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  (#251)
Peakr
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Default 10-06-2012, 20:46 | posts: 13 | Location: Home of the Sun Devils

Quote:
Originally Posted by lowenz View Post
Good old Far Cry has aged very well

Men, 8.5 years already passed :|
Goes by in a blink, still one of my favorite shooters. Thought we would be playing CG by now. Guess NV was full of S. Pretty cool how SweetFX can pump new life into these old classics.
   
 
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  (#252)
Wanny
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Default 10-06-2012, 21:36 | posts: 7,347 | Location: Canada, Quebec

Could SweetFX allow downsampling??
   
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  (#253)
PhazeDelta1
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Default 10-06-2012, 21:52 | posts: 12,043 | Location: USA

Damn those Far Cry shots look good. I'm almost tempted to reinstall the game now and give it another play through.
   
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  (#254)
PhazeDelta1
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Default 10-06-2012, 22:57 | posts: 12,043 | Location: USA

Guild Wars 2 looks 100 time better now

OFF



ON






And here are the settings im using.

 Click to show spoiler

   
 
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  (#255)
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Default 10-06-2012, 23:23 | posts: 3,653 | Location: outside the Box...

Quote:
Originally Posted by Wanny View Post
Could SweetFX allow downsampling??
what u mean by that? DOes sweetfx allow downsampling?
Or do u mean, does sweetfx can make downsampling like the DSFix for dark souls?

ín case u mean. Does SweetFX work WITH Downsampling, in combination. Yes that works, u can use sweetfx with downsampling..

For the other.(like DSFix) NO..

-BetA-
   
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  (#256)
Wanny
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Default 10-06-2012, 23:25 | posts: 7,347 | Location: Canada, Quebec

Quote:
Originally Posted by BetA View Post
what u mean by that? DOes sweetfx allow downsampling?
Or do u mean, does sweetfx can make downsampling like the DSFix for dark souls?

ín case u mean. Does SweetFX work WITH Downsampling, in combination. Yes that works, u can use sweetfx with downsampling..

For the other.(like DSFix) NO..

-BetA-
Well it uses a bunch of DLLs. Couldn't it do it? Like DSFix of course, but for every game.

I know it doesn't, but can it?

I tweaked TFL's settings a bit but I'm not sure if I like or not. I sure do like the dark/grit color scheme.




Last edited by Wanny; 10-06-2012 at 23:31.
   
Old
  (#257)
BetA
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Default 10-06-2012, 23:28 | posts: 3,653 | Location: outside the Box...

Quote:
Originally Posted by Wanny View Post
Well it uses a bunch of DLLs. Couldn't it do it? Like DSFix of course, but for every game.

I know it doesn't, but can it?
i do not know..But i guess it could work if it gets modified to work with the injector..
But i dont know that..CeJay.dk can answer that question..
   
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  (#258)
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Default 10-06-2012, 23:41 | posts: 14 | Location: Scotland UK

I've been using SweetFX for a while now & the few games I've tried work really well for the most part. The only exception really is Crysis 2. The files are definitely in the right place as I notice the colour boost from Vibrance. But the SMAA seems to do very little for the jaggies/aliasing. Guess I need to tweak the settings some more.....

Has anyone tried the injector with a game that requires Games for Window Live? I'm a little scared of trying it myself as I have the same Live account for GFWL & Xbox, but I'm curious how effective it could be with Batman : Arkham City.
   
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  (#259)
ninjafada
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Default 10-06-2012, 23:43 | posts: 296

i have a bug sometime if i have mumble or teamspeak and the game i'm playing crash or i close it and it crash on exit , when i restart the game it doesn't use the dll
i have to shutdown mumble or ts to be able to have the dll loaded
i'm not using the overlay in those softwares
but its not 100% of the time , i'll try to narrow the conditions
   
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  (#260)
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Default 10-06-2012, 23:46 | posts: 88

Quote:
Originally Posted by CeeJay.dk View Post
Try turning off all effects in SweetFX, but still turn SweetFX on in the game.
This way the injector will still run and if it still does the same, then it's not one of the shaders but the injector that causes this.

