Games, Gaming & Game-demos You can talk about the latest games here and more ..
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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, 14:01
| posts: 477 | Location: Denmark
Quote:
Originally Posted by VoodooREC
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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No.
Steam captures the screen before SweetFX effects have been applied.
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Master Guru
Videocard: EVGA NVIDIA 560 GTX
Processor: INTEL I5 2500 @ 3.3Ghz
Mainboard: G. Z68XP-UD4 Bios F6
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01-10-2013, 14:17
| posts: 654
Hi all, one little question, im new in thism, ¿someone can explain me what is the differences
between all the s-curves modes to choose?, i cant find nothing in the original post.
Bye and thanks
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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, 14:41
| posts: 42
Quote:
Originally Posted by CeeJay.dk
No.
Steam captures the screen before SweetFX effects have been applied.
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Strange, if you use RadeonPro for SweetFX steam screens show all the shaders applied.
Btw, CeeJay, could you please look at this post i made in the previous thread?
http://forums.guru3d.com/showpost.ph...postcount=2967
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Ancient Guru
Videocard: ZOTAC GTX 680 @ 27" SA950
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01-10-2013, 16:14
| posts: 16,717 | Location: Turkey
i just bought Mass effect 3 . can you guys give me a nice sweet pls?
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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
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01-10-2013, 18:39
| posts: 306
Quote:
Originally Posted by Mr.Bigtime
i just bought Mass effect 3 . can you guys give me a nice sweet pls?
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here it is bro
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 using the SMAA technique.
#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 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 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 0.08 //[0.05 to 0.20] Edge detection threshold
#define SMAA_MAX_SEARCH_STEPS 16 //[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 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 0.47 //[0.10 to 3.00] Strength of the sharpening
#define sharp_clamp 0.045 //[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 22.25 //[0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isn't.
#define BloomPower 1.446 //[0.000 to 8.000] Strength of the bloom
#define BloomWidth 0.0142 //[0.0000 to 1.0000] Width of the bloom
/*-----------------------------------------------------------.
/ HDR settings /
'-----------------------------------------------------------*/
#define HDRPower 1.30 //[0.00 to 8.00] Strangely lowering this makes the image brighter
#define radius2 0.87 //[0.00 to 8.00] Raising this seems to make the effect stronger and also brighter
/*-----------------------------------------------------------.
/ TECHNICOLOR settings /
'-----------------------------------------------------------*/
#define TechniAmount 0.4 //[0.0 to 1.0]
#define TechniPower 4.0 //[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 15.0 //[1.0 to 15.0]
#define Green 15.0 //[1.0 to 15.0]
#define Blue 15.0 //[1.0 to 15.0]
#define ColorGamma 2.5 //[0.1 to 2.5] Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral.
#define DPXSaturation 3.0 //[0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral.
#define RedC 0.31 //[0.60 to 0.20]
#define GreenC 0.31 //[0.60 to 0.20]
#define BlueC 0.31 //[0.60 to 0.20]
#define Blend 0.2 //[0.00 to 1.00] How strong the effect should be.
/*-----------------------------------------------------------.
/ Lift Gamma Gain settings /
'-----------------------------------------------------------*/
#define RGB_Lift float3(0.920, 0.960, 0.980) //[0.000 to 2.000] Adjust shadows for Red, Green and Blue
#define RGB_Gamma float3(1.250, 1.250, 1.250) //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
#define RGB_Gain float3(0.940, 0.940, 0.940) //[0.000 to 2.000] Adjust highlights for Red, Green and Blue
/*-----------------------------------------------------------.
/ Tonemap settings /
'-----------------------------------------------------------*/
#define Gamma 1.1 //[0.000 to 2.000] Adjust midtones
#define Exposure -0.10 //[-1.000 to 1.000] Adjust exposure
#define Saturation 0.08 //[-1.000 to 1.000] Adjust saturation
#define Bleach 0.10 //[0.000 to 1.000] Brightens the shadows and fades the colors
#define Defog 0.000 //[0.000 to 1.000] How much of the color tint to remove
#define FogColor float3(0.00, 0.00, 2.55) //[0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to remove - default is blue
/*-----------------------------------------------------------.
