Games, Gaming & Game-demos You can talk about the latest games here and more ..
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Master Guru
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11-13-2012, 00:07
| posts: 631
More DPX, Marcel?
Last edited by NeoEnigma; 11-13-2012 at 00:18.
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11-13-2012, 00:11
| posts: 557 | Location: Slovakia
yes DPX and Tonemap but sometimes is too bright. I must little tweak.
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11-13-2012, 01:16
| posts: 480 | Location: Denmark
Quote:
Originally Posted by Yobi_uk
1. In the file "dxgi.fx" and/or "d3d9.fx" you must set the following line to match your in-game resolution:
#define SMAA_PIXEL_SIZE float2(1.0 / 1280.0, 1.0 / 720.0)
2. So if you play the game for example Full HD 1920x1080 replace the line:
#define SMAA_PIXEL_SIZE float2(1.0 / 1280.0, 1.0 / 720.0)
with
#define SMAA_PIXEL_SIZE float2(1.0 / 1920.0, 1.0 / 1080.0)
3. Then click save
Not doing so may result in a CTD.
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That code is only there to ensure it compiles right when not using the injector - that is .. when I'm debugging it.
It will not be activated when using SweetFX normally. It even says so in the comments :
Code:
#ifndef SMAA_PIXEL_SIZE // It's actually set on runtime, this is for compilation time syntax checking.
#define SMAA_PIXEL_SIZE float2(1.0 / 1280.0, 1.0 / 720.0)
#endif
I very strongly doubt that it can cause a CTD because that should be impossible.
EDIT:
Also don't overwrite the SMAA.h file in SweetFX with the newer SMAA.h v2.7 file.
That will only cause problems because you'll be mixing the textures from the 2.6 version with the shader from the 2.7 version - They are not fully compatible.
Last edited by CeeJay.dk; 11-13-2012 at 01:27.
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11-13-2012, 03:21
| posts: 76 | Location: Canada
Ok I played through Bioshock 1 and finished it with sweetfx with smaa, luma sharpening, hdr, dpx and vibrance on. It looked great with a few tweaks and didn't have any odd graphical errors that I noticed. So then I started the second game with the same config and I'm getting this effect in the image below when luma sharpening is enabled (left is with it off and right is when its on). I would like this setting left on as it makes the game look just a little bit better. Its seems to only affect the underwater parts of the game so I'm thinking it has something to do with the particles handled by the havok physics in the water but I'm not sure. Let me know if this can be fixed or if I'm just going to have to live with luma sharpening off.
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Deus EX -
11-13-2012, 03:33
| posts: 10
@Neo could you post your Deus-EX settings looks very good. @Marcel @Neo do any of you guys by chance have settings for the DC Universe online mmo, would be cool to get some settings for that 1.
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11-13-2012, 03:48
| posts: 631
Quote:
Originally Posted by CoalBlackend
@Neo could you post your Deus-EX settings looks very good. @Marcel @Neo do any of you guys by chance have settings for the DC Universe online mmo, would be cool to get some settings for that 1.
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Those weren't my Deus Ex HR settings. I beat that game long before I knew about sweetfx. My attempts to hack in my usual no-clip weren't very successful so I doubt I'll be screenshotting that game much.
The person you're after is WelshPixie, and it appears as though she is using the settings from this thread.
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@Neo -
11-13-2012, 05:22
| posts: 10
@Neo thx again, wish someone could do a DCUO setting that game looks like crap maybe no hope even with SweetFX lol.
Last edited by CoalBlackend; 11-13-2012 at 05:25.
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11-13-2012, 06:23
| posts: 277
CoalBlackend i gonna download it and give you a setting
but 16GB hmm time to sleep a little
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11-13-2012, 07:46
| posts: 222
Can anyone tell me how these work? I'm having trouble adjusting the AA for GTA IV(using these exact settings in IV)
Code:
#define SMAA_THRESHOLD 0.15 // [0.05 to 0.20] Edge detection threshold
#define SMAA_MAX_SEARCH_STEPS 32 // [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.
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11-13-2012, 09:41
| posts: 557 | Location: Slovakia
Quote:
Originally Posted by sidspyker
Can anyone tell me how these work? I'm having trouble adjusting the AA for GTA IV(using these exact settings in IV)
Code:
#define SMAA_THRESHOLD 0.15 // [0.05 to 0.20] Edge detection threshold
#define SMAA_MAX_SEARCH_STEPS 32 // [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.
