SweetFX Shader Suite release and discussion thread #2

Discussion in 'Games, Gaming & Game-demos' started by Hilbert Hagedoorn, Jan 8, 2013.

Thread Status:
Not open for further replies.
  1. Scorpio82Co

    Scorpio82Co Guest

    Messages:
    180
    Likes Received:
    0
    GPU:
    Gigabyte GTX1070 G1 8GB
    Some DS3 Shots with same COD BOII CONFIG really looks a lot BETTER!!

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]
     
    Last edited: Feb 10, 2013
  2. kaicooper

    kaicooper Guest

    Messages:
    519
    Likes Received:
    42
    GPU:
    GTX 780 SC ACX
    so guys..what do u think?
    i made it more scary

    Dead Sapce 3

    before
    [​IMG]
    after
    [​IMG]
    before
    [​IMG]
    after
    [​IMG]
     
  3. Valken

    Valken Ancient Guru

    Messages:
    2,924
    Likes Received:
    901
    GPU:
    Forsa 1060 3GB Temp GPU
    You totally crushed the black and grey levels. There is next to no difference other than black or white/colors.

    Looks scarier but at the expense of lossed details.
     
  4. jim2point0

    jim2point0 Guest

    Messages:
    1,350
    Likes Received:
    42
    GPU:
    Asus Strix 2080TI
    That's kinda what happens when you make a game darker. Losing details = not being able to see as much = game is darker.
     

  5. OrdinaryOregano

    OrdinaryOregano Guest

    Messages:
    433
    Likes Received:
    6
    GPU:
    MSI 1080 Gaming X
    Precisely.

    I too am trying to make the dark parts feel even darker but it's tricky because I don't want the details to completely disappear. Furthermore it's mostly - not dark on the Ice Planet which adds to the problem.

    As you can see in the screenshots below, this makes subtle changes, and that the Ice Planet doesn't get much improvement with the config.
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]

    Code:
       /*-----------------------------------------------------------.
      /                      Choose effects                         /
      '-----------------------------------------------------------*/
    
    // Set to 1 for ON or 0 for OFF
    #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_HDR           1 //[0 or 1] HDR : Not actual HDR - It just tries to mimic an HDR look (relatively high performance cost)
    #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_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_SPLITSCREEN   0 //[0 or 1] Splitscreen : Enables the before-and-after splitscreen comparison mode.
    
       /*-----------------------------------------------------------.
      /                       LumaSharpen settings                  /
      '-----------------------------------------------------------*/
    // -- Sharpening --
    #define sharp_strength 0.85   // [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 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)
    
       /*-----------------------------------------------------------.
      /                        HDR settings                         /
      '-----------------------------------------------------------*/
    #define HDRPower 1.33  //[0.0 to 8.0] Strangely lowering this makes the image brighter
    #define radius2  0.86  //[0.0 to 8.0] Raising this seems to make the effect stronger and also brighter
    
       /*-----------------------------------------------------------.
      /                      Cineon DPX settings                    /
      '-----------------------------------------------------------*/
    #define Red   11.0  //[1.0 to 15.0]
    #define Green 11.0  //[1.0 to 15.0]
    #define Blue  11.0  //[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 2.0  //[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  0.36  //[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(1.000, 1.000, 1.000)  //[0.000 to 2.000] Adjust shadows for Red, Green and Blue
    #define RGB_Gamma float3(1.117, 1.118, 1.116)  //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
    #define RGB_Gain  float3(1.020, 1.020, 1.020)  //[0.000 to 2.000] Adjust highlights for Red, Green and Blue
    
       /*-----------------------------------------------------------.
      /                       Vibrance settings                     /
      '-----------------------------------------------------------*/
    #define Vibrance -0.12 //[-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 0.21  //[-1.0 to 1.0] 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. 
    
       /*-----------------------------------------------------------.
      /                     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
    
    
     
  6. Marcel

    Marcel Guest

    Messages:
    1,141
    Likes Received:
    0
    GPU:
    MSI GTX 1070 Gaming
    Hi All

    here is some Skyrim shots from my ENB settings combined with SweetFX. I can not decide which color looks better. Differences are small. What do you think?

    1 RGB_lift / 1.060 1.035 1.000

    2 RGB_lift / 1.010 1.035 1.065

    [​IMG]
    [​IMG]
    [​IMG]
     
  7. JonnyRedHed

    JonnyRedHed Member Guru

    Messages:
    112
    Likes Received:
    0
    GPU:
    Nvidia
    Hi guys. Can I ask for some advice please. One issue I am having and that is SweetFX in Crysis 3 does not like or want to work with FRAPS fps counter overlay or AB. I've not found a work around to display FPS and use SweetFX yet. Its the first game I've had issue with. Any thoughts comments most welcome.

    I posted in the Crysis 3 CVar Configurator forum thread on mycrysis for them to unlock the fps counter and add a check box switch to the Crysis 3 CVar Configurator. But am guessing this might not appear until the game is released. Will see if that happens because this might work better in conjunction with SweetFX.



    also...
    My Dead Space 3 looks good as well, just a little sharpen, some nice AA effect and some Liftgammagain etc. I downsample 1440p or 1620p, FXAA and SweetFX only, or just no AA and SweetFX on my 50inch Plasma TV with the 0-255 color range NV drivers hack in place. looks great, not as dark as the shots from above tho.
     
  8. Solas

    Solas Guest

    Messages:
    2
    Likes Received:
    0
    GPU:
    AMD ATI 5770
    Hi everyone. I'm somewhat of a neophyte when it comes to these things, and have been using Sweet FX casually for my MMO play and have been enjoying the results.

