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. Marcel

    Marcel Guest

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    I do not have ati card now but with 5850 MSAA worked well. One year ago :)
     
  2. jim2point0

    jim2point0 Guest

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    This is why I'll stick to nvidia for life. AA is the most important thing to have in games for me these days. Jaggies straight up ruin visuals =\
     
  3. Maken

    Maken Master Guru

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    @The Postman , saludos como esta todo? :) tus imagenes me traen recuerdos de viejos tiempos con el Stalker. Sigue asi un gran saludo.
    Greetings, how you been? it makes remember old good times with Stalker.

    Dead Space 2

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  4. CeeJay.dk

    CeeJay.dk Guest

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    CCC doesn't have great AA options, but you should check out RadeonPro - it's like NvidiaInspector for Radeon cards, but better.

    Over the years I've owned both Nvidia and ATI/AMD cards and I can't say that one brand have been consistently better than the other.

    My latest card is an Radeon HD 6870 which I got because my Geforce 8800GT died on me due to the 8xxx series solder problem (I've since then resurrected the card by baking it in the oven - this reflowed the card and made it work again)

    My card history:
    a Tseng card > Matrox Millenium > Nvidia Riva TNT (awesome card) > Nvidia TNT2 M64 (meh) > ATI 9700 (Awesome card!) > Nvidia 8800GT (great card until it died .. then not so great) > AMD Radeon HD 6870 (Very good card - hasn't let me down yet)

    And that just the upgrade history for my main pc's
    I've had several other cards and still do, just not in my main gaming pc's.
     

  5. kaicooper

    kaicooper Guest

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    ofcourse man..STALKRT COP is the best...try it
     
  6. The Postman

    The Postman Ancient Guru

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    @Maken Hey brother como estas?! Me dan ganas de jugar el DS2 otra vez. Estan buenos tus settings.

    Finally I got AA working through CCC or Radeonpro (I always use it).

    I dont know if there is a restriction in the size of shots but I ll resize them if needed. I love SweetFX (WIP) :nerd:

    Resized from 2560x1600 4xAA + Adaptive AA + Forced 16xAF

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  7. Marcel

    Marcel Guest

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    I had four ATI cards but I had problems with the drivers. V_sync not work, the problem of switching 2d and 3d. Aspect ratio does not work ... many problems. I had a 4830(Win XP=Very Good), 4870 2x(Win XP=Good), 5850(Win 7=many problems)
     
  8. pu1se80

    pu1se80 Guest

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    No luck with Far Cry 3

    Having issues, searching this thread hasn't found any fixes that work for me.

    Steam Version FC3 1.03
    Nvidia 310.70
    Windows 8 x64 - GTX 680 - 2500k

    2x .dll's and injector.ini copied to bin, rest installed in Main Dir. Full access to directory. Launcher set to offline.

    Game cannot be loaded directly be the .exe's. If I do, Ubi Launcher asks me for cd key, which doesn't work. Game must be loaded via Steam in order to recognize key apparently.

    Attempting to load the game results in the splash'n'crash to desktop. Tried safe mode, no dice. Changed all settings in the .txt to 0, still no boot.

    If I'm missing something obvious, sorry. I'd be happy to hear if someone with a similar setup is having any luck.
     
  9. ninjafada

    ninjafada Guest

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    look at the log.log file in the main folder
     
  10. pu1se80

    pu1se80 Guest

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    Thanks for that. Upon inspection of that file, the error holding me up is as follows.

    full path: K:\Program Files (x86)\Steam\steamapps\common\Far Cry 3\bin\
    redirecting CreateDevice
    initialising shader environment
    D3DXCreateEffectFromFile failed
    try to use "K:\Program Files (x86)\Steam\steamapps\common\Far Cry 3\bin" for shader files
    recting CreateDXGIFactory1
    redirecting CreateDXGIFactory1
    redirecting D3D11CreateDeviceAndSwapChain
    redirecting D3D11CreateDeviceAndSwapChain
    redirecting D3D11CreateDeviceAndSwapChain
    redirecting D3D11CreateDeviceAndSwapChain
    redirecting D3D11CreateDeviceAndSwapChain
    redirecting D3D11CreateDeviceAndSwapChain

