SweetFX Shader Suite release and discussion thread

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

Thread Status:
Not open for further replies.
  1. PhazeDelta1

    PhazeDelta1 Guest

    Messages:
    15,608
    Likes Received:
    14
    GPU:
    EVGA 1080 FTW
    Those screens look good Wanny. Do you mind posting your SweerFX settings?
     
  2. Wanny

    Wanny Guest

    Well bottom one is with FX On. If you liked top one instead, it's game default lol
     
  3. PhazeDelta1

    PhazeDelta1 Guest

    Messages:
    15,608
    Likes Received:
    14
    GPU:
    EVGA 1080 FTW
    Sh!t, I think i'm going blind. :D

    After looking closely at both, the bottom pic does make the game look better.
     
  4. Wanny

    Wanny Guest

    Well honestly this SMAA doesn't seem to do much and sharpening you got to be careful with it. Still, it's a great tool to make colors to what you want in games. And fake some HDR I guess...

    ON
    [​IMG]

    OFF
    [​IMG]

    ON
    [​IMG]

    OFF
    [​IMG]

    Can make TL2 a bit less bloomish, more dark and less saturated. Of course, if you like colors and saturation, look elsewhere lol.
     
    Last edited by a moderator: Oct 7, 2012

  5. TFL Replica

    TFL Replica Guest

    Messages:
    387
    Likes Received:
    5
    GPU:
    RTX 3060 Ti
    Here's the second revision of my Torchlight 2 settings. I tweaked my settings because some parts of the game (act 2 deserts for example) looked too red/saturated. This should tone down the redness of act 2 without seriously impacting other parts of the game.

    Code:
       /*-----------------------------------------------------------.
      /                      Choose effects                         /
      '-----------------------------------------------------------*/
    
    // Set to 1 for ON or 0 for OFF
    #define USE_SMAA_ANTIALIASING 1
    #define USE_LUMASHARPEN 1 //Also sharpens the antialiased edges which makes them less smooth - I'm working on fixing that.
    #define USE_BLOOM 0       // Bloom makes bright lights bleed their light into their surroundings (relatively high performance cost)
    #define USE_HDR 1         // Not actual HDR - It just tries to mimic an HDR look (relatively high performance cost)
    #define USE_TECHNICOLOR 1 // Attempts to mimic the look of an old movie using the Technicolor three-strip color process (Techicolor Process 4)
    #define USE_TONEMAP 1
    #define USE_VIBRANCE 1    //Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
    #define USE_SEPIA 1
    #define USE_VIGNETTE 0    //Darkens the edges of the image to make it more look like it was shot with a camera lens. May cause banding artifacts.
    #define USE_DITHER 0      //Applies dithering to simulate more colors than your monitor can display. This lessens banding artifacts (mostly caused by vignette)
    
    #define USE_DPX 0         //Unfinished - Should make the image look like it's been converted to DXP Cineon - basically it's another movie-like look similar to technicolor
                              //I think the shader itself works, but the default settings need a lot of work. Maybe you can find some good settings?
    
       /*-----------------------------------------------------------.
      /                  SMAA Anti-aliasing settings                /
      '-----------------------------------------------------------*/
    
    #define SMAA_THRESHOLD 0.05           // (0.08-0.20) Edge detection threshold
    #define SMAA_MAX_SEARCH_STEPS 64      // [0-98] Determines the radius SMAA will search for aliased edges
    #define SMAA_MAX_SEARCH_STEPS_DIAG 16  // [0-16] Determines the radius SMAA will search for diagonal aliased edges
    #define SMAA_CORNER_ROUNDING 10        // [0-100] Determines the percent of antialiasing to apply to corners.
    
    // -- Advanced SMAA settings --
    #define COLOR_EDGE_DETECTION 1        // 1 Enables color edge detection (slower but more acurate) - 0 uses luma edge detection (faster)
    #define SMAA_DIRECTX9_LINEAR_BLEND 0  // 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 0.6 // (0.2-2.0)Strength of the sharpening
    #define sharp_clamp 0.045  // [0.0-1.0]Limits maximum amount of sharpening a pixel recieves - Default is 0.035
    
    // -- Advanced sharpening settings --
    #define pattern 2          // Choose a sample pattern [ 1, 2, 3 or 4 ] - 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped.
    #define offset_bias 1.0    // [0.0-6.0](1.0) Offset bias adjusts the radius of the sampling pattern.
                               // I designed the pattern for offset_bias 1.0, but feel free to experiment.
                               