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yesterday i try SMAA for Spec Ops and best work these settings for me but with downsampling from 1440p
]#define SMAA_THRESHOLD 0.05 // [0.05 to 0.20] Edge detection threshold
#define SMAA_MAX_SEARCH_STEPS 80 // [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.
@CoalBlackend i do not have DC Universe :/
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11-13-2012, 10:33
| posts: 480 | Location: Denmark
Quote:
Originally Posted by GameGuy
Ok I played through Bioshock 1 and finished it with sweetfx with smaa, luma sharpening, hdr, dpx and vibrance on. It looked great with a few tweaks and didn't have any odd graphical errors that I noticed. So then I started the second game with the same config and I'm getting this effect in the image below when luma sharpening is enabled (left is with it off and right is when its on). I would like this setting left on as it makes the game look just a little bit better. Its seems to only affect the underwater parts of the game so I'm thinking it has something to do with the particles handled by the havok physics in the water but I'm not sure. Let me know if this can be fixed or if I'm just going to have to live with luma sharpening off.
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Oh wow! That is the weirdest bug I've seen yet.
I'll need the game or a demo of it to figure out what the problem is.
Is there a demo of Bioshock 2?
Possible workarounds (which might/might not work) I can think of:
1. Chain SweetFX after another similar tool, like ENB.
2. Fiddle with the Bioshock 2 settings to see if it's caused by a specific effect.
3. Try different patterns for lumasharpen (this probably won't fix it, but may make the effect less obvious)
4. Try the next release of SweetFX and use the fxaa injector instead to see if that helps. Or try FXAA tool now to see if that has the same problems, since that also uses the same FXAA injector. If that fixes it , then I can fix it too for SweetFX.
5. Try running SweetFX using RadeonPro - though if I'm not mistaken you have a Nvidia card, so you can't do this.
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Member Guru
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11-13-2012, 11:43
| posts: 85 | Location: Kyiv, Ukraine
Quote:
Originally Posted by CeeJay.dk
Oh wow! That is the weirdest bug I've seen yet.
I'll need the game or a demo of it to figure out what the problem is.
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In fact I've seen this multiple times. The one I remember clearly was Sleeping Dogs.
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Master Guru
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11-13-2012, 12:33
| posts: 277
ok DC universe online quick settings , nothing fancy
Click to show spoiler
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 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 0.10 // [0.05 to 0.20] Edge detection threshold
#define SMAA_MAX_SEARCH_STEPS 32 // [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.
// -- 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 0.70 // [0.10 to 3.00] Strength of the sharpening
#define sharp_clamp 0.055 // [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 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(0.990, 0.990, 0.990) //[0.000 to 2.000] Adjust shadows for Red, Green and Blue
#define RGB_Gamma float3(1.000, 1.000, 1.000) //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
#define RGB_Gain float3(1.000, 1.000, 1.000) //[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 0.3 //[-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 0.30 //[-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 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
install path: x:\DCUO\UNREAL3\BINARIES\WIN32
Last edited by ninjafada; 11-13-2012 at 12:38.
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11-13-2012, 12:49
| posts: 480 | Location: Denmark
Quote:
Originally Posted by -= Mancubus =-
In fact I've seen this multiple times. The one I remember clearly was Sleeping Dogs.
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Try to remember the other game this happens with. Maybe I have one of them so I can test it.
EDIT:
Alternatively people may gift games to my Steam account 
My birthday (30th November) is comming up.
Last edited by CeeJay.dk; 11-13-2012 at 12:53.
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Thx -
11-13-2012, 13:19
| posts: 10
@ninjafada thx for the reply on DCUO, that's the prob with game it seems washed out and just looks bad over all.@Marcel it's a free down load but it is 16g I just cant't seem to get it to look right was hoping some1 from here that knows a lot about good colors could fix it. so many good settings for games here that I re-guard some of u as (artist).
Last edited by CoalBlackend; 11-13-2012 at 13:22.
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11-13-2012, 14:42
| posts: 277
the game doesn't have lot of light sources and colored textures
try my settings if you need more color or more contrast just ask
i gonna test a little more later
the game doesn't look that bad, swtor is worst :p but ok its not like gw2 or ff14
@CeeJay.dk your steam wishlist is up-to-date ?
edit done more test for DCUO
Click to show spoiler
here is with max colors its good for the building windows but not for the rest of the game
so i tweaked a little more
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 1 //[0 or 1] Cineon DPX : Should make the image look like it's been converted to DXP Cineon - basically it's another movie-like look similar to technicolor.