    I'm a little surprised about the D3D11 lines. I have dx9 selected in the game settings. I'm wondering if Steam defaults to the dx11 exe. Trying not to find a way to force the dx9 exe. Wish I could just launch it directly :(
     

  11. ninjafada

    ninjafada Guest

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    mook in docs\my games\far cry 3\GamerProfile.xml
    UseD3D11="0"

    if it doesn't do the trick

    you can try renaming
    farcry3_d3d11.exe > farcry3_d3d11.exe.old
    copy farcry3.exe > copyed_farcry3.exe
    rename copyed_farcry3.exe farcry3_d3d11.exe
     
  12. pu1se80

    pu1se80 Guest

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    Awesome suggestions. Not sure why I hadn't tried that. Unfortunately some funny business is going on.

    GamerProfile.xml was already at "UseD3D11=0"
    Changing the file names did not work. I even removed the dx11 exe from the folder (renamed) and it booted to launcher. Doing the same with the dx9 exe did not. This tells me Steam is loading the proper exe. Unfortunately the log.log is offering some confusing language.

    Really appreciate your help. Kind of thinking it's going to be a driver issue, or Windows 8 x64 compatibility.
     
  13. jim2point0

    jim2point0 Guest

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    huh. what's the trick? when i put the sweetfx files in the base directory (with Stalker-COP.exe), sweetfx doesnt work. When I put the files in the BIN folder (with exEngine.exe) the game just crashes on load.

    also, this game seems to have some terrible LOD issues. yick. looks pretty awful for how slow it runs.
     
    Last edited: Dec 17, 2012
  14. The Postman

    The Postman Ancient Guru

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    The trick is Radeonpro, I run SweetFX on all my games through it.

    Superb tool for AMD users.
     
  15. jim2point0

    jim2point0 Guest

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    Well I know it's possible without that because Marcel was doing it back on page 92. Or maybe that was just for the original stalker. These half-assed DX11 games seem to have problems with SweetFX.

    How does SweetFX work with RadeonPro anyways? CeeJay said it's like nvidia inspector (setting AA mods, AF, LOD, etc). But you can't really use SweetFX with inspector.
     

  16. dmxdex

    dmxdex Active Member

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    Can you give me your config?
     
  17. PandoraX357

    PandoraX357 Guest

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    @Pulse80
    We had a similar issus with one of the RCRN users for Skyrim. Believed to be relative to windows 8 directX handling the custom dll from our injector.
    Check out the successful workaround posted in this thread.
    It might not be relative in your case, but certainly worth a shot.
    Hope this helps!
     
  18. pu1se80

    pu1se80 Guest

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    Woot! This appears to be what finally worked. It's strange though, I messed with a bunch of things because I couldn't really tell the difference in pressing ScrLk at first.

    Installed the package you directed me to.
    turned off FRAPS
    Oddly enough, ended up with all the SweetFX files in the bin folder, none in the Far Cry 3 folder.
    Working great!

    What an awesome community here, you've all been incredibly helpful. Thanks again for everyone's input.

    *edit* ok, a little further testing I've found that FRAPS does indeed stop SweetFX from working. The game will boot however.

    Also, most of what I've been reading has said that the ubi launcher needs to be offline. I've found that I was able to be online just fine and even played a multiplayer match with SweetFX working and toggling on/off as normal.
     
    Last edited: Dec 17, 2012
  19. PandoraX357

    PandoraX357 Guest

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    Hey guys, I wanted to get some feedback on my SweetFX config WIP.
    I want to note, I prefer sligtly increased contrast and sharper images. Also, Im usining higher sharpening since forcing AA through driver makes sniper scope crossairs disappear, and have FXAA set at 2 in xml. I also want to note I'm using Starac's Texture mod which has it's skybox affects.

