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Battlefield 4 (part 2)
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  (#1)
Vinnie
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Default Battlefield 4 (part 2) - 11-08-2013, 09:17 | posts: 7,471 | Location: The Netherlands

I am very honored to create a new thread for Battlefield 4. Part 1 reached 100 pages, lets continue here.

   
 
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SLI-756
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Default 11-08-2013, 09:25 | posts: 6,694 | Location: Sunny Scotland

Phaze, Veteran and cowie need to test some new amd gpus with this title for everyone.
haha
   
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Solfaur
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Default 11-08-2013, 09:41 | posts: 4,387 | Location: Romania

yay, was about time we got a new thread
   
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Veteran
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Default 11-08-2013, 09:43 | posts: 9,957 | Location: United kingdom

Quote:
Originally Posted by SLI-756 View Post
Phaze, Veteran and cowie need to test some new amd gpus with this title for everyone.
haha
Ill leave that to the other guys
   
 
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slickric21
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Default 11-08-2013, 10:33 | posts: 1,948 | Location: U.K

Quote:
Originally Posted by eclap View Post
Guys, for those who want some sweetFX goodness, in w8.1 drop this in your game folder, works great https://mega.co.nz/#!AQsBzAhZ!CPNO8W...ogK6b3zdb1m9W4
Does SMAA work in this ?
   
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mR Yellow
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Default 11-08-2013, 11:04 | posts: 786 | Location: South Africa

YAY, new thread!
   
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eclap
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Default 11-08-2013, 11:19 | posts: 26,047 | Location: Hampshire UK

Quote:
Originally Posted by slickric21 View Post
Does SMAA work in this ?
RadoenPro SMAA works, apparently, I haven't really compared screenshots to see if it's true or not, try for yourself and post back SweetFX SMAA doesn't work I don't think, haven't actually tried it, but that's what I've read.
   
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Wanny
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Default 11-08-2013, 11:30 | posts: 7,437 | Location: Canada, Quebec

Thanks eclap I'll try this tonight for 8.1
   
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fartman
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Default 11-08-2013, 11:31 | posts: 1

anyone getting stuttering on the battlescreen with a second monitor?
im on windows 8 and everytime i set the battle screen to the side monitor and starting playing bf 4 the battlescreen just stutters like the movement of units on the map teleports, same with youtube videos as well it stutters.
   
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eclap
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Default 11-08-2013, 11:38 | posts: 26,047 | Location: Hampshire UK

Quote:
Originally Posted by Wanny View Post
Thanks eclap I'll try this tonight for 8.1
no worries, it should work, seeing as it works fine here, you'll have to edit your .settings file to make it look like you want, the stock file was awful (far too much sharpening) so I edited it a little bit
   
 
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mR Yellow
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Default 11-08-2013, 11:41 | posts: 786 | Location: South Africa

Quote:
Originally Posted by fartman View Post
anyone getting stuttering on the battlescreen with a second monitor?
im on windows 8 and everytime i set the battle screen to the side monitor and starting playing bf 4 the battlescreen just stutters like the movement of units on the map teleports, same with youtube videos as well it stutters.
I think it's got to do with how often it updates player position.
   
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cowie
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Default 11-08-2013, 11:41 | posts: 11,886 | Location: new jersey

Quote:
Originally Posted by Veteran View Post
Ill leave that to the other guys
And i will leave it to someone who can get the game to run
   
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mR Yellow
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Default 11-08-2013, 11:45 | posts: 786 | Location: South Africa

Quote:
Originally Posted by eclap View Post
no worries, it should work, seeing as it works fine here, you'll have to edit your .settings file to make it look like you want, the stock file was awful (far too much sharpening) so I edited it a little bit
Share settings bro.
   
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eclap
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Default 11-08-2013, 12:14 | posts: 26,047 | Location: Hampshire UK

Quote:
Originally Posted by mR Yellow View Post
Share settings bro.
This is what I'm using atm, it's very basic tbh
Code:
   /*-----------------------------------------------------------.   
  /                       Description                           /
  '------------------------------------------------------------/

Game:
Author:abolfazl7
SweetFX version: 1.5/Boulotaur2024 Injector. +Chromatic Aberration Shader.
Description: 

Please note when tweaking settings that higher numbers does not always equal better (nor does lower).
Finding the best settings for your game and your taste is about finding just the right amount to apply.

