SweetFX Shader Suite release and discussion thread #3

Discussion in 'Games, Gaming & Game-demos' started by CeeJay.dk, Mar 18, 2013.

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  1. ninjafada

    ninjafada Guest

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    try this for blood dragon

    Code:
       /*-----------------------------------------------------------.   
      /                       Description                           /
      '------------------------------------------------------------/
    
    Game: Far Cry 3 Blood Dragon
    SweetFX version: 1.4
    Author: CeeJay.dk, Boulotaur2024, ninjafada
    Description: 
    
    These are the default settings for SweetFX 1.4
    They smoothen jagged edges with SMAA anti-aliasing, sharpen the image with LumaSharpen and make the colors slightly more vibrant with Vibrance.
    
    Please note when tweaking settings that higher numbers does not always equal better (nor does lower).
    Finding the best settings for your game and your taste is about finding just the right amount to apply.
    
    If you made a good setttings preset please share it with your friends, on forums and websites,
    and/or submit it to the SweetFX Settings Database : http://sfx.thelazy.net/games/
    
       /*-----------------------------------------------------------.
      /                      Choose effects                         /
      '-----------------------------------------------------------*/
    
    // Set to 1 for ON or 0 for OFF
    #define USE_SMAA_ANTIALIASING 1 //[0 or 1] SMAA Anti-aliasing : Smoothens jagged lines using the SMAA technique.
    #define USE_FXAA_ANTIALIASING 0 //[0 or 1] FXAA Anti-aliasing : Smoothens jagged lines using the FXAA technique. WIP - Currently only works in DX9 and you need to use the FXAA injector dlls.
    #define USE_CARTOON       0 //[0 or 1] Cartoon : "Toon"s the image. (Interferes with SMAA, CRT, Bloom, HDR and Lumasharpen)
    #define USE_TVLEVELS      0 //[0 or 1] TVLevels : Adjusts the brightness/darkness of the scene with a straight line instead of a curve.
    #define USE_ADVANCED_CRT  0 //[0 or 1] Advanced CRT : Simulates an old CRT TV display. (Interferes with SMAA, Cartoon, Bloom, HDR and Lumasharpen, and it has a very high performance cost) 
    #define USE_BLOOM         0 //[0 or 1] Bloom : Makes bright lights bleed their light into their surroundings (relatively high performance cost)
    #define USE_HDR           1 //[0 or 1] HDR : Not actual HDR - It just tries to mimic an HDR look (relatively high performance cost)
    #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_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           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.
    #define USE_LIFTGAMMAGAIN 0 //[0 or 1] Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights (avoids clipping)
    #define USE_TONEMAP       0 //[0 or 1] Tonemap : Adjust gamma, exposure, saturation, bleach and defog. (may cause clipping)
    #define USE_VIBRANCE      1 //[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        1 //[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_BORDER        0 //[0 or 1] Border : Makes the screenedge black as a workaround for the bright edge that forcing some AA modes sometimes causes.
    #define USE_SPLITSCREEN   0 //[0 or 1] Splitscreen : Enables the before-and-after splitscreen comparison mode.
    
       /*-----------------------------------------------------------.
      /                  SMAA Anti-aliasing settings                /
      '-----------------------------------------------------------*/
    
    #define SMAA_THRESHOLD 0.07           //[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 SMAA_MAX_SEARCH_STEPS 16      //[0 to 98] Determines the radius SMAA will search for aliased edges
    #define SMAA_MAX_SEARCH_STEPS_DIAG 8  //[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. 0 seems to affect fine text the least so it's the default.
    
    // -- 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.
                                          //Enable this only if you use a Geforce 7xxx series or older card, or a Radeon X1xxx series or older card.
    
       /*-----------------------------------------------------------.
      /                  FXAA Anti-aliasing settings                /
      '-----------------------------------------------------------*/
    #define FXAA_QUALITY__PRESET 9       //[1 to 9] Choose the quality preset. 9 is the highest quality.
    #define fxaa_Subpix 0.400            //[0.000 to 1.000] Choose the amount of sub-pixel aliasing removal.
    #define fxaa_EdgeThreshold 0.250     //[0.000 to 1.000] Edge detection threshold. The minimum amount of local contrast required to apply algorithm.
    #define fxaa_EdgeThresholdMin 0.060  //[0.000 to 1.000] Darkness threshold. Trims the algorithm from processing darks.
    