    EDIT: sorry- used my dropbox for these images, but the excessive traffic caused dropbox to sever the links. Ill update these on new sever when I get home tonight.
    UPDATE: pics avail again. Sorry about that
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    SweetFX settings:
    // PandoraX357 SweetFX config v0.8 WIP (LGG disabled version) 12/15/12///
    /*-----------------------------------------------------------.
    / 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.
    #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 0 //[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 1 //[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 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 0.05 // [0.05 to 0.20] Edge detection threshold
    #define SMAA_MAX_SEARCH_STEPS 32 // [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 55 // [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 0.7 // [0.10 to 3.00] Strength of the sharpening
    #define sharp_clamp 0.050 // [0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035
    // -- Advanced sharpening settings --
    #define pattern 4 // [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 1.07 //[1.30] //[0.0 to 8.0] Strangely lowering this makes the image brighter
    #define radius2 0.77 //[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 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 //[0.6 to 0.2]
    #define GreenC 0.36 //[0.6 to 0.2]
    #define BlueC 0.34 //[0.6 to 0.2]
    #define Blend 0.2 //[0.0 to 0.1] How strong the effect should be.

    /*-----------------------------------------------------------.
    / Lift Gamma Gain settings /
    '-----------------------------------------------------------*/
    #define RGB_Lift float3(0.960, 0.930, 0.930) //[(0.990, 0.970, 0.970) // (0.000 to 2.000] Adjust shadows for Red, Green and Blue
    #define RGB_Gamma float3(0.995, 0.980, 1.000) //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
    #define RGB_Gain float3(0.991, 0.995, 0.998) //[0.000 to 2.000] Adjust highlights for Red, Green and Blue

    /*-----------------------------------------------------------.
    / Tonemap settings /
    '-----------------------------------------------------------*/
    #define Gamma 0.85 //[0.00 to 2.00] Adjust midtones
    #define Exposure -0.2 //[-1.00 to 1.00] Adjust exposure
    #define Saturation -0.150 //[-1.00 to 1.00] Adjust saturation
    #define Bleach 0.09 //[0.00 to 1.00] Brightens the shadows and fades the colors
    #define Defog 0.01 //[0.00 to 1.00] How much of the color tint to remove
    #define FogColor float4(4.55, 2.55, 3.55, 0) //[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 -0.005 //[-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 0.305 //[-1.0 to 1.0] The amount of contrast you want
    // -- Advanced curve settings --
    #define Curves_formula 7 //[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