/ Vibrance settings /
'-----------------------------------------------------------*/
#define Vibrance 0.00 //[-1.00 to 1.00] Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
/*-----------------------------------------------------------.
/ Curves settings /
'-----------------------------------------------------------*/
#define Curves_contrast 0.30 //[-1.00 to 1.00] The amount of contrast you want
// -- Advanced curve settings --
#define Curves_formula 2 //[1|2|3|4|5|6|7] The constrast s-curve you want to use. I prefer 2 myself.
/*-----------------------------------------------------------.
/ 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, 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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Member Guru
Videocard: GTX 460
Processor: i5
Mainboard:
Memory:
Soundcard:
PSU: /
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01-10-2013, 19:35
| posts: 75 | Location: France
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.
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Omg don't tell me you ported cgwg's CRT Pixel Shader to SweetFX ? That'd be great indeed !
EDIT : also check out Caligari's work if you havent already
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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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01-10-2013, 20:11
| posts: 16,717 | Location: Turkey
Quote:
Originally Posted by kaicooper
here it is bro
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 using the SMAA technique.
#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 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 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 0.08 //[0.05 to 0.20] Edge detection threshold
#define SMAA_MAX_SEARCH_STEPS 16 //[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 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 0.47 //[0.10 to 3.00] Strength of the sharpening
#define sharp_clamp 0.045 //[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 22.25 //[0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isn't.
#define BloomPower 1.446 //[0.000 to 8.000] Strength of the bloom
#define BloomWidth 0.0142 //[0.0000 to 1.0000] Width of the bloom
/*-----------------------------------------------------------.
/ HDR settings /
'-----------------------------------------------------------*/
#define HDRPower 1.30 //[0.00 to 8.00] Strangely lowering this makes the image brighter
#define radius2 0.87 //[0.00 to 8.00] Raising this seems to make the effect stronger and also brighter
/*-----------------------------------------------------------.
/ TECHNICOLOR settings /
'-----------------------------------------------------------*/
#define TechniAmount 0.4 //[0.0 to 1.0]
#define TechniPower 4.0 //[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 15.0 //[1.0 to 15.0]
#define Green 15.0 //[1.0 to 15.0]
#define Blue 15.0 //[1.0 to 15.0]
#define ColorGamma 2.5 //[0.1 to 2.5] Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral.
#define DPXSaturation 3.0 //[0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral.
#define RedC 0.31 //[0.60 to 0.20]
#define GreenC 0.31 //[0.60 to 0.20]
#define BlueC 0.31 //[0.60 to 0.20]
#define Blend 0.2 //[0.00 to 1.00] How strong the effect should be.
/*-----------------------------------------------------------.
/ Lift Gamma Gain settings /
'-----------------------------------------------------------*/
#define RGB_Lift float3(0.920, 0.960, 0.980) //[0.000 to 2.000] Adjust shadows for Red, Green and Blue
#define RGB_Gamma float3(1.250, 1.250, 1.250) //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
#define RGB_Gain float3(0.940, 0.940, 0.940) //[0.000 to 2.000] Adjust highlights for Red, Green and Blue
/*-----------------------------------------------------------.
/ Tonemap settings /
'-----------------------------------------------------------*/
#define Gamma 1.1 //[0.000 to 2.000] Adjust midtones
#define Exposure -0.10 //[-1.000 to 1.000] Adjust exposure
#define Saturation 0.08 //[-1.000 to 1.000] Adjust saturation
#define Bleach 0.10 //[0.000 to 1.000] Brightens the shadows and fades the colors
#define Defog 0.000 //[0.000 to 1.000] How much of the color tint to remove
#define FogColor float3(0.00, 0.00, 2.55) //[0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to remove - default is blue
/*-----------------------------------------------------------.
/ Vibrance settings /
'-----------------------------------------------------------*/
#define Vibrance 0.00 //[-1.00 to 1.00] Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
/*-----------------------------------------------------------.
