Games, Gaming & Game-demos You can talk about the latest games here and more ..
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Don Vito Corleone
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SweetFX Shader Suite release and discussion thread #2 -
01-08-2013, 18:23
| posts: 16,929 | Location: Guru3D testlab
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01-08-2013, 19:06
| posts: 74 | Location: France
Quote:
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Originally Posted by sidspyker
CeeJay, do you have a well, approximate feature list on what all you're working on for the next version?
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Good question
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01-10-2013, 10:14
| posts: 475 | Location: Denmark
Quote:
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CeeJay, do you have a well, approximate feature list on what all you're working on for the next version?
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Quote:
Originally Posted by Boulotaur2024
Good question 
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No, not really.
I have a very long list with many of my ideas and then another long list in my head, and I and work on these ideas when I get an idea on how to best implement them.
But possibly you will see:
Improvements to Lumasharpen
Improvements to Curves
Improvements to Dither (done)
Cartoon shader (done)
Border shader (done)
Shaders to assist the colorblind.
CRT shader
FXAA
in the next version because these features were what I've been working on this week.
I can't say for sure, that these will be in the next version and there might even be other things I port or come up with that will make it in.
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01-10-2013, 11:12
| posts: 25
Quote:
Originally Posted by CeeJay.dk
No, not really.
I have a very long list with many of my ideas and then another long list in my head, and I and work on these ideas when I get an idea on how to best implement them.
But possibly you will see:
Improvements to Lumasharpen
Improvements to Curves
Improvements to Dither (done)
Cartoon shader (done)
Border shader (done)
Shaders to assist the colorblind.
CRT shader
FXAA
in the next version because these features were what I've been working on this week.
I can't say for sure, that these will be in the next version and there might even be other things I port or come up with that will make it in.
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That'd be awesome! I've been thinking about how cool it'd be to add (semi-transparent) scanline effects to games.
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01-10-2013, 19:35
| posts: 74 | Location: France
Quote:
Originally Posted by CeeJay.dk
No, not really.
I have a very long list with many of my ideas and then another long list in my head, and I and work on these ideas when I get an idea on how to best implement them.
But possibly you will see:
Improvements to Lumasharpen
Improvements to Curves
Improvements to Dither (done)
Cartoon shader (done)
Border shader (done)
Shaders to assist the colorblind.
CRT shader
FXAA.
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Omg don't tell me you ported cgwg's CRT Pixel Shader to SweetFX ? That'd be great indeed !
EDIT : also check out Caligari's work if you havent already
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01-10-2013, 23:37
| posts: 475 | Location: Denmark
Quote:
Originally Posted by Boulotaur2024
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OK I won't - because I haven't.
cgwg's shader is really cool, and several of it's features (but not all) can be done in a single pass, but it must be the only shader in that pass to sample multiple pixels.
That unfortunately makes it incompatible with SMAA, LumaSharpen, Bloom, HDR and Cartoon (Cartoon was already incompatible with the the others - enabling it will overwrite the results of the others)
It's also quite complex and would take some time to port.
No, I'm afraid my CRT shader is very very simple - on the plus side though, it's very very fast. It's basically just the Dither shader slightly changed and with a few extra features, so it's performance hit should barely even register.
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01-11-2013, 00:14
| posts: 523 | Location: Slovakia
Maken _ you are a genius...
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Dead Space 2 + SweetFX 2.0 WIP -
01-08-2013, 19:42
| posts: 131 | Location: Venezuela
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01-08-2013, 22:41
| posts: 306
Quote:
Originally Posted by Maken
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damn soo good man..keep up the good work
cant wait till u finish this and Bianory Domain
great games
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01-08-2013, 20:21
| posts: 848 | Location: Bilbao, Spain
edit...
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Makens SweetFX 2.0 FXAA for Dead Space 2 -
01-09-2013, 00:19
| posts: 131 | Location: Venezuela
Dead Space 2 SweetFX 2.0 FXAA









ALBUM: http://min.us/mTNwIpochJWdz
Settings:
NOTE: YOU NEED TO USE SWEETFXS FXAA DLLS, I RECOMMEND IT TOO.
Click to show spoiler
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 using the SMAA technique.
#define USE_FXAA_ANTIALIASING 1 //[0 or 1] FXAA Anti-aliasing : Smoothens jagged lines using the FXAA technique. WIP - Currently only works in DX9 and you need to use the FXAA injector dlls.
