SweetFX Shader Suite release and discussion thread #2

Discussion in 'Games, Gaming & Game-demos' started by Hilbert Hagedoorn, Jan 8, 2013.

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  1. milamber

    milamber Maha Guru

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    What settings are you using? Driver-side AA doesn't work for me so I have to use in-game TXAA.
     
  2. SecretPug

    SecretPug Guest

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    when i put the things in the bin folder in far cry 3, it says that far cry 3 has stopped working. can't get it to work, help please?
     
  3. OrdinaryOregano

    OrdinaryOregano Guest

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    The game is not utilizing full CPU, that's the problem. It's awesome on processors that have powerful single-threads.

    Your AC3 screenshots look too yellow.


    To everyone PLEASE PLEASE PLEASE USE SPOILER TAGS FOR IMAGES!
     
  4. Maken

    Maken Master Guru

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    Hi, im using simple downsampling + in game aa.
    Greetings
     

  5. kaicooper

    kaicooper Guest

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    Maken

    share the second preset for ACIII
    i like it
    ==========

    now im trying to make good preset for

    Kane and Lynch Dog Days
     
  6. kaicooper

    kaicooper Guest

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    if its working with Black Mesa
    that means i can make it work with Grey mod for half life 2 right?

    how to make it work? the sweetfx
     
  7. Gembel

    Gembel Guest

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    Too yellow? compare to default game i guess?
     
  8. Marcel

    Marcel Guest

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  9. CeeJay.dk

    CeeJay.dk Guest

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    What is the base game of the grey mod?

    Hmm .. I googled it and it seems to be a mod based on Halflife 2 : Episode 2

    In that case you install SweetFX for Halflife 2 : Episode 2.

    If I remember right you install to the HL2:EP2 folder (It should be under your username folder, and not in the common folder)

    Then you move d3d9.dll and injector.ini to the bin folder under that and then you disable MSAA inside the game.
     
    Last edited: Jan 16, 2013
  10. ploughplough

    ploughplough Guest

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    Hey Gembel, can you post your setting s for AC3??
     

  11. Gembel

    Gembel Guest

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    Sure ploughplough :)

    /*-----------------------------------------------------------.
    / Choose effects /
    '-----------------------------------------------------------*/

    // Set to 1 for ON or 0 for OFF
    #define USE_SMAA_ANTIALIASING 1 //[0 or 1] SMAA Anti-aliasing : Smoothens jagged lines.
    #define USE_LUMASHARPEN 1 //[0 or 1] LumaSharpen : Also sharpens the antialiased edges which makes them less smooth - I'm working on fixing that.
    #define USE_BLOOM 1 //[0 or 1] Bloom : Makes bright lights bleed their light into their surroundings (relatively high performance cost)
    #define USE_HDR 0 //[0 or 1] HDR : Not actual HDR - It just tries to mimic an HDR look (relatively high performance cost)
    #define USE_TECHNICOLOR 0 //[0 or 1] TECHNICOLOR : Attempts to mimic the look of an old movie using the Technicolor three-strip color process (Techicolor Process 4)
    #define USE_DPX 0 //[0 or 1] Cineon DPX : Should make the image look like it's been converted to DXP Cineon - basically it's another movie-like look similar to technicolor.
    #define USE_LIFTGAMMAGAIN 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 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 0.65 // [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)


    /*-----------------------------------------------------------.
    / Bloom settings /
    '-----------------------------------------------------------*/
    #define BloomThreshold 14.25 //[0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isn't.
    #define BloomPower 0.216 //[0.0000 to 8.0000] Strength of the bloom
    #define BloomWidth 0.0102 //[0.0000 to 1.0000] Width of the bloom


    /*-----------------------------------------------------------.
    / HDR settings /
    '-----------------------------------------------------------*/
    #define HDRPower 1.25 //[0.0 to 8.0] Strangely lowering this makes the image brighter
    #define radius2 0.82 //[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(1.030, 1.030, 1.080) //[0.000 to 2.000] Adjust shadows for Red, Green and Blue
    #define RGB_Gamma float3(1.400, 1.400, 1.250) //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
    #define RGB_Gain float3(0.940, 0.950, 1.000) //[0.000 to 2.000] Adjust highlights for Red, Green and Blue


    /*-----------------------------------------------------------.
    / Tonemap settings /
    '-----------------------------------------------------------*/
    #define Gamma 1.00 //[0.00 to 2.00] Adjust midtones

    #define Exposure 0.15 //[-1.00 to 1.00] Adjust exposure

    #define Saturation 0.90 //[-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 0.050 //[0.00 to 1.00] How much of the color tint to remove
    #define FogColor float3(1.20, 1.20, 1.40) //[0.00 to 1.00, 0.00 to 1.00, 0.00 to 1.00] What color to remove - default is blue


    /*-----------------------------------------------------------.
    / Vibrance settings /
    '-----------------------------------------------------------*/
    #define Vibrance 0.15 //[-1.0 to 1.0] Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.


