Games, Gaming & Game-demos You can talk about the latest games here and more ..
|
|
|
|
Master Guru
Videocard: MSI 560Ti 1050/2100/2200
Processor: Intel Quad Q9550 4Ghz
Mainboard: Asus Rampage Formula X48
Memory: Kingston HyperX/1066/4GB
Soundcard: Creative X-Fi Fatal1ty
PSU: Tagan
|

02-11-2013, 11:42
| posts: 172 | Location: Greece
Quote:
Originally Posted by kaicooper
u made it more amazing..settings plz..seems im gonna
ply it again
|
thanx, my settings are here .I had totally forgot about this game and i really enjoyed it even if it is very short (~6 hours)
|
|
|
|
|
|
|
|
Member Guru
Videocard: MSI 5770 (bios6770) Hawk
Processor: intel core i5 2310
Mainboard:
Memory:
Soundcard:
PSU: powercooler ps500
|

02-11-2013, 15:59
| posts: 79
more about my problem :/
Click to show spoiler SFX off

SFX on (with splitscreen)
it looks really bad with splitscreen, i don't know what is the problem, but the left "no Sweet fx" side looks wrong. also color banding again appears on top of the screen. dithering does not solves that btw.
help!
|
|
|
|
|
|
|
|
Newbie
Videocard: MSI GTX 670 PE/OC 2GB
Processor: Intel i5 2500k
Mainboard: ASRock Z68 Extreme4
Memory: Muskin Redline 2133 16GB
Soundcard: Xonar DX
PSU: Coolermaster 80+Gold 600w
|

02-11-2013, 16:36
| posts: 21 | Location: Wales
Hi guys. Can I ask for some advice please. One issue I am having and that is SweetFX in Crysis 3 does not like or want to work with FRAPS fps counter overlay or AB. I've not found a work around to display FPS and use SweetFX yet. Its the first game I've had issue with. Any thoughts comments most welcome.
|
|
|
|
|
|
|
|
Master Guru
Videocard: ATI Mobility HD 5850 1GB
Processor: Intel® Core™ i7 720QM
Mainboard: Intel HM55
Memory: 6GB DDR3
Soundcard: Five speaker Dolby Acer
PSU: Litiumjon battery
|

02-11-2013, 17:10
| posts: 184 | Location: Sweden
Quote:
Originally Posted by Stein3x
thanx, my settings are here .I had totally forgot about this game and i really enjoyed it even if it is very short (~6 hours)
|
yea really god stuff/work you got there! 
finally i can play DMC whit more softer colors!
|
|
|
|
|
|
|
|
Master Guru
Videocard: ATI Mobility HD 5850 1GB
Processor: Intel® Core™ i7 720QM
Mainboard: Intel HM55
Memory: 6GB DDR3
Soundcard: Five speaker Dolby Acer
PSU: Litiumjon battery
|

02-11-2013, 23:21
| posts: 184 | Location: Sweden
Quote:
Originally Posted by Elajitz
yea really god stuff/work you got there! 
finally i can play DMC whit more softer colors! 
|
Some new Bf3 settings VIP
 
|
|
|
|
|
|
|
|
Master Guru
Videocard: gtx 570
Processor: i5 750
Mainboard: MSI P55 GD 55
Memory: DDR3/8GB/1600/CL9
Soundcard:
PSU: Enermax Pro 625 w
|