If you made a good setttings preset please share it with your friends, on forums and websites,
and/or submit it to the SweetFX Settings Database : http://sfx.thelazy.net/games/

This description field and the above Game and Author fields are here so you can fill in your own details for the presets you create.
Just delete this description and fill in your own and then share it with the world.

Hope you enjoy my mod.
 - CeeJay.dk
 

   /*-----------------------------------------------------------.
  /                      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 using the SMAA technique.
#define USE_FXAA_ANTIALIASING 0 //[0 or 1] FXAA Anti-aliasing : Smoothens jagged lines using the FXAA technique
#define USE_CA                0 //[0 or 1] Chromatic aberration. You can only use Chromatic Aberration OR the Explosion Shader. Not both at the same time.
#define USE_EXPLOSION         0 //[0 or 1] Explosion : Scatters the pixels, making the image look fuzzy.
#define USE_CARTOON           0 //[0 or 1] Cartoon : "Toon"s the image.(Interferes with SMAA, CRT, Bloom, HDR and Lumasharpen)
#define USE_LEVELS            0 //[0 or 1] Levels : Sets a new black and white point. This increases contrast but causes clipping. Use Curves instead if you want to avoid that.
#define USE_ADVANCED_CRT      0 //[0 or 1] Advanced CRT : Simulates an old CRT TV display. Set gaussian blur along with it to get a halation effect
#define USE_BLOOM             0 //[0 or 1] Bloom : Makes bright lights bleed their light into their surroundings (relatively high performance cost)
#define USE_HDR               1 //[0 or 1] HDR : Not actual HDR - It just tries to mimic an HDR look (relatively high performance cost)
#define USE_LUMASHARPEN       1 //[0 or 1] LumaSharpen : Also sharpens the antialiased edges which makes them less smooth - I'm working on fixing that.
#define USE_GAUSSIAN          0 //[0 or 1] Gaussian Blur : can be used to... blur, but also bloom/hazy/glowy look, also unsharp masking
#define USE_FILMGRAIN         0 //[0 or 1] Filmgrain effect
#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_MONOCHROME        0 //[0 or 1] Monochrome : Monochrome makes the colors disappear.
#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            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            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_BORDER            0 //[0 or 1] Border : Makes the screenedge black as a workaround for the bright edge that forcing some AA modes sometimes causes.
#define USE_SPLITSCREEN       0 //[0 or 1] Splitscreen : Enables the before-and-after splitscreen comparison mode.

#define USE_CUSTOM            0 //[0 or 1] Custom : Write your own shader by editing custom.h, and then enable it here.

   /*-----------------------------------------------------------.
  /                  SMAA Anti-aliasing settings                /
  '-----------------------------------------------------------*/

#define SMAA_THRESHOLD 0.05           //[0.05 to 0.20] Edge detection threshold. If SMAA misses some edges try lowering this slightly. I prefer between 0.08 and 0.12.
#define SMAA_MAX_SEARCH_STEPS 80     //[0 to 98] Determines the radius SMAA will search for aliased edges
#define SMAA_MAX_SEARCH_STEPS_DIAG 10  //[0 to 16] Determines the radius SMAA will search for diagonal aliased edges
#define SMAA_CORNER_ROUNDING 64       //[0 to 100] Determines the percent of antialiasing to apply to corners. 0 seems to affect fine text the least so it's the default.

// -- 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.
                                      //Enable this only if you use a Geforce 7xxx series or older card, or a Radeon X1xxx series or older card.


   /*-----------------------------------------------------------.
  /                  FXAA Anti-aliasing settings                /
  '-----------------------------------------------------------*/
#define FXAA_QUALITY__PRESET 39      //[1 to 39] Choose the quality preset. 39 is the highest quality.
#define fxaa_Subpix 0.800            //[0.000 to 1.000] Choose the amount of sub-pixel aliasing removal.
#define fxaa_EdgeThreshold 0.61    //[0.000 to 1.000] Edge detection threshold. The minimum amount of local contrast required to apply algorithm.
#define fxaa_EdgeThresholdMin 0.5  //[0.000 to 1.000] Darkness threshold. Trims the algorithm from processing darks.