/ Curves settings /
'-----------------------------------------------------------*/
#define Curves_contrast 0.30 //[-1.00 to 1.00] The amount of contrast you want
// -- Advanced curve settings --
#define Curves_formula 2 //[1|2|3|4|5|6|7] The constrast s-curve you want to use. I prefer 2 myself.
/*-----------------------------------------------------------.
/ 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, 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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Thank you bro.
and any Ghost Recon Future Soldier please? thank you very much.
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Master Guru
Videocard: EVGA GF GTX 680 sli
Processor: Intel Core i5-3570K
Mainboard: ASUS Maximus V Extreme z7
Memory: Corsair Dominator 16gb
Soundcard: integrated with graphics
PSU: Corsair AX850 dual
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01-10-2013, 21:11
| posts: 300 | Location: hell
hey ninjafade you still tweaking that dmc4 config?
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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
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01-10-2013, 21:44
| posts: 306
Quote:
Originally Posted by Mr.Bigtime
Thank you bro.
and any Ghost Recon Future Soldier please? thank you very much.
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i didnt make any Ghost Recon preset yet..hopfully sombody do it these days
cus now buzy with some scary games lol
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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, 21:47
| posts: 251
i didn't advance much in the game
got the flu , i sleep most of the time since sunday
dmc4 preset ( sweetfx2 alpha tweaked ):
so i copy here the settings , not the files because i have modded my 2.0a
Click to show spoiler
Code:
#define USE_SMAA_ANTIALIASING 1
#define USE_LUMASHARPEN 1
#define USE_BLOOM 1
#define USE_HDR 1
#define USE_DPX 1
#define USE_LIFTGAMMAGAIN 1
#define USE_VIBRANCE 1
#define USE_DITHER 1
/*-----------------------------------------------------------.
/ SMAA Anti-aliasing settings /
'-----------------------------------------------------------*/
#define SMAA_THRESHOLD 0.05 //[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 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 0.041 //[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 1.346 //[0.000 to 8.000] Strength of the bloom
#define BloomWidth 0.0242 //[0.0000 to 1.0000] Width of the bloom
/*-----------------------------------------------------------.
/ HDR settings /
'-----------------------------------------------------------*/
#define HDRPower 1.08 //[0.00 to 8.00] Strangely lowering this makes the image brighter
#define radius2 0.77 //[0.00 to 8.00] Raising this seems to make the effect stronger and also brighter
/*-----------------------------------------------------------.
/ Cineon DPX settings /
'-----------------------------------------------------------*/
#define Red 15.0 //[1.0 to 15.0]
#define Green 15.0 //[1.0 to 15.0]
#define Blue 15.0 //[1.0 to 15.0]
#define ColorGamma 2.5 //[0.1 to 2.5] Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral.
#define DPXSaturation 1.15 //[0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral.
#define RedC 0.36 //[0.60 to 0.20]
#define GreenC 0.36 //[0.60 to 0.20]
#define BlueC 0.34 //[0.60 to 0.20]
#define Blend 0.11 //[0.00 to 1.00] 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(0.990, 0.990, 0.990) //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
#define RGB_Gain float3(1.060, 1.060, 1.060) //[0.000 to 2.000] Adjust highlights for Red, Green and Blue
/*-----------------------------------------------------------.
/ Vibrance settings /
'-----------------------------------------------------------*/
#define Vibrance 0.37 //[-1.00 to 1.00] Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
and the main.h
for the order i had to move hdr to avoid artefact
Code:
// DPX
#if (USE_DPX == 1)
FinalColor = DPXPass(FinalColor);
#endif
// HDR
#if (USE_HDR == 1)
FinalColor = HDRPass (FinalColor,tex);
#endif
// Lift Gamma Gain
#if (USE_LIFTGAMMAGAIN == 1)
FinalColor = LiftGammaGainPass(FinalColor);
#endif
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Member Guru
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01-10-2013, 21:57
| posts: 51 | Location: The Internet
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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I agree with CeeJay those are some extreme settings, I'd recommend you follow the link he left for you and take a look at Scrullet's and I settings.