02-12-2013, 00:34
| posts: 527 | Location: Slovakia







Code:
/*-----------------------------------------------------------.
/ Choose effects /
'-----------------------------------------------------------*/
// Set to 1 for ON or 0 for OFF
#define USE_SMAA_ANTIALIASING 0 //[0 or 1] SMAA Anti-aliasing : Smoothens jagged lines.
#define USE_LUMASHARPEN 1 //[0 or 1] LumaSharpen : Also sharpens the antialiased edges which makes them less smooth - I'm working on fixing that.
#define USE_BLOOM 0 //[0 or 1] Bloom : Makes bright lights bleed their light into their surroundings (relatively high performance cost)
#define USE_HDR 0 //[0 or 1] HDR : Not actual HDR - It just tries to mimic an HDR look (relatively high performance cost)
#define USE_TECHNICOLOR 1 //[0 or 1] TECHNICOLOR : Attempts to mimic the look of an old movie using the Technicolor three-strip color process (Techicolor Process 4)
#define USE_DPX 1 //[0 or 1] Cineon DPX : Should make the image look like it's been converted to DXP Cineon - basically it's another movie-like look similar to technicolor.
#define USE_LIFTGAMMAGAIN 1 //[0 or 1] Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights (avoids clipping)
#define USE_TONEMAP 1 //[0 or 1] Tonemap : Adjust gamma, exposure, saturation, bleach and defog. (may cause clipping)
#define USE_VIBRANCE 0 //[0 or 1] Vibrance : Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
#define USE_CURVES 0 //[0 or 1] Curves : Contrast adjustments using S-curves.
#define USE_SEPIA 0 //[0 or 1] Sepia : Sepia tones the image.
#define USE_VIGNETTE 0 //[0 or 1] Vignette : Darkens the edges of the image to make it look more like it was shot with a camera lens. May cause banding artifacts.
#define USE_DITHER 0 //[0 or 1] Dither : Applies dithering to simulate more colors than your monitor can display. This lessens banding artifacts (mostly caused by Vignette)
#define USE_SPLITSCREEN 0 //[0 or 1] Splitscreen : Enables the before-and-after splitscreen comparison mode.
/*-----------------------------------------------------------.
/ SMAA Anti-aliasing settings /
'-----------------------------------------------------------*/
#define SMAA_THRESHOLD 0.05 // [0.05 to 0.20] Edge detection threshold
#define SMAA_MAX_SEARCH_STEPS 98 // [0 to 98] Determines the radius SMAA will search for aliased edges
#define SMAA_MAX_SEARCH_STEPS_DIAG 16 // [0 to 16] Determines the radius SMAA will search for diagonal aliased edges
#define SMAA_CORNER_ROUNDING 0 // [0 to 100] Determines the percent of antialiasing to apply to corners.
// -- Advanced SMAA settings --
#define COLOR_EDGE_DETECTION 1 // [0 or 1] 1 Enables color edge detection (slower but slightly more acurate) - 0 uses luma edge detection (faster)
#define SMAA_DIRECTX9_LINEAR_BLEND 0 // [0 or 1] Using DX9 HARDWARE? (software version doesn't matter) if so this needs to be 1 - If not, leave it at 0.
/*-----------------------------------------------------------.
/ LumaSharpen settings /
'-----------------------------------------------------------*/
// -- Sharpening --
#define sharp_strength 0.40 // [0.10 to 3.00] Strength of the sharpening
#define sharp_clamp 0.035 // [0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035
// -- Advanced sharpening settings --
#define pattern 2 // [1|2|3|4] Choose a sample pattern. 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped.
#define offset_bias 1.0 // [0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern.
// I designed the pattern for offset_bias 1.0, but feel free to experiment.