#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 1 //[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 0 //[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_CARTOON 0 //[0 or 1] Cartoon : "Toon"s the image
#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_BORDER 0 //[0 or 1] Border : Makes the screenedge black as a workaround for the bright edge that forcing some AA modes sometimes causes.
#define USE_SPLITSCREEN 0 //[0 or 1] Splitscreen : Enables the before-and-after splitscreen comparison mode.
/*-----------------------------------------------------------.
/ FXAA Anti-aliasing settings /
'-----------------------------------------------------------*/
#define FXAA_QUALITY__PRESET 9 //[1 to 9] Choose the quality preset
#define fxaa_Subpix 0.400 //[0.000 to 1.000] Choose the amount of sub-pixel aliasing removal
#define fxaa_EdgeThreshold 0.050 //[0.000 to 1.000] The minimum amount of local contrast required to apply algorithm
#define fxaa_EdgeThresholdMin 0.060 //[0.000 to 1.000] Trims the algorithm from processing darks
/*-----------------------------------------------------------.
/ 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 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 //[0.000 to 8.000] Strength of the bloom
#define BloomWidth 0.0142 //[0.0000 to 1.0000] Width of the bloom
/*-----------------------------------------------------------.
/ HDR settings /
'-----------------------------------------------------------*/
#define HDRPower 0.89 //[0.00 to 8.00] Strangely lowering this makes the image brighter
#define radius2 0.85 //[0.00 to 8.00] Raising this seems to make the effect stronger and also brighter
/*-----------------------------------------------------------.
/ TECHNICOLOR settings /
'-----------------------------------------------------------*/
#define TechniAmount 0.4 //[0.0 to 1.0]
#define TechniPower 4.0 //[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 13.0 //[1.0 to 15.0]
#define Green 13.0 //[1.0 to 15.0]
#define Blue 13.0 //[1.0 to 15.0]
#define ColorGamma 1.4 //[0.1 to 2.5] Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral.
#define DPXSaturation 1.6 //[0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral.
#define RedC 0.26 //[0.60 to 0.20]
#define GreenC 0.26 //[0.60 to 0.20]
#define BlueC 0.26 //[0.60 to 0.20]
#define Blend 0.2 //[0.00 to 1.00] How strong the effect should be.
/*-----------------------------------------------------------.
/ Lift Gamma Gain settings /
'-----------------------------------------------------------*/
#define RGB_Lift float3(0.931, 0.931, 0.931) //[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(0.998, 0.998, 0.998) //[0.000 to 2.000] Adjust highlights for Red, Green and Blue
/*-----------------------------------------------------------.
/ Tonemap settings /
'-----------------------------------------------------------*/
#define Gamma 1.0 //[0.000 to 2.000] Adjust midtones
#define Exposure 0.00 //[-1.000 to 1.000] Adjust exposure
#define Saturation 0.00 //[-1.000 to 1.000] Adjust saturation
#define Bleach 0.30 //[0.000 to 1.000] Brightens the shadows and fades the colors
#define Defog 0.000 //[0.000 to 1.000] How much of the color tint to remove
#define FogColor float3(0.00, 0.00, 2.55) //[0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to remove - default is blue
/*-----------------------------------------------------------.
/ Vibrance settings /
'-----------------------------------------------------------*/
#define Vibrance 0.15 //[-1.00 to 1.00] Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
/*-----------------------------------------------------------.
/ Curves settings /
'-----------------------------------------------------------*/
#define Curves_contrast 0.49 //[-1.00 to 1.00] 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. I prefer 2 myself.
/*-----------------------------------------------------------.
/ Cartoon settings /
'-----------------------------------------------------------*/
//No settings yet, beyond switching it on or off in the top section.
//I'm still tweaking this effect - also I'm not even sure it should be called Cartoon in the final version.
/*-----------------------------------------------------------.
/ 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, 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.
/*-----------------------------------------------------------.
/ Border settings /
'-----------------------------------------------------------*/
//No settings yet, beyond switching it on or off in the top section.
/*-----------------------------------------------------------.
/ 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
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Maha Guru
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01-09-2013, 00:48
| posts: 1,460 | Location: Boston
The Walking Dead. I got it during the sale and trying to adjust SweetFX (WIP).


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01-09-2013, 05:58
| posts: 6
Quote:
Originally Posted by The Postman
The Walking Dead. I got it during the sale and trying to adjust SweetFX (WIP).
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How did you get it working with The Walking Dead?
