The Guru3D Screenshot Thread - RTFM! #26 - READ THE RULES IN 1ST POST

Discussion in 'Games, Gaming & Game-demos' started by morbias, Mar 16, 2015.

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  1. JonasBeckman

    JonasBeckman Ancient Guru

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    Damien_Azreal Ancient Guru

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    No One Lives Forever 2: A Spy in H.A.R.M.'s Way

    [​IMG]
    [​IMG]
     
  3. Sunset

    Sunset Maha Guru

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  4. JonasBeckman

    JonasBeckman Ancient Guru

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  5. Evileh

    Evileh Master Guru

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    setting good sir!
     
  6. JonasBeckman

    JonasBeckman Ancient Guru

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    Heh thanks, although I'm just messing around with a preset I found for Dying Light - http://www.nexusmods.com/dyinglight/mods/114/?

    It's not yet updated for MasterEffect 1.1.111 but it's not too difficult to re-adapt the settings to this updated version.

    Should look something like this. ->

    MasterEffect.h

    Code:
    //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    // ReShade effect file
    // visit facebook.com/MartyMcModding for news/updates
    //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    // MasterEffect ReBorn 1.1.111 public beta by Marty McFly
    // Continuation of MasterEffect 1.6.1
    // Copyright © 2008-2015 Marty McFly
    //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    
    /*==============================================================================*\
    |                                GLOBAL PARAMETERS                               |
    \*==============================================================================*/
    
    #define USE_DEPTHBUFFER_OUTPUT	0	//[0 or 1] Depth Buffer Output: Shows you the pixel depth, this is for debugging or depth map creation only.
    #define USE_SPLITSCREEN		0	//[0 or 1] Splitscreen: Disables all effects on the right half of the screen to show changes.
    #define USE_HDR_LEVEL		2	//[0 to 2] HDR Level: Rendering bitrate. 0: RGBA8 | 1: RGBA16F | 2: RGBA32F
    #define USE_HUD_MASKING		0	//[0 or 1] HUD Masking: Uses a texture mask (mcmask.png) to exclude certain screen areas from effects processing.
    
    /*==============================================================================*\
    |                                 ENABLE EFFECTS                                 |
    \*==============================================================================*/
    
    //COLOR
    #define USE_LUT			0	//[0 or 1] Color Lookup Table: Uses a gradient texture to adjust the colors of the image. 
    #define USE_CARTOON       	0 	//[0 or 1] Cartoon : "Toon"s the image. 
    #define USE_LEVELS        	0 	//[0 or 1] Levels : Sets a new black and white point. This increases contrast but causes clipping. Use Curves instead if you want to avoid that.
    #define USE_TECHNICOLOR 	0	//[0 or 1] Technicolor : Attempts to mimic the look of an old movie using the Technicolor three-strip color process. Algorithm from prod80
    #define USE_SWFX_TECHNICOLOR   	0 	//[0 or 1] Technicolor : Attempts to mimic the look of an old movie using the Technicolor three-strip color process. Algorithm from SweetFX
    #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_MONOCHROME    	0	//[0 or 1] Monochrome : Monochrome makes the colors disappear. No control values.
    #define USE_LIFTGAMMAGAIN 	1	//[0 or 1] Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights.
    #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_SKYRIMTONEMAP	0	//[0 or 1] Skyrim Tonemap: Applies color correction/tonemapping based on tonemappers of popular Skyrim ENB's.
    #define USE_COLORMOOD   	0       //[0 or 1] Color Mood: Applies a "mood" to the color, tinting mainly the dark colors.
    #define USE_CROSSPROCESS 	0       //[0 or 1] Cross Processing: Simulates wrong chemistry in color processing.
    #define USE_FILMICPASS 		1	//[0 or 1] Filmic Pass: Applies some common color adjustments to mimic a more cinema-like look.
    #define USE_REINHARD  		1	//[0 or 1] Reinhard: This is the Reinhard tonemapping shader, if you are interested, google how it works.
    #define USE_REINHARDLINEAR	0	//[0 or 1] Reinhard: Reinhard mixed with some linear tonemapping.
    #define USE_COLORMOD		0	//[0 or 1] Colormod: Contrast, Saturation and Brightness ported from colormod.asi.
    #define USE_SPHERICALTONEMAP	0	//[0 or 1] Spherical Tonemap: Another approach on tonemapping, uses some sphere algorithms.
    #define USE_HPD  		0	//[0 or 1] Haarm Peter Duiker Filmic Tonemapping: Tonemapping used in Watch Dogs, ripped from the Watch Dogs shaders themselves.
    #define USE_FILMICCURVE		0	//[0 or 1] Filmic Curve: Improved version of the well-known Uncharted 2 filmic curve, first seen in iCEnhancer 0.3.
    #define USE_WATCHDOG_TONEMAP	0	//[0 or 1] Watch Dogs Tonemap: Enables one of the numerous watch dogs tonemapping algorithms. No tweaking values.
    #define USE_SINCITY		0	//[0 or 1] Sin City: Effect from the movie "Sin City" - everything else than red is grey.
    #define USE_COLORHUEFX		0	//[0 or 1] Color Hue FX: Desaturates everything but colors from a fixed hue mid and the range around it. Similiar to Sin City but much better. Thanks, prod80!
    