   /*-----------------------------------------------------------.
  /                       Chromatic aberration                  										/
  '-----------------------------------------------------------*/
#define outfocus  0.016                     //[0.00 to 1.000] How strong the effect should be.


   /*-----------------------------------------------------------.
  /                     Explosion settings                      /
  '-----------------------------------------------------------*/
#define Explosion_Radius    1.0     //[0.2 to 100.0] Amount of effect you want.


   /*-----------------------------------------------------------.
  /                      Cartoon settings                       /
  '-----------------------------------------------------------*/
#define CartoonPower         4.0     //[0.1 to 10.0] Amount of effect you want.
#define CartoonEdgeSlope     6.0     //[0.1 to 8.0] Raise this to filter out fainter edges. You might need to increase the power to compensate. Whole numbers are faster.


   /*----------------------------------------------------------.
  /                       Levels settings                      /
  '----------------------------------------------------------*/

#define Levels_black_point 8    //[0 to 255] The black point is the new black - literally. Everything darker than this will become completely black. Default is 16.0
#define Levels_white_point 238   //[0 to 255] The new white point. Everything brighter than this becomes completely white. Default is 235.0

//Colors between the two points will stretched, which increases contrast, but details above and below the points are lost (this is called clipping).


   /*----------------------------------------------------------.
  /                    Advanced CRT settings                   /
  '----------------------------------------------------------*/
#define CRTAmount            1.00    //[0.00 to 1.00]  Amount of CRT effect you want

#define CRTResolution        1.0     //[1.0 to 8.0]    Input size coefficent (low values gives the "low-res retro look"). Default is 1.2
#define CRTgamma             2.2     //[0.0 to 4.0]    Gamma of simulated CRT (default 2.2)
#define CRTmonitorgamma      2.4     //[0.0 to 4.0]    Gamma of display monitor (typically 2.2 is correct)
#define CRTBrightness        1.2     //[1.0 to 3.0]    Used to boost brightness a little. Default is 1.0
#define CRTScanlineIntensity 2.0     //[2.0 to 4.0]    Scanlines intensity (use integer values preferably). Default is 2.0
#define CRTScanlineGaussian  1       //[0 or 1]        Use the "new nongaussian scanlines bloom effect". Default is on

#define CRTCurvature         1       //[[0 or 1]          "Barrel effect" enabled (1) or off (0)
#define CRTCurvatureRadius   2.0     //[0.0 to 2.0]       Curvature Radius (only effective when Curvature is enabled). Default is 1.5
#define CRTCornerSize        0.0100  //[0.0000 to 0.0020] Higher values, more rounded corner. Default is 0.001
#define CRTDistance          2.00    //[0.00 to 4.00]     Simulated distance from viewer to monitor. Default is 2.00
#define CRTAngleX            0.00    //[-0.20 to 0.20]    Tilt angle in radians (X coordinates)
#define CRTAngleY           -0.15   //[-0.20 to 0.20]    Tilt angle in radians (Y coordinates). (Value of -0.15 gives the 'arcade tilt' look)
#define CRTOverScan          1.00    //[1.00 to 1.10]     Overscan (e.g. 1.02 for 2% overscan). Default is 1.01
#define CRTOversample        0       //[0 or 1]           Enable 3x oversampling of the beam profile (warning : performance hit)


   /*-----------------------------------------------------------.
  /                  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     //[0.000 to 8.000] Strength of the bloom
#define BloomWidth 0.0142    //[0.0000 to 1.0000] Width of the bloom


   /*-----------------------------------------------------------.
  /                  HDR settings                               /
  '-----------------------------------------------------------*/
#define HDRPower 1.00  //[0.00 to 8.00] Strangely lowering this makes the image brighter
#define radius2  0.80  //[0.00 to 8.00] Raising this seems to make the effect stronger and also brighter


   /*-----------------------------------------------------------.
  /                  LumaSharpen settings                       /
  '-----------------------------------------------------------*/
// -- Sharpening --
#define sharp_strength 0.65   //[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 4        //[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)


