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SweetFX Shader Suite release and discussion thread #3
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CeeJay.dk
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Thumbs up SweetFX Shader Suite release and discussion thread #3 - 03-18-2013, 23:14 | posts: 633 | Location: Denmark

This was the official release thread for SweetFX.

This was the thread for version 1.4

The discussion continues in the new thread for version 1.5 here :
http://forums.guru3d.com/showthread.php?t=381912


Download:
On Dropcanvas you can also find versions of my shaders that will work with Media Player Classic so you can use them to improve movie watching as well.

I'll be posting new releases here and you can discuss SweetFX and share settings here too (use the code tag and optionally the spoiler tag when posting settings).
We are also very happy to see your screenshots but try not to post full size screenshots as they break the forum format. Post images no wider than 1024 pixels that link to the full size screenshots instead. If you post a lot you may also consider using the spoiler tag.

News and links
New injector:
Boulotaur2024 have been working on a new injector , which I plan to switch to either in the next version or the one after that.
His new injector work with 64bit executables and also has some neat new effects included - you can find the lastest release here

My current plan is to wrap up 1.5, and then migrate to this new injector and call it 2.0 to signify the new change of injector and the new code branch.
2.1 will then probably be an efficiency overhaul of many of the effects, so they run faster.

GUI tool:
Videoguides (by TheAdipose):

And over in the overclock.net forums, the moderator TFL_Replica have also posted tons of screenshots and it's also a good place for support if no one here was able to help you.

Also youtuber Quicksh0tHD did a interview with me.



Those of you with an AMD card will be happy to learn that the latest RadeonPro beta now supports SweetFX and can run all the effects without relying on the InjectSMAA injector.
This makes it easy to use with RadeonPros many other cool features, but most importantly this also works with 64bit executables, which the InjectSMAA injector that SweetFX currently ships with does not.
It is however an AMD only tool otherwise I would probably have chosen to it as the default injector I develop SweetFX for.

What is it?
So in case you're new to SweetFX Shader Suite (or just SweetFX), it's a mod built on the InjectSMAA shader injector, that allows you to apply a suite of post processing shader effects to your games.

You may have tried another shader injection mod before, like InjectFXAA, InjectSMAA or FXAAtool. SweetFX improves upon all of these.

You can add SMAA anti-aliasing , sharpening and tweak the color, gamma , exposure and more.
It's meant to allow you to improve the look of your games and change the look and mood of it to your liking.
If you use SMAA antialiasing instead of MSAA or an even more expensive antialaliasing technique you can also make the game run faster (than with MSAA)

Effects included:
  • SMAA Anti-aliasing : Anti-aliases the image using the SMAA technique - see http://www.iryoku.com/smaa/
  • Cartoon : Creates an outline-effect that makes the image look more cartoonish.
  • Advanced CRT : Mimics the look of an old arcade CRT display.
  • LumaSharpen : Sharpens the image, making details easier to see
  • Bloom : Makes strong lights bleed their light into their surroundings
  • HDR : Mimics an HDR tonemapped look
  • Technicolor : Makes the image look like it was processed using a three-strip Technicolor process - see http://en.wikipedia.org/wiki/Technicolor
  • Cineon DPX : Makes the image look like it was converted from film to Cineon DPX. Can be used to create a "sunny" look.
  • Monochrome : Removes colors from the image so it appears as if shot on black and white film.
  • Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights (avoids clipping)
  • Tonemap : Adjust gamma, exposure, saturation, bleach and defog. (may cause clipping)
  • Vibrance : Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
  • Curves : Contrast adjustments using S-curves.
  • Sepia : Sepia tones the image - see http://en.wikipedia.org/wiki/Sepia_tone#Sepia_toning
  • Vignette : Darkens the edges of the image to make it look more like it was shot with a camera lens. - see http://en.wikipedia.org/wiki/Vignetting )
  • Dither : Applies dithering to simulate more colors than your monitor can display. This lessens banding artifacts - see http://en.wikipedia.org/wiki/Ditheri...age_processing )
  • Border : Makes the screenedge black as a workaround for the bright edge that forcing some AA modes sometimes causes.
  • Splitscreen : Enables the before-and-after splitscreen comparison mode.
It works with all 32bit DirectX 9 , 10 and 11 games (and many applications).


Compatibility
It works with all graphics cards as long as they support at least shader model 3. That's all cards produced after 2002 (give or take).