    //LIGHTING
    #define USE_LENSDIRT		1	//[0 or 1] Lensdirt: Simulates a dirty camera lens. IMPORTANT: bloom threshold and amount have influence on the intensity of the dirt!
    #define USE_GAUSSIAN_ANAMFLARE	0	//[0 or 1] Gaussian Anamflare: Applies a horizontal light beam to bright pixels.
    #define USE_BLOOM 		1	//[0 or 1] Bloom: Makes bright lights bleed their light into their surroundings. NOT the SweetFX way to do bloom but a more proper way.
    #define USE_LENZFLARE 		0	//[0 or 1] Lenz Flare: Boris Vorontsov's Skyrim Lensflare with custom offsets, ported to MasterEffect.
    #define USE_CHAPMAN_LENS	0	//[0 or 1] Chapman's lensflare: Simple lensflare shader with one big halo.
    #define USE_GODRAYS		0	//[0 or 1] Godrays: Adds some light rays rotating around screen center.
    #define USE_ANAMFLARE		0	//[0 or 1] Anamorphic Lensflare: adds some horizontal light flare, simulating the use of an anamorphic lens while recording.
    
    //DEPTH EFFECTS
    #define USE_AMBIENTOCCLUSION	0	//[0 or 1] Ambient Occlusion: Enables physically incorrect shading that most newer gen games use. Multiple algorithms available.
    #define USE_DEPTHOFFIELD	0	//[0 or 1] Depth of Field: Simulates out of focus blur of a camera. Multiple algorithms available.
    
    //IMAGE ENHANCEMENTS
    #define USE_SHARPENING		0	//[0 or 1] Sharpen: Sharps the image but may increase aliasing
    #define USE_FISHEYE_CA		0	//[0 or 1] Fisheye lens & Chromatic Abberation: Adds some RGB shift in colors and distorts image to look like the "fisheye" effect.
    #define USE_GRAIN		0	//[0 or 1] Grain: Adds some image grain, looks like when a TV has no signal.
    #define USE_EXPLOSION     	0 	//[0 or 1] Explosion : Scatters the pixels, making the image look fuzzy.
    #define USE_SMAA		1	//[0 or 1] SMAA Anti-aliasing : Smoothens jagged lines using the SMAA technique.
    
    //OVERLAYS
    #define USE_HD6_VIGNETTE	0	//[0 or 1] HeliosDoubleSix Vignette: Adds some advanced vignette (darkening shader) to lead focus to screen center
    #define USE_COLORVIGNETTE	0	//[0 or 1] Boris Vorontsov Vignette: Simple colorable version of vignette, darkens/tints the image at the corners
    #define USE_BORDER		0	//[0 or 1] Border: Can be used to create letterbox borders around the image.
    #define USE_MOVIEBARS 		0	//[0 or 1] Movie Bars: blackens the image on the top and bottom, simulating a higher aspect ratio. Default set to 21:9 aspect ratio.
    
    /*==============================================================================*\
    |                             EFFECT PARAMETERS - COLOR                          |
    \*==============================================================================*/
    
    //CARTOON
    #define CartoonPower         		4.5     //[0.1 to 10.0] Amount of effect you want.
    #define CartoonEdgeSlope     		1.5     //[0.1 to 8.0] Raise this to filter out fainter edges. You might need to increase the power to compensate. Whole numbers are faster.
    
    //LEVELS
    #define Levels_black_point 		36    	//[0 to 255] The black point is the new black - literally. Everything darker than this will become completely black. Default is 16.0
    #define Levels_white_point 		235   	//[0 to 255] The new white point. Everything brighter than this becomes completely white. Default is 235.0
    
    //TECHNICOLOR
    #define ColStrengthR 			0.2	//[0.05 to 1.0] Color Strength of Red channel. Higher means darker and more intense colors.	
    #define ColStrengthG 			0.2	//[0.05 to 1.0] Color Strength of Green channel. Higher means darker and more intense colors.
    #define ColStrengthB 			0.2	//[0.05 to 1.0] Color Strength of Blue channel. Higher means darker and more intense colors.
    #define TechniBrightness 		1.0	//[0.5 to 1.5] Brightness Adjustment, higher means brighter image.
    #define TechniStrength 			1.0	//[0.0 to 1.0] Strength of Technicolor effect. 0.0 means original image.
    #define TechniSat 			0.7	//[0.0 to 1.5] Additional saturation control since technicolor tends to oversaturate the image.
    
    //SWEETFX TECHNICOLOR
    #define TechniAmount 			0.4    	//[0.00 to 1.00] Amount of color change you want
    #define TechniPower  			4.0    	//[0.00 to 8.00] Power of color change
    #define redNegativeAmount   		0.88 	//[0.00 to 1.00] controls for different technicolor power on the respective color channels
    #define greenNegativeAmount 		0.88   	//[0.00 to 1.00]
    #define blueNegativeAmount  		0.88   	//[0.00 to 1.00]
    
    //DPX
    #define DPXRed   			8.0  	//[1.0 to 15.0] Amount of DPX applies on Red color channel
    #define DPXGreen 			8.0  	//[1.0 to 15.0] ""
    #define DPXBlue  			8.0  	//[1.0 to 15.0] ""
    #define DPXColorGamma    		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 DPXRedC   			0.36 	//[0.60 to 0.20] 
    #define DPXGreenC 			0.36 	//[0.60 to 0.20]
    #define DPXBlueC  			0.34 	//[0.60 to 0.20]
    #define DPXBlend 			0.2  	//[0.00 to 1.00] How strong the effect should be.
    
