Games, Gaming & Game-demos You can talk about the latest games here and more ..
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01-09-2013, 16:11
| posts: 252
in the drop canvas of Ceejay:
http://dropcanvas.com/l46x9
you have the 3 shaders and the how to
or you can try using my .reg http://ninjafada.com/sweetfx/mpc/shaders.reg
it will add them et select them
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Master Guru
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01-09-2013, 16:16
| posts: 306
Quote:
Originally Posted by ninjafada
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ok i take this and put it in [HKEY_CURRENT_USER\Software\Gabest\Media Player Classic\Shaders]
or where ?
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Master Guru
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01-09-2013, 17:02
| posts: 252
just double clic on it , or use regedit and import
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Member Guru
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01-09-2013, 17:13
| posts: 75 | Location: Canada
Quote:
Originally Posted by Maken
@ GameGuy
Hi, how you been? THANK YOU! and no problem man, i hope you enjoy it  . I love Dead Space games and waiting for DS 3 like crazy.
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I've been pretty good I just got my sli setup but my hx850 v2 was having some problems so I had to RMA it and am waiting for the new one. At least I got to use my sli setup for a day and it imo was worth the wait. I can't wait to use your dead space 2 settings but have to re download the game first but yep I'm waiting for ds3 as well and hoping its going to be good
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Member Guru
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01-09-2013, 19:06
| posts: 131 | Location: Venezuela
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Ancient Guru
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01-09-2013, 19:12
| posts: 3,188 | Location: Ohio
Quote:
Originally Posted by Maken
Hi all.
@ GameGuy
Hi, how you been? THANK YOU! and no problem man, i hope you enjoy it  . I love Dead Space games and waiting for DS 3 like crazy.
@ Gembel
Hi, how you been? THANK YOU! too man, greetings  .
@ Mr.Bigtime
Hi, its still W.I.P. i will release when i finish it wait some more please, thanks.
@ kaneos
Hi, THANK YOU! too and no problem. About SweetFX 2.0 alpha try this: http://dropcanvas.com/l46x9/24 .
Remember use the FXAA dlls that comes with it. Thanks again and greetings.
@ gridiron whirlw
Hi, how you been? THANK YOU!, first time im playing the game because one friend recommeded it to me and so far i like it, good graphics, have nice humor, sound and more. I like the combats for now, you can play with 2 NPCs that for every chapter or mision you can select them to be your squad, also you can level up your weapons and characters with some kind of skill trees? to level up somethings like armor, enhanced health regen and more. Control similar to that king of game, almost all is done with space bar, it uses voice commands, you can use mic and give orders to your team, all is about decitions you take i guess because all the time your squad ask / comment you things and depending of how you answer they deicide to trust you or not, if they trust you they fallow your orders in combat, if they dont trust you , they dont fallow you and if they die then you lose, you need to protect them and do things to make you gain some respect. Each memember of your Squad have their own unique habilities that you can take advantage in any moment of the combats. If you ask me what i dont like , until now so far the control in special when you run because you run holding Spacebar and with it you can take cover to any wall,etc haha so if you re running and pass close to one then your character can take cover it and you can imaginate the rest, also friendly fire is activated all the time so be careful when you shoot, throw granades you can hurt / kill your squad and game end if they die or if you lose.
Thank you all again really and i was fallowing your screenshots on the other Thread, its very inspiring and too bad with my hardware im limited, thats why i didnt deicided yet to play Far Cry 3, i guess its good right?
Sorry for bad english.
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Yes, FarCry 3 is much fun.
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Master Guru
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01-09-2013, 19:31
| posts: 306
Quote:
Originally Posted by ninjafada
just double clic on it , or use regedit and import
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thanx bro..from today i deleted DA Player..MPC much much fun and better
but i still didnt use it..so i just use the codes in the shaders right?
no need to copy sweetfx to the mpc folder right?
Last edited by kaicooper; 01-09-2013 at 19:37.
