SweetFX Shader Suite release and discussion thread #2

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

Thread Status:
Not open for further replies.
  1. Zomgerd

    Zomgerd Guest

    Messages:
    304
    Likes Received:
    0
    GPU:
    Asus R9 280X DC2T
    Just because people posted after you does not mean it was ignored, they did not know the answer thus they did not respond.

    If you have a log.log file in the directory it could tell you what the issue is, should also make sure the directory has write permissions. However it could possibly also be that the developer did not code the game for DirectX.
     
  2. ortucis

    ortucis Active Member

    Messages:
    96
    Likes Received:
    5
    GPU:
    AORUS 1060 Extreme
    Yeah Unity is cross-platform. So maybe his Unity build is using OpenGL by default? (maybe it has to be forced in editor for the game, I remember there was an option when using Unity last year).
     
  3. MtJ

    MtJ Guest

    Messages:
    1
    Likes Received:
    0
    GPU:
    His 5750 -1GB
    thanks darkninjavn for ur settings
     
  4. Maken

    Maken Master Guru

    Messages:
    287
    Likes Received:
    19
    GPU:
    Gigabyte 980Ti 6GB
    Left 4 Dead 2 SweetFX

    Left 4 Dead 2

    Album: http://min.us/mbfImrWdtUGfZN

    Settings:
    Note: Added only the settings you need, copy and replace to your SweetFX. I was using SweetFX 2.0. Not included AA and Sharpening, change everything you want to your tastes.
    Code:
       /*-----------------------------------------------------------.
      /                      Choose effects                         /
      '-----------------------------------------------------------*/
    #define USE_LIFTGAMMAGAIN      1
    #define USE_TONEMAP            1
    #define USE_VIBRANCE           1
    #define USE_CURVES             1
       /*-----------------------------------------------------------.
      /                      Lift Gamma Gain settings               /
      '-----------------------------------------------------------*/
    #define RGB_Lift               float3(0.980, 0.980, 0.980)
    #define RGB_Gamma              float3(0.841, 0.821, 0.816)
    #define RGB_Gain               float3(1.100, 1.080, 1.090)
       /*-----------------------------------------------------------.
      /                        Tonemap settings                     /
      '-----------------------------------------------------------*/
    #define Gamma                  0.95
    #define Bleach                 0.10
       /*-----------------------------------------------------------.
      /                       Vibrance settings                     /
      '-----------------------------------------------------------*/
    #define Vibrance               -0.11
       /*-----------------------------------------------------------.
      /                        Curves settings                      /
      '-----------------------------------------------------------*/
    #define Curves_contrast        0.48
    #define Curves_formula         1
     

  5. kaneos

    kaneos Guest

    Messages:
    70
    Likes Received:
    0
    GPU:
    MSI Gaming 1080 TI
    thanks Maken :)
     
  6. Marcel

    Marcel Guest

    Messages:
    1,141
    Likes Received:
    0
    GPU:
    MSI GTX 1070 Gaming
    [​IMG]

    [​IMG]
    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    Code:
       /*-----------------------------------------------------------.
      /                      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.
    #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   1 //[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 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      0 //[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        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 0.05           // [0.05 to 0.20] Edge detection threshold
    #define SMAA_MAX_SEARCH_STEPS 98      // [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 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 0.40   // [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 2        // [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 0.35         //[0.0 to 1.0]
    #define TechniPower  7.2         //[0.0 to 8.0]
    #define redNegativeAmount   0.85 //[0.0 to 1.0]
    #define greenNegativeAmount 0.85 //[0.0 to 1.0]
    #define blueNegativeAmount  0.85 //[0.0 to 1.0]
    
    
       /*-----------------------------------------------------------.
      /                      Cineon DPX settings                    /
      '-----------------------------------------------------------*/
    #define Red   15.0  //[1.0 to 15.0]
    #define Green 15.0  //[1.0 to 15.0]
    #define Blue  15.0  //[1.0 to 15.0]
    