    /*-----------------------------------------------------------.
    / Curves settings /
    '-----------------------------------------------------------*/
    #define Curves_contrast 0.60 //[-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

    [​IMG]

    [​IMG]

    [​IMG]
     
  12. jim2point0

    jim2point0 Guest

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    No wonder it's yellow. You're increasing green and red by pretty large amounts O_O
     
  13. Gembel

    Gembel Guest

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    Do you judge the setting from green and red? My eyes is good and i don't see yellow game...Default game have lots of bluish tint and my adjustment get rid of the horrible blue tint..
     
  14. kaicooper

    kaicooper Guest

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    jim i asked u for 8 times and u keep ignoring
    what hppnd to ur website? any link for it?
     
  15. ninjafada

    ninjafada Guest

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    Gembel i removed some blue too
    i don't see it yellow on the screenshot
     

  16. Maken

    Maken Master Guru

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    Makens SweetFX 2.0 Alpha for Binary Domain

    SweetFX 2.0 Alpha for Binary Domain
    [​IMG]
    Album: http://min.us/mCYUFHA1vYCDc

    Please keep in mind this before use my settings:
    1- Its not obligatory to use SweetFX 2.0 alpha preview but i did this using it.
    2- I dont include Sharpening and SMAA / FXAA settings to avoid problems with users tastes. Use any AA you like and make Sharpen settings to your tastes too.
    3- If you like the settings say thanks wont cost you nothing :). If you dont like its ok too. You can edit anything you want and make it to your tastes.
    4- I just included all settings do you need so copy, paste / change to the SweetFX version you most like.

    Settings:
    Code:
       /*-----------------------------------------------------------.
      /                      Choose effects                         /
      '-----------------------------------------------------------*/
    #define USE_DPX 1
    #define USE_LIFTGAMMAGAIN 1
    #define USE_CURVES 1
       /*-----------------------------------------------------------.
      /                      Cineon DPX settings                    /
      '-----------------------------------------------------------*/
    #define Red   14.0  //[1.0 to 15.0]
    #define Green 14.0  //[1.0 to 15.0]
    #define Blue  14.0  //[1.0 to 15.0]
    #define ColorGamma    2.4  //[0.1 to 2.5] Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral.
    #define DPXSaturation 1.4  //[0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral.
    #define RedC   0.26  //[0.60 to 0.20]
    #define GreenC 0.26  //[0.60 to 0.20]
    #define BlueC  0.26  //[0.60 to 0.20]
    #define Blend 0.1    //[0.00 to 1.00] How strong the effect should be
       /*-----------------------------------------------------------.
      /                      Lift Gamma Gain settings               /
      '-----------------------------------------------------------*/
    #define RGB_Lift  float3(0.910, 0.910, 0.910)  //[0.000 to 2.000] Adjust shadows for Red, Green and Blue
    #define RGB_Gamma float3(1.290, 1.290, 1.290)  //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
    #define RGB_Gain  float3(0.910, 0.910, 0.910)  //[0.000 to 2.000] Adjust highlights for Red, Green and Blue
       /*-----------------------------------------------------------.
      /                        Curves settings                      /
      '-----------------------------------------------------------*/
    #define Curves_contrast 0.88  //[-1.00 to 1.00] The amount of contrast you want
    // -- Advanced curve settings --
    #define Curves_formula 1      //[1|2|3|4|5|6|7] The constrast s-curve you want to use. I prefer 2 myself.

    Enjoy and Thanks.

    @ kaicooper
    Hi there, how you been? Its not ready yet, lets see if i can continue it i have some problems with it.
    Greetings

    @ Gembel
    Hi, how you been? thanks for sharing.
    Greetings.
     
  17. RecluSe

    RecluSe Guest

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    Anyone got a download link to Sweet FX 2.0? Seem to remember it being posted a fair few pages back, don't fancy flicking through it all =]
     
  18. Maken

    Maken Master Guru

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    http://dropcanvas.com/l46x9/24
     
  19. kaicooper

    kaicooper Guest

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    guys ...any of u try sweetfx for half life 2 and the mods..i keep trying but not working
     
  20. Gembel

    Gembel Guest

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    Thanks ninjafada :)
     
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