SweetFX Shader Suite release and discussion thread

Discussion in 'Games, Gaming & Game-demos' started by CeeJay.dk, Sep 23, 2012.

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  1. NeoEnigma

    NeoEnigma Master Guru

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    ^^^^
     
  2. putrescent

    putrescent Guest

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    Why wont it work? Or how about a way to run the game in 32bit?
     
  3. NeoEnigma

    NeoEnigma Master Guru

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    because God hates us?
     
  4. putrescent

    putrescent Guest

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    Apparently! I mean I love the game with sweetfx but it crashes in that mode but in d3d11.exe it dont crash...
     

  5. gridiron whirlw

    gridiron whirlw Ancient Guru

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    :grin:
     
  6. Koniakki

    Koniakki Guest

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    Guys, if you could do some search in the forums before asking the same questions each time, you would know by now that SweetFX does NOT work in DX11 Mode in FarCry 3 as of now.

    And I'm sure that those saying it works its because they are running the game in DX9 from the desktop shortcut and they don't even know they are in DX9 instead of DX11. I could be wrong tho. :D
     
    Last edited: Dec 9, 2012
  7. Catta

    Catta Guest

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    SweetFX for Assassin's Creed 3

    Hello CeeJay.dk, I have no anti-aliasing on most objects except characters (they look pretty smooth) in Assassin’s Creed 3. Every building has jaggy edges that are terribly flickering and crawling while the camera is moving (grass and foliage are flickering/shimmering too). The graphic settings in the game and in NVIDIA control panel set for maximum quality didn’t help to resolve this issue. I tried SweetFX Configurator standalone 1.3.3 and its AA didn’t do any improvements at all. Unfortunately, there is no off mode for multisampling in the game so I couldn't check if the game's AA causes the injector’s AA to fail.
    Can you, please, suggest what can be done to make anti-aliasing work?
     
  8. Super1

    Super1 Guest

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    Far Cry 3

    Same settings DPX+TONEMAP

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    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   0 //[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      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 0.12           // [0.05 to 0.20] Edge detection threshold
    #define SMAA_MAX_SEARCH_STEPS 16      // [0 to 98] Determines the radius SMAA will search for aliased edges
    #define SMAA_MAX_SEARCH_STEPS_DIAG 6  // [0 to 16] Determines the radius SMAA will search for diagonal aliased edges
    #define SMAA_CORNER_ROUNDING 0        // [0 to 100] Determines the percent of antialiasing to apply to corners.
    
    // -- Advanced SMAA settings --
    #define COLOR_EDGE_DETECTION 1        // [0 or 1] 1 Enables color edge detection (slower but slightly more acurate) - 0 uses luma edge detection (faster)
    #define SMAA_DIRECTX9_LINEAR_BLEND 0  // [0 or 1] Using DX9 HARDWARE? (software version doesn't matter) if so this needs to be 1 - If not, leave it at 0.
    
    
       /*-----------------------------------------------------------.
      /                       LumaSharpen settings                  /
      '-----------------------------------------------------------*/
    // -- Sharpening --
    #define sharp_strength 0.60   // [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 1.20  //[0.0 to 8.0] Strangely lowering this makes the image brighter
    #define radius2  0.80  //[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   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    1.0  //[0.1 to 2.5] Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral.
    #define DPXSaturation 1.0  //[0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral.
    
    #define RedC   0.3  //[0.6 to 0.2]
    #define GreenC 0.3  //[0.6 to 0.2]
    #define BlueC  0.3  //[0.6 to 0.2]
    
    #define Blend 0.3    //[0.0 to 0.1] How strong the effect should be.
    
    
       /*-----------------------------------------------------------.
      /                      Lift Gamma Gain settings               /
      '-----------------------------------------------------------*/
    #define RGB_Lift  float3(1.005, 1.005, 0.982)  //[1.000 to 2.000] Adjust shadows for Red, Green and Blue
    #define RGB_Gamma float3(1.000, 1.000, 0.987)  //[1.000 to 2.000] Adjust midtones for Red, Green and Blue
    #define RGB_Gain  float3(0.987, 0.993, 0.999)  //[1.000 to 2.000] Adjust highlights for Red, Green and Blue
    
    
       /*-----------------------------------------------------------.
      /                        Tonemap settings                     /
      '-----------------------------------------------------------*/
    #define Gamma 1.08        //[0.00 to 2.00] Adjust midtones
    
    #define Exposure -0.05    //[-1.00 to 1.00] Adjust exposure
    
    #define Saturation 0.0  //[-1.00 to 1.00] Adjust saturation
    
    #define Bleach 0.12      //[0.00 to 1.00] Brightens the shadows and fades the colors
    
    #define Defog 0.011  //[0.00 to 1.00] How much of the color tint to remove
    #define FogColor float3(0.00, 0.80, 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
    
    
     
  9. Maken

    Maken Master Guru

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  10. Marcel

    Marcel Guest

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    very nice. It look like a Crysis

    ...

    more shots from Batman

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    Last edited: Dec 9, 2012

  11. Loboxxx

    Loboxxx Guest

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    Assassins Creed - La hermandad:

    SweetFX is amazing in this game!!

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    Bye
     
  12. kaicooper

    kaicooper Guest

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    i love these screenshots..
    i hope u fix the purple color little bit..
    anyway for settings to try it ?
     
    Last edited: Dec 9, 2012
  13. kaicooper

    kaicooper Guest

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    u could also use little bit sharp..gonna be fantastic bro..thanx mate
    ============

    Maken..

    settings for BO2
     
    Last edited: Dec 9, 2012
  14. kaicooper

    kaicooper Guest

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    anybody could play FC3 sweetfx with DX11?
     
    Last edited: Dec 9, 2012
  15. xm8z

    xm8z Guest

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    please help me guys want to capture screens of Farcry 3 (dx9) with sweetfx using MSI afterburner and already configure for sweetfx which was post on page 1 of this thread by BetA :) .... but its seems its not working when i try to capture farcry 3 ...
     

  16. N1GhTW4lK3R

    N1GhTW4lK3R Master Guru

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    FE 4090 EK LC
    FAR CRY 3

    DX9 + DS 2540x1440 + SweetFX [Bloom+Vibrance+LumaSharpen+SMAA]

    ULTRA SETTING
    ;)

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  17. N1GhTW4lK3R

    N1GhTW4lK3R Master Guru

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  18. Tom Yum 72

    Tom Yum 72 Guest

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    @ N1GhTW4lK3R ...very nice, settings please. :)
     
  19. mypc

    mypc Guest

    Far cry 3

    FAR CRY 3 SweetFx
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  20. mypc

    mypc Guest

    More FAR CRY 3

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