    Intrigued, I thought I would try and see if a casual game of mine, Champions Online, would work with the program. Bear in mind I have full Admin rights on the launcher and the game folder and I put the necessary files into the game folder.

    Currently, all that has happened is that the game patched a bunch of files (this does not happen nor needed to as it was up to date) which hasn't happened since, then launched, got to the select screen, proceeded to try and update again and then crashes. I don't know if there's some fundamental disconnect or problem with the files or what, but I'm stumped. Any advice? Happy provide whatever info is asked for.


    S.
     
  9. Riadon

    Riadon New Member

    Messages:
    6
    Likes Received:
    0
    GPU:
    Evga GTX 670 4 GB
    Crysis 2 MaldoHDv4, downsampled from 1440p: (Looks better in new tab)

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]


    Settings: (turn sharpening down unless using last AA option in Maldo configurator)

    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      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        1 //[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 1.15   // [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 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 17.50 //[0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isn't.
    #define BloomPower 1.046     //[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 1.0170 //[0.0 to 8.0] Strangely lowering this makes the image brighter
    #define radius2  0.7975  //[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 1.8  //[0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral.
    
    #define RedC   0.27  //[0.6 to 0.2]
    #define GreenC 0.27  //[0.6 to 0.2]
    #define BlueC  0.27  //[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(1.000, 1.000, 1.010)  //[0.000 to 2.000] Adjust shadows for Red, Green and Blue
    #define RGB_Gamma float3(1.100, 1.095, 1.100)  //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
    #define RGB_Gain  float3(1.010, 1.003, 1.008)  //[0.000 to 2.000] Adjust highlights for Red, Green and Blue
    
    
       /*-----------------------------------------------------------.
      /                        Tonemap settings                     /
      '-----------------------------------------------------------*/
    #define Gamma 0.95       //[0.00 to 2.00] Adjust midtones
    
    #define Exposure 0.03    //[-1.00 to 1.00] Adjust exposure
    
    #define Saturation 0.00  //[-1.00 to 1.00] Adjust saturation
    
    #define Bleach 0.00      //[0.00 to 1.00] Brightens the shadows and fades the colors
    
    #define Defog 0.000  //[0.00 to 1.00] How much of the color tint to remove
    #define FogColor float3(0.00, 0.00, 2.55) //[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 0.32 //[-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 0.19  //[-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: Feb 11, 2013
  10. RecluSe

    RecluSe Guest

    Messages:
    885
    Likes Received:
    0
    GPU:
    EVGA GTX 980 SC/ACX 2.0
    A bit heavy on the sharpening there, Don't even think Crysis 2 needs sharpening.
     

  11. Riadon

    Riadon New Member

    Messages:
    6
    Likes Received:
    0
    GPU:
    Evga GTX 670 4 GB
    Using ultra FXAA + Ingame PostMSAA introduces a lot of blur. You should see the game without sharpening, it looks terrible.

    2 of those pictures don't use PostMSAA, and those are a bit too sharp, yes. But it is always a bit more apparent in screenshots.

    Anyways, it can always be tweaked down.
     
  12. Stein3x

    Stein3x Master Guru

    Messages:
    234
    Likes Received:
    0
    GPU:
    Gigabyte 970 GTX G1 | SLI
    Darkness II ,this game has amazing art.I think my settings are finished.more pics Here

    [​IMG]
    [​IMG]
    [​IMG]
     
  13. Scorpio82Co

    Scorpio82Co Guest

    Messages:
    180
    Likes Received:
    0
    GPU:
    Gigabyte GTX1070 G1 8GB
    do you have the settings done?
     
  14. kaicooper

    kaicooper Guest

    Messages:
    519
    Likes Received:
    42
    GPU:
    GTX 780 SC ACX

    u made it more amazing..settings plz..seems im gonna
    ply it again
     
  15. Marcel

    Marcel Guest

    Messages:
    1,141
    Likes Received:
    0
    GPU:
    MSI GTX 1070 Gaming
    This evening there will be
     

  16. Stein3x

    Stein3x Master Guru

    Messages:
    234
    Likes Received:
    0
    GPU:
    Gigabyte 970 GTX G1 | SLI
    thanx, my settings are here .I had totally forgot about this game and i really enjoyed it even if it is very short (~6 hours)
     
  17. alientorni

    alientorni Guest

    Messages:
    88
    Likes Received:
    0
    GPU:
    MSI 5770 (bios6770) Hawk
    more about my problem :/

    SFX off
    [​IMG]
    SFX on (with splitscreen)

    [​IMG]

    it looks really bad with splitscreen, i don't know what is the problem, but the left "no Sweet fx" side looks wrong. also color banding again appears on top of the screen. dithering does not solves that btw.

    help! :D
     
  18. JonnyRedHed

    JonnyRedHed Member Guru

    Messages:
    112
    Likes Received:
    0
    GPU:
    Nvidia
    Hi guys. Can I ask for some advice please. One issue I am having and that is SweetFX in Crysis 3 does not like or want to work with FRAPS fps counter overlay or AB. I've not found a work around to display FPS and use SweetFX yet. Its the first game I've had issue with. Any thoughts comments most welcome.
     
  19. Elajitz

    Elajitz Master Guru

    Messages:
    775
    Likes Received:
    190
    GPU:
    GeForce RTX 4090
    yea really god stuff/work you got there! :)
    finally i can play DMC whit more softer colors! :)
     
  20. Elajitz

    Elajitz Master Guru

    Messages:
    775
    Likes Received:
    190
    GPU:
    GeForce RTX 4090

    Some new Bf3 settings VIP
    [​IMG][​IMG][​IMG]
     
Thread Status:
Not open for further replies.

Share This Page