SweetFX Shader Suite release and discussion thread

Discussion in 'Games, Gaming & Game-demos' started by CeeJay.dk, Sep 23, 2012.

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  1. Marcel

    Marcel Guest

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    for me good works this settings


    /*------------------------------------------------------------------------------
    FXAA QUALITY SELECTION
    ------------------------------------------------------------------------------*/
    // Set from 1 to 9 to balance between performance and quality
    // Performance [ 1 < 2 - 3 - 4 - 5 - 6 - 7 - 8 > 9 ] Quality
    #define FXAA_QUALITY__PRESET 9

    /*------------------------------------------------------------------------------
    FXAA SHADER
    ------------------------------------------------------------------------------*/
    // Set from 1 to 9 to balance between minimum and maximum amount of anti aliasing blur
    // Minimum [ 1 < 2 - 3 - 4 - 5 - 6 - 7 - 8 > 9 ] Maximum
    float fxaaQualitySubpix = 7;

    // Set from 1 to 9 to balance between performance and strenght, affects AA processing based on contrast
    // Performance [ 1 < 2 - 3 - 4 - 5 - 6 - 7 - 8 > 9 ] Strenght
    float fxaaQualityEdgeThreshold = 9;

    // Set from 1 to 9 to balance between performance and strenght, affects AA processing on dark edges
    // Performance [ 1 < 2 - 3 - 4 - 5 - 6 - 7 - 8 > 9 ] Strenght
    float fxaaQualityEdgeThresholdMin = 5;
     
  2. StixsmasterHD

    StixsmasterHD Guest

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    Here is my test screenies for Dead Space 2:

    Original:
    [​IMG]

    SweetFX:
    [​IMG]

    Notice how I got virtually all jaggies out and how the lighting appears slightly better and that you can actually see what is what now on screen, everything doesnt jest mesh together anymore.

    I plan to test out my current config a lil further and if needed tweak it slightly more and then in time plan to release my configuration to the public here.

    Hope all like.
     
  3. real23

    real23 Guest

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    I forgot to mention: yesterday, after releasing the latest preview build, I played a bit with SweetFX and got it working directly from RP, without the need of 3rd party injectors. I'll do some more testing and compare results with injector version, if everything goes fine, the installer will be update later tonight. To SweetFX fans, fingers crossed then
    by japamd :banana:
     
  4. StixsmasterHD

    StixsmasterHD Guest

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    Here is another comparison shot of my Dead Space 2 config:

    Original:
    [​IMG]

    SweetFX:
    [​IMG]

    Enjoy.
     

  5. padolamap

    padolamap Guest

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    [​IMG]
    [​IMG]
    [​IMG]
     
  6. Zyrusticae

    Zyrusticae Guest

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    Wait, what do you mean directly from RP?
     
  7. Marcel

    Marcel Guest

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    Prince Of Persia : Forgotten sands

    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
     
  8. real23

    real23 Guest

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    Quote:
    Originally Posted by real23 View Post
    I forgot to mention: yesterday, after releasing the latest preview build, I played a bit with SweetFX and got it working directly from RP, without the need of 3rd party injectors. I'll do some more testing and compare results with injector version, if everything goes fine, the installer will be update later tonight. To SweetFX fans, fingers crossed then
    by japamd
    Wait, what do you mean directly from RP?

    radeon pro http://forums.guru3d.com/showthread.php?t=322031:nerd:
     
  9. Gembel

    Gembel Guest

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    I see. Thanks for the info pal :)
     
  10. Zyrusticae

    Zyrusticae Guest

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  11. TheAdipose

    TheAdipose Guest

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    hi guys
    I've been working on a full video series exploring the potential of sweetfx. Part one is released and parts 2 and 3 follow this week. Thanks for ceejay and terra for permission to showcase their work.

    Anyone know how to embed youtube into these forums?

    Part one
    What is sweetfx? How do I install it?
    http://www.youtube.com/watch?v=v21m_p7d2A4
     
  12. Terrasque

    Terrasque Guest

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    YAY, I have a congigurator! :D

    Edit: Great video! :) A bit saddened we have to wait for part 2 to see live edits, though..
     
    Last edited: Nov 11, 2012
  13. Reclusive781

    Reclusive781 Ancient Guru

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    Is there a way to use the FXAA injector along with SweetFX?
     
  14. NeoEnigma

    NeoEnigma Master Guru

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    Not a bad idea. I'll try ENB + SweetFX to see if that works.

    Playing Rage right now. Oh how I wish this game wasnt OpenGL so I could use SweetFX here too.
     
  15. Loboxxx

    Loboxxx Guest

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    Some captures, refine my settings

    OFF
    [​IMG]

    ON
    [​IMG]

    OFF
    [​IMG]

    ON
    [​IMG]

    OFF
    [​IMG]

    ON
    [​IMG]

    OFF
    [​IMG]

    ON
    [​IMG]
     

  16. Marcel

    Marcel Guest

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    PoP : Forgotten Sands

    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
     
  17. Kuldebar

    Kuldebar Guest

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    Overall, I like it, I anticipate seeing any further refinements you do to the injejcor settings. heretofore, I had been using Sepia to de-blue-ify the game.
     
  18. Kuldebar

    Kuldebar Guest

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    My GW2 Settings based upon TechnoJellyFish's settings.