You can also try running this earlier version of lumasharpen - It's from before I merged it with SMAA and the other effects and called it SweetFX.

It runs only lumasharpen and nothing else and uses the FXAA injector (without the FXAA shader). It's very fast and the injector is faster because it doesn't do the work required to support SMAA. You can also set it to use pattern 1 which is even faster.

Then check if it does the same.

Note that I still don't have any ideas on how to fix it, but it always helps greatly if you can narrow down the problem first.
reading this, i thought, it might be better to load only shaders that will be use. for example. last version of icenchancer gives the option to do real time changes, and to disable it. when real time is disabled, game goes really faster. maybe if you can put a "searching for sweet spot mode" that we can figure the best config in-game. and other option that loads only shaders that are active. just thinking.
   
 
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  (#261)
PhazeDelta1
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Default 10-06-2012, 23:56 | posts: 12,043 | Location: USA

Those screens look good Wanny. Do you mind posting your SweerFX settings?
   
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  (#262)
Wanny
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Default 10-07-2012, 00:02 | posts: 7,347 | Location: Canada, Quebec

Quote:
Originally Posted by PhazeDelta1 View Post
Those screens look good Wanny. Do you mind posting your SweerFX settings?
Well bottom one is with FX On. If you liked top one instead, it's game default lol
   
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  (#263)
PhazeDelta1
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Default 10-07-2012, 00:20 | posts: 12,043 | Location: USA

Sh!t, I think i'm going blind.

After looking closely at both, the bottom pic does make the game look better.
   
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  (#264)
Wanny
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Default 10-07-2012, 01:44 | posts: 7,347 | Location: Canada, Quebec

Well honestly this SMAA doesn't seem to do much and sharpening you got to be careful with it. Still, it's a great tool to make colors to what you want in games. And fake some HDR I guess...

 Click to show spoiler



Can make TL2 a bit less bloomish, more dark and less saturated. Of course, if you like colors and saturation, look elsewhere lol.

Last edited by Wanny; 10-07-2012 at 02:43.
   
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  (#265)
TFL Replica
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Default 10-07-2012, 05:03 | posts: 369

Here's the second revision of my Torchlight 2 settings. I tweaked my settings because some parts of the game (act 2 deserts for example) looked too red/saturated. This should tone down the redness of act 2 without seriously impacting other parts of the game.

Code:
   /*-----------------------------------------------------------.
  /                      Choose effects                         /
  '-----------------------------------------------------------*/

// Set to 1 for ON or 0 for OFF
#define USE_SMAA_ANTIALIASING 1
#define USE_LUMASHARPEN 1 //Also sharpens the antialiased edges which makes them less smooth - I'm working on fixing that.
#define USE_BLOOM 0       // Bloom makes bright lights bleed their light into their surroundings (relatively high performance cost)
#define USE_HDR 1         // Not actual HDR - It just tries to mimic an HDR look (relatively high performance cost)
#define USE_TECHNICOLOR 1 // Attempts to mimic the look of an old movie using the Technicolor three-strip color process (Techicolor Process 4)
#define USE_TONEMAP 1
#define USE_VIBRANCE 1    //Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
#define USE_SEPIA 1
#define USE_VIGNETTE 0    //Darkens the edges of the image to make it more look like it was shot with a camera lens. May cause banding artifacts.
#define USE_DITHER 0      //Applies dithering to simulate more colors than your monitor can display. This lessens banding artifacts (mostly caused by vignette)

#define USE_DPX 0         //Unfinished - Should make the image look like it's been converted to DXP Cineon - basically it's another movie-like look similar to technicolor
                          //I think the shader itself works, but the default settings need a lot of work. Maybe you can find some good settings?

   /*-----------------------------------------------------------.
  /                  SMAA Anti-aliasing settings                /
  '-----------------------------------------------------------*/

#define SMAA_THRESHOLD 0.05           // (0.08-0.20) Edge detection threshold
#define SMAA_MAX_SEARCH_STEPS 64      // [0-98] Determines the radius SMAA will search for aliased edges
#define SMAA_MAX_SEARCH_STEPS_DIAG 16  // [0-16] Determines the radius SMAA will search for diagonal aliased edges
#define SMAA_CORNER_ROUNDING 10        // [0-100] Determines the percent of antialiasing to apply to corners.