   /*-----------------------------------------------------------.
  /                  Gaussian Blur settings                     /
  '-----------------------------------------------------------*/
#define GaussEffect 2        //[0|1|2|3]        0 = Blur, 1 = Unsharpmask (expensive), 2 = Bloom, 3 = Sketchy. Default is 2
#define GaussQuality 2       //[0|1|2|3]        Warning: 2 and 3 are expensive. Default is 1
#define GaussSigma 3       //[1 to 4]         The higher the wider blur/bloom is (only effective when Bloom selected)
#define GaussBloomWarmth 2   //[0|1|2]          "Temperature" of the bloom - 0 = neutral, 1 = warm, 2 = hazy/foggy
#define GaussThreshold 0.50  //[0.00 to 1.00]   [DX10/11 only] Threshold for what is a bright light (that causes bloom) and what isn't.
#define GaussExposure 43.0   //[0.00 to 100.00] [DX10/11 only] Exposure of the effect (the lower the brighter)
#define GaussStrength 0.15  //[0.00 to 1.00]   Amount of effect blended into the final image


   /*-----------------------------------------------------------.
  /                  Film grain settings                        /
  '-----------------------------------------------------------*/
#define FilmGrainIntensity 0.8  //[0.00 to 1.00] Intensity of grain. Default is 0.46
#define FilmGrainExposure 25     //[0 to 100]     Grain Exposure. Default is 40 (Lower -> darker noise)
#define FilmGrainSize 5          //[0 to 10]      Size of the grain. Default is 2 (Higher -> thinner noise)


   /*-----------------------------------------------------------.
  /                  TECHNICOLOR settings                       /
  '-----------------------------------------------------------*/
#define TechniAmount 0.4         //[0.00 to 1.00]
#define TechniPower  3.5         //[0.00 to 8.00]
#define redNegativeAmount   0.74 //[0.00 to 1.00]
#define greenNegativeAmount 0.83 //[0.00 to 1.00]
#define blueNegativeAmount  0.9 //[0.00 to 1.00]


   /*-----------------------------------------------------------.
  /                  Cineon DPX settings                        /
  '-----------------------------------------------------------*/
#define Red   12.0  //[1.0 to 15.0]
#define Green 12.0  //[1.0 to 15.0]
#define Blue  12.0  //[1.0 to 15.0]

#define ColorGamma    2.2  //[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   0.33  //[0.60 to 0.20]
#define GreenC 0.36  //[0.60 to 0.20]
#define BlueC  0.35  //[0.60 to 0.20]

#define Blend 0.25    //[0.00 to 1.00] How strong the effect should be


   /*-----------------------------------------------------------.
  /                  Monochrome settings                        /
  '-----------------------------------------------------------*/
#define Monochrome_conversion_values float3(0.18,0.41,0.41) //[0.00 to 1.00] Percentage of RGB to include (should sum up to 1.00)


   /*-----------------------------------------------------------.
  /                  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(1.100, 1.100, 1.100)  //[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 0.95                      //[0.000 to 2.000] Adjust midtones
#define Exposure -0.1                     //[-1.000 to 1.000] Adjust exposure
#define Saturation 0.0                   //[-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 0.0                       //[0.000 to 1.000] How much of the color tint to remove
#define FogColor float3(0.0, 0.0, 0.0) //[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     0.10  //[-1.00 to 1.00] Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
#define Vibrance_RGB_balance float3(1.00, 1.00, 1.00) //[-10.00 to 10.00,-10.00 to 10.00,-10.00 to 10.00] A per channel multiplier to the Vibrance strength so you can give more boost to certain colors over others


   /*-----------------------------------------------------------.
  /                  Curves settings                            /
  '-----------------------------------------------------------*/
#define Curves_mode     0   //[0|1|2] Choose what to apply contrast to. 0 = Luma, 1 = Chroma, 2 = both Luma and Chroma. Default is 0 (Luma)
#define Curves_contrast 0.65 //[-1.00 to 1.00] The amount of contrast you want