    // -- Debug settings --
    #define splitscreen 0      // Enables the before-and-after splitscreen comparison mode. Left side is before.
    #define show_sharpen 0     // Visualize the strength of the sharpen (multiplied by 4 to see it better)
    
    
       /*-----------------------------------------------------------.
      /                       Bloom settings                        /
      '-----------------------------------------------------------*/
    #define BloomThreshold 20.25
    #define BloomPower 1.446
    #define BloomWidth 0.0142
    
       /*-----------------------------------------------------------.
      /                        HDR settings                         /
      '-----------------------------------------------------------*/
    #define HDRPower 1.25  //Strangely lowering this makes the image brighter
    #define radius2 0.85   //Raising this seems to make the effect stronger and also brighter
    
    
       /*-----------------------------------------------------------.
      /                      TECHNICOLOR settings                   /
      '-----------------------------------------------------------*/
    #define TechniAmount 0.11
    #define TechniPower 2.8
    #define redNegativeAmount 0.92
    #define greenNegativeAmount 0.88
    #define blueNegativeAmount 0.88
    
    
       /*-----------------------------------------------------------.
      /                        Tonemap settings                     /
      '-----------------------------------------------------------*/
    #define Gamma 1.0
    
    #define Exposure -0.3
    
    #define Saturation -0.55
    
    #define Bleach 0.0
    
    #define Defog 0.00  //How much of the color tint to remove
    #define FogColor float3(0.00, 0.00, 0) //what color to remove - default is blue
    
    
       /*-----------------------------------------------------------.
      /                       Vibrance settings                     /
      '-----------------------------------------------------------*/
    #define Vibrance 0.30  //Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
    
    
       /*-----------------------------------------------------------.
      /                         Sepia settings                      /
      '-----------------------------------------------------------*/
    #define ColorTone float3(1.40, 1.10, 0.90)
    #define SepiaPower 0.40
    #define GreyPower 0.11  
    
       /*-----------------------------------------------------------.
      /                       Vignette settings                     /
      '-----------------------------------------------------------*/
    #define VignetteRadius 1.00  // lower values = stronger radial effect from center
    #define VignetteAmount -1.00 // Strength of black. -2.00 = Max Black, 1.00 = Max White.
    #define VignetteSlope 8      // 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) // Center of effect.
    
    
       /*-----------------------------------------------------------.
      /                        Dither settings                      /
      '-----------------------------------------------------------*/
    //No settings yet, beyond switching it on or off in the top section.
    
    //Note that checkerboard pattern used by Dither, makes an image harder to compress.
    //This can make your screenshots and videos take up more space.
    
    
    /////////////////////////////////////////////////////////////////
    ///////////////////////// Work in Progress //////////////////////
    /////////////////////////////////////////////////////////////////
    
       /*-----------------------------------------------------------.
      /                      Cineon DPX settings                    /
      '-----------------------------------------------------------*/
    //I have yet to find good default settings for this .. maybe you can?
    float Red = 8.0;   //[1.0 - 15.0]
    float Green = 8.0; //[1.0 - 15.0]
    float Blue = 8.0;  //[1.0 - 15.0]
    
    float ColorGamma = 1.0f;    //[0.1 - 2.5]
    float DPXSaturation = 2.5f; //[0.0 - 8.0]
    
    float RedC = 0.4f;     //[0.6 - 0.2]
    float GreenC  = 0.36f; //[0.6 - 0.2]
    float BlueC = 0.35f;   //[0.6 - 0.2]
    
    float Blend = 0.8f; //[1.0 - 0.0] How strong the effect should be
     
    Last edited: Oct 7, 2012
  6. lycanwrath

    lycanwrath Member Guru

    Messages:
    127
    Likes Received:
    11
    GPU:
    AMD RX480 8GB ref
  7. PandaSushi

    PandaSushi Guest

    Messages:
    39
    Likes Received:
    0
    GPU:
    GTX 780
    Punkbuster can detect modified game files in bf3 since last week, check battlelog forums players have been ban after using this app.
     
  8. lycanwrath

    lycanwrath Member Guru

    Messages:
    127
    Likes Received:
    11
    GPU:
    AMD RX480 8GB ref
    As I understand there is a color tweaker and a file tweaker with the tool.

    Using the color tweaker alone should not result in ban:
    http://www.youtube.com/watch?v=WJU-JKFPsTo&feature=player_embedded#!