// -- Advanced SMAA settings --
#define COLOR_EDGE_DETECTION 1        // 1 Enables color edge detection (slower but more acurate) - 0 uses luma edge detection (faster)
#define SMAA_DIRECTX9_LINEAR_BLEND 0  // 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 0.6 // (0.2-2.0)Strength of the sharpening
#define sharp_clamp 0.045  // [0.0-1.0]Limits maximum amount of sharpening a pixel recieves - Default is 0.035

// -- Advanced sharpening settings --
#define pattern 2          // Choose a sample pattern [ 1, 2, 3 or 4 ] - 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped.
#define offset_bias 1.0    // [0.0-6.0](1.0) Offset bias adjusts the radius of the sampling pattern.
                           // I designed the pattern for offset_bias 1.0, but feel free to experiment.
                           
// -- Debug settings --
#define splitscreen 0      // Enables the before-and-after splitscreen comparison mode. Left side is before.
#define show_sharpen 0     // Visualize the strength of the sharpen (multiplied by 4 to see it better)


   /*-----------------------------------------------------------.
  /                       Bloom settings                        /
  '-----------------------------------------------------------*/
#define BloomThreshold 20.25
#define BloomPower 1.446
#define BloomWidth 0.0142

   /*-----------------------------------------------------------.
  /                        HDR settings                         /
  '-----------------------------------------------------------*/
#define HDRPower 1.25  //Strangely lowering this makes the image brighter
#define radius2 0.85   //Raising this seems to make the effect stronger and also brighter


   /*-----------------------------------------------------------.
  /                      TECHNICOLOR settings                   /
  '-----------------------------------------------------------*/
#define TechniAmount 0.11
#define TechniPower 2.8
#define redNegativeAmount 0.92
#define greenNegativeAmount 0.88
#define blueNegativeAmount 0.88


   /*-----------------------------------------------------------.
  /                        Tonemap settings                     /
  '-----------------------------------------------------------*/
#define Gamma 1.0

#define Exposure -0.3

#define Saturation -0.55

#define Bleach 0.0

#define Defog 0.00  //How much of the color tint to remove
#define FogColor float3(0.00, 0.00, 0) //what color to remove - default is blue


   /*-----------------------------------------------------------.
  /                       Vibrance settings                     /
  '-----------------------------------------------------------*/
#define Vibrance 0.30  //Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.


   /*-----------------------------------------------------------.
  /                         Sepia settings                      /
  '-----------------------------------------------------------*/
#define ColorTone float3(1.40, 1.10, 0.90)
#define SepiaPower 0.40
#define GreyPower 0.11  

   /*-----------------------------------------------------------.
  /                       Vignette settings                     /
  '-----------------------------------------------------------*/
#define VignetteRadius 1.00  // lower values = stronger radial effect from center
#define VignetteAmount -1.00 // Strength of black. -2.00 = Max Black, 1.00 = Max White.
#define VignetteSlope 8      // 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) // Center of effect.


   /*-----------------------------------------------------------.
  /                        Dither settings                      /
  '-----------------------------------------------------------*/
//No settings yet, beyond switching it on or off in the top section.

//Note that checkerboard pattern used by Dither, makes an image harder to compress.
//This can make your screenshots and videos take up more space.


/////////////////////////////////////////////////////////////////
///////////////////////// Work in Progress //////////////////////
/////////////////////////////////////////////////////////////////

   /*-----------------------------------------------------------.
  /                      Cineon DPX settings                    /
  '-----------------------------------------------------------*/
//I have yet to find good default settings for this .. maybe you can?
float Red = 8.0;   //[1.0 - 15.0]
float Green = 8.0; //[1.0 - 15.0]
float Blue = 8.0;  //[1.0 - 15.0]

float ColorGamma = 1.0f;    //[0.1 - 2.5]
float DPXSaturation = 2.5f; //[0.0 - 8.0]

float RedC = 0.4f;     //[0.6 - 0.2]
float GreenC  = 0.36f; //[0.6 - 0.2]
float BlueC = 0.35f;   //[0.6 - 0.2]

float Blend = 0.8f; //[1.0 - 0.0] How strong the effect should be

Last edited by TFL Replica; 10-07-2012 at 05:12.
   
