SweetFX Shader Suite release and discussion thread #3

Discussion in 'Games, Gaming & Game-demos' started by CeeJay.dk, Mar 18, 2013.

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  1. Elajitz

    Elajitz Master Guru

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    hello! i have a question about Radeon Pro and Sfx!
    Can i force Both FXAA and SMAA at the same time in Radeon Pro and then Use The SMAA in Sweetfx?

    Here some pic when i tested FXAA in RP and SMAA in SweetFX and still see jaggies.. :/
    [​IMG][​IMG][​IMG][​IMG]
     
    Last edited: Apr 11, 2013
  2. CeeJay.dk

    CeeJay.dk Guest

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    You can - but you would not get more anti-aliasing from it - only less performance.

    Once the image have been anti-aliased by one, the other will not detect any aliased edges and will not apply any further anti-aliasing.

    Use the best one and only that one.
    I think currently the best option is to apply SMAA in RadeonPro and then run SweetFX (with SMAA off), because that will avoid the SMAA+LumaSharpen problem that the InjectSMAA dll currently has.

    Please don't post screenshots side by side .. it makes the format of the page wider and so it won't fit on some monitors.

    Awesome shots though .. what game are they from?
     
  3. Elajitz

    Elajitz Master Guru

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    Okay thx i will try that! :)
    yea i will keep that in mind! sry!
    Its Need For Speed The Run whit camera hack from https://docs.google.com/folder/d/0B4lfqq0DpUo-WGV0OVVTS1Z0LVk/edit?pli=1


    My Portal2 Settings! http://sfx.thelazy.net/games/preset/319/
    [​IMG]
    [​IMG]
    [​IMG]
     
    Last edited: Apr 11, 2013
  4. Anarion

    Anarion Ancient Guru

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    Switched to Dxtory (and using Lagarith codec), hawt damn! Now I can use injectors too and recording video is barely noticeable. I think Fraps has some kind of multi-gpu and/or Windows 8 issues when it comes to overall compatibility and performance (recording performance in lossless mode was subpar, even dropped frames and IO performance was not even close to being bottleneck). Now to tweak SMAA for Tomb Raider...
     

  5. brad86

    brad86 Member

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    Been tweaking the CRT setting and I think I have found a decent look for when playing on my monitor or HDTV. I play a lot on FinalBurnAlpha emulator and this makes games look so much better. I love it :)

    Few comparison images with/without..

    http://i.imgur.com/heliomM.jpg
    http://i.imgur.com/VngDo7u.jpg
    http://i.imgur.com/iVThxKU.jpg
    http://i.imgur.com/VRVdsun.jpg
    http://i.imgur.com/PpAU0GG.jpg
    http://i.imgur.com/mWdSIE6.jpg
    http://i.imgur.com/aiYNXQH.jpg
    http://i.imgur.com/p4ot9jd.jpg
    http://i.imgur.com/jOvc1T2.jpg
    http://i.imgur.com/qMGIATq.jpg
     
  6. Boulotaur2024

    Boulotaur2024 Guest

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    Glad the port was useful to some of you :)

    And yes it's the best CRT shader around, provided you tweak the CRTResolution parameter or whatever it's called; I couldn't make an instant-ready-to-use parameter-that-works-on-every-res. Really wish cgwg would update it with new fancy stuff, this guy is good.

    EDIT : Dxtory has always been better than FRAPS since it was out, great software
     
    Last edited: Apr 11, 2013
  7. jelbo

    jelbo Member

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    Very nice. Care to share those CRT settings? I never managed to make it look that good.
     
  8. Gramps

    Gramps Guest

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    I've got the latest version of RadeonPro, but can't seem to be able to tick the box to enable SweetFX for my profile.

    I know I'm doing something wrong .. I think I lack the patience at the moment to find a solution for myself ..

    A nudge in the right direction would be greatly appreciated.
     
