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. QuadReaktor

    QuadReaktor Guest

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    Looks really cool, settings !?
     
  2. NeoEnigma

    NeoEnigma Master Guru

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    ME3 is a damn good looking game. Not sure what you'd do with sweetfx there. But here are some of my screenshots. I stopped playing because I think texmod was causing crashes when loading new areas... and I got sick of the 5 minute load times with all those textures enabled.


    I did VERY little with SweetFX. Maybe s-curves. Vibrance. Bloom. Sharpening isn't really necessary if you're using high res textures. If you're using MSAA+SGSSAA, you might need it. But seriously, it doesn't need SweetFX for much. Just play it :)

    There's a link to the settings in that post you just quoted. I'm losing faith in humanity here.... come on people.
     
    Last edited: Nov 29, 2012
  3. Snakes

    Snakes Guest

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    Those Deus Ex screens look more like concept art.
     
  4. NeoEnigma

    NeoEnigma Master Guru

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    I guess that's a compliment you can pass on to WelshPixie.

    Concept art for this game would be all yellow and black :p
     

  5. Maken

    Maken Master Guru

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    Hi, thanks for remind me it because i was working in other games / playing games.. i forget continue with it, i will continue this week. Thanks for your interesting on it. Im working with some games at same time.. yes im crazy.

    @Quadreaktor
    Hi, nice Shift 2 screenshots.

    @Marcel
    Hi, nice RE 5 screenshots.. waiting for your next screenshots.

    COD Modern Warfare 2

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  6. QuadReaktor

    QuadReaktor Guest

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    @NeoEnigma
    I thought this would be other settings

    @Maken
    THX, I still have Problems with SGSSAA :(

    Shift² Last Lamborghini Pics.
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  7. I am 99% sure that this is due to uPlay overlay. Try to turn it off:

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  8. ShadowDuke

    ShadowDuke Ancient Guru

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    nope, i never used overlay and its crashing ^^
     
  9. WhiteLightning

    WhiteLightning Don Illuminati Staff Member

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    Thx, it does not crash then. though i see nothing but a black screen. same logfile
     
  10. Wanny

    Wanny Guest

    It never crashed for me but it has a black screen too. It runs, but when SweetFX is on, it's just a black screen. When you toggle it off, you see the vanilla screen.
     

  11. Hi there. Played with Portal 2.

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    Settings
    Code:
       /*-----------------------------------------------------------.
      /                      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           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 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 77      // [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 33        // [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 1  // [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 0.60   // [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 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   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 4.0  //[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 0.4    //[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(1.000, 1.000, 1.000)  //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
    #define RGB_Gain  float3(1.000, 1.000, 1.300)  //[0.000 to 2.000] Adjust highlights for Red, Green and Blue
    
    
       /*-----------------------------------------------------------.
      /                        Tonemap settings                     /
      '-----------------------------------------------------------*/
    #define Gamma 1.2        //[0.00 to 2.00] Adjust midtones
    
    #define Exposure -0.20    //[-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, 0.75) //[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 0.70 //[-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 0.30  //[-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

    In my opinion, SFX makes the picture look much more close to how it should. Plants become green as they have to be, rust become rusty, unpleasantly looking potentially poisonous liquid looks much more unpleasant and so on.
     
    Last edited by a moderator: Nov 29, 2012
  12. CeeJay.dk

    CeeJay.dk Guest

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    Today is my birthday!

    It's also one year ago since I started writing my first shader (LumaSharpen) which eventually grew into the SweetFX Shader Suite.

    I'm feeling better (almost well) and have resumed working on SweetFX.

    Anything interesting happen while I was sick ?
    Anyone have unanswered questions that only I can answer or good ideas I missed while I was getting better?
     
  13. jaredpace

    jaredpace Active Member

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    Yes, could we have a GUI that's easy to use with some slider bars?

    Happy birthday, and Keep up the great work!

    something like this (that works real time)

    [​IMG]
     
    Last edited: Nov 30, 2012
  14. sutty73

    sutty73 New Member

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    Have you tried launching Farcry 3 in safe mode?
    Because it did the same thing with Ghost Recon:Future Soldier.
     
  15. Oomek

    Oomek Guest

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    It's been already done by some guy, it's called SweetFX configurator

    check out his website
     

  16. Marcel

    Marcel Guest

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    Happy Birthday :)

    SweetFx not working with Tomb Raider Underworld. No visible changes after switching SweetFX
     
    Last edited: Nov 30, 2012
  17. Marcel

    Marcel Guest

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    RE5
    (WIP)

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    Last edited: Nov 30, 2012
  18. Wanny

    Wanny Guest

    I can't test it because I still cannot play the official way...
     
  19. CoalBlackend

    CoalBlackend Guest

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    @anyone

    could some 1 please make a Vanguard SoH sweetFX setting the game looks like it would work well. Please Please
     
  20. Wanny

    Wanny Guest

    A cookie to the first one that makes FC3 DX11 works with SweetFX!
     
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