    //LIFTGAMMAGAIN
    #define RGB_Lift  		float3(1.000, 1.020, 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
    #define Gamma       			0.984  	//[0.000 to 2.000] Adjust midtones. 1.000 is neutral. This setting does exactly the same as the one in Lift Gamma Gain, only with less control.
    #define Exposure    			0.000  	//[-1.000 to 1.000] Adjust exposure
    #define Saturation  			-0.05  	//[-1.000 to 1.000] Adjust saturation
    #define Bleach      			0.000  	//[0.000 to 1.000] Brightens the shadows and fades the colors
    #define Defog       			0.020  	//[0.000 to 1.000] How much of the color tint to remove
    #define FogColor 			float3(0.00, 0.00, 2.55) //[0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to remove - default is blue
    
    //VIBRANCE
    #define Vibrance     			1.15  	//[-1.00 to 1.00] Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
    #define Vibrance_RGB_balance 		float3(1.00, 1.00, 1.00) //[-10.00 to 10.00,-10.00 to 10.00,-10.00 to 10.00] A per channel multiplier to the Vibrance strength so you can give more boost to certain colors over others
    
    //CURVES
    #define Curves_mode        		2 	//[0|1|2] Choose what to apply contrast to. 0 = Luma, 1 = Chroma, 2 = both Luma and Chroma. Default is 0 (Luma)
    #define Curves_contrast 		1.15 	//[-1.00 to 1.00] The amount of contrast you want
    
    // -- Advanced curve settings --
    #define Curves_formula     		2 	//[1|2|3|4|5|6|7|8|9|10] The contrast s-curve you want to use.
                                 			//1 = Sine, 2 = Abs split, 3 = Smoothstep, 4 = Exp formula, 5 = Simplified Catmull-Rom (0,0,1,1), 6 = Perlins Smootherstep
                                 			//7 = Abs add, 8 = Techicolor Cinestyle, 9 = Parabola, 10 = Half-circles.
                                 			//Note that Technicolor Cinestyle is practically identical to Sine, but runs slower. In fact I think the difference might only be due to rounding errors.
                                 			//I prefer 2 myself, but 3 is a nice alternative with a little more effect (but harsher on the highlight and shadows) and it's the fastest formula.
    		
    //SEPIA
    #define ColorTone 		float3(1.40, 1.10, 0.90) //[0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to tint the image
    #define GreyPower  			0.11    //[0.00 to 1.00] How much desaturate the image before tinting it
    #define SepiaPower 			0.58    //[0.00 to 1.00] How much to tint the image
    
    //SKYRIM TONEMAPPING
    #define POSTPROCESS			6 	//[1 to 6] Mode of postprocessing you want. Mode 1 uses V1 values, Mode 2 uses V2 values etc
    //
    #define	EAdaptationMinV1   		0.05 
    #define	EAdaptationMaxV1   		0.125 
    #define	EContrastV1   			1.0 
    #define	EColorSaturationV1   		1.0 
    #define	EToneMappingCurveV1   		6.0 
    //	
    #define	EAdaptationMinV2 		0.36 
    #define	EAdaptationMaxV2 		0.29 
    #define	EToneMappingCurveV2 		8.0 
    #define	EIntensityContrastV2 		2.5 
    #define	EColorSaturationV2		3.2 
    #define	EToneMappingOversaturationV2 	180.0 
    //
    #define	EAdaptationMinV3   		0.001 
    #define	EAdaptationMaxV3   		0.025 
    #define	EToneMappingCurveV3   		30.0  
    #define	EToneMappingOversaturationV3    111160.0 
    //
    #define	EAdaptationMinV4   		0.2 
    #define	EAdaptationMaxV4  		0.125 
    #define	EBrightnessCurveV4  		0.7 
    #define	EBrightnessMultiplierV4  	0.45 
    #define	EBrightnessToneMappingCurveV4   0.3 
    //
    #define	EAdaptationMinV5   		0.08 
    #define	EAdaptationMaxV5   		0.20  
    #define	EToneMappingCurveV5   		8  
    #define	EIntensityContrastV5   		3.475  
    #define	EColorSaturationV5   		4 
    #define HCompensateSatV5   		2  
    #define	EToneMappingOversaturationV5    180.0 
    //
    #define	EBrightnessV6Day   		2.5 							
    #define EIntensityContrastV6Day   	1.5 					
    #define	EColorSaturationV6Day  	 	2.0  					
    #define HCompensateSatV6Day   		3.0 						
    #define	EAdaptationMinV6Day   		0.64 						
    #define	EAdaptationMaxV6Day   		0.24 						
    #define	EToneMappingCurveV6Day  	8 
    #define	EToneMappingOversaturationV6Day  2500.0 
    
    //COLORMOOD
    #define fRatio				0.4 	//[0.00 to 3.00] Amount of moody coloring you want
    #define moodR				1.0 	//[0.0 to 2.0] How strong dark red colors shall be boosted
    #define moodG				1.1 	//[0.0 to 2.0] How strong dark green colors shall be boosted
    #define moodB				0.5 	//[0.0 to 2.0] How strong dark blue colors shall be boosted
    
    //CROSSPROCESS
    #define CrossContrast			0.95  	//[0.5 to 2.00] The names of these values should explain their functions
    #define CrossSaturation			1.12  	//[0.5 to 2.00]
    #define CrossBrightness			-0.052  //[-0.3 to 0.30]
    #define CrossAmount			1.0 	//[0.05 to 1.5]
    
