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. sexus

    sexus Guest

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    Boulotaur2024 , hey do you use madvr and lav filters with mpchc and pc levels set to 0-255 both in lav filters and madvr, with those you apparently dont need SweetFX Curve 2 as ive been told or am i wrong , been hangin around doom9 forums lately

    hey marcel those re5 screens are lookin epic any plans on polishing it together with

    Boulotaur2024 , hell i can only imagine how epic it would turn out to be, thou its already freakin nice lookin

    and jim2point0 thanks for the explanation , guess im gona go and add some downsampling aswell , any recommedations as to what rez to generally use ?
     
  2. TonyTurbo

    TonyTurbo Guest

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    Anything needed to get sweetfx running with Dead Space 2 guys?
     
  3. CeeJay.dk

    CeeJay.dk Guest

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    Use either the nvidia control panel or the RadeonPro beta, depending on whether you're a nvidia or amd owner
     
  4. Gembel

    Gembel Guest

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    Aye sir :)
    Btw CJ can you make a lumasharpen shader for dolphin? I guess that should be easy for you ;)
     

  5. TonyTurbo

    TonyTurbo Guest

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    Can RadeonPro be used alongside MSI Afterburner CJ? and how does RadeonPro interact with CCC if at all?
     
  6. The Postman

    The Postman Ancient Guru

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    You can use both without a problem.
     
  7. TonyTurbo

    TonyTurbo Guest

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    thank you. Just downloaded radeonpro, lots of tabs lol
     
  8. CeeJay.dk

    CeeJay.dk Guest

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    As a one line this seems to work

    y = ( (1.0 + 0.05) * (1.5 * (((x - 0.5) / 0.5) ) - 0.5 * pow((((x - 0.5) / 0.5) ), 3)) - 0.05 * (pow((1.5 * (((x - 0.5) / 0.5) ) - 0.5 * pow((((x - 0.5) / 0.5) ), 3)), 3)) ) * 0.5 + 0.5

    I had to use Wolfram Alpha because it got too long for graphtoy.

    I first do x = (x - 0.5) / 0.5)
    and afterwards i do x = (x * 0.5 + 0.5)
    So I get it in the 0 to 1 range.

    It's long and messy, so I'd take some time to simplify it and optimize it before final release, but the important thing now is that it works.

    BTW you don't need to separate the color vector into 3 scalars.
    Doing the calculations on the vector is more efficient, and easier to write:

    Code:
      // -- Curve 2 --
      #if Curves_formula == 2
        // Applies Curve to all 3 individual channels
        color = ( (color - 0.5) / (0.5 + abs(color - 0.5)) ) + 0.5;
      #endif
    
    The above code should do the same as the code you wrote, only three times as fast - unless the compiler was clever enough to optimize your code for you which I suspect it was.
    The HLSL compiler is quite good, but sometimes a clever human can do better - and then sometimes you just think you did better, but actually made it worse.
    I always test my "optimizations" first to see if they actually work or not.
     
    Last edited: Jan 4, 2013
  9. CeeJay.dk

    CeeJay.dk Guest

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    BTW RadeonPro can also apply the SweetFX shader and if you use that feature, then remember to remove the sweetfx installation in the game directory - otherwise you will be running SweetFX twice .. once from RadeonPro and once from the InjectSMAA dll that SweetFX comes with.

    I think the RadeonPro documentation explains this, but I haven't checked.
     
  10. alabrand

    alabrand Guest

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    Are there any good pre-made presets for Guild Wars 2?
     

  11. Boulotaur2024

    Boulotaur2024 Guest

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    HOLY F.U.C.K it works !

    Original :

    [​IMG]

    SweetFX_CineStyle :

    [​IMG]

    CineStyle applied in GIMP :

    [​IMG]

    (worst example ever as Up doesn't need color/level correction at all)

    You're such a genius CJ now I can die happily !!!
     
  12. ninjafada

    ninjafada Guest

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  13. jim2point0

    jim2point0 Guest

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    You have 2 680s? ****. Go as high as you want :p Here's what I generally do every time I reinstall my drivers:

    Create 2560x1440, 2880x1620p, and 3200x1800p with default settings (basically change the resolution at the top and that's it, default settings at the bottom should work fine).

    Then I create 3840x2160, which requires special settings on 600 series cards. This is how I got it to work for me.

    With my hardware, I ALMOST play Planetside 2 at 2160p. Dips to 30 FPS in fights though. The results are pretty nice though.

    Some sort of program to open the SweetFX archive and extract it to the main Dead Space 2 directory :p Though I suppose that's true for all games :)
     
  14. TonyTurbo

    TonyTurbo Guest

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    ive done that Jim, no different than any of the other games but it doesn't seem to be working..didn't know if anything funky had to be done....ie like getting Far Cry 3 to run with sweetfx
     
  15. jim2point0

    jim2point0 Guest

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    should just work. i didnt do anything special for DS2.
     

  16. CeeJay.dk

    CeeJay.dk Guest

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    Yes, I probably could.

    And I was thinking that I would try to install Dolphin and both port some of my shaders to it and port some of it's shaders to SweetFX.
    It also has a few neat shaders.
     
  17. CeeJay.dk

    CeeJay.dk Guest

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    In HLSL only samples from a texture are 8 bit per component (channel).

    Calculations are normally in 32bit floating point (per component - making a float4 vector store 4 * 32 bit .. so 128bit), but you can specify 16bit precision if you want to - supposedly it should give better performance on some Nvidia models but I have never seen this in the benchmarks I do on the SweetFX shaders.

    You can also use boolean and integer.

    Integer however is emulated on the hardware because the hardware only does floating point - this comes with a performance cost when doing calculations so you should never use integers for calculations, but instead only use them for loop counters.

    See : http://msdn.microsoft.com/en-us/library/windows/desktop/bb509646(v=vs.85).aspx
     
  18. Shaneus

    Shaneus Master Guru

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    I'm going to put in a weird request (or even just as a question) that I posted on another forum, but I think is best posted here:
    (warning, they're big pictures... @ ~3-4Mb)
     
  19. CeeJay.dk

    CeeJay.dk Guest

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    I reduced it slightly to

    x * x *(2 * x-3) * (2 * x * x *x - 3 * x * x +3) * (4 * x * x * x -6 * x * x - 3) * 0.10

    and then I compared it against the other formulas using graphtoy and found that it is almost a perfect match for curve 1.

    It might have been created from the same formula and the deviations are simply due to rounding errors.

    It's also very close to curve 3 which is a faster approximation of curve 1

    Try curve 1 and 3 and see how they compare against GIMP
     
  20. ninjafada

    ninjafada Guest

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    doing ths as post processing will be hard
    need to detect a light source , for example and avoide white form
    then calculate the medians draw 4 vector from where the median cross the border , a wide band fading off or using a texture
    the form detection will use lot of processing i think

    what you see in the game is a low quality reflexion , the 360° is the hq
    it's render before sweetfx

    take photoshop or gimp, and try to achieve this you'll see you can't w/o taking decision in place of the software
     
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