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Master Guru
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01-09-2013, 20:03
| posts: 736 | Location: Indonesia
Quote:
Originally Posted by Maken
Hi all.
@ Gembel
Hi, how you been? THANK YOU! too man, greetings  .
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Fine and waiting for your Binary setting haha..I'm too lazy to make one lately..
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01-09-2013, 20:07
| posts: 43
Quote:
Originally Posted by kaicooper
anybody tried it with Movies with Media Player Classic?
cus im still lost ..sombody tell me english
cus i didnt understand frinch by Ninja
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Here's an instruction by CeeJay:
Click to show spoiler
To use Vibrance in MPC-HC:
1) Make sure you're using an output renderer that supports shaders
2) Go to Play -> Shaders -> Edit Shaders (or press CTRL+9)
3) On the top blank line enter the name of the new shader - let us call this one Vibrance.
4) Press enter and MPC-HC will now create a new template shader.
5) Delete all the code in the shader code window and replace it with the Vibrance shader from MPC-Vibrance.txt
6) Choose ps_3_0 as the pixel shader version to compile with. If it won't compile right because you have a very old GPU then choose ps_2_0.
7) Go to Play -> Shaders -> Select Shaders , and add Vibrance to the list of Pre-resize shaders. Also remember to enable Pre-resize shaders.
After this use ctrl-p to enable or disable them
You're now using Vibrance with MPC-HC.
The settings can be edited in the top of the Vibrance shader code. - Press CTRL+9 to open the Edit Shaders dialog again.
I suggest you add it to the list of Post-resize shaders though, but it also works as pre-resize shader. You can even use both.
I just use it as a post-resize shader though.
And here are the ones i use, with my settings and all:
Curves:
Click to show spoiler
Code:
/* --- Curves settings --- */
#define Curves_contrast 0.30 //[-1.0 to 1.0] The amount of contrast you want
// -- Advanced curve settings --
#define Curves_formula 3
/* --- End of settings --- */
sampler s0 : register(s0);
float4 CurvesPass( float4 colorInput )
{
float3 color = colorInput.rgb; //original input color
float3 lumCoeff = float3(0.2126, 0.7152, 0.0722);
float Curves_contrast_blend = Curves_contrast;
float PI = acos(-1); //3.14159265
float luma = dot(lumCoeff, color);
float3 chroma = color - luma;
// -- Curve 1 --
#if Curves_formula == 1
luma = sin(PI * 0.5 * luma); // Sin - 721 amd fps, +vign 536 nv
luma *= luma;
#endif
// -- Curve 2 --
#if Curves_formula == 2
luma = ( (luma - 0.5) / (0.5 + abs(luma-0.5)) ) + 0.5; // 717 amd fps, +vign 519 nv
#endif
// -- Curve 3 --
#if Curves_formula == 3
luma = luma*luma*(3.0-2.0*luma); //faster smoothstep alternative - 776 amd fps, +vign 536 nv
#endif
// -- Curve 4 --
#if Curves_formula == 4
luma = 1.1048 / (1.0 + exp(-3.0 * (luma * 2.0 - 1.0))) - (0.1048 / 2.0); //exp formula - 706 amd fps , +vign 511 nv
#endif
// -- Curve 5 --
#if Curves_formula == 5
luma = 0.5 * (luma + 3.0 * luma * luma - 2.0 * luma * luma * luma); //a simple catmull-rom (0,0,1,1) - 726 amd fps , +vign 519 nv
Curves_contrast_blend = Curves_contrast * 2.0; //I multiply by two to give it a strength closer to the other curves.
