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. Johnny5srv

    Johnny5srv Guest

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    It's a combination of downsampling, .ini settings and sweetfx and it's more trouble trying to share it and troubleshoot everyones issues with it than it's worth. Give it some time and the community should come up with something decent that's drag and drop.


    You can keep up to date with what's going on here, http://forums.guru3d.com/showthread.php?t=328402&page=39
     
  2. METAVISOR

    METAVISOR Member

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    SMAA not working

    Hi thanks for your work making games better looking.
    deadspace2,and l4d2 smaa not working for me with SweetFX,i can do smaa injector standalone with deadspace2 and l4d, but no luck with sweefx...
    any help?
     
  3. Mozgus

    Mozgus Guest

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    I've never gotten SMAA to work with any game, except Torchlight 2. Is this normal? I too have tried things like DeadSpace, Counter Strike GO, Dark Souls, etc
     
  4. CeeJay.dk

    CeeJay.dk Guest

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    No, it's not possible without a new injector. That's the way the injectSMAA injector does it and there is no changing it.

    I find it annoying too.

    The best workaround I've found is to sort the folder by creation date.
    You may have to add the creation data to the shown colums first and then you can sort by it.

    In other news, I'm feeling better and I'm back to work in my day-job. Still very tired so I haven't resumed work on SweetFX yet, but I plan to.
     

  5. proffrink

    proffrink Guest

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    Well, I can't get the thing working. Apologies if I'm just being a retard, but I'm certain I've done everything correctly to the letter.

    I've searched everywhere, but as I'm unable to get any real debugging information, it's a bit frustrating.

    All that I'm getting from log.log is:
    I'm at a bit of a loss here. I've taken all the steps outlined here but no no avail. I've done a bit of Googling, but the log dump I have doesn't throw up anything of much use (and it doesn't even look like an error to me).

    Any help is appreciated. Thanks.
     
  6. jim2point0

    jim2point0 Guest

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    For Crysis 3, you need to place all SweetFX files in the bin32 folder. But you also need to Make copies of the shader files and settings and place them in the base crysis 3 folder.

    As the game is launching, it looks in the bin32 folder for shader files and settings. If it doesn't find them, it crashes.
    Once the game is launched, it looks in the base folder. Very strange.
     
  7. proffrink

    proffrink Guest

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    If that's to me then I'm actually trying to use it with ARMA II: OA - I didn't mention it because the log dump made it kinda obvious ;D
     
  8. jim2point0

    jim2point0 Guest

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    That wasn't directed to anyone in particular.
     
  9. ninjafada

    ninjafada Guest

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    for the walking dead i had to put all the files in 3 folders including the document folder
    i didn't installed crysis3 yet, but thanks for the info ^^

    proffrink the log doesn't show an installation problem so i think you have an incompability problem with others running software
     
  10. Boulotaur2024

    Boulotaur2024 Guest

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    (Happy you're back into business CJ) Like I said I'm working on a new injector, it is working so far (DX9 only so far), but I still need to improve compatibility : games behave quite differently, some use the endscene(), some other only present(), others use both (hehe)... [some_dude] really did a nice job back in the days getting his injector to work with so many games... So far mine is working 100% for all of the DX9 commercial games I have installed, I'm having some issues with DX9 Pcsx2 and MAME though, working on it anyway... Not much time to write, expect a release in a couple of weeks.

    EDIT : I was banging my head against the wall trying to inject Crysis : it was working fine ingame, but definitely not in the start menus (black screen)... Turned out the game is using DX10 surfaces even for menus (while the engine does run in dx9 when forced with the appropriate flag) ! I hope this is the only game that does that, full compatibility will be a nightmare otherwise... Good news is that you won't have to mess anymore with exotic shaders folders locations, I put everything (dll + sweetfx folders) right into the bin32 folder and voilĂ  : )

    EDIT : I think I'll give up with pcsx2 dx9, I know what's "wrong" (it's using the swapchain->Present() instead of the "regular" d3ddevice->Present()) but that would be too much work to fix right now. I believe pcsx2 dx10 should work ok without any effort if it behaves like it does with [some_dude]/mrhaandi injector.
     
    Last edited: Feb 20, 2013

  11. proffrink

    proffrink Guest

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    Hm, ok.

    Any ideas? Is there a list of software known to cause issues? The only ones I can think of that I have installed would be:
    - Lightshot desktop
    - FRAPS

    I've disabled both but it did nothing :(
     
  12. kabaam

    kabaam Guest

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    Hallo,
    are there any known problems with SweetFX 1.3 and VAC in Black Ops 2?
    Regards.
     
  13. proffrink

    proffrink Guest

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    Got it working!

    The issue was Flux :)

    Honestly stuff like this should be in the readme. I'll PM the author.
     
  14. Slendermang

    Slendermang Guest

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    Hi, I'm having trouble getting this to work with Day-Z Commander. Stock ARMA 2 OA beta will launch fine but not when launched externally via Day-z Commander. Any ideas? It wont even write the log file when using it through Dayz commander
     
  15. younggun

    younggun Guest

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    I am trying to use this on Far Cry 3. But when I do, I just get a "Autopatch system has stopped working" error and game closes as soon as it starts.
     