    //FILMICPASS
    #define Strenght			0.725  	//[0.05 to 1.5] Strength of the color curve altering
    #define BaseGamma			1.6	//[0.7 to 2.0] Gamma Curve
    #define Fade				0.2	//[0.0 to 0.6] Decreases contrast to imitate faded image
    #define Contrast			1.0	//[0.5 to 2.0] Contrast.
    #define FSaturation			-0.15
    #define FBleach				0.005 	//[-0.5 to 1.0] More bleach means more contrasted and less colorful image
    #define FRedCurve			6.0 
    #define FGreenCurve			6.0
    #define FBlueCurve			6.0
    #define BaseCurve			1.5
    #define EffectGammaR			1.0
    #define EffectGammaG			1.0
    #define EffectGammaB			1.0
    #define EffectGamma			0.75
    #define Linearization			1.3  	//[0.5 to 2.0] Linearizes the color curve
    
    //REINHARD TONEMAP
    #define ReinhardWhitepoint		4.0 	//[1.0 to 10.0] Point above which everything is pure white
    #define ReinhardScale			0.5 	//[0.0 to 2.0] Amount of applied tonemapping
    
    //REINHARD LINEAR TONEMAP
    #define ReinhardLinearWhitepoint	4.4
    #define ReinhardLinearPoint		0.06
    #define ReinhardLinearSlope		2.25 	//[1.0 to 5.0] how steep the color curve is at linear point. You need color curve understanding to know what this means, just experiment.
    
    //COLORMOD
    #define ColormodChroma 			0.78  	// Saturation
    #define ColormodGammaR 			1.05  	// Gamma for Red color channel
    #define ColormodGammaG 			1.05  	// Gamma for Green color channel
    #define ColormodGammaB 			1.05  	// Gamma for Blue color channel
    #define ColormodContrastR 		0.50  	// Contrast for Red color channel
    #define ColormodContrastG 		0.50  	// ...
    #define ColormodContrastB 		0.50  	// ...
    #define ColormodBrightnessR 		-0.08   // Brightness for Red color channel
    #define ColormodBrightnessG 		-0.08   // ...
    #define ColormodBrightnessB 		-0.08   // ...
    
    //SPHERICAL TONEMAP
    #define sphericalAmount 		1.0	//[0.0 to 2.0] Amount of spherical tonemapping applied...sort of
    
    //COLOR HUE FX
    #define USE_COLORSAT 			0   	//[0 or 1] This will use original color saturation as an added limiter to the strength of the effect
    #define hueMid  			0.6	//[0.0 to 1.0] Hue (rotation around the color wheel) of the color which you want to keep
    #define hueRange  			0.1	//[0.0 to 1.0] Range of different hue's around the hueMid that will also kept. Using a max range of 1.0 will allow the reverse of the effect where it will only filter a specific hue to B&W
    #define satLimit 			2.9	//[0.0 to 4.0] Saturation control, better keep it higher than 0 for strong colors in contrast to the gray stuff around
    #define fxcolorMix 			0.8	//[0.0 to 1.0] Interpolation between the original and the effect, 0 means full original image, 1 means full grey-color image.
    
    /*==============================================================================*\
    |                           EFFECT PARAMETERS - LIGHTING                         |
    \*==============================================================================*/
    
    //LENSDIRT
    #define fLensdirtIntensity 		1.0	//[0.0 to 2.0] Intensity of lensdirt.
    
    //GAUSSIAN ANAMORPHIC LENSFLARE
    #define fAnamFlareThreshold		0.90	//[0.1 to 1.0] Every pixel brighter than this value gets a flare.
    #define fAnamFlareWideness		2.4	//[1.0 to 2.5] Horizontal wideness of flare. Don't set too high, otherwise the single samples are visible
    #define fAnamFlareAmount		14.5	//[1.0 to 20.0] Intensity of anamorphic flare.
    #define fAnamFlareCurve			1.2	//[1.0 to 2.0] Intensity curve of flare with distance from source
    #define fAnamFlareColor		float3(0.012,0.313,0.588) //[0.0 to 1.0] R, G and B components of anamorphic flare. Flare is always same color.
    
    //BLOOM
    #define BLOOM_MIXMODE			2	//[1 to 2] 1: Linear add | 2: Screen add | 3: Screen/Lighten/Opacity | 4: Lighten
    #define fBloomThreshold			0.8	//[0.1 to 1.0] Every pixel brighter than this value triggers bloom.
    #define fBloomAmount			0.18	//[1.0 to 20.0] Intensity of bloom.
    #define fBloomSaturation 		1.0	//[0.0 to 2.0] Bloom saturation. 0.0 means white bloom, 2.0 means very very colorful bloom.
    #define fBloomTint 		float3(1.0,0.9,0.9) //[0.0 to 1.0] R, G and B components of bloom tintcolor the bloom color gets shifted to.
    
    //LENZ FLARE
    #define LENZDEPTHCHECK 			1    	//[0 or 1] if 1, only pixels with depth = 1 get lens flare, this prevents white objects from getting flare source which would normally happen in LDR
    #define fLenzIntensity 			1.0 	//[0.2 to 3.0] power of lens flare effect
    #define fLenzThreshold 			0.8 	//[0.6 to 1.0] Minimum brightness an object must have to cast lensflare
    
    //CHAPMAN LENS
    #define CHAPMANDEPTHCHECK		1	//[0 or 1] if 1, only pixels with depth = 1 get lensflares, this prevents white objects from getting lensflare source which would normally happen in LDR
    #define ChapFlareTreshold		0.9	//[0.7 to 0.99] Brightness threshold for lensflare generation. Everything brighter than this value gets a flare.
    #define ChapFlareCount 			15	//[1 to 20] Number of single halos to be generated. If set to 0, only the curved halo around is visible.
    #define ChapFlareDispersal 		0.25	//[0.25 to 1.0] Distance from screen center (and from themselves) the flares are generated. 		
    #define ChapFlareSize 			0.45	//[0.2 to 0.8] Distance (from screen center) the halo and flares are generated.
    #define ChapFlareCA  		float3(0.0,0.01,0.02) //[-0.5 to 0.5] Offset of RGB components of flares as modifier for Chromatic abberation. Same 3 values means no CA.
    #define ChapFlareIntensity 		100.0	//[5.0 to 20.0] Intensity of flares and halo, remember that higher threshold lowers intensity, you might play with both values to get desired result.
    