// -- Advanced curve settings --
#define Curves_formula     4 //[1|2|3|4|5|6|7|8|9|10] The contrast s-curve you want to use.
                             //1 = Sine, 2 = Abs split, 3 = Smoothstep, 4 = Exp formula, 5 = Simplified Catmull-Rom (0,0,1,1), 6 = Perlins Smootherstep
                             //7 = Abs add, 8 = Techicolor Cinestyle, 9 = Parabola, 10 = Half-circles.
                             //Note that Technicolor Cinestyle is practically identical to Sine, but runs slower. In fact I think the difference might only be due to rounding errors.
                             //I prefer 2 myself, but 3 is a nice alternative with a little more effect (but harsher on the highlight and shadows) and it's the fastest formula.
							 

   /*-----------------------------------------------------------.
  /                  Sepia settings                             /
  '-----------------------------------------------------------*/
#define ColorTone float3(1.0, 1.0, 1.0) //[0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to tint the image
#define GreyPower  0.0                    //[0.00 to 1.00] How much desaturate the image before tinting it
#define SepiaPower 0.58                    //[0.00 to 1.00] How much to tint the image


   /*-----------------------------------------------------------.
  /                  Vignette settings                          /
  '-----------------------------------------------------------*/
#define VignetteType       1  //[1|2|3] 1 = Original, 2 = New, 3 = TV style
#define VignetteRatio   1.00  //[0.15 to 6.00]  Sets a width to height ratio. 1.00 (1/1) is perfectly round, while 1.60 (16/10) is 60 % wider than it's high.
#define VignetteRadius  1.00  //[-1.00 to 3.00] lower values = stronger radial effect from center
#define VignetteAmount -0.40  //[-2.00 to 1.00] Strength of black. -2.00 = Max Black, 1.00 = Max White.
#define VignetteSlope      6  //[2 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)  //[0.000 to 1.000, 0.000 to 1.000] Center of effect for VignetteType 1. 2 and 3 do not obey this setting.


   /*-----------------------------------------------------------.
  /                  Dither settings                            /
  '-----------------------------------------------------------*/
#define dither_method      2  //[1 or 2] 1 = Ordered dithering (very good and very fast), 2 = Random dithering (different but slightly slower dithering)

//Note that the patterns used by Dither, makes an image harder to compress.
//This can make your screenshots and video recordings take up more space.


   /*-----------------------------------------------------------.
  /                  Border settings                            /
  '-----------------------------------------------------------*/
#define border_width float2(1,100)     //[0 to 2048, 0 to 2048] (X,Y)-width of the border. Measured in pixels.
#define border_color float3(0, 0, 0)  //[0 to 255, 0 to 255, 0 to 255] What color the border should be. In integer RGB colors, meaning 0,0,0 is black and 255,255,255 is full white.

   /*-----------------------------------------------------------.
  /                  Splitscreen settings                       /
  '-----------------------------------------------------------*/
#define splitscreen_mode   1  //[1|2|3|4|5|6]  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, 6 = Curvy vertical 50/50 split

   /*-----------------------------------------------------------.
  /                  Key settings                               /
  '-----------------------------------------------------------*/
// This is the section where you can define your own key mapping
// See the following URL to find out what keycode a key has:
// http://www.cambiaresearch.com/articles/15/javascript-char-codes-key-codes

// key_toggle_sweetfx = 45 ; 45 = Einfg
// key_screenshot     = 35 ; 35 = Ende->
// key_reload_sweetfx = 46 ; 46 = Entf


   /*-----------------------------------------------------------.
  /                  Misc settings                              /
  '-----------------------------------------------------------*/
// You can load and chain other DirectX wrappers (ENB, Helix, Windower...)
// If the external wrapper is already named d3d9.dll, rename it into
// something else like "d3d9_enb.dll" (note that even if this is commented it actually works)

// external_d3d9_wrapper = none
// external_dxgi_wrapper = none
m416 all unlocked, unlocking the ace23 now, great gun!
   
