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. Wanny

    Wanny Guest

    Problème réglé ;)
     
  2. Marty McFly

    Marty McFly Guest

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    Yeah, although posting requires approving from admin. is that normal for the first post? And I sloved the registration problem by changing the email address to my YouTube channel linked email, which immediately got the activation mail. stupid gmx...
     
    Last edited: May 18, 2013
  3. S.T.A.R.A.C.

    S.T.A.R.A.C. Master Guru

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    Default. I only use sharpening.

    It looks like under dx9 path there's no fps drop, but in this case game looks so blurry.
     
  4. Wanny

    Wanny Guest

    DPX is quite a powerful effect. You can adjust contrast, brightness, color balance, saturation & won't bleed highlights EVER. I use it a lot personally.
     

  5. ninjafada

    ninjafada Guest

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    i used it to highlight the faces but i can't find a way to not increasing the white
    je l'utilise pour éclairer les visages mais du coup les blancs sont trop flashy obligé de réduire par lgg
    si t'as des réglages à proposer :p
     
  6. Marcel

    Marcel Guest

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    Metro Last Light

    simple settings but work good for me

    [​IMG]
    [​IMG]

    [​IMG]
    [​IMG]

    Code:
       /*-----------------------------------------------------------.   
      /                       Description                           /
      '------------------------------------------------------------/
    
    Game: Metro Last Light
    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 1 //[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  0 //[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   1 //[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       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        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_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 0.05           //[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 98      //[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 0        //[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            1.00    //[0.00 to 1.00]  Amount of CRT effect you want
    
    #define CRTResolution        1.2     //[1.0 to 8.O]    Input size coefficent (low values gives the "low-res retro look"). Default is 1.2
    #define CRTgamma             2.4     //[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        1.0     //[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         1       //[[0 or 1]          "Barrel effect" enabled (1) or off (0)
    #define CRTCurvatureRadius   1.5     //[0.0 to 2.0]       Curvature Radius (only effective when Curvature is enabled). Default is 1.5
    #define CRTCornerSize        0.0010  //[0.0000 to 0.0020] Higher values, more rounded corner. Default is 0.001
    #define CRTDistance          2.00    //[0.00 to 4.00]     Simulated distance from viewer to monitor. Default is 2.00
    #define CRTAngleX            0.00    //[-0.20 to 0.20]    Tilt angle in radians (X coordinates)
    #define CRTAngleY            -0.10   //[-0.20 to 0.20]    Tilt angle in radians (Y coordinates). (Value of -0.15 gives the 'arcade tilt' look)
    #define CRTOverScan          1.01    //[1.00 to 1.10]     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   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 1.0  //[0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral.
    
    #define RedC   0.32  //[0.60 to 0.20]
    #define GreenC 0.31  //[0.60 to 0.20]
    #define BlueC  0.32  //[0.60 to 0.20]
    
    #define Blend 0.08    //[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, 1.035, 1.060)  //[0.000 to 2.000] Adjust shadows for Red, Green and Blue
    #define RGB_Gamma float3(0.980, 0.988, 0.980)  //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
    #define RGB_Gain  float3(0.996, 0.996, 0.996)  //[0.000 to 2.000] Adjust highlights for Red, Green and Blue
    
    
       /*-----------------------------------------------------------.
      /                        Tonemap settings                     /
      '-----------------------------------------------------------*/
    #define Gamma 1.04        //[0.000 to 2.000] Adjust midtones
    
    #define Exposure -0.05    //[-1.000 to 1.000] Adjust exposure
    
    #define Saturation 0.11  //[-1.000 to 1.000] Adjust saturation
    
    #define Bleach 0.06      //[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, 0.00) //[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_mode 0        //[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 0.15 //[-1.00 to 1.00] The amount of contrast you want
    
    // -- Advanced curve settings --
    #define Curves_formula 2     //[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
    
    
     
    Last edited: May 19, 2013
  7. pedoncho

    pedoncho Guest

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    Nice screenshots, Am I the only one getting like some sort of fxaa in metro LL?
    I disabled AA in game options and in sweetfx, but its still blurry like in fxaa, really annoying, Im need to use sharpening :/
    Any help?
    Thanks.
     