// -- Debug sharpening settings --
#define show_sharpen 0 // [0 or 1] Visualize the strength of the sharpen (multiplied by 4 to see it better)
/*-----------------------------------------------------------.
/ Bloom settings /
'-----------------------------------------------------------*/
#define BloomThreshold 20.25 //[0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isn't.
#define BloomPower 1.446 //[0.0000 to 8.0000] Strength of the bloom
#define BloomWidth 0.0142 //[0.0000 to 1.0000] Width of the bloom
/*-----------------------------------------------------------.
/ HDR settings /
'-----------------------------------------------------------*/
#define HDRPower 1.30 //[0.0 to 8.0] Strangely lowering this makes the image brighter
#define radius2 0.87 //[0.0 to 8.0] Raising this seems to make the effect stronger and also brighter
/*-----------------------------------------------------------.
/ TECHNICOLOR settings /
'-----------------------------------------------------------*/
#define TechniAmount 0.43 //[0.0 to 1.0]
#define TechniPower 7.3 //[0.0 to 8.0]
#define redNegativeAmount 0.80 //[0.0 to 1.0]
#define greenNegativeAmount 0.80 //[0.0 to 1.0]
#define blueNegativeAmount 0.80 //[0.0 to 1.0]
/*-----------------------------------------------------------.
/ Cineon DPX settings /
'-----------------------------------------------------------*/
#define Red 15.0 //[1.0 to 15.0]
#define Green 15.0 //[1.0 to 15.0]
#define Blue 15.0 //[1.0 to 15.0]
#define ColorGamma 1.9 //[0.1 to 2.5] Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral.
#define DPXSaturation 1.9 //[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 0.23 //[0.0 to 0.1] How strong the effect should be.
/*-----------------------------------------------------------.
/ Lift Gamma Gain settings /
'-----------------------------------------------------------*/
#define RGB_Lift float3(1.010, 1.035, 1.065) //[0.000 to 2.000] Adjust shadows for Red, Green and Blue
#define RGB_Gamma float3(1.020, 1.018, 1.000) //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
#define RGB_Gain float3(1.017, 1.017, 1.000) //[0.000 to 2.000] Adjust highlights for Red, Green and Blue
/*-----------------------------------------------------------.
/ Tonemap settings /
'-----------------------------------------------------------*/
#define Gamma 1.01 //[0.00 to 2.00] Adjust midtones
#define Exposure -0.13 //[-1.00 to 1.00] Adjust exposure
#define Saturation 0.01 //[-1.00 to 1.00] Adjust saturation
#define Bleach 0.21 //[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, 0.00) //[0.00 to 1.00, 0.00 to 1.00, 0.00 to 1.00] What color to remove - default is blue
/*-----------------------------------------------------------.
/ Vibrance settings /
'-----------------------------------------------------------*/
#define Vibrance 0.15 //[-1.0 to 1.0] Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
/*-----------------------------------------------------------.
/ Curves settings /
'-----------------------------------------------------------*/
#define Curves_contrast 0.30 //[-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 3 //[1|2|3|4|5] 1 = Vertical 50/50 split, 2 = Vertical 25/50/25 split, 3 = Vertical 50/50 angled split, 4 = Horizontal 50/50 split, 5 = Horizontal 25/50/25 split
Last edited by Marcel; 02-12-2013 at 01:15.
|
|
|
|
|
|
|
|
Banned
Videocard: GTX 670
Processor: i7 2600k
Mainboard:
Memory: 8GB
Soundcard:
PSU: Thermaltake 650w
|