  9. ninjafada

    ninjafada Guest

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    you have to setup radeonpro 1st, in the settings you have been ask to link the folder of sweetfx so rp can load the shaders
     
  10. brad86

    brad86 Member

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    Here you go mate. I have the resolution of the emulators set at 1920x1080.
    Normally I wouldn't have them at such a high resolution but my TV is crap at scaling anything other than native res. The shader will minimize the pixelation though so it doesn't really matter :)


    Code:
       /*-----------------------------------------------------------.   
      /                       Description                           /
      '------------------------------------------------------------/
    
    Game: Any
    SweetFX version: 1.4
    Author: CeeJay.dk
    Description: 
    
    These are the default settings for SweetFX 1.4
    They smoothen jagged edges with SMAA anti-aliasing, sharpen the image with LumaSharpen and make the colors slightly more vibrant with Vibrance.
    
    Please note when tweaking settings that higher numbers does not always equal better (nor does lower).
    Finding the best settings for your game and your taste is about finding just the right amount to apply.
    
    If you made a good setttings preset please share it with your friends, on forums and websites,
    and/or submit it to the SweetFX Settings Database : http://sfx.thelazy.net/games/
    
       /*-----------------------------------------------------------.
      /                      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 0 //[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_CARTOON       0 //[0 or 1] Cartoon : "Toon"s the image. (Interferes with SMAA, CRT, Bloom, HDR and Lumasharpen)
    #define USE_ADVANCED_CRT  1 //[0 or 1] Advanced CRT : Simulates an old CRT TV display. (Interferes with SMAA, Cartoon, Bloom, HDR and Lumasharpen, and it has a very high performance cost) 
    #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_LUMASHARPEN   0 //[0 or 1] LumaSharpen : Also sharpens the antialiased edges which makes them less smooth - I'm working on fixing that.
    #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_MONOCHROME    0 //[0 or 1] Monochrome : Monochrome makes the colors disappear.
    #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      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_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.
    
    
       /*-----------------------------------------------------------.
      /                  SMAA Anti-aliasing settings                /
      '-----------------------------------------------------------*/
    
    #define SMAA_THRESHOLD 0.10           //[0.05 to 0.20] Edge detection threshold. If SMAA misses some edges try lowering this slightly. I prefer between 0.08 and 0.12.
    #define SMAA_MAX_SEARCH_STEPS 12      //[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 05        //[0 to 100] Determines the percent of antialiasing to apply to corners. 0 seems to affect fine text the least so it's the default.
    
    // -- 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.
                                          //Enable this only if you use a Geforce 7xxx series or older card, or a Radeon X1xxx series or older card.
    
       /*-----------------------------------------------------------.
      /                  FXAA Anti-aliasing settings                /
      '-----------------------------------------------------------*/
    #define FXAA_QUALITY__PRESET 9       //[1 to 9] Choose the quality preset. 9 is the highest quality.
    #define fxaa_Subpix 0.400            //[0.000 to 1.000] Choose the amount of sub-pixel aliasing removal.
    #define fxaa_EdgeThreshold 0.250     //[0.000 to 1.000] Edge detection threshold. The minimum amount of local contrast required to apply algorithm.
    #define fxaa_EdgeThresholdMin 0.060  //[0.000 to 1.000] Darkness threshold. Trims the algorithm from processing darks.
    
    
       /*-----------------------------------------------------------.
      /                      Cartoon settings                       /
      '-----------------------------------------------------------*/
    #define CartoonPower 1.0             //[0.1 to 10.0] Amount of effect you want.
    
