SweetFX Shader Suite release and discussion thread

Discussion in 'Games, Gaming & Game-demos' started by CeeJay.dk, Sep 23, 2012.

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  1. Maken

    Maken Master Guru

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    DS 2

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  2. kaicooper

    kaicooper Guest

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    OH MAN I KEEP LOVING UR TWEAKS more and more man

    cant wait till u finish..im buzy with ACIII tweaking ( so much headech lol )
     
  3. Marcel

    Marcel Guest

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    everything works good. i set 3840x2160 with FXAA in HD fix and 1920x1080 in game. card has a maximum of 64 °C

    3840x2160@1920x1080 SweetFX OFF / FXAA from HD_fix

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    3840x2160@1920x1080 Sweet FX ON / FXAA from HD_fix

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  4. jim2point0

    jim2point0 Guest

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    Looks damn nice. Very smooth. Looks as though Dark Souls doesn't really need much anti-aliasing, either.

    Not sure why there's all this talk about GPU temps. Playing any demanding video game will probably cause your GPU to run at 100% load. Any time your GPU runs at 100%, it's going to reach its maximum temp. The only thing downsampling does is ENSURE that you hit 100% load.

    The only thing your temps are affected by is how much you push your fan speeds. I have my video card fan run at 100% if it ever reaches 90c. It never does. I think my max is 78c and I have my fans running at 80% at that point.
     
    Last edited: Dec 22, 2012

  5. JamesX

    JamesX Guest

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    Are you running FRAPS? Until FRAPS get updated for window 8 it prevents SweetFX from running and also prevents some games from launching.
     
  6. kaicooper

    kaicooper Guest

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    good information..btw..i never reached 75c lol and im always worried lol

    thanx bro
     
  7. kaicooper

    kaicooper Guest

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    so thats mean not big deal for GPU ..seems everything right
    u have a preset for Dark Souls? cus im soo much buzy with ACIII and Darksiders II
     
  8. PandoraX357

    PandoraX357 Guest

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    Refer to my post here. It worked for this user with windows 8, hopefully it helps for you too.
     
    Last edited: Dec 22, 2012
  9. CeeJay.dk

    CeeJay.dk Guest

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    I was asked in a PM by Nexus user "CassyCade" how one made new shaders for SweetFX.
    I thought I'd share my reply with you guys too as there might be someone here that wanted to try their hand at making a shader.

     
    Last edited: Dec 22, 2012
  10. Marcel

    Marcel Guest

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    I just tried it. I do not Completed config

    ...

    some Metro shots with SweetFx (1.3)

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  11. Tom Yum 72

    Tom Yum 72 Guest

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    Fantastic , Marcel . Did you released those settings already ?
     
  12. Marcel

    Marcel Guest

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    i have one old config for Metro but this is new settings. Is not completed but you may try if you want. I tried it in DX11/High settings.

    in_game Gamma

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    Code:
       /*-----------------------------------------------------------.
      /                      Choose effects                         /
      '-----------------------------------------------------------*/
    
    // Set to 1 for ON or 0 for OFF
    #define USE_SMAA_ANTIALIASING 0 //[0 or 1] SMAA Anti-aliasing : Smoothens jagged lines.
    #define USE_LUMASHARPEN   1 //[0 or 1] LumaSharpen : Also sharpens the antialiased edges which makes them less smooth - I'm working on fixing that.
    #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 1 //[0 or 1] Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights (avoids clipping)
    #define USE_TONEMAP       1 //[0 or 1] Tonemap : Adjust gamma, exposure, saturation, bleach and defog. (may cause clipping)
    #define USE_VIBRANCE      0 //[0 or 1] Vibrance : Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
    #define USE_CURVES        1 //[0 or 1] Curves : Contrast adjustments using S-curves.
    #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_SPLITSCREEN   0 //[0 or 1] Splitscreen : Enables the before-and-after splitscreen comparison mode.
    
    
       /*-----------------------------------------------------------.
      /                  SMAA Anti-aliasing settings                /
      '-----------------------------------------------------------*/
    
    #define SMAA_THRESHOLD 0.12           // [0.05 to 0.20] Edge detection threshold
    #define SMAA_MAX_SEARCH_STEPS 16      // [0 to 98] Determines the radius SMAA will search for aliased edges
    #define SMAA_MAX_SEARCH_STEPS_DIAG 6  // [0 to 16] Determines the radius SMAA will search for diagonal aliased edges
    #define SMAA_CORNER_ROUNDING 0        // [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 slightly 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.
    
    
       /*-----------------------------------------------------------.
      /                       LumaSharpen settings                  /
      '-----------------------------------------------------------*/
    // -- Sharpening --
    #define sharp_strength 0.40   // [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 2        // [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)
    
    
       /*-----------------------------------------------------------.
      /                       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     //[0.0000 to 8.0000] Strength of the bloom
    #define BloomWidth 0.0142    //[0.0000 to 1.0000] Width of the bloom
    
    
       /*-----------------------------------------------------------.
      /                        HDR settings                         /
      '-----------------------------------------------------------*/
    #define HDRPower 1.30  //[0.0 to 8.0] Strangely lowering this makes the image brighter
    #define radius2  0.87  //[0.0 to 8.0] Raising this seems to make the effect stronger and also brighter
    
    
       /*-----------------------------------------------------------.
      /                      TECHNICOLOR settings                   /
      '-----------------------------------------------------------*/
    #define TechniAmount 0.11        //[0.0 to 1.0]
    #define TechniPower  2.8         //[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   15.0  //[1.0 to 15.0]
    #define Green 15.0  //[1.0 to 15.0]
    #define Blue  15.0  //[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 1.7  //[0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral.
    
