FXAA).

    I realize this will need to be supported by the injector, however, Boulotaur2024 might kindly agree to look into it...

    EDIT: Hmm, it seems that the given AA techniques are quite slow according to what I've found on the Internet (~10ms for 1080 frame). So, it makes little sense to port them in any event.
     
    Last edited: Mar 20, 2013

  16. vejn

    vejn Maha Guru

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    Also CeeJay, could you implement FPS limiter and maybe Vsync in next release ?
     
  17. ninjafada

    ninjafada Guest

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    CeeJay.dk you should add in the 1st post what you can't / won't do

    they will ask the same things again and again w/o searching the previous posts ^^
     
  18. ISTFFShark

    ISTFFShark Guest

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    @Marcel

    Is it possible that you upload your Sweet FX presets on this site ? http://sfx.thelazy.net/games/

    I really like your presets and i think this site is a easy way to get them.
    Please, please think about it :)
     
  19. kaicooper

    kaicooper Guest

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    im trying to play Sniper Elite v2 with sweetfx 1.3 and crashes

    full path: D:\Sniper Elite V2\bin\
    redirecting D3D11CreateDeviceAndSwapChain
    redirecting CreateDXGIFactory1
    redirecting IDXGIFactory1->CreateSwapChain
    initialising shader environment
     
  20. ninjafada

    ninjafada Guest

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    the log show sweetfx is working so look for a overlay like afterburner osd
     
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