02-12-2013, 01:03
| posts: 18
Quote:
Originally Posted by Elajitz
Some new Bf3 settings VIP
|
Might be one of the first time's I've seen someone intentionally use a vignette rather than try and find a way to turn it off O_O
|
|
|
|
|
|
|
|
Master Guru
Videocard: MSI 560Ti 1050/2100/2200
Processor: Intel Quad Q9550 4Ghz
Mainboard: Asus Rampage Formula X48
Memory: Kingston HyperX/1066/4GB
Soundcard: Creative X-Fi Fatal1ty
PSU: Tagan
|
Bioshock -
02-12-2013, 02:23
| posts: 172 | Location: Greece
I will give a revisit to the old rapture city before the third instalment comes and it seriously needs some SweetFX love .Some comparisons but still WIP
Basically remove the green tint, and gave a contrast boost with some other adjustment (Ambient Occlusion and Downsampling is a must)





and one panorama 
|
|
|
|
|
|
|
|
Newbie
Videocard: sli asus gtx 560ti DCUII
Processor: I7 930 d0 @ 4.0ghz
Mainboard: MSI x58A-GD45
Memory: Patriot Viper Xtreme 12GB
Soundcard: Creative xi-fi fatality
PSU: CM SP Gold 1200w 80+G
|

02-12-2013, 05:34
| posts: 44 | Location: The Pub
Quote:
Originally Posted by alientorni
@Bobnar
thanks bro!
|
yup yup np.
Here's some more ME1 shots from my current replay. Been slowly tweaking sharpness and midtones to see which results I like the best, but I'm pretty content with my overall settings.
Full uncompressed gallery here
Settings
Click to show spoiler
// Set to 1 for ON or 0 for OFF
#define USE_SMAA_ANTIALIASING 0 //[0 or 1] SMAA Anti-aliasing : Smoothens jagged lines.
#define USE_LUMASHARPEN 1 //[0 or 1] LumaSharpen : Also sharpens the antialiased edges which makes them less smooth - I'm working on fixing that.
#define USE_BLOOM 0 //[0 or 1] Bloom : Makes bright lights bleed their light into their surroundings (relatively high performance cost)
#define USE_HDR 0 //[0 or 1] HDR : Not actual HDR - It just tries to mimic an HDR look (relatively high performance cost)
#define USE_TECHNICOLOR 0 //[0 or 1] TECHNICOLOR : Attempts to mimic the look of an old movie using the Technicolor three-strip color process (Techicolor Process 4)
#define USE_DPX 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 1 //[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 1 //[0 or 1] Dither : Applies dithering to simulate more colors than your monitor can display. This lessens banding artifacts (mostly caused by Vignette)
#define USE_SPLITSCREEN 0 //[0 or 1] Splitscreen : Enables the before-and-after splitscreen comparison mode.
/*-----------------------------------------------------------.
/ SMAA Anti-aliasing settings /
'-----------------------------------------------------------*/
#define SMAA_THRESHOLD 0.12 // [0.05 to 0.20] Edge detection threshold
#define SMAA_MAX_SEARCH_STEPS 64 // [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 0.42 // [0.10 to 3.00] Strength of the sharpening
#define sharp_clamp 0.042 // [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(0.980, 0.980, 0.980) //[0.000 to 2.000] Adjust shadows for Red, Green and Blue
#define RGB_Gamma float3(1.015, 1.015, 1.005) //[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 0.04 //[-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 -0.10 //[-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(1.22, 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 0.14 //[0.0 to 1.0] How much desaturate the image before tinting it
#define SepiaPower 0.60 //[0.0 to 1.0] How much to tint the image
/*-----------------------------------------------------------.
/ Vignette settings /
'-----------------------------------------------------------*/
#define VignetteRadius 1.00 //[-1.00 to 3.00] lower values = stronger radial effect from center
#define VignetteAmount -1.00 //[-2.00 to 1.00] Strength of black. -2.00 = Max Black, 1.00 = Max White.
#define VignetteSlope 8 //[1 to 16] How far away from the center the change should start to really grow strong (odd numbers cause a larger fps drop than even numbers)
#define VignetteCenter float2(0.500, 0.500) //[0.00 to 1.00] Center of effect.
/*-----------------------------------------------------------.
/ Dither settings /
'-----------------------------------------------------------*/
//No settings yet, beyond switching it on or off in the top section.
//Note that the checkerboard pattern used by Dither, makes an image harder to compress.
//This can make your screenshots and video recordings take up more space.
/*-----------------------------------------------------------.
/ Splitscreen settings /
'-----------------------------------------------------------*/
#define splitscreen_mode 3 //[1|2|3|4|5] 1 = Vertical 50/50 split, 2 = Vertical 25/50/25 split, 3 = Vertical 50/50 angled split, 4 = Horizontal 50/50 split, 5 = Horizontal 25/50/25 split
|
|
|
|
|
|
|
|
Newbie
Videocard: MSI GTX 670 PE/OC 2GB
Processor: Intel i5 2500k
Mainboard: ASRock Z68 Extreme4
Memory: Muskin Redline 2133 16GB
Soundcard: Xonar DX
PSU: Coolermaster 80+Gold 600w
|