    my .xml profile (nothing custom here, just wanted to share full combination of variables for this SweetFx config)
    <GamerProfile>
    <SoundProfile MusicEnabled="1" MasterVolume="100" MicEnabled="1" IncomingVoiceEnabled="1" Language="English" />
    <RenderProfile MSAALevel="0" AlphaToCoverage="2" SSAOLevel="0" SDSM="0" ResolutionX="1920" ResolutionY="1080" Quality="custom" QualityEditor="editor_ps3" Fullscreen="0" Borderless="1" UseD3D11="0" D3D11MultithreadedRendering="0" WidescreenLetterbox="0" UseWidescreenFOV="1" FOVScaleFactor="1.2" EnableSubResolution="0" SubResolutionX="960" SubResolutionY="540" VSync="1" RefreshRate="0" DisableMip0Loading="0" GPUMaxBufferedFrames="3" ShowFPS="0" Brightness="1.006" Contrast="1.32" GammaRamp="0.964" AllowAsynchShaderLoading="1" Bloom="0">
    <CustomQuality>
    <quality ResolutionX="1920" ResolutionY="1080" EnvironmentQuality="high" AntiPortalQuality="default" PortalQuality="medium" PostFxQuality="high" TextureQuality="high" TextureResolutionQuality="high" WaterQuality="veryhigh" DepthPassQuality="high" VegetationQuality="veryhigh" TerrainQuality="high" GeometryQuality="ultrahigh" AmbientQuality="high" DeferredAmbientQuality="high" ShadowQuality="ultrahigh" EditorQuality="" Hdr="1" HdrFP32="0" ReflectionHdr="1" EnableVertexBinding="1" id="custom" />
    </CustomQuality>
    <Environment>
    <quality RainNumSplashesPerSecond="60" id="high" />
    </Environment>
    <Post>
    <quality id="ultrahigh" PostFXLevel="1" FXAALevel="2" SSAO="1" SSAOMaxDistance="0" GameDepthOfField="1" CinematicDepthOfField="0" MotionBlur="0" DepthDownsample="0" CloudShadows="1"/>
    </Post>
    <Water>
    <quality WaterRefraction="1" OceanShoreEffect="1" ReflectionTextureSizeX="1024" ReflectionTextureSizeY="1024" ProtoDisplacement="1" OceanRealReflection="1" NumWaterReflectionPlanes="4" id="veryhigh" />
    </Water>
    <Vegetation>
    <quality UseRealTreeHD="1" UsePixelLeafNormals="1" id="veryhigh" />
    </Vegetation>
    <Terrain>
    <quality TerrainLodScale="0.5" TerrainDetailViewDistance="1024" TerrainDetailBlendViewDistance="128" id="high" />
    </Terrain>
    <Geometry>
    <quality KillLodScale="0.5" LodScale="0.5" RealTreesLodScale="0.5" RealTreesVistaMinViewDistanceScale="0.5" ClustersLodScale="0.5" TerrainLodScale="0.5" MaxDecalCount="400" MaxDecalCountPerType="50" id="ultrahigh" RealTreeLeafMinSize="0.02" />
    </Geometry>
    <Ambient>
    <quality ShadowMapSize="1024" SectorTextureSize="128" id="high" />
    </Ambient>
    <Shadow>
    <quality ShadowMapSize="2048" CascadedShadowMapSize="2048" RainShadowMapSize="1024" SoftShadows="1" EnablePCSS="1" DisableShadow="0" DisableShadowGeneration="0" DisableShadowGenTerrain="0" SpotsCastShadows="1" id="ultrahigh" />
    </Shadow>
    <DeferredShadows>
    <quality EnableDeferredShadows="1" id="pc" />
    </DeferredShadows>
    </RenderProfile>
    <NetworkProfile VoiceChatEnabled="1" CustomMapMaxUploadRateInBitsOnline="10240000" OnlineEnginePort="9000" OnlineServicePort="9001" FileTransferHostPort="9002" FileTransferClientPort="9003" LanHostBroadcastPort="9004" LanClientBroadcastPort="9005" ScanFreePorts="1" ScanPortRange="1000" ScanPortStart="9000" SessionProvider="" MaxUploadInbpsOnline="10240000">
    <Accounts />
    </NetworkProfile>
    <GameProfile />
    <ProfileSpecificGameProfile Sensitivity="1" Invert_x="0" Invert_y="0" DefaultFlickFireDirection_y="0" UseMouseSmooth="0" Smoothness="0.2" Smoothness_Ironsight="0.2" HelpCrosshair="0" Gamepad_vibration="0" UseRoadSignHilight="1" UseSubtitles="0" TaggingEnabled="0" UseAmbx="0" UseGamePad="0" GamepadAnswered="1" Autosave="1" Machete="0" IronsightToggleMode="0">
    <FireConfig QualitySetting="VeryHigh" />
    </ProfileSpecificGameProfile>
    <RealTreeProfile Quality="VeryHigh" />
    <EngineProfile>
    <PhysicConfig QualitySetting="VeryHigh" />
    <QcConfig GatherFPS="1" GatherAICnt="1" GatherDialogs="0" IsQcTester="0" />
    <InputConfig />
    <ZoneConfig />
    </EngineProfile>
    <UplayProfile LockString="" />
    </GamerProfile>
     
    Last edited: Dec 18, 2012
  20. jim2point0

    jim2point0 Guest

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    The sharpening is making your aliasing stick out like a soar thumb. What are you forcing? The vines in that 5th image look particularly bad. When you use FXAA, I believe it causes white outlines to appear sometimes. Sharpening seems to turn that effect up to 11.

    Other than that, I can't tell a huge difference from the default game without seeing a comparison.

    I don't have that config anymore. I took down my SweetFX stuff from my site a while ago due to SOE threatening to ban people for using it. By CeeJay convinced me that maybe that was a rash decision. Anyways, I've re-uploaded my current config. I believe it's similar. I had HDR enabled in those screenshots and higher values for "Lift" to offset the darkness. If this kills your FPS too much, disable Bloom.
     
    Last edited: Dec 17, 2012
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