I would like to give a tip when using LGG especially with skyrim, Less is more. 1.500, 2.000, 2.000 is WAY too high you are much better off doing incremental step ups or downs by 0.005 or 0.010. Also you don't need to defog feature for Skyrim as the default Sweetfx can get rid of it's greyish tint.
Skyrim has many different landscapes and each look different, whatever you change in one environment will probably not look good in another. This is why I personally find Skyrim to be a bit touchy with sweetfx when adjusting color/contrast settings and it's why I chose Riverwood as my testing ground as I find it to be a happy medium area as I can see both the green and snowy environment there.
Last edited by Zomgerd; 01-10-2013 at 22:15.
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Member Guru
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01-10-2013, 23:19
| posts: 131 | Location: Venezuela
Hi all.
@ Gembel
Ok XD and dont be lazy, keep making more settings.
@ GameGuy
Ok no problem, if you buy it someday we can play it later and i still believe you re lucky to have one SLi like that.








@ Mr.Bigtime
I was wondering the same, if is there one SweetFX setting for Ghost Recon Future Soldier, i can do one but what keeps me without do it if i could be banned for it, i have that game Steam version and play MP sometimes, if someone confirm that not problems with GR Future Soldier + SweetFX + Online then fine.
Last edited by Maken; 01-10-2013 at 23:22.
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01-10-2013, 23:37
| posts: 477 | Location: Denmark
Quote:
Originally Posted by Boulotaur2024
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OK I won't - because I haven't.
cgwg's shader is really cool, and several of it's features (but not all) can be done in a single pass, but it must be the only shader in that pass to sample multiple pixels.
That unfortunately makes it incompatible with SMAA, LumaSharpen, Bloom, HDR and Cartoon (Cartoon was already incompatible with the the others - enabling it will overwrite the results of the others)
It's also quite complex and would take some time to port.
No, I'm afraid my CRT shader is very very simple - on the plus side though, it's very very fast. It's basically just the Dither shader slightly changed and with a few extra features, so it's performance hit should barely even register.
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01-11-2013, 00:14
| posts: 527 | Location: Slovakia
Maken _ you are a genius...
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Member Guru
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01-11-2013, 04:52
| posts: 131 | Location: Venezuela
@ Marcel
Hi, how you been? Thanks, for me you and many others here are very good, in fact you all guys were my inspiration that pushed me to give a try to SweetFX. My respect.
-----
updates







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Newbie
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01-11-2013, 14:21
| posts: 38 | Location: Paris
Quote:
Originally Posted by kaicooper
i didnt make any Ghost Recon preset yet..hopfully sombody do it these days
cus now buzy with some scary games lol
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I'm still working on it but i can give you my current version :
Settings :
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 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 0.12 // [0.05 to 0.20] Edge detection threshold
#define SMAA_MAX_SEARCH_STEPS 16 // [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.
/*-----------------------------------------------------------.
/ LumaSharpen settings /
'-----------------------------------------------------------*/
// -- Sharpening --
#define sharp_strength 0.60 // [0.10 to 3.00] Strength of the sharpening
#define sharp_clamp 0.035 // [0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035
// -- Advanced sharpening settings --
#define pattern 2 // [1|2|3|4] Choose a sample pattern. 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped.
#define offset_bias 1.0 // [0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern.
// I designed the pattern for offset_bias 1.0, but feel free to experiment.
// -- Debug sharpening settings --
#define show_sharpen 0 // [0 or 1] Visualize the strength of the sharpen (multiplied by 4 to see it better)
/*-----------------------------------------------------------.
/ 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 1.8 //[0.1 to 2.5] Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral.
#define DPXSaturation 3.8 //[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(0.950, 0.950, 0.950) //[0.000 to 2.000] Adjust shadows for Red, Green and Blue
#define RGB_Gamma float3(0.850, 0.850, 0.850) //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
#define RGB_Gain float3(1.020, 1.020, 1.020) //[0.000 to 2.000] Adjust highlights for Red, Green and Blue
/*-----------------------------------------------------------.