    //GODRAYS
    #define bGodrayDepthCheck		1	//[0 or 1] if 1, only pixels with depth = 1 get godrays, this prevents white objects from getting godray source which would normally happen in LDR
    #define iGodraySamples 			128	//[2^x format] How many samples the godrays get
    #define fGodrayDecay   			0.99  	//[0.5 to 0.9999] How fast they decay. It's logarithmic, 1.0 means infinite long rays which will cover whole screen
    #define fGodrayExposure			1.0	//[0.7 to 1.5] Upscales the godray's brightness
    #define fGodrayWeight			1.25	//[0.8 to 1.7] weighting
    #define fGodrayDensity			1.0	//[0.2 to 2.0] Density of rays, higher means more and brighter rays
    #define fGodrayThreshold		0.9    	//[0.6 to 1.0] Minimum brightness an object must have to cast godrays
    
    //ANAMORPHIC LENSFLARE
    #define bFlareDepthCheckEnable		1	//[0 or 1] if 1, only pixels with depth = 1 get an anamflare, this prevents white objects from getting flare source which would normally happen in LDR
    #define fFlareLuminance 		0.95	//[0.6 to 1.0] bright pass luminance value 
    #define fFlareBlur 			200.0	// [1.0 to 9999999] manages the size of the flare
    #define fFlareIntensity 		2.07	// [0.2 to 5.0] effect intensity
    #define fFlareTint			float3(0.137, 0.216, 1.0)	// [0.0 to 2.0] effect tint RGB
    
    /*==============================================================================*\
    |                           EFFECT PARAMETERS - EFFECTS                          |
    \*==============================================================================*/
    
    //AMBIENT OCCLUSION
    #define AO_METHOD			1	//[1 to 2] 1: SSAO 2: Raymarch AO
    #define AO_SHARPNESS			0.2	//[0.05 to 2.0] 1: AO sharpness, higher means more sharp geometry edges but noisier AO, less means smoother AO but blurry in the distance.
    #define AO_DEBUG			0	//[0 or 1] Enables raw debug output (only shadowing/brightening) without color information.
    #define AO_LUMINANCE_CONSIDERATION	1	//[0 or 1] Enables dampening of AO intensity on bright pixels, to preserve bright light sprites or beter lit areas.
    #define AO_LUMINANCE_LOWER		0.3	//[0.0 to 1.0] Lower brightness threshold where AO starts to fade out. Below this threshold AO has full power.
    #define AO_LUMINANCE_UPPER		0.6	//[0.0 to 1.0] Upper brightness threshold where AO starts to fade out. Above this threshold AO is 0.
    #define iSSAOSamples   			64	//[32 to 128] Amount of samples. Don't set too high or shader compilation time goes through the roof.
    #define fSSAORange			50.0	//[10.0 to 50.0] SSAO sampling range. High range values might need more samples so raise both.
    #define fSSAODarkeningAmount 		1.5	//[0.0 to 5.0] Amount of SSAO corner darkening
    #define fSSAOBrighteningAmount  	1.0	//[0.0 to 5.0] Amount of SSAO edge brightening
    #define iRayAOSamples   		24	//[10 to 78] Amount of samples "rays" Higher means more accurate AO but also less performance.
    #define fRayAOSamplingRange   		0.0002	//[0.0001 to 0.02] Range of AO sampling. Higher values ignore small geometry details and shadow more globally.
    #define fRayAOMaxDepth  		0.02	//[0.01 to 0.2] Range clip factor to avoid far objects to occlude close objects just because they are besides each other on screen.
    #define fRayAOMinDepth 			0.00003	//[0.000 to 0.001] Minimum depth difference cutoff to prevent (almost) flat surfaces to occlude themselves.
    #define fRayAOPower			2.0	//[0.2 to 5.0] Amount of darkening.
    