    
       /*-----------------------------------------------------------.
      /                      Cartoon settings                       /
      '-----------------------------------------------------------*/
    #define CartoonPower 1.0             //[0.1 to 10.0] Amount of effect you want.
    
       /*-----------------------------------------------------------.
      /                      TVLevels settings                      /
      '-----------------------------------------------------------*/
      
    #define DARK_LEVEL 18.0				//[0 to 255] Darkness strength. Higher values mean darker shadows, 0 means no change. Default is 16.0
    #define BRIGHT_LEVEL 15.0			//[0 to 255] Brightness strength. Higher values mean brighter lights, 0 means no change. Default is 20.0
    
       /*-----------------------------------------------------------.
      /                    Advanced CRT settings                   /
      '----------------------------------------------------------*/
    #define CRTAmount            1.00    //[0.00 to 1.00]  Amount of CRT effect you want
    
    #define CRTResolution        1.2     //[1.0 to 8.O]    Input size coefficent (low values gives the "low-res retro look"). Default is 1.2
    #define CRTgamma             2.4     //[0.0 to 4.0]    Gamma of simulated CRT (default 2.4)
    #define CRTmonitorgamma      2.2     //[0.0 to 4.0]    Gamma of display monitor (typically 2.2 is correct)
    #define CRTBrightness        1.0     //[1.0 to 3.0]    Used to boost brightness a little. Default is 1.0
    #define CRTScanlineIntensity 2.0     //[2.0 to 4.0]    Scanlines intensity (use integer values preferably). Default is 2.0
    #define CRTScanlineGaussian  1       //[0 or 1]        Use the "new nongaussian scanlines bloom effect". Default is on
    
    #define CRTCurvature         1       //[[0 or 1]          "Barrel effect" enabled (1) or off (0)
    #define CRTCurvatureRadius   1.5     //[0.0 to 2.0]       Curvature Radius (only effective when Curvature is enabled). Default is 1.5
    #define CRTCornerSize        0.0010  //[0.0000 to 0.0020] Higher values, more rounded corner. Default is 0.001
    #define CRTDistance          2.00    //[0.00 to 4.00]     Simulated distance from viewer to monitor. Default is 2.00
    #define CRTAngleX            0.00    //[-0.20 to 0.20]    Tilt angle in radians (X coordinates)
    #define CRTAngleY            -0.10   //[-0.20 to 0.20]    Tilt angle in radians (Y coordinates). (Value of -0.15 gives the 'arcade tilt' look)
    #define CRTOverScan          1.01    //[1.00 to 1.10]     Overscan (e.g. 1.02 for 2% overscan). Default is 1.01
    #define CRTOversample        0       //[0 or 1]           Enable 3x oversampling of the beam profile (warning : performance hit)
    
       /*-----------------------------------------------------------.
      /                       Bloom settings                        /
      '-----------------------------------------------------------*/
    #define BloomThreshold 14.25 //[0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isn't.
    #define BloomPower 0.003     //[0.000 to 8.000] Strength of the bloom
    #define BloomWidth 0.0120    //[0.0000 to 1.0000] Width of the bloom
    
    
       /*-----------------------------------------------------------.
      /                        HDR settings                         /
      '-----------------------------------------------------------*/
    #define HDRPower 1.15  //[0.00 to 8.00] Strangely lowering this makes the image brighter
    #define radius2  0.80  //[0.00 to 8.00] Raising this seems to make the effect stronger and also brighter
    
       /*-----------------------------------------------------------.
      /                     LumaSharpen settings                    /
      '-----------------------------------------------------------*/
    // -- Sharpening --
    #define sharp_strength 1.30   //[0.10 to 3.00] Strength of the sharpening
    #define sharp_clamp    0.02  //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035
    