/ Tonemap settings /
'-----------------------------------------------------------*/
#define Gamma 1.2 //[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 0.30 //[-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 kaneos; 01-11-2013 at 14:43.
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Ancient Guru
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01-11-2013, 14:24
| posts: 16,717 | Location: Turkey
Wish there is a tool for sweetfx to use easly.
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Ancient Guru
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01-11-2013, 14:45
| posts: 6,941 | Location: Canada, Quebec
Quote:
Originally Posted by Mr.Bigtime
Wish there is a tool for sweetfx to use easly.
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wut it's quite easy enough. However I'm getting bored of SweetFX... It somehow made me more bored with games so I decided to calm down with it. Not playing the games just constantly tweaking...
Last edited by Wanny; 01-11-2013 at 14:48.
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Master Guru
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01-11-2013, 15:08
| posts: 706
Quote:
Originally Posted by Mr.Bigtime
Wish there is a tool for sweetfx to use easly.
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You kidding me? What's hard about it?
Quote:
Originally Posted by Wanny
wut it's quite easy enough. However I'm getting bored of SweetFX... It somehow made me more bored with games so I decided to calm down with it. Not playing the games just constantly tweaking...
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Don't need to tweak every game. For some reason people think there needs to be some magical preset that makes every game look better... which I definitely don't think is the case.
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Master Guru
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01-11-2013, 15:20
| posts: 306
Quote:
Originally Posted by Mr.Bigtime
Wish there is a tool for sweetfx to use easly.
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hi bro
here it is the tool to make alooooooooooot easier for u
http://sweetfx.thelazy.net/
==============
for me sweetfx is soo important..at least no much brigh and blurr anymore
in games and better looking
===============
Maken
first shots and before the last one was EPIC..but i think last shots more yellowish..dont u think?
no man i dont think u'll get banned bro..never heared about this before
its ok go ahead with Ghost Recon
Last edited by kaicooper; 01-11-2013 at 15:45.
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Ancient Guru
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01-11-2013, 15:59
| posts: 3,181 | Location: Ohio
Quote:
Originally Posted by jim2point0
You kidding me? What's hard about it?
Don't need to tweak every game. For some reason people think there needs to be some magical preset that makes every game look better... which I definitely don't think is the case.
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I agree....sleeping dogs looks better vanilla IMO.
Everything I have looked at with sweet fx in sleeping dogs...the whites are just way too bright...one thing looks better, something else suffers.
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Member Guru
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01-11-2013, 16:09
| posts: 131 | Location: Venezuela
Hi all, this thing of modding graphics is very adictive, so much that i remember not sleep much because of that and later pay the consequencies with my health.
Quote:
Originally Posted by kaicooper
hi bro
here it is the tool to make alooooooooooot easier for u
http://sweetfx.thelazy.net/
==============
for me sweetfx is soo important..at least no much brigh and blurr anymore
in games and better looking
===============
Maken
first shots and before the last one was EPIC..but i think last shots more yellowish..dont u think?
no man i dont think u'll get banned bro..never heared about this before
its ok go ahead with Ghost Recon
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SweetFX Configurator the most easy way to start, very user friendly.
Play that chapter and you will see.
Ok i will try it later but i think Ghost Recon Future Soldier looks good as its for me.
greetings.
@ gridiron whirlw
you said: " one thing looks better, something else suffers "
Totally agree with you.
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Ancient Guru
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01-11-2013, 16:35
| posts: 16,717 | Location: Turkey
Quote:
Originally Posted by kaicooper
hi bro
here it is the tool to make alooooooooooot easier for u
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Now this is a good attitude. thank you very much. i wish there are more people on this planet like you.
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Master Guru
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01-11-2013, 17:00
| posts: 736 | Location: Indonesia
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Master Guru
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01-11-2013, 17:00
| posts: 306
Quote:
Originally Posted by Mr.Bigtime
Now this is a good attitude. thank you very much. i wish there are more people on this planet like you. 
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bro u r welcom anytime..just ask
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