64bit support should be coming in the near future as Boulotaur2024 has been working on a new injector that works with 64bit.
His current WIP version should work with most 64bit executables and once it's matured a little more it will most likely become the new default injector for SweetFX

It should work on Windows 2000 and newer, both 32bit and 64bit. So far tested working on WinXP , Vista , Win7 and Windows 8.
It may work on Linux using Wine - please report your findings.

It does not work well with most programs that overlay an image onto the game. It has a workaround for the Steam overlay so that will work, and you can make overlays based on Rivatuner OSD work as well with a compability setting in those overlays , but other overlays may prevent SweetFX from making changes to the image or outright crash the game - turn those off.

Last edited by CeeJay.dk; 09-30-2013 at 03:14.
   
 
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CeeJay.dk
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Default 03-18-2013, 23:15 | posts: 633 | Location: Denmark

Changelog

Version 1.4
  • Adds the Border shader as a workaround for the bright screenedge forcing certain AA modes can cause
  • Adds the Cartoon shader that can make the image look more cartoonish
  • Adds the Advanced CRT shader that can mimic the look of an old arcade CRT display
  • Adds the Monochrome shader that removes the colors
  • Adds the FXAA shader as an alternative to SMAA for the few people that still prefer it. (only in DX9 for now though)
  • Improved the Curves shader so it can now apply contrast to Chroma as well as Luma (as before) or both
  • Improved the performance of formula 5 in the Curves shader (the simplified Catmull-rom spline)
  • Improved the Dither shader with the option to use Random Dithering.
  • Improved the Dither shader so now uses a subpixel dithering pattern. (Both when using Random or Ordered Dithering)
  • Lowered the default SMAA threshold to 0.10 so fewer aliased lines escape processing.
  • Fixed a bug where dark areas could on occasion appear when HDR and Lumasharpen where both activated at the same time.
  • The alpha channel is now cleared before outputting the image to prevent it messing with screenshots converted to png.
  • The SweetFX settings file now include a description field to help keep track of which version the settings are for.
  • Improved the Vignette shader to allow you to create oval shaped vignettes.
  • Curves_formula 2 is now the default Curves formula.
  • Includes some notes on how you can make custom shaders
Version 1.3
  • Adds the Lift Gamma Gain shader which lets users adjust brightness and color of shadows, midtones and highlights.
  • Adds the Curves shader which uses S-curves to adjust the contrast of the image
  • Adds the Splitscreen shader which makes it easier to do comparison screenshots and videos.
  • Reversed the DPX blend setting so smaller numbers now mean less effect and not more (it's more logical this way)
  • Better default DPX settings
  • More conservative default Vibrance settings (down from 0.20 to 0.15)
  • All settings in the settings file now have ranges. (preparations for an upcoming GUI)

Version 1.2
  • Fixes a rounding problem on AMD hardware with the dither shader.
  • Includes usermade presets - look in the SweetFX/Presets/ folder.
  • Updated and expanded documentation.
  • Minor speed improvements to most of the shaders. Hopefully it adds up.
  • Based on user feeedback default settings now use more conservative sharpening
  • Also default settings now enable conservative Vibrance settings
  • Slightly better default Sepia settings
  • Vignette now more uniformly darkens all the color channels of the screen edges
  • Adds the DPX shader - settings still need a lot of work though.

Version 1.1.1
  • Fixes DirectX 10/11 support

Version 1.1
  • Keymappings have changed to Printscreen, Scroll_lock and Pause
  • Settings now use a .txt suffix which is hopefully less scary for novices
  • Optimized the Vignette shader to run a little faster
  • Adds the Dither shader that performs dithering of the image to help remove or reduce banding artifacts (most commonly caused by the Vignette)
  • Fixes and improves Vibrance
  • Accidently broke DirectX 10/11 support

Version 1.0
  • First non-beta release.
  • Adds SMAA, LumaSharpen, Vibrance
  • Tweaks and improvements to HDR, Bloom, Tonemap, Sepia and Vignette
  • SMAA is now configurable, so you can use your own settings and it even allows you to use Color Edge Detection
  • Supports DX 9,10 and 11 and will automatically use the version the game requires without depending on the user to do anything

The Readme
(It's also included in the mod itself.)
Code:
 .--------------------------------------------------.
 