Old
  (#15)
slickric21
Maha Guru
 
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Videocard: eVGA 780 SC ACX
Processor: 4770k 4.4ghz
Mainboard: MSI Z87 DG65
Memory: 16Gb Crucial BLX 1600mhz
Soundcard: Realtek 1150
PSU: Corsait GS 800
Default 11-08-2013, 12:52 | posts: 1,948 | Location: U.K

Quote:
Originally Posted by eclap View Post
RadoenPro SMAA works, apparently, I haven't really compared screenshots to see if it's true or not, try for yourself and post back SweetFX SMAA doesn't work I don't think, haven't actually tried it, but that's what I've read.
Yeah confirm SMAA didn't work, had a play but no joy.

I'll give Radeonpro a miss and wait to see if somebody releases a working SMAA injector.

At the mo im using x4MSAA ingame, TrSSAA and FXAA from nV control panel, Post AA ingame off.

I find that the nVidia FXAA is a bit sharper than the ingame post stuff.

Really want SMAA though !!
   
Old
  (#16)
Kodiak33
Master Guru
 
Videocard: MSI 6950 2GB
Processor: Intel 2600 3.4Ghz
Mainboard:
Memory: 8GB G.Skill Sniper
Soundcard:
PSU: Corsair 750W
Default 11-08-2013, 13:14 | posts: 215

Quick question, should I buy this yet or wait?
   
Old
  (#17)
cowie
Ancient Guru
 
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Videocard: GTX
Processor: 2600k
Mainboard: gigabyte p67 UD7
Memory: 2x4g 1600 ddr3
Soundcard:
PSU: pcp&c 1200 watt
Default 11-08-2013, 13:18 | posts: 11,886 | Location: new jersey

Quote:
Originally Posted by cowie View Post
And i will leave it to someone who can get the game to run
Well i take that back i just re installed the game and now is ok.......so i guess i can test the 290x and 780 hof head to head when they get here
   
Old
  (#18)
writer21
Member Guru
 
Videocard: EVGA SC ACX 780 sli 3gb
Processor: i5-3570k @ 4.7ghz
Mainboard: AsRock Extreme 4 z77
Memory: Trident-x 2400 ddr3
Soundcard:
PSU: Corsair tx v2 750W
Default 11-08-2013, 13:25 | posts: 46

Quote:
Originally Posted by slickric21 View Post
Yeah confirm SMAA didn't work, had a play but no joy.

I'll give Radeonpro a miss and wait to see if somebody releases a working SMAA injector.

At the mo im using x4MSAA ingame, TrSSAA and FXAA from nV control panel, Post AA ingame off.

I find that the nVidia FXAA is a bit sharper than the ingame post stuff.

Really want SMAA though !!
How do you enable Super Sampling for NVCP?
   
Old
  (#19)
Stone Gargoyle
Ancient Guru
 
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Videocard: SAPPHIRE HD 7770 1GB OC
Processor: Phenom II X4 Quad @3.2Ghz
Mainboard: Asus M5A78L-M
Memory: G-Skill 8GB DDR3
Soundcard: SB X-Fi Xtreme Music
PSU: OCZ 620W
Default 11-08-2013, 13:26 | posts: 4,390

Technically speaking this thread is Part 3.

http://forums.guru3d.com/showthread.php?t=374383

http://forums.guru3d.com/showthread.php?t=382025
   
Old
  (#20)
slickric21
Maha Guru
 
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Videocard: eVGA 780 SC ACX
Processor: 4770k 4.4ghz
Mainboard: MSI Z87 DG65
Memory: 16Gb Crucial BLX 1600mhz
Soundcard: Realtek 1150
PSU: Corsait GS 800
Default 11-08-2013, 13:59 | posts: 1,948 | Location: U.K

Quote:
Originally Posted by writer21 View Post
How do you enable Super Sampling for NVCP?
Its just Transparency Supersampling and I did it via inspector

Last edited by slickric21; 11-08-2013 at 14:23.
   
Old
  (#21)
PieEyedPiper
Master Guru
 
Videocard: MSi HD7950 Twin Frozr/3GB
Processor: Xeon X3360 @ 3.6GHz
Mainboard: Asus P5K Deluxe
Memory: 4GB DDR2 G.Skill @1100MHz
Soundcard: SB Z / Logitech 5.1 550w
PSU: Kingwin LazerP 550w
Default 11-08-2013, 15:23 | posts: 256

I'm still crashing to black screen when clicking Deploy.

