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Old
  (#2176)
jesped
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Default 12-09-2012, 21:43 | posts: 102 | Location: Spain

Can Lens Correction, Chromatic Aberration and Blurry Vignette be added to SweetFX?

I think that will be great effects to add to the current ones and there is no need for Z like in Motion Blur or DoF.

Adaptation and Film Grain Noise would be pretty cool too.

I am currently stuck with this version of ENBseries that features just Lens and Chromatic Ab and works in a lot of different games with the same files, but I have no idea how more effects can be added and Boris is not interested in doing generic versions of ENB.

http://enbseries.enbdev.com/forum/vi...1d2899e2895047

 Click to show spoiler



 Click to show spoiler



 Click to show spoiler



I use SweetFX in all my DX11 games, mainly for color correction, bloom and gamma, but I usually miss some of that cool features of ENB.

And on top of that, neither SweetFX works for me with this particular "patch versions" of ENB like it does with others more "game specific".

Last edited by jesped; 12-09-2012 at 22:14.
   
 
Old
  (#2177)
EarlZ
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Default 12-09-2012, 21:59 | posts: 217

Does sweetfx work with dota2? its currently the only game I cant get it to work with.
   
Old
  (#2178)
Marcel
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Default 12-09-2012, 23:40 | posts: 1,122 | Location: Slovakia



 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.
#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      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_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 0.12           // [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 0.40   // [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     //[0.0000 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   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 1.2  //[0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral.

#define RedC   0.31  //[0.6 to 0.2]
#define GreenC 0.34  //[0.6 to 0.2]
#define BlueC  0.32  //[0.6 to 0.2]

#define Blend 0.22    //[0.0 to 0.1] How strong the effect should be.


   /*-----------------------------------------------------------.
  /                      Lift Gamma Gain settings               /
  '-----------------------------------------------------------*/
#define RGB_Lift  float3(1.000, 0.995, 1.022)  //[0.000 to 2.000] Adjust shadows for Red, Green and Blue
#define RGB_Gamma float3(1.068, 1.025, 0.999)  //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
#define RGB_Gain  float3(0.990, 0.990, 1.009)  //[0.000 to 2.000] Adjust highlights for Red, Green and Blue


   /*-----------------------------------------------------------.
  /                        Tonemap settings                     /
  '-----------------------------------------------------------*/
#define Gamma 1.0        //[0.00 to 2.00] Adjust midtones

#define Exposure -0.08    //[-1.00 to 1.00] Adjust exposure

#define Saturation 0.38  //[-1.00 to 1.00] Adjust saturation

#define Bleach 0.03      //[0.00 to 1.00] Brightens the shadows and fades the colors

#define Defog 0.017  //[0.00 to 1.00] How much of the color tint to remove
#define FogColor float3(0.27, 0.05, 0.12) //[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 0.20 //[-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 0.08  //[-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 by Marcel; 12-11-2012 at 23:49.
   
Old
  (#2179)
Maken
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Default 12-10-2012, 03:31 | posts: 261 | Location: Venezuela

Black Ops 2

 Click to show spoiler



More here:
http://i.minus.com/ibqXACPhFwaZzf.jpg
http://i.minus.com/inGxHp6UyieYX.jpg
http://i.minus.com/iy1WLrk7YVyTB.jpg
http://i.minus.com/i8nBss7hO7GPv.jpg
http://i.minus.com/ibzGQbyquSsF95.jpg
http://i.minus.com/iHjfvlWjsv8kW.jpg
http://i.minus.com/ifzQexXAelOnq.jpg
http://i.minus.com/ijamqnVHPX3kn.jpg
http://i.minus.com/ibsadvfShBouTw.jpg
http://i.minus.com/iqiF0Gtpr0QUz.jpg
http://i.minus.com/i8aj3xck9Pr2.jpg
http://i.minus.com/ib0jL2v1IQYxew.jpg
http://i.minus.com/ibrwyJ2WSmPVEj.jpg
http://i.minus.com/i0ROIECYedZXR.jpg
http://i.minus.com/i71aTyW223Q68.jpg
http://i.minus.com/ifsCoeTaa9tcz.jpg
http://i.minus.com/ioxjtsKyo1o2I.jpg
http://i.minus.com/i3NxE9RyEaMc2.jpg
http://i.minus.com/ibxbn6VrXSGbyZ.jpg
http://i.minus.com/iojqIk800hAgc.jpg
http://i.minus.com/ieaeK8R8yZxAh.jpg
http://i.minus.com/ibdMT8WB4HlWJs.jpg
http://i.minus.com/iSyCDoRaf6SmU.jpg
http://i.minus.com/iZxGzSCbdMlSW.jpg
http://i.minus.com/ig2lAGsJpCLCt.jpg
http://i.minus.com/iqGQzexBoGdmk.jpg
http://i.minus.com/iKtRd7RiUqK3u.jpg
http://i.minus.com/iEgWCbDdApKzw.jpg
   