          .-.                   .  .---..   .
         (   )                 _|_ |     \ / 
          `-..  .    ._.-.  .-. |  |---   /  
         (   )\  \  / (.-' (.-' |  |     / \ 
          `-'  `' `'   `--' `--'`-''    '   '
                    Shader Suite
                    by CeeJay.dk                    
 '--------------------------------------------------'
 
 - Version 1.4

SweetFX is a universal image improvement and tweaking mod,
that works with almost any 32bit (and hopefully soon 64bit) DirectX 9, 10 or 11 game or application.

It's goal is provide similar tools to games in realtime, as video processing software provides for movies and videos.

Effects included:

* SMAA Anti-aliasing : Anti-aliases the image using the SMAA technique - see http://www.iryoku.com/smaa/
* Cartoon : Creates an outline-effect that makes the image look more cartoonish.
* Advanced CRT : Mimics the look of an old arcade CRT display.
* LumaSharpen : Sharpens the image, making details easier to see
* Bloom : Makes strong lights bleed their light into their surroundings
* HDR : Mimics an HDR tonemapped look
* Technicolor : Makes the image look like it was processed using a three-strip Technicolor process - see http://en.wikipedia.org/wiki/Technicolor
* Cineon DPX : Makes the image look like it was converted from film to Cineon DPX. Can be used to create a "sunny" look.
* Monochrome : Removes colors from the image so it appears as if shot on black and white film.
* Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights (avoids clipping)
* Tonemap : Adjust gamma, exposure, saturation, bleach and defog. (may cause clipping)
* Vibrance : Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
* Curves : Contrast adjustments using S-curves.
* Sepia : Sepia tones the image - see http://en.wikipedia.org/wiki/Sepia_tone#Sepia_toning
* Vignette : Darkens the edges of the image to make it look more like it was shot with a camera lens. - see http://en.wikipedia.org/wiki/Vignetting )
* Dither : Applies dithering to simulate more colors than your monitor can display. This lessens banding artifacts - see http://en.wikipedia.org/wiki/Dithering#Digital_photography_and_image_processing )
* Border : Makes the screenedge black as a workaround for the bright edge that forcing some AA modes sometimes causes.
* Splitscreen : Enables the before-and-after splitscreen comparison mode.

You can find new releases of SweetFX in it's thread on the Guru3d forums :
http://forums.guru3d.com/showthread.php?t=376265


   /*-----------------------------------------------------------.   
  /                      Installation                           /
  '-----------------------------------------------------------*/

1) Extract or copy all the files into the directory of a game exe (keeping the file structure intact).

The installed files are:
   d3d9.dll                 - DirectX 9 proxy dll that will inject shaders into DirectX 9 games
   d3d9.fx                  - DirectX 9 specific shader code
   dxgi.dll                 - DirectX 10/11 proxy dll that will inject shaders into DirectX 10/11 games
   dxgi.fx                  - DirectX 10/11 specific shader code
   shader.fx                - Alternative DirectX 9 specific shader code for FXAA support.
   injector.ini             - Settings for the shader injector dlls - you can reconfigure the keys used in this file
   SweetFX readme.txt       - This readme
   SweetFX_preset.txt       - You can choose which settings file to load here - default is to load SweetFX_settings.txt
   SweetFX_settings.txt     - SweetFX settings. Effects can be turned on and off here, and their settings can be tweaked.
   
   SweetFX/ (directory)     - The SweetFX subdirectory. 
   |- /Presets/             - Presets are stored here.
   |- /Shaders/             - All the shaders, except d3d9.fx and dxgi.fx are stored here.
   |- /dlls/                - Alternative DirectX proxy dlls are stored here.
   |   |- /FXAA DX9 dll/    - You will need to use the FXAA DX9 dll to use FXAA. Copy it over the one in the main folder.
   |   '- /SMAA/            - The SMAA dlls if you need to return to them. These are the same as the ones in the main folder.                
   |- /Game_Compability.txt - Can't make SweetFX work with a game? - You can find help here.
   '- /Making shaders.txt   - A few hints on making custom shaders for SweetFX.

   log.log                  - This logfile is not installed, but will be created when the DirectX proxy dll runs.
                              If something goes wrong, this file will usually tell you why.