    #define ColorGamma    2.0  //[0.1 to 2.5] Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral.
    #define DPXSaturation 1.9  //[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 0.22    //[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(0.990, 0.990, 0.990)  //[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 1.01        //[0.00 to 2.00] Adjust midtones
    
    #define Exposure -0.13    //[-1.00 to 1.00] Adjust exposure
    
    #define Saturation 0.14  //[-1.00 to 1.00] Adjust saturation
    
    #define Bleach 0.16      //[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 0.15 //[-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 0.30  //[-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: Mar 13, 2013
  7. RecluSe

    RecluSe Guest

    Messages:
    885
    Likes Received:
    0
    GPU:
    EVGA GTX 980 SC/ACX 2.0
    Very nice Marcel.
     
  8. Maken

    Maken Master Guru

    Messages:
    287
    Likes Received:
    19
    GPU:
    Gigabyte 980Ti 6GB
    Hi, no problem and thank you too :).
     
  9. GameGuy

    GameGuy Guest

    Messages:
    76
    Likes Received:
    0
    GPU:
    2x MSI 670 PE/OC 2GB SLI
    Nice config Marcel...can't wait to try it next week when I get this game.
     
  10. kaneos

    kaneos Guest

    Messages:
    70
    Likes Received:
    0
    GPU:
    MSI Gaming 1080 TI
    i have been waiting for this, thanks a lot Marcel :)
     

  11. Boulotaur2024

    Boulotaur2024 Guest

    Messages:
    142
    Likes Received:
    0
    GPU:
    AMD HD7950
    New injector [DX9 ONLY]

    [​IMG]

    New release :

    Changelog
    - Added 64 bit build (« d3d9_x64.dll »).
    - Compatibility : SMAA should be working in every game (let's be optimistic). It was not working in Skyrim (thanks for reporting lowenz) nor in Halo 1, it is running fine now.
    - Compatibility : implemented Swapchain hooking so that games like FFXIV, pcsx2, eve online (and more...) are now compatible with SweetFX
    - Fixed screenshot issues (when SwapChain->Present was involved, it produced a blank shot)
    - Slight performance improvement

    Install steps
    - Remove anything SweetFX related in your game directory
    - Download new injector and extract it into your game directory (SMAA is now default)

    Comparing results with MrHaandi's injector
    - Download SMAA_Demo_DX9, copy/paste either MrHaandi's injector or the new injector in the same directory, take a screenshot and run an image comparer tool or launch GIMP and substract screenshots from one another to see if there is a difference in results between the two injectors (you should get a completely black screen once substracted then)

    I tried your tech demo last week, I failed to see any differences, maybe you're right, but comparing anything without a still frame is pretty hard, that's why you should use SMAA_Demo_DX9 for that. I trust you anyway, you may be right. Let's find out. Remember you can access the source-code anytime. Just give me either your email or your (future) xp-dev username

    Regarding DX10/DX11, I'm slowly, very slowly progressing, I just managed to grab an image and dump it (wow !), there is still a huge lot of work to be done...
     
    Last edited: Mar 13, 2013
  12. jim2point0

    jim2point0 Guest

    Messages:
    1,350
    Likes Received:
    42
    GPU:
    Asus Strix 2080TI
    What screenshot issues did you fix?
     
  13. sertopico

    sertopico Maha Guru

    Messages:
    1,444
    Likes Received:
    374
    GPU:
    Palit Gamerock 4090
    Wow Marcel, your sweetfx preset for Tomb Raider is gorgeous!! :)
     
  14. kaicooper

    kaicooper Guest

    Messages:
    519
    Likes Received:
    42
    GPU:
    GTX 780 SC ACX
    BIG THANX BRO..keep up the good work