    Have not checked myself though..
     
  9. PandaSushi

    PandaSushi Guest

    Messages:
    39
    Likes Received:
    0
    GPU:
    GTX 780
    If it only changed colors it might have been allowed but it can also change sunlight intensity which gives players an unfair advantage.
     
  10. Marcel

    Marcel Guest

    Messages:
    1,141
    Likes Received:
    0
    GPU:
    MSI GTX 1070 Gaming
    Max Payne 3 SweetFX(only SMAA) + downsampling from 2560x1440. This SMAA working much better tnan normal SMAA injector

    [​IMG]

    [​IMG]
     
    Last edited: Oct 7, 2012

  11. CeeJay.dk

    CeeJay.dk Guest

    Messages:
    691
    Likes Received:
    14
    GPU:
    Radeon 6870
    Crysis 2 requires special attention - See the Game compability notes in the SweetFX folder.

    Wait I'll just put it here :
    "
    ** Crysis 2 **
    Install SweetFX to the main Crysis 2 folder, but move d3d9.dll , dxgi.dll and injector.ini to the bin32 folder.

    Then create an autoexec.cfg file in the main Crysis 2 folder and paste the following text into it.

    r_FSAA = 0
    r_UseEdgeAA = 0
    r_PostMSAA = 0

    This disables all forms of ingame AA, allowing the injector to work.
    "

    It's mainly the EdgeAA in Crysis 2 that causes problems with the quality of SMAA so that needs to be disabled.
    You could experiment with the combining either fsaa or msaa with SMAA if you want. It might give better anti-aliasing - might not.

    I've played Arkham City for months with injectors - it works great.
    LumaSharpen really makes a huge difference in that game.
     
  12. CeeJay.dk

    CeeJay.dk Guest

    Messages:
    691
    Likes Received:
    14
    GPU:
    Radeon 6870
    The SweetFX Shader Suite is really just a suite of shaders that run using the InjectSMAA injector dll's
    To do downsampling like DSfix does it you would need to modify the injector dll's, and that requires the source code and preferably some experience with making proxy dlls - I have neither.

    So no, I can't do it like DSfix does it.

    But SweetFX does work fine with downsampling if you do downsampling the regular way, where you create a resolution that's higher than your monitors and ask the driver to scale it down for you.
    There are guides on this forum that tell you how to do that. I've tried it and it works with all games, although it takes a little work to setup the first time.
     
  13. Wanny

    Wanny Guest

    Ok Thanks CeeJay

    Hey man I'm using your settings and tweak from these to my taste hope you don't mind hehe. If I ever share them I'll still credit you.
     
  14. TFL Replica

    TFL Replica Guest

    Messages:
    387
    Likes Received:
    5
    GPU:
    RTX 3060 Ti
    No problem. ;)
     
  15. lowenz

    lowenz Master Guru

    Messages:
    315
    Likes Received:
    4
    GPU:
    ASUS GeForce 3060
    Arcania with AA! :D (forced AF not working in this game, maybe 'cause POM shader - see Crysis - ?)

    [​IMG]
     
    Last edited: Oct 7, 2012

  16. blaidd

    blaidd Guest

    Messages:
    8
    Likes Received:
    0
    GPU:
    Sapphire HD 7970 OC DualX
    Hi, there first Post...

    As you can see below, this one actually didn't vanish, it was just not approved yet. By Bad, sorry...
     
    Last edited: Oct 8, 2012
  17. blaidd

    blaidd Guest

    Messages:
    8
    Likes Received:
    0
    GPU:
    Sapphire HD 7970 OC DualX
    Hey there, first Post (I guess... the actual first one vanished...):3eyes:

    First off: Thanks for SweetFX, CeeJay.dk! Great tool =)

    I started fiddling with it today, and here's what I came up with:

    Mass Effect 1:

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    Mass Effect Present

    Deus Ex - Human Revolution:
    That nasty golden tint is almost gone, still needs some tweaks, though...