Some games require special attention - You can find a list of those and instructions on how to get them working with SweetFX 
in SweetFX/Game_Compability.txt
If you encounter a game not in the list that requires more effort to work with SweetFX, post about it in the official thread
on Guru3d : http://forums.guru3d.com/showthread.php?t=376265
                            
2) Install the latest DirectX update if you haven't already
   Last I looked it was here : http://www.microsoft.com/en-us/download/details.aspx?id=35
   (You don't need any of the other stuff Microsoft tries to push - just DirectX)                            


   /*-----------------------------------------------------------.   
  /                          Usage                              /
  '-----------------------------------------------------------*/
  
It will automatically run when you start the DirectX 9, 10 or 11 game that you added SweetFX to.
If you want to run different game with SweetFX then you need to install to that games directory too.

It does not modify any game files either on disk or in memory.
Instead it uses a custom Direct3D runtime dll which the most DirectX games will call.

PRINTSCRN saves a screenshot named ScreenshotXXXX.bmp in the directory you installed SweetFX to.
SCROLL_LOCK switches it ON and OFF. It starts in ON mode.
PAUSE reloads the shader files (this is useful when you need to tweak the settings while the game is running)

Keys can be reconfigured in the injector.ini file.

Some keyboards (mostly on laptops) don't have a dedicated SCROLL_LOCK button,
but require you to hold down the Fn button while you press another key to activate Scroll Lock.

If you can't figure out the right combination just from looking at your keyboard and experimenting,
then read the documentation for your keyboard or just reconfigure the keys in injector.ini


   /*-----------------------------------------------------------.   
  /                      Tweaking settings                      /
  '-----------------------------------------------------------*/

You can choose which effects to enable, and set their parameters
in the SweetFX_settings.txt file - this can even be done while the game is running.

1) Switch away from your game with ALT+TAB or WIN+TAB
2) Open SweetFX_settings.txt in any text editor - fx. : Notepad (I use Notepad2)
3) Edit the settings and save.
4) Switch back to your game with ALT+TAB or WIN+TAB
5) If the game is running in fullscreen mode then it will now have reloaded the shader files
   and your new settings have been applied.
   If the game is running in Windowed mode then you need to press the PAUSE key to reload the shader files
   and apply your new settings.
   
And naturally you don't have to start the game before you edit your settings.
It can be done before the game runs as well.   

If you find editing a text file tedious and would rather want a GUI then I know of two third-party GUIs for SweetFX:
SweetFX Configurator (by Terrasque) : http://sweetfx.thelazy.net/ 
and FlightFX ( by Laser ) : http://riseofflight.com/forum/viewtopic.php?t=34103

   /*-----------------------------------------------------------.   
  /                          Presets                            /
  '-----------------------------------------------------------'/
SweetFX has a preset feature. Presets are just settings files made for a specific game, series of games or a special purpose.
Many (most) of these are made by the users of SweetFX.

You can find a lot of them in the SweetFX Settings Database (made by Terrasque who also made the SweetFX configurator GUI)
http://sfx.thelazy.net/games/

I include a few of these in /SweetFX/Presets/ as examples.

They are a good start if you need help finding the settings that are just right for you.

The preset feature works like this:
1) SweetFX looks in SweetFX_preset.txt , which tells it what settings file to include (load)
2) It then includes (loads) those settings.

Per default the contents of SweetFX_preset.txt is a single command:
#include "SweetFX_settings.txt"

This tells SweetFX to load the settings in SweetFX_settings.txt

To load different settings simply point to a preset.

Fx. to use the awesome Torchlight2_TFL.txt preset by TFL that is intended to make Torchlight 2 look,
darker, dirtier, grittier and all-around more "evil" simply change the #include line to :
#include "SweetFX/Presets/Torchlight2_TFL.txt"

Note that although presets are often intended for a single specific game, they can be used in any game you wish.

To make your own preset simply copy the SweetFX_settings.txt file, rename it whatever you'd like, and point the #include line to its location

For example :
1) Make a copy
2) Rename it mycustom_preset.txt
3) Move it to the Presets folder (you don't HAVE to do this - this is just to keep the files organized)
4) Change the #include line to :

#include "SweetFX/Presets/mycustom_preset.txt"

If you make a really good preset please share it with other users in the SweetFX release thread at :
http://forums.guru3d.com/showthread.php?t=376265

And put them in the SweetFX Settings Database at:
http://sfx.thelazy.net/games/

Similar to the other presets try also to include some details about your preset

Game: What game(s) you made this for
SweetFX version: What SweetFX version you made this for
Author: Your name
Description: "Your description goes here"

   /*-----------------------------------------------------------.   
  /                  Making your own shaders                    /
  '-----------------------------------------------------------'/
I've included a few notes on how you can create your own shaders for SweetFX.
You can find the in the SweetFX subfolder.