    //DEPTH OF FIELD
    #define DOF_METHOD			2	//[1 to 4] 1: Ring DOF(Petka/martinsh) 2: Magic DOF 3: GP65CJ042 DOF 4: Matso DOF
    #define DOF_FOCUSPOINT	 		float2(0.5,0.5)	//[0.0 to 1.0] Screen coordinates of focus point. First value is horizontal, second value is vertical position. 0 is left/upper, 1 is right/lower.
    #define DOF_NEARBLURCURVE 		0.5	//[0.4 to X] Power of blur of closer-than-focus areas.
    #define DOF_FARBLURCURVE 		0.5	//[0.4 to X] Elementary, my dear Watson: Blur power of areas behind focus plane.
    #define DOF_BLURRADIUS 			20.0	//[5.0 to 50.0] Blur radius approximately in pixels. Radius, not diameter.
    #define DOF_MANUALFOCUS   		1	//[1.0 to 10.0] Enables manual focus. 	
    #define DOF_MANUALFOCUSDEPTH 		0.0	//[0.0 to 1.0] Manual focus depth. 0.0 means camera is focus plane, 1.0 means sky is focus plane.
    //RING DOF
    #define iRingDOFSamples   		6  	//[5 to 30] Samples on the first ring. The other rings around have more samples
    #define iRingDOFRings   		4  	//[1 to 8] Ring count
    #define fRingDOFThreshold  		2.5 	//[0.8 to 2.0] Threshold for bokeh brightening. Above this value, everything gets much much brighter. 1.0 is maximum value for LDR games like GTASA, higher values work only on HDR games like Skyrim etc.
    #define fRingDOFGain   			0.1 	//[0.1 to 2.0] Amount of brightening for pixels brighter than threshold.
    #define fRingDOFBias    		0.0 	//[0.1 to 2.0] bokeh bias.
    #define fRingDOFFringe   		0.5 	//[0.0 to 1.0] Amount of chromatic abberation
    //MAGIC DOF
    #define iMagicDOFBlurQuality 		10	//[1 to 30] Blur quality as control value over tap count. Quality 15 produces 721 taps, impossible with other DOF shaders by far, most they can do is about 150.
    #define fMagicDOFColorCurve 		3.0	//[1.0 to 10.0] DOF weighting curve.
    //GP65CJ042 DOF
    #define	iGPDOFQuality 			6	//[0 to 7] 0: only slight gaussian farblur but no bokeh. 1-7 bokeh blur, higher means better quality of blur but less fps. 
    #define bGPDOFPolygonalBokeh 		1	//[0 or 1] Enables polygonal bokeh shape, e.g. POLYGON_NUM 5 means pentagonal bokeh shape. Setting this value to 0 results in circular bokeh shape.
    #define	iGPDOFPolygonCount 		5	//[3 to 9] Controls the amount pf polygons for polygonal bokeh shape. 3 = triangular, 4 = square, 5 = pentagonal etc.	
    #define	fGPDOFBias 			0.00	//[0.0 to 20.0] Shifts bokeh weighting to bokeh shape edge. Set to 0 for even bright bokeh shapes, raise it for darker bokeh shapes in center and brighter on edge.
    #define	fGPDOFBiasCurve 		0.0	//[0.0 to 3.0] Power of Bokeh Bias. Raise for more defined bokeh outlining on bokeh shape edge.
    #define	fGPDOFBrightnessThreshold 	1.8	//[0.6 to 2.0] Threshold for bokeh brightening. Above this value, everything gets much much brighter. 1.0 is maximum value for LDR games like GTASA, higher values work only on HDR games like Skyrim etc.
    #define	fGPDOFBrightnessMultiplier 	2.00	//[0.0 to 2.0] Amount of brightening for pixels brighter than fGPDOFBrightnessThreshold.
    #define	fGPDOFChromaAmount 		0.0	//[0.00 to 0.4] Amount of color shifting applied on blurred areas. 
    //MATSO DOF
    #define bMatsoDOFChromaEnable		1	//[0 or 1] Enables Chromatic Abberation.
    #define bMatsoDOFBokehEnable		1	//[0 or 1] Enables Bokeh weighting do define bright light spots and increase bokeh shape definiton.	
    #define fMatsoDOFChromaPow		1.4	//[0.2 to 3.0] Amount of chromatic abberation color shifting.
    #define fMatsoDOFBokehCurve		8.0	//[0.5 to 20.0] Bokeh curve.
    #define fMatsoDOFBokehLight		0.012 	//[0.0 to 2.0] Bokeh brightening factor.
    #define iMatsoDOFBokehQuality		2	//[1 to 10] Blur quality as control value over tap count.
    #define fMatsoDOFBokehAngle		10	//[0 to 360] Rotation angle of bokeh shape.
    
    /*==============================================================================*\
    |                      EFFECT PARAMETERS - IMAGE ENHANCEMENTS                    |
    \*==============================================================================*/
    
    //SHARPEN
    #define fSharpBias  	     		0.35	//[0.05 to 1.0] How big the sharpen offset is (used to compare neighbor pixels to get sharpen amount
    #define fSharpStrength 			1.0	//[0.05 to 1.0] Amount of sharpening you want.
    #define fSharpClamp 			0.5	//[0.2 to 2.0] Clamps the sharpening to a maximum amount to prevent aliasing
    
    //FISHEYE, CHROMATIC ABBERATION
    #define fFisheyeZoom			0.5   	//[0.5 to 1.0] some lens zoom to hide bugged edges due to texcoord modification
    #define fFisheyeDistortion	 	0.15  	//[-0.3 to 0.3] distortion of image, fish eye effect
    #define fFisheyeDistortionCubic		0.15	//[-0.3 to 0.3] distortion of image, fish eye effect, cube based
    #define fFisheyeColorshift		-0.03   //[-0.1 to 0.1] Amount of color shifting
    
    //IMAGE GRAIN
    #define fGrainSaturation 		1.0	//[0.0 to 2.0] Saturation of Grain. Higher means more colored noise, 0.0 means blacknwhite no TV signal noise.
    #define fGrainIntensityBright 		0.0	//[0.0 to 2.0] Intensity of Grain in bright areas.
    #define fGrainIntensityMid 		0.0	//[0.0 to 2.0] Intensity of Grain in midtone areas.
    #define fGrainIntensityDark 		0.1	//[0.0 to 2.0] Intensity of Grain in dark areas.
    
    //EXPLOSION
    #define fExplosionRadius    		10.5    //[0.2 to 100.0] Amount of effect you want.
    