#endif
// -- Curve 6 --
#if Curves_formula == 6
luma = luma*luma*luma*(luma*(luma*6.0 - 15.0) + 10.0); //Perlins smootherstep - 752 amd fps , +vign 526 nv
#endif
// -- Curve 7 --
#if Curves_formula == 7
luma = ((luma-0.5) / ((0.5/(4.0/3.0)) + abs((luma-0.5)*1.25))) + 0.5; // amd fps , +vign 527 nv
#endif
color = luma + chroma;
colorInput.rgb = lerp(colorInput.rgb, color, Curves_contrast_blend);
return colorInput;
}
float4 main(float2 tex : TEXCOORD0) : COLOR {
float4 FinalColor = tex2D(s0, tex);
FinalColor = CurvesPass(FinalColor);
return FinalColor;
}
DPX:
Click to show spoiler
Code:
#define Red 8 //[1.0 to 15.0]
#define Green 8 //[1.0 to 15.0]
#define Blue 8 //[1.0 to 15.0]
#define ColorGamma 2.9
#define DPXSaturation 3.3
#define RedC 0.4 //[0.6 to 0.2]
#define GreenC 0.4 //[0.6 to 0.2]
#define BlueC 0.4 //[0.6 to 0.2]
#define Blend 0.2 //[0.0 to 0.1] How strong the effect should be.
/* --- End of settings --- */
static float3x3 RGB =
{
2.67147117265996,-1.26723605786241,-0.410995602172227,
-1.02510702934664,1.98409116241089,0.0439502493584124,
0.0610009456429445,-0.223670750812863,1.15902104167061
};
static float3x3 XYZ =
{
0.500303383543316,0.338097573222739,0.164589779545857,
0.257968894274758,0.676195259144706,0.0658358459823868,
0.0234517888692628,0.1126992737203,0.866839673124201
};
sampler s0 : register(s0);
float4 DPXPass(float4 InputColor) : COLOR0 {
float DPXContrast = 0.1;
float DPXGamma = 1.0;
float RedCurve = Red;
float GreenCurve = Green;
float BlueCurve = Blue;
float3 B = InputColor.rgb;
B = pow(B, 1.0/DPXGamma);
B.r = pow(B.r, 1.00);
B.g = pow(B.g, 1.00);
B.b = pow(B.b, 1.00);
B = (B * (1.0 - DPXContrast)) + DPXContrast / 2.0;
B.r = (1.0 /(1.0 + exp(- RedCurve * (B.r - RedC))) - (1.0 / (1.0 + exp(RedCurve / 2.0))))/(1.0 - 2.0 * (1.0 / (1.0 + exp(RedCurve / 2.0))));
B.g = (1.0 /(1.0 + exp(- GreenCurve * (B.g - GreenC))) - (1.0 / (1.0 + exp(GreenCurve / 2.0))))/(1.0 - 2.0 * (1.0 / (1.0 + exp(GreenCurve / 2.0))));
B.b = (1.0 /(1.0 + exp(- BlueCurve * (B.b - BlueC))) - (1.0 / (1.0 + exp(BlueCurve / 2.0))))/(1.0 - 2.0 * (1.0 / (1.0 + exp(BlueCurve / 2.0))));
float value = max(max(B.r, B.g), B.b);
float3 color = B / value;
color = pow(color, 1.0/ColorGamma);
float3 c0 = color * value;
c0 = mul(XYZ, c0);
float luma = dot(c0, float3(0.30, 0.59, 0.11));
float3 chroma = c0 - luma;
c0 = luma + chroma * DPXSaturation;
c0 = mul(RGB, c0);
InputColor.rgb = lerp(InputColor.rgb, c0, Blend);
return InputColor;
}
float4 main(float2 tex : TEXCOORD0) : COLOR {
float4 FinalColor = tex2D(s0, tex);
FinalColor = DPXPass(FinalColor);
return FinalColor;
}
HDR:
Click to show spoiler
Code:
#define HDRPower 1.1
#define radius2 0.78
/* --- End of settings --- */
sampler s0 : register(s0);
float4 HDRPass( float4 colorInput, float2 Tex )
{
float3 c_center = tex2D(s0, Tex).rgb;
float radius1 = 0.793;