Old
  (#266)
lycanwrath
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Default 10-07-2012, 08:23 | posts: 61 | Location: Mauritius

BF3 players, there is this nice tool that does the color changes quite well.
You have GUI settings for each and every map

http://bf3.realmware.co.uk/colour-tweaker/downloads
   
Old
  (#267)
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Default 10-07-2012, 09:00 | posts: 33 | Location: Australia

Quote:
Originally Posted by lycanwrath View Post
BF3 players, there is this nice tool that does the color changes quite well.
You have GUI settings for each and every map

http://bf3.realmware.co.uk/colour-tweaker/downloads
Punkbuster can detect modified game files in bf3 since last week, check battlelog forums players have been ban after using this app.
   
Old
  (#268)
lycanwrath
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Default 10-07-2012, 09:08 | posts: 61 | Location: Mauritius

Quote:
Originally Posted by PandaSushi View Post
Punkbuster can detect modified game files in bf3 since last week, check battlelog forums players have been ban after using this app.
As I understand there is a color tweaker and a file tweaker with the tool.

Using the color tweaker alone should not result in ban:
http://www.youtube.com/watch?v=WJU-J...ayer_embedded#!

Have not checked myself though..
   
Old
  (#269)
PandaSushi
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Default 10-07-2012, 09:19 | posts: 33 | Location: Australia

Quote:
Originally Posted by lycanwrath View Post
As I understand there is a color tweaker and a file tweaker with the tool.

Using the color tweaker alone should not result in ban:
http://www.youtube.com/watch?v=WJU-J...ayer_embedded#!

Have not checked myself though..
If it only changed colors it might have been allowed but it can also change sunlight intensity which gives players an unfair advantage.
   
Old
  (#270)
Marcel
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Default 10-07-2012, 09:36 | posts: 895 | Location: Slovakia

Max Payne 3 SweetFX(only SMAA) + downsampling from 2560x1440. This SMAA working much better tnan normal SMAA injector




Last edited by Marcel; 10-07-2012 at 09:39.
   
Old
  (#271)
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Default 10-07-2012, 11:11 | posts: 611 | Location: Denmark

Quote:
Originally Posted by Ryman View Post
I've been using SweetFX for a while now & the few games I've tried work really well for the most part. The only exception really is Crysis 2. The files are definitely in the right place as I notice the colour boost from Vibrance. But the SMAA seems to do very little for the jaggies/aliasing. Guess I need to tweak the settings some more.....

Has anyone tried the injector with a game that requires Games for Window Live? I'm a little scared of trying it myself as I have the same Live account for GFWL & Xbox, but I'm curious how effective it could be with Batman : Arkham City.
Crysis 2 requires special attention - See the Game compability notes in the SweetFX folder.

Wait I'll just put it here :
"
** Crysis 2 **
Install SweetFX to the main Crysis 2 folder, but move d3d9.dll , dxgi.dll and injector.ini to the bin32 folder.

Then create an autoexec.cfg file in the main Crysis 2 folder and paste the following text into it.

r_FSAA = 0
r_UseEdgeAA = 0
r_PostMSAA = 0

This disables all forms of ingame AA, allowing the injector to work.
"

It's mainly the EdgeAA in Crysis 2 that causes problems with the quality of SMAA so that needs to be disabled.
You could experiment with the combining either fsaa or msaa with SMAA if you want. It might give better anti-aliasing - might not.

I've played Arkham City for months with injectors - it works great.
LumaSharpen really makes a huge difference in that game.
   
Old
  (#272)
CeeJay.dk
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Default 10-07-2012, 11:35 | posts: 611 | Location: Denmark

Quote:
Originally Posted by Wanny View Post
Could SweetFX allow downsampling??
Quote:
Originally Posted by Wanny View Post
Well it uses a bunch of DLLs. Couldn't it do it? Like DSFix of course, but for every game.