    //SMAA
    #define fSMAAThreshold			0.1	//[0.05 to 0.20] Edge detection Threshold. If SMAA misses some edges try lowering this slightly. I prefer between 0.08 and 0.12.
    #define iSMAAMaxSearchSteps		98	//[0 to 98] Determines the radius SMAA will search for aliased edges
    #define iSMAAMaxSearchStepsDiag		32	//[0 to 32] Determines the radius SMAA will search for diagonal aliased edges
    #define iSMAACornerRounding		0	//[0 to 100] Determines the percent of antialiasing to apply to corners. 0 seems to affect fine text the least so it's the default.
    #define iSMAAEdgeDetectionMode		2	//[1 to 3] 1: Luma edge detection 2: Color edge detection 3: Depth edge detection
    #define bSMAAPredication		1	//[0 or 1] Enables predication which uses BOTH the color and the depth texture for edge detection to more accurately detect edges.
    #define fSMAAPredicationThreshold	0.01	//[0.001 to 0.2] Threshold to be used in the depth buffer.                                      
    #define fSMAAPredicationScale		2.0	//[0.5 to 4.0] How much to scale the global Threshold used for luma or color edge detection when using predication
    #define fSMAAPredicationStrength	0.4	//[0.1 to 1.0] How much to locally decrease the Threshold.
    #define iSMAADebugOutput		0	//[0 to 4] 0: Normal | 1: edgesTex | 2: blendTex | 3: areaTex | 4: searchTex - Only for troubleshooting. Users don't need to mess with this.
    
    /*==============================================================================*\
    |                           EFFECT PARAMETERS - OVERLAYS                         |
    \*==============================================================================*/
    
    //HD6VIGNETTE
    #define fHD6VignetteMode 		1	//[1 to 3] Vignette Alignment 1: Left and right | 2: top and bottom | 3: corners.		
    #define fHD6VignetteTop			0.7	//[0.3 to 1.5] Top/left (depending on mode) height of bar.
    #define fHD6VignetteBottom		0.7	//[0.3 to 1.5] Bottom/right (depending on mode) height of bar.
    #define fHD6VignetteRoundness		0.0	//[0.0 to 100000.0] Amount of circularism (new word invented hoho), 0 means linear vignette, 100000.0 means rougly total circle.
    #define fHD6VignetteColorDistort	0.0     //[0.0 to 5.0] Distorts the colors.
    #define fHD6VignetteContrast		11.6	//[0.0 to 20.0] Contrast of vignette curve.
    #define fHD6VignetteBorder		6.5	//[0.0 to 5.0] Vignette Border factor.
    
    //STANDARDVIGNETTE
    #define fVignetteAmount			2.9	//[0.0 to 5.0] Amount of vignette color change.
    #define fVignetteCurve			1.5	//[0.0 to 5.0] Curve of vignette color change.
    #define fVignetteRadius			0.95	//[0.0 to 5.0] Radius from center where vignette color change kicks in.
    #define fVignetteColor			float3(0.0, 0.0, 0.0) //[0.0 to 1.0] RGB vignette color.
    
    //BORDER
    #define fBorderWidth float2(10,10)        	//[0 to 2048, 0 to 2048] (X,Y)-width of the border. Measured in pixels. If this is set to 0,0 then the border_ratio will be used instead
    #define fBorderRatio float(1920.0 / 1080.0)  	//[0.1 to 10.0] Set the desired ratio for the visible area. You MUST use floating point - Integers do not work right.
    #define fBorderColor float3(1.0, 0.0, 0.0)  	//[0.0 to 1.0] What color the border should be. In RGB colors, 0,0,0 is black, 1,1,1 is pure white.
    
    //END

    Unlike the original preset I made a few smaller adjustments to suit my preferences.

    I disabled the noise filter as MasterEffect 1.1.111 uses a static image and that does not look very good, perhaps the upcoming version will re-add the setting for controlling noise "speed"

    I also disabled the sharpening effect as that's something I dislike although some users will probably want to use at least some sharpening.

    SMAA was enabled and I pushed the settings pretty high although the defaults are pretty good as they are.
    (HDR Level was changed from 0 to 2 as well which enables a broader color bit support or well I don't know the exact word for it but it's a full 32-bit float if I understand correctly and that or 16-bit is apparently needed for SMAA to work as it should.)

    Chromatic aberration was disabled, in this version of MasterEffect it also has a small "Fish eye" FOV effect and CA in itself is not something I like so it got disabled.

    The "Tilt" effect is not part of MasterEffect 1.1.111 so it's not present either but I would have disabled it if it was as I'm not a fan of it myself.
    (Tilts the view as you look down or up.)

    The "cinematic" black bars were also disabled although the mod has a option for that already on that Dying Light Nexus page linked to above.


    Effect works best in darker interior locations but I'm toying around with it in several other games just to test it out a bit, ideally you would probably want to fine tune the various effect parameters for each game individually but for now this is OK as-is.
    (It's not necessarily better than the original visuals - and in some games it's actually worse. - but it's a bit different though it will need some further tweaking to fit other games like I said.)


    EDIT: I don't have any direct comparison images but the screens from post #9 is without ReShade active and how the game looks normally.


    As for the game itself I'm starting to enjoy the campaign "episodes" though the true experience will likely be in multiplayer, perhaps a few patches to balance things and fix any current bugs and who knows what additional content they have planned for DLC later on.
    (Probably going to need both new maps and new game modes plus the usual new weapons and such.)

    Oh and the textures can be a bit poor at times (That crocodile for example, should be pretty clear that it's blurry.) and some of the objects could perhaps do with a few more polygons (Hamburger looks fine though. - http://www.neogaf.com/forum/showthread.php?t=1013983 ) but it's not too bad for this teams first use of the Frostbite engine in my opinion.
    (Dead Space 4 with huge open environments or sprawling space station complexes and full environmental destruction?)
     
