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. kaicooper

    kaicooper Guest

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    all of u guys great FC3 screenshot

    im still with NewInegma ..its fit my taste..best wishez guys
     
  2. casamassi

    casamassi Guest

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    The worse settings that I have ever seen here.
    the other ones are clearly best.
    work man:)
     
  3. NeoEnigma

    NeoEnigma Master Guru

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    Don't have to be mean about it.... but.... I will say, the sharpening is awful. I can SEE the grain in a lot of images introduced by it.

    Far Cry 3 is not a game you want to apply too much sharpening to. Mostly due to the way the foliage is created... sharpening makes the edges look gross.
     
  4. N1GhTW4lK3R

    N1GhTW4lK3R Master Guru

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    Why u say so?

    Ur reply does not mean anything...:wanker:
     

  5. N1GhTW4lK3R

    N1GhTW4lK3R Master Guru

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    Yes, i know...but i cant force DS over this resolution. I think it can help image quality a little. Maybe i can try with lower sharpeness setting..
     
  6. NeoEnigma

    NeoEnigma Master Guru

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    Unless you're using a particularly blurry anti-aliasing method, I'd turn sharpening off completely for this game.
     
  7. dragonic

    dragonic Guest

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    I got working with all the tips here. Put the dx files in bin, rest in far cry folder. Uplay offline and dx9 mode. With directx 11 it won't even boot up!
     
  8. N1GhTW4lK3R

    N1GhTW4lK3R Master Guru

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    mmm...what kind of AA you're using?
     
  9. Wanny

    Wanny Guest

    @nightwalker

    I think they look fine. Don't have to listen to everyone in here...
     
  10. N1GhTW4lK3R

    N1GhTW4lK3R Master Guru

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    Thx my friend :cheers:
     

  11. Super1

    Super1 Guest

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    Thanks, I also said it looks like Crysis xD
    your shots looks very good too :)

    I don't like to use sharpen with every game,
    one of the game I like it without sharpen is Far Cry 3 even if FXAA is on :D
    Thanks :)
     
  12. Super1

    Super1 Guest

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    @N1GhTW4lK3R
    your settings looks really great :)
    you could try the game without sharpen and see what it looks like
    and what is better for you :)
     
  13. kaicooper

    kaicooper Guest

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    @N1GhTW4lK3R

    dont worry bro..urs good soo much..but depends on Tastes
    =========

    NewInegma

    im really happy playing with urs bro in FC3
     
  14. NeoEnigma

    NeoEnigma Master Guru

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    SGSSAA is a BIT blurry. Not too bad. In-game FXAA also blurs the game a bit to remove aliasing but that's also really minimal.

    There is 0 sharpening in this screenshot, which is why I think the foliage looks ok. I think it would awful if I turned sharpening on =\

    I don't normally try other peoples' settings but I haven't gotten around to playing this yet, and your settings look like a great starting point. Did ya give up? Or just distracted by Batman? :)
     
    Last edited: Dec 9, 2012
  15. Some people don't think posting screenshots without hiding them, others - quoting. Thank you, guys.
     

  16. jesped

    jesped Member Guru

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    Can Lens Correction, Chromatic Aberration and Blurry Vignette be added to SweetFX?

    I think that will be great effects to add to the current ones and there is no need for Z like in Motion Blur or DoF.

    Adaptation and Film Grain Noise would be pretty cool too.

    I am currently stuck with this version of ENBseries that features just Lens and Chromatic Ab and works in a lot of different games with the same files, but I have no idea how more effects can be added and Boris is not interested in doing generic versions of ENB.

    http://enbseries.enbdev.com/forum/viewtopic.php?f=11&t=1317&sid=08b7e92dc8ed08ebea1d2899e2895047

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    I use SweetFX in all my DX11 games, mainly for color correction, bloom and gamma, but I usually miss some of that cool features of ENB.

    And on top of that, neither SweetFX works for me with this particular "patch versions" of ENB like it does with others more "game specific".
     
    Last edited: Dec 9, 2012
  17. EarlZ

    EarlZ Guest

    Does sweetfx work with dota2? its currently the only game I cant get it to work with.
     
  18. Marcel

    Marcel Guest

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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 1.2  //[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 0.34  //[0.6 to 0.2]
    #define BlueC  0.32  //[0.6 to 0.2]
    
    #define Blend 0.22    //[0.0 to 0.1] How strong the effect should be.
    
    
       /*-----------------------------------------------------------.
      /                      Lift Gamma Gain settings               /
      '-----------------------------------------------------------*/
    #define RGB_Lift  float3(1.000, 0.995, 1.022)  //[0.000 to 2.000] Adjust shadows for Red, Green and Blue
    #define RGB_Gamma float3(1.068, 1.025, 0.999)  //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
    #define RGB_Gain  float3(0.990, 0.990, 1.009)  //[0.000 to 2.000] Adjust highlights for Red, Green and Blue
    
    
       /*-----------------------------------------------------------.
      /                        Tonemap settings                     /
      '-----------------------------------------------------------*/
    #define Gamma 1.0        //[0.00 to 2.00] Adjust midtones
    
    #define Exposure -0.08    //[-1.00 to 1.00] Adjust exposure
    
    #define Saturation 0.38  //[-1.00 to 1.00] Adjust saturation
    
    #define Bleach 0.03      //[0.00 to 1.00] Brightens the shadows and fades the colors
    
    #define Defog 0.017  //[0.00 to 1.00] How much of the color tint to remove
    #define FogColor float3(0.27, 0.05, 0.12) //[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 0.20 //[-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 0.08  //[-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 12, 2012
  19. Maken

    Maken Master Guru

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  20. MrBonk

    MrBonk Guest

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    WTF is up with those skyboxes in the Black Ops shots?

    Are they still using terrible **** quality assets for skyboxes in CoD games? /facepalm
     
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