eFX Shader Injector Support Thread

Discussion in 'Games, Gaming & Game-demos' started by Crosire, Oct 22, 2013.

  1. Sajittarius

    Sajittarius Master Guru

    Messages:
    490
    Likes Received:
    76
    GPU:
    Gigabyte RTX 4090
    Awesome news! :)
     
  2. pooley

    pooley Guest

    Messages:
    191
    Likes Received:
    3
    GPU:
    xfx r9 fury
    Thanks for the update, you work is much appreciated :)
     
  3. Khan213

    Khan213 Guest

    Messages:
    28
    Likes Received:
    0
    GPU:
    HD 7990
    Thanks for your kind reply. I am hoping best from your side and which injector will work with win 8.1 for SweetFX?
     
  4. Bobert13

    Bobert13 Guest

    Messages:
    26
    Likes Received:
    0
    GPU:
    GTX 560 TI - 1GB
    Is SMAA not working due to the preprocessor defines written into it? If so, I might find some time to convert it to HLSL 4.1 if it helps.
     

  5. adi518

    adi518 Guest

    Messages:
    47
    Likes Received:
    0
    GPU:
    2x Evga 970 SC
    Delete.
     
    Last edited: Jul 17, 2014
  6. adi518

    adi518 Guest

    Messages:
    47
    Likes Received:
    0
    GPU:
    2x Evga 970 SC
    EDIT: I fixed this issue by going back to eFX v2 1.9.30. Versions 1.9.45 and .40 didn't do the trick so I guess some change done in .40 is causing this. Game seems to work perfectly now. Also, with 1.9.60 I experienced a general 3-4 fps loss, with 1.9.30? none.

    Sorry for the previous post, it was a mistake on my part, not eFX.

    Now I'm having a different issue which so far haven't been successful in fixing on my own. I'm running Assetto Corsa with SweetFX via eFX v2 (1.9.60), hooking via d3d11.dll (renamed from a 32-bit efx dll). I'm using win 7 64-bit, with a gtx 670.

    There's a problem when overlay hud apps come into display.. the fps suddenly dips down for some reason. I found out it's not related to effects as it's happening with sweetfx disabled (scroll lock). It has something to do with the efx dll I guess. I tried renaming it to dxgi, had to set hook all to true and dynamic to false for effects to work, but the fps dipping problem is still there.

    Log:

    Code:
    2014-07-19 08:09:39 | INFO | GENERAL | Initializing Crosires "eFX" Version 2.0 (1.9.6.0) ...
    2014-07-19 08:09:41 | INFO | HOOK | Installing "d3d11" hooks from file "C:\Windows\system32\d3d11.dll" ...
    2014-07-19 08:09:41 | INFO | HOOK | Installing "kernel32" hooks from handle "75320000" ...
    2014-07-19 08:09:41 | INFO | PROXY | Redirecting "D3D11CreateDevice"
    2014-07-19 08:09:41 | INFO | PROXY | Redirecting "D3D11CreateDeviceAndSwapChain"
    2014-07-19 08:09:42 | INFO | HOOK | Installing message hook for window "000E0116" ...
    2014-07-19 08:09:42 | INFO | EFFECT | Loading effect file "D:/program files (x86)\Steam\steamapps\common\assettocorsa\SweetFX\Shaders\Sweet.fx" ...
    2014-07-19 08:09:42 | INFO | EFFECT | Effect compiled successfully with the following messages:
    
    SweetFX/Shaders/Main.h(19,28): warning X1519: 'BUFFER_WIDTH' : macro redefinition
    SweetFX/Shaders/Main.h(20,29): warning X1519: 'BUFFER_HEIGHT' : macro redefinition
    SweetFX/Shaders/Main.h(25,28): warning X1519: 'px' : macro redefinition
    SweetFX/Shaders/Main.h(26,29): warning X1519: 'py' : macro redefinition
    SweetFX/Shaders/Main.h(28,28): warning X1519: 'pixel' : macro redefinition
    
    
    2014-07-19 08:09:55 | INFO | HOOK | Installing "dinput8" hooks from file "C:\Windows\system32\DINPUT8.dll" ...
    2014-07-19 08:10:06 | INFO | GENERAL | Terminating ...
    
    Fps is normal:

    [​IMG]

    Fps is severed (with the scoreboard hud displayed):

    [​IMG]
     
    Last edited: Jul 19, 2014
  7. aphocus

    aphocus Guest

    Messages:
    23
    Likes Received:
    0
    GPU:
    AMD HD7850 2GB 920MHz
    Crosire, your website is down: ERR_NAME_NOT_RESOLVED
     
  8. adi518

    adi518 Guest

    Messages:
    47
    Likes Received:
    0
    GPU:
    2x Evga 970 SC
    Hmm yes, but I don't think he has intentions to put it back up until he's done making the successor of efx. If you scorch the web, you can find most if not all versions of efx.
     
  9. aphocus

    aphocus Guest

    Messages:
    23
    Likes Received:
    0
    GPU:
    AMD HD7850 2GB 920MHz
    Oh, I've definitely found files, I was hoping there was some useful info, since I'm having issues with getting it to work correctly.

    Currently screenshots are far too purple, and I'm having the effect applied twice/too strong at random (menu's OK, but in game is far too dark)

    The main sweetfx injector works but for some reason crashes with alt tabbing.

    [​IMG]
     
  10. adi518

    adi518 Guest

    Messages:
    47
    Likes Received:
    0
    GPU:
    2x Evga 970 SC
    Is that game dx9 or dx11?
     