  16. darrensimmons

    darrensimmons Ancient Guru

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    Jim, does it improve the game allot as in other games and is there a fps hit that is noticeable?
     
  17. darrensimmons

    darrensimmons Ancient Guru

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    Strange, this method will not work for me?
     
  18. brad86

    brad86 Member

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    Hi guys. Could someone help me get the "halation" effect to work with this port. I have all my settings finished but I really want this effect :/

    The effect come with the multipass version of the shader but is not included in the SweetFX shader folder, or mentioned in the config.

    Here's the effect in action...

    OFF:
    [​IMG]

    ON:
    [​IMG]

    Thanks :)
     
  19. WKjun

    WKjun Member

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    Hi!
    I have troubles getting it to work at all. I've watched the yt videos, but I don't see a mistake I could have made. Maybe there is a simple reason why it is not working? I've tried v1.3.3 (GUI) and Alpha 2.0 in C&C Red Alert 3 and the new beta of ShootMania.
    Thanks for some advice, this gadget sounds so cool!
     
  20. tony_almeida

    tony_almeida Guest

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    Race Driver Grid
    Screenshot
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    [​IMG]

    [​IMG]
    Config
    /*-----------------------------------------------------------.
    / Choose effects /
    '-----------------------------------------------------------*/

    // Set to 1 for ON or 0 for OFF
    #define USE_SMAA_ANTIALIASING 1 //[0 or 1] SMAA Anti-aliasing : Smoothens jagged lines.
    #define USE_LUMASHARPEN 1 //[0 or 1] LumaSharpen : Also sharpens the antialiased edges which makes them less smooth - I'm working on fixing that.
    #define USE_BLOOM 0 //[0 or 1] Bloom : Makes bright lights bleed their light into their surroundings (relatively high performance cost)
    #define USE_HDR 0 //[0 or 1] HDR : Not actual HDR - It just tries to mimic an HDR look (relatively high performance cost)
    #define USE_TECHNICOLOR 0 //[0 or 1] TECHNICOLOR : Attempts to mimic the look of an old movie using the Technicolor three-strip color process (Techicolor Process 4)
    #define USE_DPX 1 //[0 or 1] Cineon DPX : Should make the image look like it's been converted to DXP Cineon - basically it's another movie-like look similar to technicolor.
    #define USE_LIFTGAMMAGAIN 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 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 0.06 // [0.05 to 0.20] Edge detection threshold
    #define SMAA_MAX_SEARCH_STEPS 48 // [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 25 // [0 to 100] Determines the percent of antialiasing to apply to corners.

    // -- Advanced SMAA settings --
    #define COLOR_EDGE_DETECTION 0 // [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 1.50 // [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 1 // [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 13.0 //[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 0.36 //[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(1.000, 1.000, 1.000) //[0.000 to 2.000] Adjust shadows for Red, Green and Blue
    #define RGB_Gamma float3(1.000, 1.000, 1.000) //[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 0.75 //[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, 0.00) //[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 -0.20 //[-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 0.40 //[-1.0 to 1.0] The amount of contrast you want

    // -- Advanced curve settings --
    #define Curves_formula 7 //[1|2|3|4|5|6|7] The constrast s-curve you want to use.


    /*-----------------------------------------------------------.
    / Sepia settings /
    '-----------------------------------------------------------*/
    #define ColorTone float3(1.40, 1.10, 0.90) //[0.00 to 1.00, 0.00 to 1.00, 0.00 to 1.00] What color to tint the image
    #define GreyPower 0.11 //[0.0 to 1.0] How much desaturate the image before tinting it
    #define SepiaPower 0.58 //[0.0 to 1.0] How much to tint the image



    /*-----------------------------------------------------------.
    / Vignette settings /
    '-----------------------------------------------------------*/
    #define VignetteRadius 1.00 //[-1.00 to 3.00] lower values = stronger radial effect from center
    #define VignetteAmount -1.00 //[-2.00 to 1.00] Strength of black. -2.00 = Max Black, 1.00 = Max White.
    #define VignetteSlope 8 //[1 to 16] How far away from the center the change should start to really grow strong (odd numbers cause a larger fps drop than even numbers)
    #define VignetteCenter float2(0.500, 0.500) //[0.00 to 1.00] Center of effect.


    /*-----------------------------------------------------------.
    / Dither settings /
    '-----------------------------------------------------------*/
    //No settings yet, beyond switching it on or off in the top section.

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


    /*-----------------------------------------------------------.
    / Splitscreen settings /
    '-----------------------------------------------------------*/
    #define splitscreen_mode 3 //[1|2|3|4|5] 1 = Vertical 50/50 split, 2 = Vertical 25/50/25 split, 3 = Vertical 50/50 angled split, 4 = Horizontal 50/50 split, 5 = Horizontal 25/50/25 split
     
    Last edited: Feb 21, 2013
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