float3 bloom_sum1 = tex2D(s0, Tex + float2(1.5, -1.5) * radius1).rgb;
bloom_sum1 += tex2D(s0, Tex + float2(-1.5, -1.5) * radius1).rgb;
bloom_sum1 += tex2D(s0, Tex + float2(1.5, 1.5) * radius1).rgb;
bloom_sum1 += tex2D(s0, Tex + float2(-1.5, 1.5) * radius1).rgb;
bloom_sum1 += tex2D(s0, Tex + float2(0, -2.5) * radius1).rgb;
bloom_sum1 += tex2D(s0, Tex + float2(0, 2.5) * radius1).rgb;
bloom_sum1 += tex2D(s0, Tex + float2(-2.5, 0) * radius1).rgb;
bloom_sum1 += tex2D(s0, Tex + float2(2.5, 0) * radius1).rgb;
bloom_sum1 *= 0.005;
float3 bloom_sum2 = tex2D(s0, Tex + float2(1.5, -1.5) *
radius2).rgb;
bloom_sum2 += tex2D(s0, Tex + float2(-1.5, -1.5) *
radius2).rgb;
bloom_sum2 += tex2D(s0, Tex + float2(1.5, 1.5) *
radius2).rgb;
bloom_sum2 += tex2D(s0, Tex + float2(-1.5, 1.5) *
radius2).rgb;
bloom_sum2 += tex2D(s0, Tex + float2(0, -2.5) * radius2).rgb;
bloom_sum2 += tex2D(s0, Tex + float2(0, 2.5) * radius2).rgb;
bloom_sum2 += tex2D(s0, Tex + float2(-2.5, 0) * radius2).rgb;
bloom_sum2 += tex2D(s0, Tex + float2(2.5, 0) * radius2).rgb;
bloom_sum2 *= 0.010;
float dist = radius2 - radius1;
float3 HDR = (c_center + (bloom_sum2 - bloom_sum1)) * dist;
float3 blend = HDR + colorInput.rgb;
colorInput.rgb = HDR + pow(blend, HDRPower);
return colorInput;
}
float4 main(float2 tex : TEXCOORD0) : COLOR {
float4 FinalColor = tex2D(s0, tex);
FinalColor = HDRPass(FinalColor,tex);
return FinalColor;
}
Lumasharpen:
Click to show spoiler
Code:
#define sharp_strength 1.0
#define sharp_clamp 0.05
#define pattern 2
#define offset_bias 1.0
#define show_sharpen 0
#define CoefLuma float4(0.2126, 0.7152, 0.0722,0)
#define sharp_strength_luma (CoefLuma * sharp_strength)
#ifndef s0
sampler s0 : register(s0);
#define s1 s0
float4 p1 : register(c1);
#define px (p1.x)
#define py (p1.y)
#define target 1
#endif
#if target == 1
float4 main( float2 tex : TEXCOORD0 ) : COLOR
#else
float4 LumaSharpenPass( float2 tex )
#endif
{
float4 ori = tex2D(s1, tex);
#if pattern == 2
half4 blur_ori = tex2D(s0, tex + float2(-px,py) * offset_bias);
blur_ori += tex2D(s0, tex + float2(px,-py) * offset_bias);
blur_ori += tex2D(s0, tex + float2(-px,-py) * offset_bias);
blur_ori += tex2D(s0, tex + float2(px,py) * offset_bias);
half4 blur_ori2 = tex2D(s0, tex + float2(0,py) * offset_bias);
blur_ori2 += tex2D(s0, tex + float2(0,-py) * offset_bias);
blur_ori2 += tex2D(s0, tex + float2(-px,0) * offset_bias);
blur_ori2 += tex2D(s0, tex + float2(px,0) * offset_bias);
blur_ori2 *= 2;
blur_ori += blur_ori2;
blur_ori += (ori * 4);
blur_ori /= 16;
#endif
float4 sharp = ori - blur_ori;
float sharp_luma = dot(sharp, sharp_strength_luma);
sharp_luma = clamp(sharp_luma, -sharp_clamp, sharp_clamp);
float4 done = ori + sharp_luma;
#if show_sharpen == 1
done = saturate(0.5 + (sharp_luma * 4)).rrrr;
#endif
return done;
}
P.S. I've removed some comments and corrected some errors, this should work fine.