02-12-2013, 10:41
| posts: 21 | Location: Wales
Can I ask for some advice please. SweetFX in Crysis 3 does not like or want to work with FRAPS fps counter overlay or AB. Anyone know of a workaround for getting SweetFX 1.3 working with Crysis 3 and Fraps. Or any overlay.
|
|
|
|
|
|
|
|
Master Guru
Videocard: GTX 580 sc
Processor: i7 950 Oc 4.0ghz
Mainboard: ASUS sabrtooth x58
Memory: Mushkin 16 GB
Soundcard:
PSU: CM 750 wat
|

02-12-2013, 10:50
| posts: 306
finally finished Dead Space 3 ..starts and ends strong but in the middle sooo awfull
in the middle just action..its agame that u should take a good corner and
keep shooting like ****... appointment's ..i miss DEAD SPACE 2
|
|
|
|
|
|
|
|
Member Guru
Videocard: AMD Radeon HD5770 1GB
Processor: AMD Phenom II X6 1090T
Mainboard: ASUS Crosshair IV Formula
Memory: DDR3 aXeram 6GB
Soundcard:
PSU: 650W
|

02-12-2013, 15:16
| posts: 130
How do I "warm" up a scene? This is just for test.
Like suppose I want to make this:

Out of:

I know it's not a viable option and that it will ruin the mood of the rest of the game but it's just for testing purpose.
Last edited by sidspyker; 02-12-2013 at 16:25.
|
|
|
|
|
|
|
|
Master Guru
Videocard: 2x-SLI GTX680 4GB
Processor: i7-3770K @ 4.4 GHz
Mainboard: Asus Maximus V
Memory: 8GB DDR3 @ 1600 MHz
Soundcard:
PSU: Corsair 750W Gold Cert
|

02-12-2013, 16:18
| posts: 706
LiftGammGain
Id try and increase the amount red and green in your shadows and midtones. Maybe a bit in highlights too. You can lower blue a little bit, but not too much because you'll destroy your clouds\sky.
|
|
|
|
|
|
|
|
Member Guru
Videocard: AMD Radeon HD5770 1GB
Processor: AMD Phenom II X6 1090T
Mainboard: ASUS Crosshair IV Formula
Memory: DDR3 aXeram 6GB
Soundcard:
PSU: 650W
|

02-12-2013, 17:04
| posts: 130
Quote:
Originally Posted by jim2point0
LiftGammGain
Id try and increase the amount red and green in your shadows and midtones. Maybe a bit in highlights too. You can lower blue a little bit, but not too much because you'll destroy your clouds\sky.
|
Thanks Jimmy, it works, altho it also kills the color, for which I had to use DPX, and now my shadows are somewhat...blue
I have made 2 attempts so far:
1.

2.
Last edited by sidspyker; 02-12-2013 at 17:13.
|
|
|
|
|
|
|
|
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
|

02-12-2013, 19:36
| posts: 16,720 | Location: Turkey
any chance to learn a config which works good on latest Alien game?
|
|
|
|
|
|
|
|
Master Guru
Videocard: 2 x EVGA 680 FTW 4GB SLI
Processor: i7 3770K @4.6 and H70
Mainboard: ASUS® P8Z77-V
Memory: 8GB KINGSTON HYPER-X 1600
Soundcard: REALTEK
PSU: 1000w
|

02-12-2013, 19:53
| posts: 592 | Location: BRISTOL uk
[QUOTE=Mr.Bigtime;4525817]any chance to learn a config which works good ][/SIZE]
Not sure how to put mine on the forum but I have a good one.
|
|
|
|
|
|
|
|
Master Guru
Videocard: pny 670
Processor: i5 3570k@4.5
Mainboard: gigabyte Z77X-UD3H
Memory: Gskill 8G@2023
Soundcard: rltek + Altec Lansing
PSU: 550W
|