#define USE_LIFTGAMMAGAIN 1 //[0 or 1] Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights (avoids clipping)
#define USE_TONEMAP 0 //[0 or 1] Tonemap : Adjust gamma, exposure, saturation, bleach and defog. (may cause clipping)
#define USE_VIBRANCE 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_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
#define SMAA_MAX_SEARCH_STEPS 32 // [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.
// -- 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 1.00 // [0.10 to 3.00] Strength of the sharpening
#define sharp_clamp 0.060 // [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 1.2 //[0.0 to 8.0] Strangely lowering this makes the image brighter
#define radius2 0.85 //[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 2.0 //[0.1 to 2.5] Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral.
#define DPXSaturation 2.5 //[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 0.38 //[0.6 to 0.2]
#define Blend 0.4 //[0.0 to 0.1] How strong the effect should be.
/*-----------------------------------------------------------.
/ Lift Gamma Gain settings /
'-----------------------------------------------------------*/
#define RGB_Lift float3(0.990, 0.990, 0.990) //[0.000 to 2.000] Adjust shadows for Red, Green and Blue
#define RGB_Gamma float3(1.000, 0.990, 0.900) //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
#define RGB_Gain float3(1.000, 1.000, 1.000) //[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 0.3 //[-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 0.50 //[-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 0.28 //[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 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 by ninjafada; 11-13-2012 at 16:06.
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Newbie
Videocard: 2 x 7970
Processor: Intel i5-2500k @ 4.8 GHz
Mainboard: Asus P8P67 Pro
Memory: 8 GB DDR3
Soundcard:
PSU: Sparkle 1000W
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11-13-2012, 15:15
| posts: 14 | Location: Washington, DC
Quote:
Originally Posted by CeeJay.dk
I didn't make the injector, I "just" code the suite of shaders it runs.
The InjectSMAA injector could only add SMAA .. now it can do a whole lot more.
But if you can use RadeonPro you should be able to use that instead and hopefully make that work with SoftTH.
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My god, you're right!!!! SweetFX runs via RP with no problem in DCS for me. I just assumed I'd run into the same d3d9 conflict problem, but it seems using RP gets around it. Woohoo!
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Newbie
Videocard: Geforce 470
Processor: AMD 6 Core Black Edition
Mainboard:
Memory:
Soundcard:
PSU: Corsair
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11-13-2012, 15:59
| posts: 11
Quote:
Originally Posted by CeeJay.dk
That code is only there to ensure it compiles right when not using the injector - that is .. when I'm debugging it.
It will not be activated when using SweetFX normally. It even says so in the comments :
Code:
#ifndef SMAA_PIXEL_SIZE // It's actually set on runtime, this is for compilation time syntax checking.
#define SMAA_PIXEL_SIZE float2(1.0 / 1280.0, 1.0 / 720.0)
#endif
I very strongly doubt that it can cause a CTD because that should be impossible.
EDIT:
Also don't overwrite the SMAA.h file in SweetFX with the newer SMAA.h v2.7 file.
That will only cause problems because you'll be mixing the textures from the 2.6 version with the shader from the 2.7 version - They are not fully compatible.
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Understood, that's why I rubbed out the smaa.h bit... I was just a bit hopeful at the time and after reading fully and consulting with you (in the previous post) realised that 2.7 was incompatible.
Also, the change of resolution bit was because I faced a similar problem when I was only using injectSMAA, but I guess you've sorted that out.
Last edited by Yobi_uk; 11-13-2012 at 16:07.
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Ancient Guru
Videocard: ZOTAC GTX 680 @ 27" SA950
Processor: I7 950 @ Default Clock
Mainboard: GIGABYTE X58A-UD3R
Memory: 16GB DDR3 1600 MHZ
Soundcard: ONBOARD & LOGITECH Z906
PSU: SILVERSTONE 750w
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11-13-2012, 16:01
| posts: 16,827 | Location: Turkey
can i use sweet fx with online gaming? such as black ops 2? or online cheat systems will sht on me?