Last edited by TCPIP; 01-19-2013 at 17:20.
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Newbie
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SweetFX with looks cyan in Skyrim -
01-09-2013, 20:32
| posts: 2
I adjusted the SweetFX for the Skyrim and resulted in cyan tint 
Effects enabled:
SMAA Anti-aliasing, LumaSharpen, Lift Gamma Gain, Tonemap, Vibrance
How can I solve this?
Screens

Last edited by MarKO5; 01-09-2013 at 20:43.
Reason: URL and position of images
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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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01-09-2013, 20:47
| posts: 252
Quote:
Originally Posted by kaicooper
thanx bro..from today i deleted DA Player..MPC much much fun and better
but i still didnt use it..so i just use the codes in the shaders right?
no need to copy sweetfx to the mpc folder right?
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no don't copy anything in the folder
you just have to Ctrl 9 , to add/edit shaders, if you want for exemple to reduce vibrance
ctrl 9, select vibrance , line 3 you have
#define Vibrance 0.2
i changed it to 0.15 while watching some tv series, the guyz was too much sun taned lol almost orange
thx TCPIP i didn't port the others , gonna add them to my reg 
founds error:
in the DPX code
Code:
static float3x3 RGB =
{
2.67147117265996,-1.26723605786241,-0.410995602172227,
-1.02510702934664,1.98409116241089,0.04395024935841 24,
0.0610009456429445,-0.223670750812863,1.15902104167061
};
static float3x3 XYZ =
{
0.500303383543316,0.338097573222739,0.164589779545 857,
0.257968894274758,0.676195259144706,0.065835845982 3868,
0.0234517888692628,0.1126992737203,0.8668396731242 01
};
should be
Code:
static float3x3 RGB =
{
2.67147117265996,-1.26723605786241,-0.410995602172227,
-1.02510702934664,1.98409116241089,0.0439502493584124,
0.0610009456429445,-0.223670750812863,1.15902104167061
};
static float3x3 XYZ =
{
0.500303383543316,0.338097573222739,0.164589779545857,
0.257968894274758,0.676195259144706,0.0658358459823868,
0.0234517888692628,0.1126992737203,0.866839673124201
};
Last edited by ninjafada; 01-09-2013 at 20:55.
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Member Guru
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01-09-2013, 21:23
| posts: 52 | Location: The Internet
Quote:
Originally Posted by MarKO5
I adjusted the SweetFX for the Skyrim and resulted in cyan tint
Effects enabled:
SMAA Anti-aliasing, LumaSharpen, Lift Gamma Gain, Tonemap, Vibrance
How can I solve this?
Screens
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Could you post your settings? Could be a combination of setting adjustments or just one specific setting judging by the picture.
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01-09-2013, 22:18
| posts: 1
I'm using SweetFX 1.3 with the default ENB 0.121 for Fallout New Vegas. I turned OFF all the options in the ENB EXCEPT DOF. The bloom and ssao are being handled by SweetFX but I get the darker colouring and DOF from the ENB.
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Member Guru
Videocard: 2x MSI 670 PE/OC 2GB SLI
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PSU: Silverstone Strider 850w
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01-09-2013, 22:26
| posts: 75 | Location: Canada
Quote:
Originally Posted by Maken
Hi, too bad that man at least you got a very nice SLI, you so lucky  in my country good pc parts are very very expensive. Thank you i hope you can do some nice Downsampling with it and share some screenshots ok?  . Do you have DS 2 Origin or Steam? im saving money to buy DS 3, we can do some coop later what you think? It will so good DS 3 im sure of that, we need to wait and see it.