I know it doesn't, but can it?
Quote:
Originally Posted by BetA View Post
i do not know..But i guess it could work if it gets modified to work with the injector..
But i dont know that..CeJay.dk can answer that question..
The SweetFX Shader Suite is really just a suite of shaders that run using the InjectSMAA injector dll's
To do downsampling like DSfix does it you would need to modify the injector dll's, and that requires the source code and preferably some experience with making proxy dlls - I have neither.

So no, I can't do it like DSfix does it.

But SweetFX does work fine with downsampling if you do downsampling the regular way, where you create a resolution that's higher than your monitors and ask the driver to scale it down for you.
There are guides on this forum that tell you how to do that. I've tried it and it works with all games, although it takes a little work to setup the first time.
   
Old
  (#273)
Wanny
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Default 10-07-2012, 15:04 | posts: 7,347 | Location: Canada, Quebec

Ok Thanks CeeJay

Quote:
Originally Posted by TFL Replica View Post
Here's the second revision of my Torchlight 2 settings. I tweaked my settings because some parts of the game (act 2 deserts for example) looked too red/saturated. This should tone down the redness of act 2 without seriously impacting other parts of the game.

Code:
   /*-----------------------------------------------------------.
  /                      Choose effects                         /
  '-----------------------------------------------------------*/

// Set to 1 for ON or 0 for OFF
#define USE_SMAA_ANTIALIASING 1
#define USE_LUMASHARPEN 1 //Also sharpens the antialiased edges which makes them less smooth - I'm working on fixing that.
#define USE_BLOOM 0       // Bloom makes bright lights bleed their light into their surroundings (relatively high performance cost)
#define USE_HDR 1         // Not actual HDR - It just tries to mimic an HDR look (relatively high performance cost)
#define USE_TECHNICOLOR 1 // Attempts to mimic the look of an old movie using the Technicolor three-strip color process (Techicolor Process 4)
#define USE_TONEMAP 1
#define USE_VIBRANCE 1    //Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
#define USE_SEPIA 1
#define USE_VIGNETTE 0    //Darkens the edges of the image to make it more look like it was shot with a camera lens. May cause banding artifacts.
#define USE_DITHER 0      //Applies dithering to simulate more colors than your monitor can display. This lessens banding artifacts (mostly caused by vignette)

#define USE_DPX 0         //Unfinished - Should make the image look like it's been converted to DXP Cineon - basically it's another movie-like look similar to technicolor
                          //I think the shader itself works, but the default settings need a lot of work. Maybe you can find some good settings?

   /*-----------------------------------------------------------.
  /                  SMAA Anti-aliasing settings                /
  '-----------------------------------------------------------*/

#define SMAA_THRESHOLD 0.05           // (0.08-0.20) Edge detection threshold
#define SMAA_MAX_SEARCH_STEPS 64      // [0-98] Determines the radius SMAA will search for aliased edges
#define SMAA_MAX_SEARCH_STEPS_DIAG 16  // [0-16] Determines the radius SMAA will search for diagonal aliased edges
#define SMAA_CORNER_ROUNDING 10        // [0-100] Determines the percent of antialiasing to apply to corners.

// -- Advanced SMAA settings --
#define COLOR_EDGE_DETECTION 1        // 1 Enables color edge detection (slower but more acurate) - 0 uses luma edge detection (faster)
#define SMAA_DIRECTX9_LINEAR_BLEND 0  // 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 0.6 // (0.2-2.0)Strength of the sharpening
#define sharp_clamp 0.045  // [0.0-1.0]Limits maximum amount of sharpening a pixel recieves - Default is 0.035

// -- Advanced sharpening settings --
#define pattern 2          // Choose a sample pattern [ 1, 2, 3 or 4 ] - 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped.
#define offset_bias 1.0    // [0.0-6.0](1.0) Offset bias adjusts the radius of the sampling pattern.
                           // I designed the pattern for offset_bias 1.0, but feel free to experiment.
                           