   /*-----------------------------------------------------------.   
  /                         Problems?                           /
  '-----------------------------------------------------------*/

When the mod starts it creates a log.log file next to it's own location.
Open the log with a text editor and see what the problem is.

If no log file is created then the mod did not start.
- Maybe you didn't put the files in the right location?
- Or maybe the game doesn't use DirectX?

Most games use DirectX 9, 10 or 11.
Notable games that use OpenGL (which SweetFX doesn't work with) are all games by id software,
and those games based on their 3D engines.


Q: It says d3dx9_43.dll is missing
A: You need the latest DirectX 9 update.
   See step 2) of the installation section.
   
Q: It does not run with the 64bit version of my game exe.
A: SweetFX is not compatible with 64bit versions of games - use a 32bit version.
   Support for 64bit games is underway - check the discussion thread for the lastest news on that.

Q: My game crashes with SweetFX installed.
A: The log.log file will most likely tell you why.
   If no log file is created but it still crashes with SweetFX installed and not without, then it's likely crashing because it can't write to the log file.
   This is usually caused by insufficient user permissions in the game folder you installed SweetFX to.
   
   Try running the game as an administrator or change the folder permissions to grant your user account write access.
   
   This issue is mostly seen on Windows Vista, 7 and 8 with games that install to the program files folder, since Vista, 7 and 8 normally restricts write access to that folder.
   User accounts on Windows XP usually have administrator rights and don't see such problems (however letting user accounts have administrator rights can be a security risk
   which is why Microsoft changed that beginning with Vista).

Q: I don't see any change in the image
A: Try turning off anti-aliasing in the game (not in the mod)
   The mod is not compatible with some antialias implementations.
   It might be made compatible by setting compability flags.
   
   If not then you can always use the included SMAA anti-aliasing.

   
Q: How do I make MSI Afterburner / EVGA Precision / Rivatuner OSD work with this mod?
A: To make MSI Afterburner work with this mod and others like it you need to :

1) Update to the latest version of MSI Afterburner.
2) Start MSI Afterburner.
3) Switch to the "MSI On-Screen Display Server" window.
4) Create a new profile for your game and change to it.
5) Click the big wrench icon to change advanced settings.
6) Go to General -> Compatibility properties and turn on "Enable compatibility with modified Direct3D runtime libraries".

MSI Afterburner is now compatible with shader mods.

You can also change the setting for the Global profile,
but MSI does not recommend this because it might prevent some Direct3D applications from starting.

The same (very similar) steps also work with EVGA Precision and Rivatuner OSD,
as all 3 tools are based on Rivatuner OSD.


Q: How do I use SweetFX with ENBseries?
A: By making ENB run SweetFX. You need to: 

1) Rename d3d9.dll to sweetfx_d3d9.dll
2) Install the ENB series files into the same directory
3) Edit enbseries.ini so the top section looks like this:

[PROXY]
EnableProxyLibrary=true
InitProxyFunctions=true
ProxyLibrary=sweetfx_d3d9.dll

That should do it.

Q: How do I use SweetFX with OpenGL games?
A: SweetFX only supports DirectX 9 , 10 and 11 games, however you can use a OpenGL to DirectX wrapper.

Try the QindieGL wrapper : http://code.google.com/p/qindie-gl/
It can translate OpenGL calls to DirectX 9 calls that SweetFX will work with.
It does not work with all OpenGL games and some games it does work with will have buggy graphics
and it will likely run slower since it's being translated, but if you want to try out SweetFX with OpenGL games this is probably your best bet.
I haven't tried it myself yet so let me know if it works or not.

Q: How do I use SweetFX with DirectX 8 games?
A: SweetFX only supports DirectX 9 , 10 and 11 games, however you can use a DirectX 8 to DirectX 9 wrapper.

Try the DX8 to DX9 convertor from ENBseries : http://enbdev.com/download_en.htm
Let me know if it works for you.

Q: How do I use SweetFX with games that use DirectX 7 or older or even Glide?
A: Again you need to find a wrapper that will translate the API that the game uses to one that SweetFX supports.


   /*-----------------------------------------------------------.   
  /                     Uninstallation                          /
  '-----------------------------------------------------------*/

1) Delete all the files you copied during the installation.