  11. aphocus

    aphocus Guest

    Messages:
    23
    Likes Received:
    0
    GPU:
    AMD HD7850 2GB 920MHz
    DX9, same issue with another game, if I enable the fps meter it goes hyper contrast mode.

    debug log here: http://pastebin.com/kmwyipEy

    maybe this is the cause:
    edit: If I enabled the built in FPS meter on this UE3 engine to be exact.
     
  12. McSwingles

    McSwingles Guest

    Messages:
    14
    Likes Received:
    0
    GPU:
    Nvidia GTX 980M
    looking forward to this.
     
  13. lowenz

    lowenz Master Guru

    Messages:
    315
    Likes Received:
    4
    GPU:
    ASUS GeForce 3060
    Any news about Crosire?
    A possible overhead of the HLSL parser?
     
    Last edited: Aug 1, 2014
  14. adi518

    adi518 Guest

    Messages:
    47
    Likes Received:
    0
    GPU:
    2x Evga 970 SC
    Heya all,

    I made an eFX-SweetFX bundle that includes a lot of efx dll versions. Basically every messy bundle I could gather off the web. From v1.9.20 to v1.9.60, sorted into their 32 & 64-bit versions, with the exception of .20 available only in 32-bit (from what I could find). I also compacted the bundle so SweetFX_settings.txt is sitting inside the 'sweetfx' folder, instead of the game root. Saves clutter and easier to uninstall. Readme files are also inside that folder. Unnecessary/deprecated files were removed, resulting in a total of 3 files and 1 folder sitting in your game root. I also reformatted and cleaned efx.ini, removed deprecated lines.

    Using these files you will be able to create bundles for 32 & 64-bit games, working under Windows 7/8.0/8.1. In fact the whole beauty of eFX is that it works on 8.1, whereas regular 1.5.1 SFX bundles don't. It also avoids the need for Radeonpro.

    You can slap over a working bundle any SweetFX preset and it should work just fine.

    When installing presets, e.g., SweetFX_settings.txt files. You have to paste it into the 'sweetfx' folder, because that's where SweetFX_preset.txt is directing the injector to load the SweetFX preset from.

    Please read the readme.txt I supplied with this bundle. I won't reply to those who didn't bother reading it.

    Grab it here: http://www.mediafire.com/download/a...-60_bundle_v1_win7-80-81_simtweak_04-08-14.7z
     
    Last edited: Aug 4, 2014
  15. Cybernaton

    Cybernaton Guest

    Messages:
    14
    Likes Received:
    0
    GPU:
    GTX 780 "FTW" 3GB
    I used the SweetFX EFX bundle above with Borderlands 2, Tomb Raider 2013 and Bioshock infinite. It didn't work properly with the latter, and in Borderlands 2, I get a graphical glitch that decreases the brightness significantly for few seconds; I can consistently make it happen by reloading a certain sniper rifle.

    Good work overall. I assume SMAA isn't functioning yet? Will it work with deferred rending/shading?
     

  16. adi518

    adi518 Guest

    Messages:
    47
    Likes Received:
    0
    GPU:
    2x Evga 970 SC
    I didn't make those. SMAA works, but it's title-dependent.
     
  17. Cybernaton

    Cybernaton Guest

    Messages:
    14
    Likes Received:
    0
    GPU:
    GTX 780 "FTW" 3GB
    I know. What titles exactly? It didn't work with Borderlands2 and Tomb Raider 2013; I didn't expect it to work with the latter anyway since it is DX11.
     
  18. adi518

    adi518 Guest

    Messages:
    47
    Likes Received:
    0
    GPU:
    2x Evga 970 SC
    You have to try.. each game is a different story. SMAA can work in DX11.. it's not an exception.
     
  19. Cybernaton

    Cybernaton Guest

    Messages:
    14
    Likes Received:
    0
    GPU:
    GTX 780 "FTW" 3GB
    But most DX11 games use deferred rendering.

    I guess we have to suck it up and stick with FXAA and dat blur. I actually have a suggestion for people who are having such gripes with AA and modern high-end games: backlog them and downsample years later when your hardware can handle it.
     
    Last edited: Aug 6, 2014
  20. Bobert13

    Bobert13 Guest

    Messages:
    26
    Likes Received:
    0
    GPU:
    GTX 560 TI - 1GB
    I had SMAA and the SweetFX suite working in DX10/11 (tested in Tomb Raider among other games no less) with the latest eFX (no FXAA as I don't care for it though). I'll see if I can't find the D3D10.fx I wrote. I shared it with CeeJayDK some time ago though it seems it never made it into any releases. Hopefully the new eFX Crosire is working on won't be too far off, I'll see if I can't find that wrapper shader if you'd like to include it in your bundle adi518.

    Recently I've been working on some sRGB to Lab conversion and Delta E (1976, 1994, and 2000) passes as a new foundation for my next attempt at interpolated downsampling. No real-world benchmarking done yet, but one approach I have to using Delta E 2000 is actually really promising. It compiles into ~110 D3D instructions in PS 4.0 and I'm looking in to ways to optomize it even more. No telling if using 2000 over 94/76 is going to have any realworld benefits yet either. 76 is however grossly more effective than SMAA's Chroma detection method (It picks up a lot of noticeable jaggies SMAA misses especially in the blues, browns, and yellows, and it cuts out a lot of unnoticeable jaggies in the greens and reds).
     
    Last edited: Aug 7, 2014

Share This Page