  8. isamu99

    isamu99 Guest

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    I just want to say thinks for this impressive and incredible program CeeJay. It's wonderful in the few games I've been able to use it with.

    CeeJay, can you please tell us if OpenGL support is in anyway in the cards for SweetFX...even maybe down the road?
     
  9. GameGuy

    GameGuy Guest

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    If you mean you turned SSAA to off in the in game options that means the game will default to 4A's level of 4x AAA like in there first game which is simply fxaa. In nvidia inspector I override 4x msaa and it seems to look pretty good for me.
     
  10. pedoncho

    pedoncho Guest

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    So I must choose between a demanding SSAA and a horrid blurriness :/ damn.

    Edit: Well i tried the "SSAA auto" option just in case and now it plays smoother than with that atrocious blurry mess, thanks god :I
     
    Last edited: May 19, 2013

  11. Marcel

    Marcel Guest

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    try my settings. Blur is gone and SMAA working very good in Metro LL. Only turn OFF ingame AA.
     
  12. pedoncho

    pedoncho Guest

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    Well i tried the "SSAA auto" option just in case and now it plays smoother than with that atrocious blurry mess, thanks god :I
    Thanks Marcel :beam:
     
  13. Boulotaur2024

    Boulotaur2024 Guest

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    Some love for the CRT shader :D

    [​IMG] [​IMG] [​IMG] [​IMG] [​IMG] [​IMG]
    [​IMG] [​IMG] [​IMG] [​IMG]

    I slightly modified the AdvancedCRT shader so that it now accepts the native game resolution as input parameters as I wasn't too happy about the old implementation (my fault). I tried to set these values automatically within the injector but it won't work everytime and everywhere so I guess we'll always have to configure these values manually (CRTResolutionX & CRTResolutionY) for each game. So you somehow need to find out the game native resolution either by googling or checking the info your emulator displays and set them as CRTResolutionX and CRTResolutionY in the SweetFX_settings.txt

    That way the CRT shader should be pixel perfect and not applying a rough and imprecise resolution multiplying coefficient anymore. I added the settings changes in the following archive plus the bloomy overlay simulating halation which I had promised months ago : )

    EDIT : added support for SSF Ver0.12 beta R3 Saturn Emulator. This is the first injector to work with SSF :]
     
    Last edited: May 25, 2013
  14. Wanny

    Wanny Guest

    Tbh, both Ceejay and Boulotaur are doing an awesome job with SweetFX. Keep up the good work!
     
  15. Elajitz

    Elajitz Master Guru

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    Here some Screens of my Current Skyrim SFX 1.4 Settings!
    still work in progress!

    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
     

  16. Gramps

    Gramps Guest

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    Can we get an in-built 'Show FPS' shader in the next release please?

    Keep it up CeeJay and Boulotaur; bringing games to a whole new level !

    Btw; great taste in games Boulotaur .. Street Fighter, Metal Slug and Streets of Rage .. takes me back to my childhood.
     
  17. r3dfield

    r3dfield Guest

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  18. Marcel

    Marcel Guest

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    yes, SSAA is blurred. Some 1080p shots with SMAA and SweetFX. Downsampled from 2304x1296

    [​IMG]

    [​IMG]

    [​IMG]
     
  19. r3dfield

    r3dfield Guest

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    The game has pretty strong noise...and if you eliminate it with SSAA/FXAA it's a bit blurred. You have to use higher sharpness...but related to it's visual effect the SSAA performance drop is too high imo. I prefer SMAA, too. Looks good enough and runs much smoother. If you own a strong SLI setup or GTX Titan the SSAA option may be the right one...combined with higher sharpness settings.
     
    Last edited: May 20, 2013
  20. ninjafada

    ninjafada Guest

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    hello i had an idea of a new shaders after some chats on why/how sweetfx can help people with eyes issues, specialy colorblind
    but we don't have a shader for this so hard for them to tweak
    so i found one for injectfxaa and i adapted it for sweetfx

    now i need colorblind's people to help me test it

    here is some screenshots
    normal:
    [​IMG]

    protonope:
    [​IMG]

    deuteranope:
    [​IMG]

    tritanope:
    [​IMG]
    and the shader http://ninjafada.com/sweetfx/colorblind/ColorBlind.h

    if Ceejay can look at it perhaps there is some ways to optimize it like using 3x3 matrices
     
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