   /*-----------------------------------------------------------.   
  /                          Credits                            /
  '-----------------------------------------------------------*/

 Uses SMAA. Copyright (C) 2011 by Jorge Jimenez, Jose I. Echevarria,
 Belen Masia, Fernando Navarro and Diego Gutierrez.
  - More info on: http://www.iryoku.com/smaa/
 
 Uses FXAA by Timothy Lottes (Nvidia) 
  - His blog: http://timothylottes.*************
 
 Uses InjectSMAA by Andrej Dudenhefner ( mrhaandi )
  - http://mrhaandi.blogspot.dk/p/injectsmaa.html
 
 Uses shaders from FXAATool by Violator, [some dude], fpedace, BeetleatWar1977 and [DKT70]
  - https://www.assembla.com/wiki/show/fxaa-pp-inject/  
  
 DPX shader by Loadus
 
 Border shader by Oomek - rewritten and optimized by CeeJay.dk
 
 Advanced CRT shader by cgwg, Themaister and DOLLS - ported to SweetFX by Boulotaur2024.
 
 Lift Gamma Gain shader by 3an and CeeJay.dk
 
 Cartoon by CeeJay.dk, but based on the Auto Toon cg shader found in the Dolphin emulator.
  - http://dolphin-emu.org/
  
 SweetFX, LumaSharpen, Dither, Curves, Vibrance , Monochrome and Splitscreen by Christian Cann Schuldt Jensen ( CeeJay.dk )

Last edited by CeeJay.dk; 03-25-2013 at 22:29.
   
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CeeJay.dk
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Default 03-18-2013, 23:15 | posts: 633 | Location: Denmark

Screenshots
There are a whole subscene of people who enjoy taking fantastic dreamshots in games.
Many of them are on flickr and many use SweetFX so a flickr search for SweetFX will turn up tons of screenshots that really show off what SweetFX can do in the hands of someone talented.


You can see the ones that was posted to the first thread

There are also plenty to find on the net if you do a image search for SweetFX as well as plenty of comparision shots in the SweetFX Settings Database

Youtube is also full of SweetFX videos

Last edited by CeeJay.dk; 09-10-2013 at 20:54.
   
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Default 03-18-2013, 23:16 | posts: 633 | Location: Denmark

FAQ

Q: Can I use this with a OpenGL games?
A: SweetFX does not currently support OpenGL but hopefully in the future it will. For now trying using the opengl wrapper mentioned in the readme.
Work is being done on a new injector with OpenGL support but it's not ready yet.

Q: Does this work with 64bit games?
A: Yes, Boulotaur's Injector works with 64bit exe's and so does RadeonPro.

Q: Does this work with 64bit Windows?
A: Yes. All version of SweetFX (not just boulotaurs) work with 64bit Windows.

Q: When I launch the game it crashes/doesn't start/SweetFX isn't enabled?
A: Try disabling AA in-game(some games wont work with AA and SweetFX together,) if that doesn't work check the log file to see if maybe it will give you an ideal location and if not try Boulotaur's injector; if that fails post the log file information in the thread and we'll see if we can figure it out.

Q: I keep getting an error when using DX11 on Win 8.1 RTM?
A: The dxgi.dll needs to be updated to support some DXGI changes that Win8.1 introduced. Future versions of the injector should have Win8.1 support. You can still use DX9 games with SweetFX under Win8.1, and some DX10/11 still work on Win8.1. RadeonPro also works.

Q: Why wont Amnesia: The Dark Descent work with SweetFX?
A: Amnesia is an OpenGL game which SweetFX does not support at this time.

Q: Can you add support for Depth of Field or SSAO?
A: Those effects require that the injector have support for a depth texture, which the InjectSMAA injector does not. Hopefully in the future, but it's not in the cards right now.

Last edited by CeeJay.dk; 09-26-2013 at 11:16.
   
 
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Default 03-18-2013, 23:23 | posts: 633 | Location: Denmark

I'm still updating the thread, but you can post now.
   
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Default 03-18-2013, 23:46 | posts: 5,176 | Location: Logd n jst 2 change avatar

Thanks CeeJay.dk,
To the batmoblie!!!.... some villainous games need some tweakin and shiiiit.
   
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Default 03-19-2013, 00:02 | posts: 41

http://forums.guru3d.com/showpost.ph...postcount=1156
   
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Default 03-19-2013, 00:09 | posts: 219 | Location: Greece

Wow thanks CeeJay.dk!I really like some of the new futures in the new version, i will give it a try soon and i hope it works with the old configurator
   
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CeeJay.dk
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Default 03-19-2013, 00:14 | posts: 633 | Location: Denmark

Quote:
Originally Posted by somebody2978 View Post
Try Bouloutaurs injector and the built-in SweetFX in the latest RadeonPro betas if you can and let us know if that made any difference.
   