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Member Guru
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01-09-2013, 01:04
| posts: 131 | Location: Venezuela
@ The Postman
Hey man, como has estado? Feliz Año retrasado pana, espero todo este bien por alla, luego te pregunto que tal es ese juego, no lo e jugado aun, suerte con tus settings . Salu2.
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01-09-2013, 01:08
| posts: 4
Hi, guys.
I have been playing around with SweetFX ever since the Realmware Color Tweaker was killed off by DICE, R.I.P color tweaker :_;
Anyway, I have been trying to replicate the results of the color tweaker using SweetFX so that BF3 looks as it did with the Realmware Color Tweaker installed.
I have managed to get it looking near enough to that standard, it's not as good but it's near enough and looks a hell of a lot better than standard BF3 anyway
Here are some screen shots of before and after.
The top picture of each screenshot is standard BF3, the one below is with my SweetFX settings.
These are the settings I changed in Sweet FX
USE_LIFTGAMMAGAIN = 1
USE_TONEMAP = 1
SMAA_THRESHOLD = 0.20 // USE_SMAA_ANTIALIASING
SMAA_MAX_SEARCH_STEPS = 98 // USE_SMAA_ANTIALIASING
SMAA_MAX_SEARCH_STEPS_DIAG = 16 // USE_SMAA_ANTIALIASING
SMAA_CORNER_ROUNDING = 100 // USE_SMAA_ANTIALIASING
pattern = 1 // USE_LUMASHARPEN
RGB_Lift = float3(0.950, 0.950, 0.950)// USE_LIFTGAMMAGAIN
RGB_Gamma = float3(0.900, 0.900, 0.900)// USE_LIFTGAMMAGAIN
RGB_Gain = float3(1.000, 1.000, 1.009)// USE_LIFTGAMMAGAIN
Saturation = -0.10 // USE_TONEMAP
Defog = 0.010 // USE_TONEMAP
FogColor = float3(0.00, 0.00, 1.00)// USE_TONEMAP
Vibrance = 0.30 // USE_VIBRANCE
And for anyone that wants to give my SweetFX settings a try you can download it here
Last edited by S1eB; 01-09-2013 at 19:08.
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01-09-2013, 13:53
| posts: 124
Use spoiler tags for pictures please!
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Maha Guru
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01-09-2013, 03:15
| posts: 1,460 | Location: Boston
@Maken
hey brother !! Feliz año para ti tambien. El juego es mas que todo historia y un poco de accion hasta ahora.
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01-09-2013, 03:33
| posts: 654
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01-09-2013, 03:44
| posts: 706
Quote:
Originally Posted by marcosamerio
Some Borderlands 2 pictures, i hope u like
SweetFX version 1.3
Bye all
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Game looks so flat and dull without the outlines. What exactly was done with sweetfx? It looks similar to regular borderlands 2... maybe slightly desaturated.
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SweetFX 2.0 alpha -
01-09-2013, 05:00
| posts: 131 | Location: Venezuela
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01-09-2013, 07:35
| posts: 736 | Location: Indonesia
Quote:
Originally Posted by Maken
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Hi Maken your binary domain shots looks great
Last edited by Gembel; 01-09-2013 at 14:34.
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01-09-2013, 05:08
| posts: 306
Maken
thanx for ur DS2 man..how to use fxaa and i have sweetfx 1.3?
should i use sweetfx alpha 2.0 to make it work?
and cant wait for Bionary Domain
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01-09-2013, 05:44
| posts: 131 | Location: Venezuela
Quote:
Originally Posted by kaicooper
Maken
thanx for ur DS2 man..how to use fxaa and i have sweetfx 1.3?
should i use sweetfx alpha 2.0 to make it work?
and cant wait for Bionary Domain
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No problem and all you need to do is:
1- Delete all SweetFX 1.3 files from your Dead Space 2 directory.
2- Copy all files from SweetFX 2.0 alpha and paste on your Dead Space 2 directory the same as you did before with SweetFX 1.3.
3- Copy and paste all my settings to " SweetFX_settings " of SweetFX 2.0, then save.
4- Go play, enjoy, finish the game and wait for the upcoming Dead Space 3.
Thats all.
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01-09-2013, 07:32
| posts: 75 | Location: Canada
@Maken
Thank you for the ds2 settings it gives the game a whole new definition of color and your screens look amazing!
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01-09-2013, 09:49
| posts: 16,683 | Location: Turkey
maken, pls tell me your config for Binary Domain.
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