02-12-2013, 19:57
| posts: 251
[QUOTE=darrensimmons;4525831]
Quote:
Originally Posted by Mr.Bigtime
any chance to learn a config which works good ][/SIZE]
Not sure how to put mine on the forum but I have a good one.
|
copy paste between [spoiler ][code ] settings [/code ] [/spoiler ] remove spaces in [ ]
|
|
|
|
|
|
|
|
Master Guru
Videocard: 2 x EVGA 680 FTW 4GB SLI
Processor: i7 3770K @4.6 and H70
Mainboard: ASUS® P8Z77-V
Memory: 8GB KINGSTON HYPER-X 1600
Soundcard: REALTEK
PSU: 1000w
|

02-12-2013, 19:59
| posts: 592 | Location: BRISTOL uk
[QUOTE=ninjafada;4525835]
Quote:
Originally Posted by darrensimmons
copy paste between [spoiler ][code ] settings [/code ] [/spoiler ] remove spaces in [ ]
|
Thanks for your help
|
|
|
|
|
|
|
|
Master Guru
Videocard: 2 x EVGA 680 FTW 4GB SLI
Processor: i7 3770K @4.6 and H70
Mainboard: ASUS® P8Z77-V
Memory: 8GB KINGSTON HYPER-X 1600
Soundcard: REALTEK
PSU: 1000w
|

02-12-2013, 20:01
| posts: 592 | Location: BRISTOL uk
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 1 //[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 0 //[0 or 1] Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights (avoids clipping)
#define USE_TONEMAP 1 //[0 or 1] Tonemap : Adjust gamma, exposure, saturation, bleach and defog. (may cause clipping)
#define USE_VIBRANCE 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 0.15 // [0.05 to 0.20] Edge detection threshold
#define SMAA_MAX_SEARCH_STEPS 30 // [0 to 98] Determines the radius SMAA will search for aliased edges
#define SMAA_MAX_SEARCH_STEPS_DIAG 8 // [0 to 16] Determines the radius SMAA will search for diagonal aliased edges
#define SMAA_CORNER_ROUNDING 20 // [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 2.0 // [0.10 to 3.00] Strength of the sharpening
#define sharp_clamp 0.250 // [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 15.25 //[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 0.3142 //[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 13.0 //[1.0 to 15.0]
#define Green 13.0 //[1.0 to 15.0]
#define Blue 13.0 //[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(1.000, 1.000, 1.000) //[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 0.9 //[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 0.35 //[-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 0.40 //[-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 0.18 //[0.0 to 1.0] How much to tint the image
/*-----------------------------------------------------------.
/ Vignette settings /
'-----------------------------------------------------------*/
#define VignetteRadius 1.00 //[-1.00 to 3.00] lower values = stronger radial effect from center
#define VignetteAmount -1.00 //[-2.00 to 1.00] Strength of black. -2.00 = Max Black, 1.00 = Max White.
#define VignetteSlope 8 //[1 to 16] How far away from the center the change should start to really grow strong (odd numbers cause a larger fps drop than even numbers)
#define VignetteCenter float2(0.500, 0.500) //[0.00 to 1.00] Center of effect.
/*-----------------------------------------------------------.
/ Dither settings /
'-----------------------------------------------------------*/
//No settings yet, beyond switching it on or off in the top section.
//Note that the checkerboard pattern used by Dither, makes an image harder to compress.
//This can make your screenshots and video recordings take up more space.
/*-----------------------------------------------------------.
/ Splitscreen settings /
'-----------------------------------------------------------*/
#define splitscreen_mode 3 //[1|2|3|4|5] 1 = Vertical 50/50 split, 2 = Vertical 25/50/25 split, 3 = Vertical 50/50 angled split, 4 = Horizontal 50/50 split, 5 = Horizontal 25/50/25 split
This is my settings for Aliens Colonial Marines.
I also have 4 x msaa forced in drivers and in game fxaa.
This is a very sharp setting as I hate the blur.
I also have a negative bias set in driver of -1.000.
Last edited by darrensimmons; 02-12-2013 at 20:04.
|
|
|
|
|
|
|
|
Newbie
Videocard: Gigabyte GTX670
Processor: Intel i7 2600k
Mainboard: Asus P8P67 Deluxe
Memory: Corsair DDR3-1600 8GB
Soundcard: Audioengine D1 usb dac
PSU: Corsair HX850
|