    
       /*-----------------------------------------------------------.
      /                    Advanced CRT settings                   /
      '----------------------------------------------------------*/
    #define CRTAmount            1.0     // [0.0 to 1.0]    Amount of CRT effect you want
    
    #define CRTResolution        3.0     // [1.0 to 8.O]    Input size coefficent (low values gives the "low-res retro look"). Default is 1.2
    #define CRTgamma             2.2     // [0.0 to 4.0]    Gamma of simulated CRT (default 2.4)
    #define CRTmonitorgamma      2.2     // [0.0 to 4.0]    Gamma of display monitor (typically 2.2 is correct)
    #define CRTBrightness        1.4     // [1.0 to 3.0]    Used to boost brightness a little. Default is 1.0
    #define CRTScanlineIntensity 2.0     // [2.0 to 4.0]    Scanlines intensity (use integer values preferably). Default is 2.0
    #define CRTScanlineGaussian  1       // [0 or 1]        Use the "new nongaussian scanlines bloom effect". Default is on
    
    #define CRTCurvature         0       // [[0 or 1]       "Barrel effect" enabled (1) or off (0)
    #define CRTCurvatureRadius   0.0     // [0.0 to 2.0]    Curvature Radius (only effective when Curvature is enabled). Default is 1.5
    #define CRTCornerSize        0.002   // [0.001 to 0.02] Higher values, more rounded corner. Default is 0.001
    #define CRTDistance          2.0     // [0.0 to 4.0]    simulated distance from viewer to monitor. Default is 2.0
    #define CRTAngleX            0.0     // [-0.2 to 0.2]   tilt angle in radians (X coordinates)
    #define CRTAngleY            0.00    // [-0.2 to 0.2]   tilt angle in radians (Y coordinates). (Value of -0.15 gives the 'arcade tilt' look)
    #define CRTOverScan          1.00    // [1.00 to 1.1]   overscan (e.g. 1.02 for 2% overscan). Default is 1.01
    #define CRTOversample        0       // [0 or 1]        Enable 3x oversampling of the beam profile (warning : performance hit)
    
       /*-----------------------------------------------------------.
      /                       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 1.30  //[0.00 to 8.00] Strangely lowering this makes the image brighter
    #define radius2  0.87  //[0.00 to 8.00] Raising this seems to make the effect stronger and also brighter
    
       /*-----------------------------------------------------------.
      /                     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)
    
    
       /*-----------------------------------------------------------.
      /                      TECHNICOLOR settings                   /
      '-----------------------------------------------------------*/
    #define TechniAmount 0.4         //[0.00 to 1.00]
    #define TechniPower  4.0         //[0.00 to 8.00]
    #define redNegativeAmount   0.88 //[0.00 to 1.00]
    #define greenNegativeAmount 0.88 //[0.00 to 1.00]
    #define blueNegativeAmount  0.88 //[0.00 to 1.00]
    
    
       /*-----------------------------------------------------------.
      /                      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  //[0.60 to 0.20]
    #define GreenC 0.36  //[0.60 to 0.20]
    #define BlueC  0.34  //[0.60 to 0.20]
    
    #define Blend 0.2    //[0.00 to 1.00] How strong the effect should be.
    
    
       /*-----------------------------------------------------------.
      /                      Monochrome settings                    /
      '-----------------------------------------------------------*/
    #define Monochrome_conversion_values float3(0.18,0.41,0.41) //[0.00 to 1.00] Percentage of RGB to include (should sum up to 1.00)
    
    
       /*-----------------------------------------------------------.
      /                      Lift Gamma Gain settings               /
      '-----------------------------------------------------------*/
    #define RGB_Lift  float3(1.000, 1.000, 1.008)  //[0.000 to 2.000] Adjust shadows for Red, Green and Blue
    #define RGB_Gamma float3(1.000, 1.000, 1.008)  //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
    #define RGB_Gain  float3(1.000, 1.000, 1.008)  //[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 0.00      //[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 0.04 //[-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_mode 2        //[0|1|2] Choose what to apply contrast to. 0 = Luma, 1 = Chroma, 2 = both Luma and Chroma. Default is 0 (Luma)
    #define Curves_contrast 0.22 //[-1.00 to 1.00] The amount of contrast you want
    
    // -- Advanced curve settings --
    #define Curves_formula 8     //[1|2|3|4|5|6|7|8|9] The contrast s-curve you want to use.
                                 //1 = Sine, 2 = Abs split, 3 = Smoothstep, 4 = Exp formula, 5 = Simplified Catmull-Rom (0,0,1,1), 6 = Perlins Smootherstep
                                 //7 = Abs add, 8 = Techicolor Cinestyle, 9 = Parabola.
                                 //Note that Technicolor Cinestyle is practically identical to Sine, but runs slower. In fact I think the difference might only be due to rounding errors.
                                 //I prefer 2 myself, but 3 is a nice alternative with a little more effect (but harsher on the highlight and shadows) and it's the fastest formula.
                                 