 
Old
  (#2180)
MrBonk
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Default 12-10-2012, 04:15 | posts: 2,635 | Location: Oregon

WTF is up with those skyboxes in the Black Ops shots?

Are they still using terrible **** quality assets for skyboxes in CoD games? /facepalm
   
Old
  (#2181)
WhiteLightning
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Default 12-10-2012, 08:30 | posts: 26,288 | Location: Netherlands

DSO Gaming also made a few presets for farcry 3.
maybe someone wants to try them out or something http://ow.ly/fXxoC
   
Old
  (#2182)
Gembel
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Default 12-10-2012, 08:49 | posts: 780 | Location: Indonesia

Sleeping Dogs

SWEET FX


 Click to show spoiler


Last edited by Gembel; 12-10-2012 at 08:52.
   
Old
  (#2183)
Tom Yum 72
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Default 12-10-2012, 08:51 | posts: 70 | Location: Safe House

@ Marcel, you did a great Job on Batman. Thanks for that
   
Old
  (#2184)
johnyz333
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Default 12-10-2012, 11:26 | posts: 56 | Location: Australia

Quote:
Originally Posted by Tom Yum 72 View Post
@ Marcel, you did a great Job on Batman. Thanks for that
This ^, incredible job marcel... Keep them coming
   
Old
  (#2185)
N1GhTW4lK3R
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Default 12-10-2012, 16:25 | posts: 596 | Location: Temeria

FARCRY 3 - NIGHT & SUNRISE


























   
Old
  (#2186)
Siamak8286
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Default 12-10-2012, 16:35 | posts: 9

Can someone tell me how I can install SweetFX for Black Ops 2? or even Black Ops. I put all the files in the game's main directory but it wouldn't work, when go in the game there is no change in effect at all.
   
Old
  (#2187)
Mr.Bigtime
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Default 12-10-2012, 16:40 | posts: 20,702 | Location: Turkey

how do we sweet DISHONORED PLS? i think i put files in wrong places..
   
Old
  (#2188)
rgot
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Default 12-10-2012, 17:26 | posts: 15





Last edited by rgot; 12-10-2012 at 17:30.
   
Old
  (#2189)
ninjafada
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Default 12-10-2012, 17:43 | posts: 308

Quote:
Originally Posted by Siamak8286 View Post
Can someone tell me how I can install SweetFX for Black Ops 2? or even Black Ops. I put all the files in the game's main directory but it wouldn't work, when go in the game there is no change in effect at all.
steam\steamapps\common\Call of Duty Black Ops II

try remove steam overlay

and the hotkey doesn't respond well in dx11 so sometime you have to spam them to see an effect
   
Old
  (#2190)
Siamak8286
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Default 12-10-2012, 18:10 | posts: 9

Quote:
Originally Posted by ninjafada View Post
steam\steamapps\common\Call of Duty Black Ops II

try remove steam overlay

and the hotkey doesn't respond well in dx11 so sometime you have to spam them to see an effect
Thanks alot, i downloaded the latest version of SweetFX and now it works and looks so good =)
   
Old
  (#2191)
QuadReaktor
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Default 12-10-2012, 20:17 | posts: 161 | Location: Germany

@ N1GhTW4lK3R
Config Please


Quote:
Originally Posted by Mr.Bigtime View Post
how do we sweet DISHONORED PLS? i think i put files in wrong places..
Steam - SteamApps - common - Dishonored - Binaries - Win32

Last edited by QuadReaktor; 12-10-2012 at 20:20.
   