02-12-2013, 20:03
| posts: 25 | Location: Australia
Quote:
Originally Posted by Jonny3d
Can I ask for some advice please. SweetFX in Crysis 3 does not like or want to work with FRAPS fps counter overlay or AB. Anyone know of a workaround for getting SweetFX 1.3 working with Crysis 3 and Fraps. Or any overlay.
|
I don't think fraps works with SweetFX but afterburner just check "Enable compatibility with modified runtime libraries" and it will work.
|
|
|
|
|
|
|
|
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
|

02-12-2013, 20:19
| posts: 16,720 | Location: Turkey
thank you man for alien config but game wont start.i think i put files in wrong places. can u help me?
|
|
|
|
|
|
|
|
Member Guru
Videocard: MSI 5770 (bios6770) Hawk
Processor: intel core i5 2310
Mainboard:
Memory:
Soundcard:
PSU: powercooler ps500
|

02-12-2013, 20:54
| posts: 79
Quote:
Originally Posted by Mr.Bigtime
any chance to learn a config which works good on latest Alien game?
|
you talkin' to me?
|
|
|
|
|
|
|
|
Master Guru
Videocard: 2 x EVGA 680 FTW 4GB SLI
Processor: i7 3770K @4.6 and H70
Mainboard: ASUS® P8Z77-V
Memory: 8GB KINGSTON HYPER-X 1600
Soundcard: REALTEK
PSU: 1000w
|

02-12-2013, 21:02
| posts: 592 | Location: BRISTOL uk
Quote:
Originally Posted by Mr.Bigtime
thank you man for alien config but game wont start.i think i put files in wrong places. can u help me?
|
Hi Bigtime.
You need to extract the whole of the rar contents into the win32 folder. This is where the exe is. I think you can download it on the first page of this thread.
When you have done this you can copy my file into the folder or just change your settings with mine in the file.
Here is the link. Remember to extract the files into the win 32 folder where the main exe is.
http://www.guru3d.com/files_details/..._download.html
|
|
|
|
|
|
|
|
Newbie
Videocard: MSI GTX 670 PE/OC 2GB
Processor: Intel i5 2500k
Mainboard: ASRock Z68 Extreme4
Memory: Muskin Redline 2133 16GB
Soundcard: Xonar DX
PSU: Coolermaster 80+Gold 600w
|

02-13-2013, 09:19
| posts: 21 | Location: Wales
@PandaSushi
I did try that setting in AB, SweetFX just willl not work with AB or FRAPS in Crysis 3 for me. Works for all others inc Deadspace 3, Aliens:CM.... not that SweetFX can resuce that game with a little visual tarting up.
|
|
|
|
|
|
|
|
Member Guru
Videocard: AMD Radeon HD5770 1GB
Processor: AMD Phenom II X6 1090T
Mainboard: ASUS Crosshair IV Formula
Memory: DDR3 aXeram 6GB
Soundcard:
PSU: 650W
|

02-13-2013, 13:57
| posts: 130
Two more attempts:
Reference:


|
|
|
|
| Thread Tools |
|
|
| Display Modes |
Linear Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is Off
|
|
|
Powered by vBulletin® Copyright ©2000 - 2013, Jelsoft Enterprises Ltd.
vBulletin Skin developed by: vBStyles.com
Copyright (c) 1995-2012, All Rights Reserved. The Guru of 3D, the Hardware Guru, and 3D Guru are trademarks owned by Hilbert Hagedoorn.
|