    Last edited: Mar 20, 2015
  7. Evileh

    Evileh Master Guru

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    thanks, i just don't know how to get it to work with hardlines i've been trying lol.


    NVM I got it!

    Only works in dx 11 :-(
     
    Last edited: Mar 20, 2015
  8. JonasBeckman

    JonasBeckman Ancient Guru

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    I'm pretty sure ReShade and MasterEffect are meant to work under both D3D9 and D3D10/D3D11 (And OpenGL)

    You can download the latest version of ReShade here:
    http://reshade.me/ (version 0.16.0)

    And you can download MasterEffect from here:
    http://reshade.me/forum/shaderpack-mastereffect/161-mastereffect-reborn-official-thread

    If you use SMAA post 304 here:
    http://reshade.me/forum/shaderpack-mastereffect/161-mastereffect-reborn-official-thread?start=300

    And post 5 here:
    http://reshade.me/forum/shaderpack-...r-effects-no-longer-compatible-with-doom#2711

    Will fix those problems.
    (Or you could disable SMAA if you don't need it, say if you are using the in-game post-process AA or the resolution scale slider over 100%.)


    If you have the 32-bit version of Hardline you copy ReShade32.dll, if it's the 64-bit version (Should be on most newer systems.) say if you have .dll files like Engine.BuildInfo_Win64_retail.dll you copy ReShade64.dll

    Rename the ReShade .dll to either dxgi.dll for DirectX 10 and 11 or d3d9.dll for DirectX 9 (Or OpenGL32.dll but Hardline uses Direct X)

    You're not using SweetFx although you can still copy over Sweet.fx and it's shader folder (SweetFX) if you want to.

    Then copy over the MasterEffect files and set the settings in MasterEffect.h to what you want to use or just copy my version of it from the above post.

    ReShade.fx takes priority over Sweet.fx so MasterEffect will load before SweetFx

    Also for convenience you can create a empty .txt file and call it dxgi.txt or d3d9.txt and this will serve as the log file for ReShade, if you do not then when you first start the game you'll get a small prompt that you are using ReShade, I tend to create the .txt files manually to skip that although I don't think there's any major compatibility issues or such.

    Then you should just start the game and you should see ReShade loading and compiling the shader and applying the effects, if you have not rebound it then by default MasterEffect uses the "Spacebar" button to toggle effects on and off, it's this line in ReShade.fx

    technique MasterEffect < bool enabled = 1; toggle = 0x7A; >

    Here I modified it to 0x7A instead which is F11
    (SweetFx comes with a keycodes.txt file in it's Docs folder with a full listing for the entire keyboard if you want to further adjust this, I modified it as to not be the jump button in most games.)



    EDIT: This is going to look silly as a edit but in keeping with the below post.

    Sorry about that, I tend to get into discussions but I'll try to remember to keep it to PM's in the future when it comes to this thread.
    (I can't delete existing posts either far as I can tell or I'd remove them if it was requested.)


    EDIT: More "ESO"

    [​IMG] [​IMG] [​IMG]

    [​IMG] [​IMG] [​IMG]

    [​IMG] [​IMG] [​IMG]

    [​IMG] [​IMG] [​IMG]

    [​IMG] [​IMG] [​IMG]
     
    Last edited: Mar 21, 2015
  9. vbetts

    vbetts Don Vincenzo Staff Member

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    Hey guys, enough posts without screenshots.
     
  10. sephking

    sephking Guest

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    Half Life 2: EP2

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]
     

  11. Poison

    Poison Maha Guru

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  12. JonasBeckman

    JonasBeckman Ancient Guru

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    One last batch of "ESO" (Elder-Scrolls Online) images, at least until I reach some other area besides Morrowind.

    [​IMG] [​IMG] [​IMG]

    [​IMG] [​IMG] [​IMG]

    [​IMG] [​IMG] [​IMG]

    [​IMG] [​IMG] [​IMG]

    [​IMG] [​IMG] [​IMG]
    http://postimg.org/image/bj3an0v6n/
    http://postimg.org/image/6lpq1wt7j/
    http://postimg.org/image/57y36lty7/
    http://postimg.org/image/4jp8nnv8f/
    http://postimg.org/image/8hcid2i1r/

    Was hoping to take some screens from Hammerfell and Elseweyr but the storyline path won't allow you to visit other factions areas until you reach level 50 and finish the main quest line at which point you can continue on another factions storyline as a Veteran.
    (So it's going to be a while until I get that far into the game.)
     
  13. Sunset

    Sunset Maha Guru

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    Thanks ;)
     
  14. _rock_

    _rock_ Guest

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    Battlefield: Bad Company 2

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]
     
  15. twonha

    twonha Master Guru

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    **** that's pretty... And that's a five year old game!
     

  16. sephking

    sephking Guest

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    Half Life 2 FF

    [​IMG]

    [​IMG]
    Not to keen on the new Alex
    [​IMG]

    [​IMG]

    [​IMG]
     
  17. Vipu2

    Vipu2 Guest

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    WAIT WHAT!

    Never seen HL2 mods etc but DAMN that looks good.
    Give link where I can get this :D
     
  18. BetA

    BetA Ancient Guru

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    http://cinematicmod.com/

    ;)

    have fun, its HUGE !!!
    but looks awesome, u also got paralax occlusion mapping and more...

    if on nvidia, add hbao and sgssaa...
     
  19. _rock_

    _rock_ Guest

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    Battlefield: Bad Company 2

    [​IMG]

    [​IMG]

    [​IMG]
     
  20. (.)(.)

    (.)(.) Banned

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    God i loved that game. Might re-install it.
     
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