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Default 03-19-2013, 00:23 | posts: 5,176 | Location: Logd n jst 2 change avatar

Thanks for the Mario G2 settings in Dolphin, Marcel:
   
 
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Default 03-19-2013, 00:35 | posts: 198

thanks man really appreciated your effort for this.....
   
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CeeJay.dk
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Default 03-19-2013, 00:37 | posts: 633 | Location: Denmark

Assassino asks (in a PM) how one uses the Monochrome shader:

It's very easy. You set the percentage of each color that should go into the greyscale image.
If you want 15 % of the red and 65% of the green and 20% of the blue , then you set it to float3(0.15,0.65,0.20)

You can find some settings that mimics black and white film stock here :
http://www.prime-junta.net/pont/How_...and_films.html

If you're looking to match the same brightness only in greyscale, then try (0.21, 0.72, 0.07)
   
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Default 03-19-2013, 00:39 | posts: 52 | Location: Christchurch, New Zealand

I don't know if this would help you out or not ..

But I read in the last pages of the #2 thread, that you have no support yet for multi-pass.

Boris Vorontsov released ENB for GTA:SA v0.076 which enables multi-pass support for shaders. After further requests, he also released 'wrapper' and 'injector' version of this ENB, to be used with many other games.

Maybe this injector could be used, so that you would finally have multi-pass support, which in-turn; would allow for better and more complex shaders?
   
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Default 03-19-2013, 00:57 | posts: 1,020

SweetFX refuses to work with any of my Source games.

Yes I disabled AA and put in everything in the right place.

**EDIT**

Nvm, afterburner was making it crash.

Last edited by Cronik; 03-19-2013 at 01:05.
   
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Default 03-19-2013, 01:08 | posts: 8,077 | Location: Urban`Jungle

Nice i was hopping for improved colour dithering shader

COD8 BlackOps2 is a mess with those banding transitions, mostly at night.

I used it by 1.3 but it didnt help much,
http://i.imgur.com/egpuHx3.jpg
http://i.imgur.com/9ENyYlw.jpg

will 1.4 improve or fix this issue?
   
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Default 03-19-2013, 01:19 | posts: 41

Quote:
Originally Posted by CeeJay.dk View Post
Try Bouloutaurs injector and the built-in SweetFX in the latest RadeonPro betas if you can and let us know if that made any difference.
Here: http://forums.guru3d.com/showpost.ph...postcount=1065 v1.3 and v1.4 works exactly the same with Tomb Raider 2013
In short, works with that DLL, but SMAA works poorly and I can not configure the enable keys.
   
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Default 03-19-2013, 01:40 | posts: 76 | Location: Canada

Thank you CeeJay.dk for all your hard work...looking forward to testing 1.4
   
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Default 03-19-2013, 06:34 | posts: 369

Thank you for another awesome release.
   
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Default 03-19-2013, 08:56 | posts: 7 | Location: Moscow

Thank you, ceejay for 1.4 release. One more question. I still curious about smaa threshold parameter. What is better for this? Lower 0.10 or maximum at 0.20? Sound stupid but i still dont know whats better.
   
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CeeJay.dk
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Default 03-19-2013, 09:56 | posts: 633 | Location: Denmark

Some comparison shots (view in fullsize) that show the difference between:

No dithering

Ordered Dithering

Random Dithering

If you have trouble seeing the difference try zooming in with the windows magnifier tool (press "Win" + "+" - that's the Windows key and the plus key at the same time)
In Windows 7 at least that's a hotkey combination that should always work - I'm not sure if you have the same hotkeys in Windows Vista and XP or if you have to start the program normally first.

The browser zoom function doesn't work for this because it interpolates the pixels (smooths them), which is normally a good thing - just not for this purpose.
   
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Default 03-19-2013, 11:22 | posts: 52 | Location: Christchurch, New Zealand

Random seems better for me

You never replied about my suggestion about using a new injector ^^
Whether it would help or not .. It includes shaders for reflection, shadows, per pixel lighting, SSAO and DoF; plus there are many multi-pass shaders out there written in HLSL that could possibly be adapted for SweetFX.

Last edited by methodunderg; 03-19-2013 at 11:25.
   