       /*-----------------------------------------------------------.
      /                         Sepia settings                      /
      '-----------------------------------------------------------*/
    #define ColorTone float3(1.40, 1.10, 0.90) //[0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to tint the image
    #define GreyPower  0.11                    //[0.00 to 1.00] How much desaturate the image before tinting it
    #define SepiaPower 0.58                    //[0.00 to 1.00] How much to tint the image
    
    
       /*-----------------------------------------------------------.
      /                       Vignette settings                     /
      '-----------------------------------------------------------*/
    #define VignetteRatio 1.00    //[0.15 to 6.00]  Sets a width to height ratio. 1.00 (1/1) is perfectly round, while 1.60 (16/10) is 60 % wider than it's high.
    #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)  //[0.000 to 1.000, 0.000 to 1.000] Center of effect.
    
    
       /*-----------------------------------------------------------.
      /                        Dither settings                      /
      '-----------------------------------------------------------*/
    #define dither_method 1  //[1 or 2] 1 = Ordering dithering (good and very fast), 2 = Random dithering (even better dithering but not as fast)
    
    //Note that the patterns 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
    
    
     

  11. Wanny

    Wanny Guest

    I got into the FF14 beta... anyone know how to make it work using boulotaur2024 version?
     
  12. draegunstrife

    draegunstrife Active Member

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    Put everything in the game folder, not the boot/launcher folder.
     
  13. Wanny

    Wanny Guest

    Well thanks for the reply. That's what I did initally and still nothing...

    edit: Win7 compat did the trick.
     
    Last edited by a moderator: Apr 13, 2013
  14. Wanny

    Wanny Guest

    Can someone change the default Scroll lock key for good in the goddamn default code? :p

    I don't have one on my keyboard. It's extremely annoying to not be able to toggle SweetFX when injector.ini isn't working.
     
  15. Eddy__

    Eddy__ Guest

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    I finished my Mafia 2 sweetfx :D
    1,5x upscaling to 1920x1536 + fxaa dll
    [​IMG]
     

  16. draegunstrife

    draegunstrife Active Member

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    Oh good. Mine just works without setting anything else. I just thought you put the files in the boot because that's what I did at first.
     
  17. Elajitz

    Elajitz Master Guru

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  18. robgrab

    robgrab Guest

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    Thanks for the preset. I'd been looking for a reason to go back and finally finish Portal 2. Unfortunately I only had three more levels before reaching the end so I only got to see it for about fifteen minutes. I might go back through a second time to get some of the achievements I missed on my first play through.

    I really like the look that the cartoon shader gave it. The only change I made to your preset was I disabled SMAA and forced FXAA in the NVIDIA Control Panel. Looked great.
     
  19. Elajitz

    Elajitz Master Guru

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    Np! :)
    its a good game! yea the cartoon shader makes things really nice in combo whit sharpness :p
    -------------
    How to i get this less bright and just keep the colors?

    #define RGB_Lift float3(0.950, 0.990, 1.000) //[0.000 to 2.000] Adjust shadows for Red, Green and Blue
    #define RGB_Gamma float3(0.950, 0.990, 1.020) //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
    #define RGB_Gain float3(1.030, 1.030, 1.050) //[0.000 to 2.000] Adjust highlights for Red, Green and Blue
     
  20. ninjafada

    ninjafada Guest

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    you can make a autohotkey script to rebind it
    for exemple
    v::ScrollLock
     
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