Thanks again and sorry for bad english 
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I have dead space 2 on steam but due to my internet connection of being capped to 55mb an hour it restricts me to no online play what so ever which sucks because most games now a days are heading into the online play as being the selling point for the game with a cheap or not so thought out campaign tapped to the side. Pc parts where I live (canada) are still expensive which is funny if you found out how much it took to make the thing its probably so much cheaper than what your actually paying but I guess thats what stops everyone from buying a 690. I bought my second 670 because probably some time this year or next year a new series will come out and replace my card and I wanted something to match my other one and future proof my system a bit but as for downsampling I only have one monitor that allows me to do 1440p so I guess I could do some ok screenshots. Other than that DS3 from what I have seen looks pretty good I don't know if I will buy it right off the bat when it comes out but I'll defiantly get it some time this year but bioshock infinite is the game I really want to get this year.
PS: You english is really good I can understand you 100%.
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Maha Guru
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01-09-2013, 23:43
| posts: 1,467 | Location: Boston
@Riadon
The only way I get it to work was through Radeonpro.
@K-Putt
I use fraps to capture the filters.
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01-10-2013, 00:20
| posts: 10
Need for Speed: Most Wanted - my config.
Better colors, less fog, more sharpness.

MORE SCREEN:
CONFIG:
/*-----------------------------------------------------------.
/ 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 1 //[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 0 //[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 0.80 // [0.10 to 3.00] Strength of the sharpening
#define sharp_clamp 0.60 // [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 1.26 //[0.0 to 8.0] Strangely lowering this makes the image brighter
#define radius2 0.84 //[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 1.5 //[0.1 to 2.5] Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral.
#define DPXSaturation 1.5 //[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 0.36 //[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, 0.990, 0.900) //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
#define RGB_Gain float3(0.980, 0.980, 0.995) //[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 -0.1 //[-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 4 //[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
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Newbie
Videocard: 2xAMD Radeon 6970
Processor: AMD FX-8120
Mainboard: ASUS SABERTOOTH 990FX
Memory: DDR3 8GB
Soundcard: SB X-Fi Titanium Fatal1ty
PSU: ToughPower 1500W
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01-10-2013, 04:41
| posts: 43
Quote:
Originally Posted by ninjafada
no don't copy anything in the folder
you just have to Ctrl 9 , to add/edit shaders, if you want for exemple to reduce vibrance
ctrl 9, select vibrance , line 3 you have
#define Vibrance 0.2
i changed it to 0.15 while watching some tv series, the guyz was too much sun taned lol almost orange
thx TCPIP i didn't port the others , gonna add them to my reg 
founds error:
in the DPX code
Code:
static float3x3 RGB =
{
2.67147117265996,-1.26723605786241,-0.410995602172227,
-1.02510702934664,1.98409116241089,0.04395024935841 24,
0.0610009456429445,-0.223670750812863,1.15902104167061
};
static float3x3 XYZ =
{
0.500303383543316,0.338097573222739,0.164589779545 857,
0.257968894274758,0.676195259144706,0.065835845982 3868,
0.0234517888692628,0.1126992737203,0.8668396731242 01
};
should be
Code:
static float3x3 RGB =
{
2.67147117265996,-1.26723605786241,-0.410995602172227,
-1.02510702934664,1.98409116241089,0.0439502493584124,
0.0610009456429445,-0.223670750812863,1.15902104167061
};
static float3x3 XYZ =
{
0.500303383543316,0.338097573222739,0.164589779545857,
0.257968894274758,0.676195259144706,0.0658358459823868,
0.0234517888692628,0.1126992737203,0.866839673124201
};
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There is no error when i edit the post, but in the end it appears, so i added the code tags, now it should be fine, thanks for the tip.
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Newbie
Videocard: N/A
Processor: N/A
Mainboard:
Memory:
Soundcard:
PSU: N/A
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My SweetFX settings -
01-10-2013, 06:58
| posts: 2
Screens
http://i.imgur.com/fDYL0.jpg
http://i.imgur.com/4H5JA.jpg
My SweetFX settings // Only effects that are activated
/*-----------------------------------------------------------.