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Default 03-19-2013, 11:26 | posts: 7 | Location: Moscow

CeeJay, what about my question in previous post? Whats better for smaa threshold? lower or higher values? thank you.
   
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ninjafada
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Default 03-19-2013, 11:47 | posts: 299

Quote:
Originally Posted by axelrol View Post
CeeJay, what about my question in previous post? Whats better for smaa threshold? lower or higher values? thank you.
lower but it could blur things you don't want like text or hud

Last edited by ninjafada; 03-19-2013 at 12:19.
   
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Default 03-19-2013, 13:13 | posts: 13

Thanks for your continued awesome work CeeJay, I use it in all my games

Have you changed any of the default settings apart from lowering the SMAA threshold compared to 1.3?
   
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CeeJay.dk
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Default 03-19-2013, 14:04 | posts: 633 | Location: Denmark

Quote:
Originally Posted by -Tj- View Post
Nice i was hopping for improved colour dithering shader

COD8 BlackOps2 is a mess with those banding transitions, mostly at night.

I used it by 1.3 but it didnt help much,
http://i.imgur.com/egpuHx3.jpg
http://i.imgur.com/9ENyYlw.jpg

will 1.4 improve or fix this issue?
No, Dithering in SweetFX only work for changes SweetFX makes.
To remove the banding that games create I would first need to create a medium to large radious blur effect and use it to blur the areas look like they could be banding , which means also writing a algorithm to detect them and THEN dither that.

The dither part is done, but proper debanding also requires the others and they will be tricky to write and make fast enough.
It will be easier with multipass capability so I'm currently working on other stuff until I get that. Maybe in a future version.

Quote:
Originally Posted by methodunderg View Post
I don't know if this would help you out or not ..

But I read in the last pages of the #2 thread, that you have no support yet for multi-pass.

Boris Vorontsov released ENB for GTA:SA v0.076 which enables multi-pass support for shaders. After further requests, he also released 'wrapper' and 'injector' version of this ENB, to be used with many other games.

Maybe this injector could be used, so that you would finally have multi-pass support, which in-turn; would allow for better and more complex shaders?
The ENB are created for certain games specifically and have little to no official support for other games. I prefer working with an injector that has much better compatibility with games, although it currently has fewer features.
The other reason is that ENB shader code is IMO a mess, and I would have to first clear up that mess and structure it to make heads or tails of it, which is a lot of work.
So while it's possible to port SweetFX to run on ENB directly I prefer not to.

Quote:
Originally Posted by somebody2978 View Post
Here: http://forums.guru3d.com/showpost.ph...postcount=1065 v1.3 and v1.4 works exactly the same with Tomb Raider 2013
In short, works with that DLL, but SMAA works poorly and I can not configure the enable keys.
Well it seem like a new better injector is required then.
Boulousaur did mention that his injector needed more work for Tomb Raider so maybe now that SweetFX 1.4 is done I could help him - unless I decide to work on stuff for 1.5.
Meanwhile I think you best bet is Boulousaurs injector and Tomb Raiders own anti-aliasing options.

Quote:
Originally Posted by axelrol View Post
Thank you, ceejay for 1.4 release. One more question. I still curious about smaa threshold parameter. What is better for this? Lower 0.10 or maximum at 0.20? Sound stupid but i still dont know whats better.
The best is the right amount (which I also wrote in the settings file)
For the threshold, lower values means it detects and processes more edges.

You want it low enough to detect all the aliased edges that bother you, but not so low that it starts to pick up fine details in textures that you want preserved - also lowering the threshold also lowers performance.

I think the right balance is probably between 0.08 and 0.12 depending on the game - therefore it's default is 0.10


Quote:
Originally Posted by methodunderg View Post
Random seems better for me

You never replied about my suggestion about using a new injector ^^
Whether it would help or not .. It includes shaders for reflection, shadows, per pixel lighting, SSAO and DoF; plus there are many multi-pass shaders out there written in HLSL that could possibly be adapted for SweetFX.
Well Random is better - it's also slower though. In the future I might improve the speed of Random or improve the quality of Ordered or with multipass capability I might write one that uses Error Diffusion which should have even better quality.
For now Random does an extremely good job - I just wishI could make it faster.

Quote:
Originally Posted by NimbusTLD View Post
Thanks for your continued awesome work CeeJay, I use it in all my games

Have you changed any of the default settings apart from lowering the SMAA threshold compared to 1.3?
I don't think so.
   
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