Old
  (#2192)
kaicooper
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Default 12-10-2012, 21:47 | posts: 432

N1GhTW4lK3R
+
rgot

======

now seems u r workign well with sweetfx..put the settings for the rest of the guys
seems now u got fans..thats great

best wishez
   
Old
  (#2193)
N1GhTW4lK3R
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Default 12-10-2012, 22:24 | posts: 596 | Location: Temeria

This is my .cfg and Sweetfx setting

https://www.dropbox.com/s/mbwrghqbkw...merProfile.xml

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 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 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 0 //[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 0.12           // [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 0.50 // [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 1.146 //[0.0000 to 8.0000] Strength of the bloom
#define BloomWidth 0.0122 //[0.0000 to 1.0000] Width of the bloom


/*-----------------------------------------------------------.
/ HDR settings /
'-----------------------------------------------------------*/
#define HDRPower 1.13 //[0.0 to 8.0] Strangely lowering this makes the image brighter
#define radius2 0.80 //[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(0.940, 0.910, 0.910) //[0.000 to 2.000] Adjust shadows for Red, Green and Blue
#define RGB_Gamma float3(0.970, 0.945, 0.970) //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
#define RGB_Gain float3(1.060, 1.060, 1.060) //[0.000 to 2.000] Adjust highlights for Red, Green and Blue


/*-----------------------------------------------------------.
/ Tonemap settings /
'-----------------------------------------------------------*/
#define Gamma 1.0 //[0.00 to 2.00] Adjust midtones

#define Exposure 0.00 //[-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 0.15 //[-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 0.20 //[-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
   
Old
  (#2194)
N1GhTW4lK3R
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Default 12-10-2012, 22:58 | posts: 596 | Location: Temeria

ASSASSIN'S CREED 3

















   
Old
  (#2195)
rgot
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Default 12-10-2012, 23:19 | posts: 15

Before:

After:


before:

After:


Download:
http://rgot.free.fr/FC3/SweetFX/SweetFX_settings.txt
   
Old
  (#2196)
N1GhTW4lK3R
Master Guru
 
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Default 12-10-2012, 23:24 | posts: 596 | Location: Temeria

Can u resize ur images? They look so large...
   
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  (#2197)
NeoEnigma
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Default 12-11-2012, 00:02 | posts: 631

Quote:
Originally Posted by rgot View Post
Lol you basically copied my settings verbatim and added a retarded amount of sharpening. But alright ;-)

You even left my comments in at the top by changed my name to yours :-P
   
Old
  (#2198)
Catta
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Videocard: NVIDIA GeForce 8800 Ultra
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Default 12-11-2012, 00:50 | posts: 8

Quote:
Originally Posted by N1GhTW4lK3R View Post
ASSASSIN'S CREED 3
Do you have anti-aliasing working in Assassin's Creed 3? If yes, what settings did you use in the game, in video card control panel and in Sweet FX?
   
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  (#2199)
N1GhTW4lK3R
Master Guru
 
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Videocard: SLI 980Ti
Processor: i7 6700K @4.8
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PSU: EVGA 1300
Default 12-11-2012, 01:20 | posts: 596 | Location: Temeria

Quote:
Originally Posted by Catta View Post
Do you have anti-aliasing working in Assassin's Creed 3? If yes, what settings did you use in the game, in video card control panel and in Sweet FX?
This is my setting with Inspector

U must turn off ingameAA before apply these

   
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  (#2200)
Catta
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Videocard: NVIDIA GeForce 8800 Ultra
Processor: Intel Core 2 Duo E6850
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Memory: 4 GB DDR3
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PSU: CyberPower V 1500EB
Default 12-11-2012, 01:36 | posts: 8

Quote:
Originally Posted by N1GhTW4lK3R View Post
This is my setting with Inspector

U must turn off ingameAA before apply these
Thanks! How can I turn off ingame AA if there is no off option? I have only 2 options for multisampling to choose from: 1) normal, 2) high.
   
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