    /*-----------------------------------------------------------.
    / 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 0 //[0 or 1] Cineon DPX : Should make the image look like it's been converted to DXP Cineon - basically it's another movie-like look similar to technicolor.
    #define USE_LIFTGAMMAGAIN 1 //[0 or 1] Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights (avoids clipping)
    #define USE_TONEMAP 0 //[0 or 1] Tonemap : Adjust gamma, exposure, saturation, bleach and defog. (may cause clipping)
    #define USE_VIBRANCE 1 //[0 or 1] Vibrance : Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
    #define USE_CURVES 1 //[0 or 1] Curves : Contrast adjustments using S-curves.
    #define USE_SEPIA 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_SPLITSCREEN 0 //[0 or 1] Splitscreen : Enables the before-and-after splitscreen comparison mode.


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

    #define SMAA_THRESHOLD 0.05 // [0.05 to 0.20] Edge detection threshold
    #define SMAA_MAX_SEARCH_STEPS 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 10 // [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 0.55 // [0.10 to 3.00] Strength of the sharpening
    #define sharp_clamp 0.040 // [0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035

    // -- Advanced sharpening settings --
    #define pattern 3 // [1|2|3|4] Choose a sample pattern. 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped.
    #define offset_bias 1.0 // [0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern.
    // I designed the pattern for offset_bias 1.0, but feel free to experiment.

    // -- Debug sharpening settings --
    #define show_sharpen 0 // [0 or 1] Visualize the strength of the sharpen (multiplied by 4 to see it better)


    /*-----------------------------------------------------------.
    / Bloom settings /
    '-----------------------------------------------------------*/
    #define BloomThreshold 20.25 //[0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isn't.
    #define BloomPower 1.446 //[0.0000 to 8.0000] Strength of the bloom
    #define BloomWidth 0.0142 //[0.0000 to 1.0000] Width of the bloom


    /*-----------------------------------------------------------.
    / HDR settings /
    '-----------------------------------------------------------*/
    #define HDRPower 1.30 //[0.0 to 8.0] Strangely lowering this makes the image brighter
    #define radius2 0.87 //[0.0 to 8.0] Raising this seems to make the effect stronger and also brighter


    /*-----------------------------------------------------------.
    / TECHNICOLOR settings /
    '-----------------------------------------------------------*/
    #define TechniAmount 0.11 //[0.0 to 1.0]
    #define TechniPower 2.8 //[0.0 to 8.0]
    #define redNegativeAmount 0.88 //[0.0 to 1.0]
    #define greenNegativeAmount 0.88 //[0.0 to 1.0]
    #define blueNegativeAmount 0.88 //[0.0 to 1.0]


    /*-----------------------------------------------------------.
    / Cineon DPX settings /
    '-----------------------------------------------------------*/
    #define Red 8.0 //[1.0 to 15.0]
    #define Green 8.0 //[1.0 to 15.0]
    #define Blue 8.0 //[1.0 to 15.0]

    #define ColorGamma 2.5 //[0.1 to 2.5] Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral.
    #define DPXSaturation 3.0 //[0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral.

    #define RedC 0.36 //[0.6 to 0.2]
    #define GreenC 0.36 //[0.6 to 0.2]
    #define BlueC 0.34 //[0.6 to 0.2]

    #define Blend 0.2 //[0.0 to 0.1] How strong the effect should be.


    /*-----------------------------------------------------------.
    / Lift Gamma Gain settings /
    '-----------------------------------------------------------*/
    #define RGB_Lift float3(1.020, 1.005, 0.950) //[0.000 to 2.000] Adjust shadows for Red, Green and Blue
    #define RGB_Gamma float3(1.020, 1.012, 0.940) //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
    #define RGB_Gain float3(1.020, 1.012, 0.940) //[0.000 to 2.000] Adjust highlights for Red, Green and Blue


    /*-----------------------------------------------------------.
    / Tonemap settings /
    '-----------------------------------------------------------*/
    #define Gamma 1.0 //[0.00 to 2.00] Adjust midtones

    #define Exposure 0.00 //[-1.00 to 1.00] Adjust exposure

    #define Saturation 0.00 //[-1.00 to 1.00] Adjust saturation

    #define Bleach 0.00 //[0.00 to 1.00] Brightens the shadows and fades the colors

    #define Defog 0.000 //[0.00 to 1.00] How much of the color tint to remove
    #define FogColor float3(0.00, 0.00, 2.55) //[0.00 to 1.00, 0.00 to 1.00, 0.00 to 1.00] What color to remove - default is blue


    /*-----------------------------------------------------------.
    / Vibrance settings /
    '-----------------------------------------------------------*/
    #define Vibrance -0.09 //[-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 0.20 //[-1.0 to 1.0] The amount of contrast you want

    // -- Advanced curve settings --
    #define Curves_formula 3 //[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 0.32 //[0.0 to 1.0] How much desaturate the image before tinting it
    #define SepiaPower 0.11 //[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: Nov 12, 2012
  19. Mr.Bigtime

    Mr.Bigtime Ancient Guru

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    i cat make it work with FAR CRY 1 :(

    game doesnt start at all :(
     
  20. CeeJay.dk

    CeeJay.dk Guest

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    Are you using the 32bit or the 64bit exe? - because the injector that SweetFX uses is only compatible with the 32bit exe.
     
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