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    Deus Ex - Human Revolution Present

    Downsampled from 2720x1700, 16xHQAF, Texture-LOD -1, 2xSSAA (Mass Effect)
     
    Last edited: Oct 8, 2012
  18. Grimm_Ninja

    Grimm_Ninja Guest

    Messages:
    1
    Likes Received:
    0
    GPU:
    AMD/ATI Radeon 6950x2
    Modded Vampires the Masquerade: Bloodlines

    [​IMG]
    hi-res here

    here's the settings
    Code:
    
    ///////////////////////////////////////////////////////////////////////////////////////
    ///////////////////////// Grimm_Ninja's SweetFX preset //////////////////////
    ///////////////////////////////////////////////////////////////////////////////////////
    
    // Set to 1 for ON or 0 for OFF
    #define USE_SMAA_ANTIALIASING 1
    #define USE_LUMASHARPEN 1 //Also sharpens the antialiased edges which makes them less smooth - I'm working on fixing that.
    #define USE_BLOOM 0       // Bloom makes bright lights bleed their light into their surroundings (relatively high performance cost)
    #define USE_HDR 1         // Not actual HDR - It just tries to mimic an HDR look (relatively high performance cost)
    #define USE_TECHNICOLOR 1 // Attempts to mimic the look of an old movie using the Technicolor three-strip color process (Techicolor Process 4)
    #define USE_TONEMAP 1
    #define USE_VIBRANCE 1    //Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
    #define USE_SEPIA 0
    #define USE_VIGNETTE 0    //Darkens the edges of the image to make it more look like it was shot with a camera lens. May cause banding artifacts.
    #define USE_DITHER 1      //Applies dithering to simulate more colors than your monitor can display. This lessens banding artifacts (mostly caused by vignette)
    
    #define USE_DPX 1         //Unfinished - Should make the image look like it's been converted to DXP Cineon - basically it's another movie-like look similar to technicolor
                              //I think the shader itself works, but the default settings need a lot of work. Maybe you can find some good settings?
    
       /*-----------------------------------------------------------.
      /                  SMAA Anti-aliasing settings                /
      '-----------------------------------------------------------*/
    
    #define SMAA_THRESHOLD 0.16           // (0.08-0.20) Edge detection threshold
    #define SMAA_MAX_SEARCH_STEPS 64      // [0-98] Determines the radius SMAA will search for aliased edges
    #define SMAA_MAX_SEARCH_STEPS_DIAG 12  // [0-16] Determines the radius SMAA will search for diagonal aliased edges
    #define SMAA_CORNER_ROUNDING 64        // [0-100] Determines the percent of antialiasing to apply to corners.
    
    // -- Advanced SMAA settings --
    #define COLOR_EDGE_DETECTION 1        // 1 Enables color edge detection (slower but more acurate) - 0 uses luma edge detection (faster)
    #define SMAA_DIRECTX9_LINEAR_BLEND 0  // 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 0.9 // (0.2-2.0)Strength of the sharpening
    #define sharp_clamp 0.045  // [0.0-1.0]Limits maximum amount of sharpening a pixel recieves - Default is 0.035
    
    // -- Advanced sharpening settings --
    #define pattern 2          // Choose a sample pattern [ 1, 2, 3 or 4 ] - 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped.
    #define offset_bias 1.0    // [0.0-6.0](1.0) Offset bias adjusts the radius of the sampling pattern.
                               // I designed the pattern for offset_bias 1.0, but feel free to experiment.
                               
    // -- Debug settings --
    #define splitscreen 0      // Enables the before-and-after splitscreen comparison mode. Left side is before.
    #define show_sharpen 0     // Visualize the strength of the sharpen (multiplied by 4 to see it better)
    
    
       /*-----------------------------------------------------------.
      /                       Bloom settings                        /
      '-----------------------------------------------------------*/
    #define BloomThreshold 20.25
    #define BloomPower 1.446
    #define BloomWidth 0.0142
    
       /*-----------------------------------------------------------.
      /                        HDR settings                         /
      '-----------------------------------------------------------*/
    #define HDRPower 0.79  //Strangely lowering this makes the image brighter
    #define radius2 .64   //Raising this seems to make the effect stronger and also brighter
    
    
       /*-----------------------------------------------------------.
      /                      TECHNICOLOR settings                   /
      '-----------------------------------------------------------*/
    #define TechniAmount 0.11
    #define TechniPower 2.8
    #define redNegativeAmount 0.35
    #define greenNegativeAmount 0.5
    #define blueNegativeAmount 0.5
    
    
       /*-----------------------------------------------------------.
      /                        Tonemap settings                     /
      '-----------------------------------------------------------*/
    #define Gamma 1.175
    
    #define Exposure -0.1
    #define Saturation 0.0
    
    #define Bleach 0.0
    
    #define Defog 0.02  //How much of the color tint to remove
    #define FogColor float3(2.55, 2.55, 2.55) //what color to remove - default is blue
    