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Newbie
Videocard: ATI RANDEON 6990 4GB
Processor: intel core i7
Mainboard:
Memory:
Soundcard:
PSU: SILENT PRO 1200W
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11-13-2012, 16:11
| posts: 11
Quote:
Originally Posted by GregP
My god, you're right!!!! SweetFX runs via RP with no problem in DCS for me. I just assumed I'd run into the same d3d9 conflict problem, but it seems using RP gets around it. Woohoo!
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As you do, where you install the SweetFX to work with RP. Thanks
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Newbie
Videocard: Geforce 470
Processor: AMD 6 Core Black Edition
Mainboard:
Memory:
Soundcard:
PSU: Corsair
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11-13-2012, 16:13
| posts: 11
Quote:
Originally Posted by CeeJay.dk
Oh wow! That is the weirdest bug I've seen yet.
I'll need the game or a demo of it to figure out what the problem is.
Is there a demo of Bioshock 2?
Possible workarounds (which might/might not work) I can think of:
1. Chain SweetFX after another similar tool, like ENB.
2. Fiddle with the Bioshock 2 settings to see if it's caused by a specific effect.
3. Try different patterns for lumasharpen (this probably won't fix it, but may make the effect less obvious)
4. Try the next release of SweetFX and use the fxaa injector instead to see if that helps. Or try FXAA tool now to see if that has the same problems, since that also uses the same FXAA injector. If that fixes it , then I can fix it too for SweetFX.
5. Try running SweetFX using RadeonPro - though if I'm not mistaken you have a Nvidia card, so you can't do this.
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I've noticed this with Sleeping Dogs & Shogun 2 and the culprit for me was Lumasharpen.
EDIt:...and er...where's the new version ofSweetFX?
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Master Guru
Videocard: Radeon 6870
Processor: Intel Q6600
Mainboard:
Memory: DDR2 4GB
Soundcard:
PSU: Corsair 450VX
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11-13-2012, 16:18
| posts: 480 | Location: Denmark
Quote:
Originally Posted by ninjafada
the game doesn't have lot of light sources and colored textures
try my settings if you need more color or more contrast just ask
i gonna test a little more later
the game doesn't look that bad, swtor is worst :p but ok its not like gw2 or ff14
@CeeJay.dk your steam wishlist is up-to-date ?
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OMG! you guys are being serious - I'm getting added to tons of steam friends lists and I even got a steam game gift.
As with most steam users wishlists .. no - it's not. A lot of them are currently there from last years christmas sale because you had to have at least 10 items in your wishlist.
I'll try to update it.
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Master Guru
Videocard: Radeon 6870
Processor: Intel Q6600
Mainboard:
Memory: DDR2 4GB
Soundcard:
PSU: Corsair 450VX
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11-13-2012, 16:33
| posts: 480 | Location: Denmark
Quote:
Originally Posted by Yobi_uk
I've noticed this with Sleeping Dogs & Shogun 2 and the culprit for me was Lumasharpen.
EDIt:...and er...where's the new version ofSweetFX? 
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I'm so sorry .. it's not out yet - I deserve to be punished.
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Ancient Guru
Videocard: GB-GTX460OC 990/1984/4400
Processor: Q9550@3,8Ghz@Vendetta2
Mainboard: Asus P5Q Ketīs mBIOS
Memory: 4x2048 OCZ-REAPER 1080Mhz
Soundcard: CreativeX-FI X-tremeGamer
PSU: Corsair VX550W 550 Watt
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11-13-2012, 16:41
| posts: 3,398 | Location: somewhere behind the Milky Way
Again!
@ CeeJay.dk
i did wrote u a PM, if u dont wanna reply its fine, But say something...
THX
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Master Guru
Videocard: pny 670
Processor: i5 3570k@4.5
Mainboard: gigabyte Z77X-UD3H
Memory: Gskill 8G@2023
Soundcard: rltek + Altec Lansing
PSU: 550W
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11-13-2012, 16:58
| posts: 277
Quote:
Originally Posted by Mr.Bigtime
can i use sweet fx with online gaming? such as black ops 2? or online cheat systems will sht on me?
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there are games where is allowed with not too much tweak like big gamma to see people in the dark
for black ops 2 they said any mod will result of a ban , but it's so ugly in mp i won't take a chance :p
@CeeJay.dk
steam invite sent, LSR-shaKen there
Last edited by ninjafada; 11-13-2012 at 17:07.
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