/ SMAA Anti-aliasing settings /
'-----------------------------------------------------------*/
#define SMAA_THRESHOLD 0.12
#define SMAA_MAX_SEARCH_STEPS 16
#define SMAA_MAX_SEARCH_STEPS_DIAG 6
#define SMAA_CORNER_ROUNDING 0
// -- Advanced SMAA settings --
#define COLOR_EDGE_DETECTION 1
#define SMAA_DIRECTX9_LINEAR_BLEND 0
/*-----------------------------------------------------------.
/ LumaSharpen settings /
'-----------------------------------------------------------*/
// -- Sharpening --
#define sharp_strength 0.60
#define sharp_clamp 0.035
// -- Advanced sharpening settings --
#define pattern 2
#define offset_bias 1.0
// -- Debug sharpening settings --
#define show_sharpen 0
/*-----------------------------------------------------------.
/ Lift Gamma Gain settings /
'-----------------------------------------------------------*/
#define RGB_Lift float3(1.500, 2.000, 2.000)
#define RGB_Gamma float3(1.500, 1.500, 1.500)
#define RGB_Gain float3(1.000, 1.000, 1.000)
/*-----------------------------------------------------------.
/ Tonemap settings /
'-----------------------------------------------------------*/
#define Gamma 0.5
#define Exposure 0.00
#define Saturation 1.75
#define BlueShift 0.0
#define Bleach 0.03
#define Defog 0.1
#define FogColor float4(0.04, 0.295, 0.11, 3.1)
/*-----------------------------------------------------------.
/ Vibrance settings /
'-----------------------------------------------------------*/
#define Vibrance 0.6
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Master Guru
Videocard: Radeon 6870
Processor: Intel Q6600
Mainboard:
Memory: DDR2 4GB
Soundcard:
PSU: Corsair 450VX
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01-10-2013, 10:01
| posts: 477 | Location: Denmark
Quote:
Originally Posted by MarKO5
Screens
http://i.imgur.com/fDYL0.jpg
http://i.imgur.com/4H5JA.jpg
My SweetFX settings // Only effects that are activated
/*-----------------------------------------------------------.
/ SMAA Anti-aliasing settings /
'-----------------------------------------------------------*/
#define SMAA_THRESHOLD 0.12
#define SMAA_MAX_SEARCH_STEPS 16
#define SMAA_MAX_SEARCH_STEPS_DIAG 6
#define SMAA_CORNER_ROUNDING 0
// -- Advanced SMAA settings --
#define COLOR_EDGE_DETECTION 1
#define SMAA_DIRECTX9_LINEAR_BLEND 0
/*-----------------------------------------------------------.
/ LumaSharpen settings /
'-----------------------------------------------------------*/
// -- Sharpening --
#define sharp_strength 0.60
#define sharp_clamp 0.035
// -- Advanced sharpening settings --
#define pattern 2
#define offset_bias 1.0
// -- Debug sharpening settings --
#define show_sharpen 0
/*-----------------------------------------------------------.
/ Lift Gamma Gain settings /
'-----------------------------------------------------------*/
#define RGB_Lift float3(1.500, 2.000, 2.000)
#define RGB_Gamma float3(1.500, 1.500, 1.500)
#define RGB_Gain float3(1.000, 1.000, 1.000)
/*-----------------------------------------------------------.
/ Tonemap settings /
'-----------------------------------------------------------*/
#define Gamma 0.5
#define Exposure 0.00
#define Saturation 1.75
#define BlueShift 0.0
#define Bleach 0.03
#define Defog 0.1
#define FogColor float4(0.04, 0.295, 0.11, 3.1)
/*-----------------------------------------------------------.
/ Vibrance settings /
'-----------------------------------------------------------*/
#define Vibrance 0.6
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Well that's your problem right there.
You are using very extreme settings and you're modifying colors in LGG, Tonemap and Vibrance.
Don't.
Here are some Skyrim presets made by other people that I suggest you take at look at. Maybe they will give you some ideas on how to better tweak the settings.