// -- Debug settings --
#define splitscreen 0      // Enables the before-and-after splitscreen comparison mode. Left side is before.
#define show_sharpen 0     // Visualize the strength of the sharpen (multiplied by 4 to see it better)


   /*-----------------------------------------------------------.
  /                       Bloom settings                        /
  '-----------------------------------------------------------*/
#define BloomThreshold 20.25
#define BloomPower 1.446
#define BloomWidth 0.0142

   /*-----------------------------------------------------------.
  /                        HDR settings                         /
  '-----------------------------------------------------------*/
#define HDRPower 1.25  //Strangely lowering this makes the image brighter
#define radius2 0.85   //Raising this seems to make the effect stronger and also brighter


   /*-----------------------------------------------------------.
  /                      TECHNICOLOR settings                   /
  '-----------------------------------------------------------*/
#define TechniAmount 0.11
#define TechniPower 2.8
#define redNegativeAmount 0.92
#define greenNegativeAmount 0.88
#define blueNegativeAmount 0.88


   /*-----------------------------------------------------------.
  /                        Tonemap settings                     /
  '-----------------------------------------------------------*/
#define Gamma 1.0

#define Exposure -0.3

#define Saturation -0.55

#define Bleach 0.0

#define Defog 0.00  //How much of the color tint to remove
#define FogColor float3(0.00, 0.00, 0) //what color to remove - default is blue


   /*-----------------------------------------------------------.
  /                       Vibrance settings                     /
  '-----------------------------------------------------------*/
#define Vibrance 0.30  //Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.


   /*-----------------------------------------------------------.
  /                         Sepia settings                      /
  '-----------------------------------------------------------*/
#define ColorTone float3(1.40, 1.10, 0.90)
#define SepiaPower 0.40
#define GreyPower 0.11  

   /*-----------------------------------------------------------.
  /                       Vignette settings                     /
  '-----------------------------------------------------------*/
#define VignetteRadius 1.00  // lower values = stronger radial effect from center
#define VignetteAmount -1.00 // Strength of black. -2.00 = Max Black, 1.00 = Max White.
#define VignetteSlope 8      // 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) // Center of effect.


   /*-----------------------------------------------------------.
  /                        Dither settings                      /
  '-----------------------------------------------------------*/
//No settings yet, beyond switching it on or off in the top section.

//Note that checkerboard pattern used by Dither, makes an image harder to compress.
//This can make your screenshots and videos take up more space.


/////////////////////////////////////////////////////////////////
///////////////////////// Work in Progress //////////////////////
/////////////////////////////////////////////////////////////////

   /*-----------------------------------------------------------.
  /                      Cineon DPX settings                    /
  '-----------------------------------------------------------*/
//I have yet to find good default settings for this .. maybe you can?
float Red = 8.0;   //[1.0 - 15.0]
float Green = 8.0; //[1.0 - 15.0]
float Blue = 8.0;  //[1.0 - 15.0]

float ColorGamma = 1.0f;    //[0.1 - 2.5]
float DPXSaturation = 2.5f; //[0.0 - 8.0]

float RedC = 0.4f;     //[0.6 - 0.2]
float GreenC  = 0.36f; //[0.6 - 0.2]
float BlueC = 0.35f;   //[0.6 - 0.2]

float Blend = 0.8f; //[1.0 - 0.0] How strong the effect should be
Hey man I'm using your settings and tweak from these to my taste hope you don't mind hehe. If I ever share them I'll still credit you.
   
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  (#274)
TFL Replica
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Default 10-07-2012, 15:29 | posts: 369

Quote:
Originally Posted by Wanny View Post
Hey man I'm using your settings and tweak from these to my taste hope you don't mind hehe. If I ever share them I'll still credit you.
No problem.
   
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  (#275)
lowenz
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Default 10-07-2012, 17:34 | posts: 72 | Location: Berghem Haven

Arcania with AA! (forced AF not working in this game, maybe 'cause POM shader - see Crysis - ?)


Last edited by lowenz; 10-07-2012 at 22:35.
   
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