    =============

    Marcel u r THE BEST

    cant wait for Sniper Ghost Warrior 2
    its EPIC specially IN THE OPENING
     
    Last edited: Mar 13, 2013
  15. andressergio

    andressergio Master Guru

    Messages:
    895
    Likes Received:
    0
    GPU:
    GALAX GTX 1080Ti HOF SLI
    congrats Marcel for this its always good to see ppl working hard to improve game quality

    i never used SweetFX before and want to try it but i honestly i dont know how, does it have a GUI ? or you have to tweak each command manual as you did that config for TR ?
    btw its working only on DX9 right ???

    if your or someone can give me a quick intro i would appreciate very much
    Thanks in advance !!!
    Sergio
     

  16. jim2point0

    jim2point0 Guest

    Messages:
    1,350
    Likes Received:
    42
    GPU:
    Asus Strix 2080TI
    It works for DX9 and DX11. Some games have issues with DX11... but I've used it in Hitman Absolution, BF3, Crysis 3... etc etc.

    SweetFX is pretty simple to use. You drop all the files into the same directory as the game executable.

    From there, you open the settings file and start turning shaders on and off. I'd start out by turning off EVERYTHING and enable what you want. I honestly think SweetFX is easier to get a handle on when you know what you want to change in a game. It's kinda like photoshopping an image, only you're doing it on every frame.

    The sharpen shader is like sharpening in photoshop. The default is a good starting value, but it also makes aliasing look even more pronounced. So be careful with that.

    Vibrance is saturation. Makes the image more colorful, or less colorful with negative values.

    LiftGammaGain is like levels in photoshop. Here you can adjust contrast directly by lowering Lift values and increasing gain values. You can remove some color from shadows and midtones if you think theres too much of it. For example, a lot of people lessen the yellow tinge in Deus Ex Human Revolution with LGG by removing yellow from shadows and midtones.

    HDR and DPX are a little more complex and I don't quite have a handle on what to expect simply by turning those on.

    It's not too hard to figure out. Best way to learn it is just to jump into a game and start playing with shaders and values. You can alt-tab, change stuff, then tab back in to see your changes.
     
  17. somebody2978

    somebody2978 Member

    Messages:
    46
    Likes Received:
    0
    GPU:
    ZOTAC GTX 650 Ti 2GB AMP!
    Good work.
    I tried v1.3 and v2.0 Alpha, and I do not worked well with Tomb Raider 2013. I just tried your version and I do not cause artifacts, but I noticed that the SMAA does not work when it is enabled.
    Only made in missing the injector.ini where I could assign keys, but it's just a detail.
     
    Last edited: Mar 13, 2013
  18. CeeJay.dk

    CeeJay.dk Guest

    Messages:
    691
    Likes Received:
    14
    GPU:
    Radeon 6870
    I did, but don't anymore. It seems when you fixed the problems with Skyrim and Halo you also fixed the demo. :)

    It also does run faster than the injectSMAA d3d9 proxy. I checked with the humus demo.
    That's the reason why I use the Humus demo btw - it only displays a single surface and nothing else and has a built-in framerate counter. This means that small performances difference in SweetFX code shows up much more easily.
    It also starts up and shuts down fast and so I use it when benchmarking the changes I make to the shader code.

    My new Xp dev name is CeeJay.dk

    BTW does your proxy dll have any new or old features?
    I don't see a way to change the keymapping so I'm assuming you've hardcoded them for now - not that I mind - it's more important to get the basic features (DX9 and DX10/11) working first, before starting on the niceties and new features.
     
    Last edited: Mar 13, 2013
  19. K-putt

    K-putt Guest

    Messages:
    472
    Likes Received:
    0
    GPU:
    GTX 1080Ti

    Where is the injector.ini ?
     
  20. andressergio

    andressergio Master Guru

    Messages:
    895
    Likes Received:
    0
    GPU:
    GALAX GTX 1080Ti HOF SLI
    thanks a lot for your explanation mate will try out :thumbup:
    it would be great if it has a GUI
     
Thread Status:
Not open for further replies.

Share This Page