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Master Guru
Videocard: Radeon 6870
Processor: Intel Q6600
Mainboard:
Memory: DDR2 4GB
Soundcard:
PSU: Corsair 450VX
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01-10-2013, 10:14
| posts: 477 | Location: Denmark
Quote:
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CeeJay, do you have a well, approximate feature list on what all you're working on for the next version?
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Quote:
Originally Posted by Boulotaur2024
Good question 
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No, not really.
I have a very long list with many of my ideas and then another long list in my head, and I and work on these ideas when I get an idea on how to best implement them.
But possibly you will see:
Improvements to Lumasharpen
Improvements to Curves
Improvements to Dither (done)
Cartoon shader (done)
Border shader (done)
Shaders to assist the colorblind.
CRT shader
FXAA
in the next version because these features were what I've been working on this week.
I can't say for sure, that these will be in the next version and there might even be other things I port or come up with that will make it in.
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Newbie
Videocard: nVidia GTX670 DirectCUII
Processor: Phenom II X4 955BE@3,8GHz
Mainboard: Gigabyte GA-770TA-UD3 Rev
Memory: GeIL DDR3 BD DC 8GB
Soundcard: Auzentech X-Fi Prelude
PSU: Corsair TX650W
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01-10-2013, 11:12
| posts: 25
Quote:
Originally Posted by CeeJay.dk
No, not really.
I have a very long list with many of my ideas and then another long list in my head, and I and work on these ideas when I get an idea on how to best implement them.
But possibly you will see:
Improvements to Lumasharpen
Improvements to Curves
Improvements to Dither (done)
Cartoon shader (done)
Border shader (done)
Shaders to assist the colorblind.
CRT shader
FXAA
in the next version because these features were what I've been working on this week.
I can't say for sure, that these will be in the next version and there might even be other things I port or come up with that will make it in.
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That'd be awesome! I've been thinking about how cool it'd be to add (semi-transparent) scanline effects to games.
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Master Guru
Videocard: 2GB Palit GTX 680 SLI
Processor: Intel i7-3820 @4.6Ghz
Mainboard: Asus Sabertooth x79
Memory: 16Gb Gskill Sniper @1666
Soundcard: Logitech Z623 / onboard
PSU: Corsair AX-850
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01-10-2013, 11:49
| posts: 702 | Location: Australia
I'm tearing my hair out trying to get SweetFX working with Far Cry 3 DX9. Enabled I get a blank screen and audio, disabled the game runs as normal. The 2 dlls and the .ini file are in the /bin folder. Everything else is in the main folder.
/bin log.log:
full path: F:\games\Far Cry 3\bin\
main folder log.log:
full path: F:\games\Far Cry 3\bin\
redirecting CreateDXGIFactory
redirecting D3D11CreateDeviceAndSwapChain
redirecting CreateDXGIFactory
redirecting CreateDXGIFactory
redirecting D3D11CreateDeviceAndSwapChain
redirecting CreateDXGIFactory1
redirecting CreateDXGIFactory
redirecting D3D11CreateDeviceAndSwapChain
initialising shader environment
performing Cleanup11
initialising shader environment
performing Cleanup11
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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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01-10-2013, 11:54
| posts: 252
your game start in dx11 read the log.log
you have to change it in the option
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Newbie
Videocard: 7950
Processor: e9000
Mainboard:
Memory:
Soundcard:
PSU: noname
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01-10-2013, 12:37
| posts: 4
hi guys , have a question about steam screenshots; is there any way when taking screens with steam, the effects of sweetfx remain on those screenshots?
im new to this sweetfx thing
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Master Guru
Videocard: 2GB Palit GTX 680 SLI
Processor: Intel i7-3820 @4.6Ghz
Mainboard: Asus Sabertooth x79
Memory: 16Gb Gskill Sniper @1666
Soundcard: Logitech Z623 / onboard
PSU: Corsair AX-850
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01-10-2013, 13:02
| posts: 702 | Location: Australia
Quote:
Originally Posted by ninjafada
your game start in dx11 read the log.log
you have to change it in the option
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I use FarCry3.exe. DX11 is disabled in-game.
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