    
       /*-----------------------------------------------------------.
      /                       Vibrance settings                     /
      '-----------------------------------------------------------*/
    #define Vibrance 0.2  //Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
    
    
       /*-----------------------------------------------------------.
      /                         Sepia settings                      /
      '-----------------------------------------------------------*/
    #define ColorTone float3(1.40, 1.10, 0.90)
    #define SepiaPower 0.58
    #define GreyPower 0.11  
    
       /*-----------------------------------------------------------.
      /                       Vignette settings                     /
      '-----------------------------------------------------------*/
    #define VignetteRadius 1.00  // lower values = stronger radial effect from center
    #define VignetteAmount -1.00 // Strength of black. -2.00 = Max Black, 1.00 = Max White.
    #define VignetteSlope 8      // 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) // Center of effect.
    
    
       /*-----------------------------------------------------------.
      /                        Dither settings                      /
      '-----------------------------------------------------------*/
    //No settings yet, beyond switching it on or off in the top section.
    
    //Note that checkerboard pattern used by Dither, makes an image harder to compress.
    //This can make your screenshots and videos take up more space.
    
    
    /////////////////////////////////////////////////////////////////
    ///////////////////////// Work in Progress //////////////////////
    /////////////////////////////////////////////////////////////////
    
       /*-----------------------------------------------------------.
      /                      Cineon DPX settings                    /
      '-----------------------------------------------------------*/
    //I have yet to find good default settings for this .. maybe you can?
    float Red = 10.0;   //[1.0 - 15.0]
    float Green = 12.0; //[1.0 - 15.0]
    float Blue = 8.0;  //[1.0 - 15.0]
    
    float ColorGamma = 2.5f;    //[0.1 - 2.5]
    float DPXSaturation = 2.0f; //[0.0 - 8.0]
    
    float RedC = 0.4f;     //[0.6 - 0.2]
    float GreenC  = 0.36f; //[0.6 - 0.2]
    float BlueC = 0.35f;   //[0.6 - 0.2]
    
    float Blend = 0.65f; //[1.0 - 0.0] How strong the effect should be
    probably look nice in few other games.

    Kudos to those involved in the shaders and code for SweetFX and CeeJay for his part and compiling it all together 'tis really sweet :cheers: really Awesome work (found it through the thread on ENB forums btw)

    did one for dungeon lords MXII too that games revision is puke worthy in my books, they just cranked up the colour saturation and did little else and put "remastered graphics" in the list of updated features bah, will post my preset for it when I have time, some nice shader settings on the boards, the new Cineon DPX addition can be used to great effect too i must say.
     
    Last edited: Oct 8, 2012
  19. blinx

    blinx Maha Guru

    Messages:
    1,022
    Likes Received:
    0
    GPU:
    Asus 680
    Shift 2 looks great with this
    [​IMG]
    [​IMG]
     
  20. Zyrusticae

    Zyrusticae Guest

    Messages:
    57
    Likes Received:
    0
    GPU:
    eVGA GTX 670 4GB (x2)
    So I found DPX settings that I think look fairly good. In combination with the vignette effect, my screen grabs look like they were taken with a camera off a CRT! See for yourself:

    Guild Wars 2
    Example 1
    Example 2
    Example 3

    Warhammer 40k: Dawn of War II
    Example 1
    Example 2
    Example 3
    Example 4

    Note: All shots were taken with 2x or 4x SGSSAA and forced high-quality ambient occlusion.

    Here's the code:
    Code:
      /*-----------------------------------------------------------.
      /                      Cineon DPX settings                    /
      '-----------------------------------------------------------*/
    float Red = 15.0;   //[1.0 - 15.0]
    float Green = 15.0; //[1.0 - 15.0]
    float Blue = 15.0;  //[1.0 - 15.0]
    
    float ColorGamma = 1.0f;    //[0.1 - 2.5]
    float DPXSaturation = 1.0f; //[0.0 - 8.0]
    
    float RedC = 0.3f;     //[0.6 - 0.2]
    float GreenC  = 0.3f; //[0.6 - 0.2]
    float BlueC = 0.3f;   //[0.6 - 0.2]
    
    float Blend = 0.5f; //[1.0 - 0.0] How strong the effect should be
    These settings look kind of weird in games with unusual color schemes, like Saints Row The Third with its weird split-toning, but for any game with a more standard, desaturated color scheme it looks pretty good, I think.
     
Thread Status:
Not open for further replies.

Share This Page