OK, there's more to it than that and I've got a temp solution. I've tested this, back-to-back, three times. If I wildly click on the location I wish to spawn, be it a squad member or a capture point of some kind, the game will crash to black screen and I will have a "bf4.exe has stopped working" msg at the desktop.

Now, IF I calmly click Deploy, or calmly click my destination, there is no trouble.

I find it truly fascinating that me, being excited to get back into the round, is what triggers the crash.

I'm also very much looking forward to unlocking the m416. I feel like I'm at a distinct disadvantage using the stock gun still. Crossing my fingers that it unlocks tonight
I'm pretty bad I guess, I have 19 hours into it and I'm only level 8.

That being said, I boycotted BF3 (EA crap) so I missed out on that gained experience.

Last edited by PieEyedPiper; 11-08-2013 at 15:40.
   
Old
  (#22)
DJSmak
Member Guru
 
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Videocard: GTX680 2GB 1250Mhz
Processor: i7 930 3.8Ghz
Mainboard: Asus P6X58D Premium
Memory: 1800mhz 7-7-7-20 6GB
Soundcard: Asus Xonar DX2
PSU: BeQuiet! Dark Power 750w
Default 11-08-2013, 15:44 | posts: 47 | Location: UK, Midlands

Quote:
Originally Posted by slickric21 View Post
Yeah confirm SMAA didn't work, had a play but no joy.

I'll give Radeonpro a miss and wait to see if somebody releases a working SMAA injector.

At the mo im using x4MSAA ingame, TrSSAA and FXAA from nV control panel, Post AA ingame off.

I find that the nVidia FXAA is a bit sharper than the ingame post stuff.

Really want SMAA though !!
I'm on win7 and the only way I could get it to work was you running the game in x86. I can't find 64bit SMAA injector anywhere. The option to enable FXAA in nvcp is greyed out for me, was available in beta and agree it was sharper than ingame post AA. What drivers you running?
   
Old
  (#23)
danfim
Master Guru
 
Videocard: 2x 280X TOP
Processor: i7 4770k @ 4.4GHz
Mainboard: Asus Z87-Pro
Memory: 16GB DDR3
Soundcard: Xonar Essence STX
PSU: Toughpower 1.2kW
Default 11-08-2013, 15:49 | posts: 355 | Location: Finland

I'm done with this game until it's fixed.

Memory leak crash
DX crash (3 different kinds)
"Something went wrong" crash
Regular appcrash
Bad netcode

The little I could play I liked (other than netcode) but this game is so incredibly unstable that I actually raged once.

Why don't they just fix the game? I don't get it. They just push these useless server patches that only increase crashing.
   
Old
  (#24)
Mr_Alexander
Maha Guru
 
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Videocard: EVGA GTX 780ti
Processor: i7920@3.6 Coolmaster V8
Mainboard: ASUS RAMPAGE EXTREME II
Memory: OCZ PC-12800 1600MHS GOLD
Soundcard: Auzen X-Fi™ Forte 7
PSU: CORSAIR CMPSU-1000HX 1000
Default 11-08-2013, 16:12 | posts: 1,790 | Location: TORONTO, CANADA

I only get crash now on one map of all. Dawnbreaker. All other maps are fine. Very weird.
   
Old
  (#25)
Veteran
Ancient Guru
 
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Videocard: 690@1372-Vmod on H20-24/7
Processor: 4930k@4.2ghz-H20
Mainboard: R4BE@Monoblock-H20
Memory: 16Gb Mushkin Redline1866
Soundcard: SupremeFX-Sennheiser 350
PSU: Corsair AX 1200i
Default 11-08-2013, 16:19 | posts: 9,957 | Location: United kingdom

I have my origin account here for sale with BF4 digital deluxe and Premium.
I want £25 for it.
All Stats and Battlepacks have been totally reset so its like a brand new account. This was confirmed to me by an EA rep.

The buyer will receive email, password and answer to secret question.
They can then go on EA support chat and with the secret answer and change all credentials to there own.

Let me know if your interested as this amazing deal will not stay around for long. Its totally legit and works perfect!

Last edited by Veteran; 11-08-2013 at 16:33.
   
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