    #define RedC   0.31  //[0.6 to 0.2]
    #define GreenC 0.31  //[0.6 to 0.2]
    #define BlueC  0.31  //[0.6 to 0.2]
    
    #define Blend 0.21    //[0.0 to 0.1] How strong the effect should be.
    
    
       /*-----------------------------------------------------------.
      /                      Lift Gamma Gain settings               /
      '-----------------------------------------------------------*/
    #define RGB_Lift  float3(1.000, 1.030, 1.068)  //[0.000 to 2.000] Adjust shadows for Red, Green and Blue
    #define RGB_Gamma float3(1.010, 1.000, 1.065)  //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
    #define RGB_Gain  float3(1.038, 1.038, 1.000)  //[0.000 to 2.000] Adjust highlights for Red, Green and Blue
    
    
       /*-----------------------------------------------------------.
      /                        Tonemap settings                     /
      '-----------------------------------------------------------*/
    #define Gamma 1.01        //[0.00 to 2.00] Adjust midtones
    
    #define Exposure -0.08    //[-1.00 to 1.00] Adjust exposure
    
    #define Saturation 0.15  //[-1.00 to 1.00] Adjust saturation
    
    #define Bleach 0.01      //[0.00 to 1.00] Brightens the shadows and fades the colors
    
    #define Defog 0.010  //[0.00 to 1.00] How much of the color tint to remove
    #define FogColor float3(0.13, 0.00, 0.00) //[0.00 to 1.00, 0.00 to 1.00, 0.00 to 1.00] What color to remove - default is blue
    
    
       /*-----------------------------------------------------------.
      /                       Vibrance settings                     /
      '-----------------------------------------------------------*/
    #define Vibrance 0.15 //[-1.0 to 1.0] Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
    
    
       /*-----------------------------------------------------------.
      /                        Curves settings                      /
      '-----------------------------------------------------------*/
    #define Curves_contrast 0.10  //[-1.0 to 1.0] The amount of contrast you want
    
    // -- Advanced curve settings --
    #define Curves_formula 3      //[1|2|3|4|5|6|7] The constrast s-curve you want to use. 
    
    
       /*-----------------------------------------------------------.
      /                         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] 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.
    
    
       /*-----------------------------------------------------------.
      /                     Splitscreen settings                    /
      '-----------------------------------------------------------*/
    #define splitscreen_mode 3  //[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
    
    
     
    Last edited: Dec 22, 2012
  13. BetA

    BetA Ancient Guru

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    @ CeeJay

    Thanks for this infos..
    i allways wanted to try something like this, mostly for my MPC HC shaders.

    i hope im not tooo noob to handle this, hehe..but i have time so i can read up on it, etc..

    Anyway, just wanted to say thanks on explaining how this works, really appreciate it..

    -BetA-
     
  14. Tom Yum 72

    Tom Yum 72 Guest

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    Great, thank you , Marcel ,appreciate it. :)
     
  15. Marcel

    Marcel Guest

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    make some shots. I would like to know how it works on another computer :)

    ...

    Hitman Absolution

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  16. Malahk

    Malahk Guest

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    hey kaicooper im running Darks Souls with these settings

    DSFix 2.0 3072x1728 rendering, (FXAA Ultra, high quality volumetric SSAO, 810p DOF, bluramount 1), @1600x1200 my native resolution
    SweetFX 1.3 (Ultra SMAA, Lumasharpen, HDR, bloom, DPX, vibrance, curves,& Dither)
    nvidiaInspector forced anisotropic filtering

    and the highest I've seen GPU load go is 95% but doesn't happen often, and it also uses quite a bit of core #4 of my CPU around 40-60%

    Here are some more screens to add this post
    http://forums.guru3d.com/showpost.php?p=4484279&postcount=2488

    Just open in a new tab in order they're before and after screens
     
  17. Zyrusticae

    Zyrusticae Guest

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    Did some messing about with Diablo 3. I think I got the game to look pretty decent, though it's with supersampling and some High Quality ambient occlusion (which, as we all know, was never meant to be playable).

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  18. (.)(.)

    (.)(.) Banned

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    WIP for Deus EX HR:
    Sorry for lame shot, not much going on but these are just a quick grab before the crappy stuttering got to me so off to look for a fix before i carry on. Going for the cold/black/blue steal look.

    orig:
    [​IMG]

    Sweetfx:
    [​IMG]
     
  19. OrdinaryOregano

    OrdinaryOregano Guest

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    Looks good, tho IMO, you should reduce the sharpening a bit, it's too much.
     
  20. (.)(.)

    (.)(.) Banned

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    Thanks, yeah I'll drop sharpening down by a few then post some comparisons of the two.
    Edit: the stuttering i mentioned i fixed (sort of) by using D3dOverider TB and Vsync, in-game Vsync off.
     
    Last edited: Dec 23, 2012
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