    // -- Advanced sharpening settings --
    #define pattern 8        //[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)
    
    
       /*-----------------------------------------------------------.
      /                      TECHNICOLOR settings                   /
      '-----------------------------------------------------------*/
    #define TechniAmount 0.4         //[0.00 to 1.00]
    #define TechniPower  4.0         //[0.00 to 8.00]
    #define redNegativeAmount   0.88 //[0.00 to 1.00]
    #define greenNegativeAmount 0.88 //[0.00 to 1.00]
    #define blueNegativeAmount  0.88 //[0.00 to 1.00]
    
    
       /*-----------------------------------------------------------.
      /                      Cineon DPX settings                    /
      '-----------------------------------------------------------*/
    #define Red   8.0  //[1.0 to 15.0]
    #define Green 8.0  //[1.0 to 15.0]
    #define Blue  8.0  //[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 1.3  //[0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral.
    
    #define RedC   0.4  //[0.60 to 0.20]
    #define GreenC 0.4  //[0.60 to 0.20]
    #define BlueC  0.4  //[0.60 to 0.20]
    
    #define Blend 0.1    //[0.00 to 1.00] How strong the effect should be.
    
    
       /*-----------------------------------------------------------.
      /                      Monochrome settings                    /
      '-----------------------------------------------------------*/
    #define Monochrome_conversion_values float3(0.18,0.41,0.41) //[0.00 to 1.00] Percentage of RGB to include (should sum up to 1.00)
    
    
       /*-----------------------------------------------------------.
      /                      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(1.000, 1.000, 1.000)  //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
    #define RGB_Gain  float3(1.100, 1.100, 1.100)  //[0.000 to 2.000] Adjust highlights for Red, Green and Blue
    
    
       /*-----------------------------------------------------------.
      /                        Tonemap settings                     /
      '-----------------------------------------------------------*/
    #define Gamma 1.10        //[0.000 to 2.000] Adjust midtones
    
    #define Exposure 0.01    //[-1.000 to 1.000] Adjust exposure
    
    #define Saturation 0.25  //[-1.000 to 1.000] Adjust saturation
    
    #define Bleach -0.01      //[0.000 to 1.000] Brightens the shadows and fades the colors
    
    #define Defog 0.00 //[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 settings                     /
      '-----------------------------------------------------------*/
    #define Vibrance 0.20 //[-1.00 to 1.00] Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
    
    
       /*-----------------------------------------------------------.
      /                        Curves settings                      /
      '-----------------------------------------------------------*/
    #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 0.20 //[-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] 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.
                                 //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 settings                      /
      '-----------------------------------------------------------*/
    #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
    
    
       /*-----------------------------------------------------------.
      /                       Vignette settings                     /
      '-----------------------------------------------------------*/
    #define VignetteRatio 1.00    //[0.15 to 6.00]  Sets a width to height ratio. 1.00 (1/1) is perfectly round, while 1.60 (16/10) is 60 % wider than it's high.
    #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)  //[0.000 to 1.000, 0.000 to 1.000] Center of effect.
    
    
       /*-----------------------------------------------------------.
      /                        Dither settings                      /
      '-----------------------------------------------------------*/
    #define dither_method 2  //[1 or 2] 1 = Ordering dithering (good and very fast), 2 = Random dithering (even better dithering but not as fast)
    
    //Note that the patterns used by Dither, makes an image harder to compress.
    //This can make your screenshots and video recordings take up more space.
    
    
       /*-----------------------------------------------------------.
      /                        Border settings                      /
      '-----------------------------------------------------------*/
    //No settings yet, beyond switching it on or off in the top section.
    
       /*-----------------------------------------------------------.
      /                     Splitscreen settings                    /
      '-----------------------------------------------------------*/
    #define splitscreen_mode 1  //[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
    
       /*-----------------------------------------------------------.
      /                      Key settings                           /
      '-----------------------------------------------------------*/
    
    // This is the section where you can define your own key mapping
    // See the following URL to find out what keycode a key has:
    // http://www.cambiaresearch.com/articles/15/javascript-char-codes-key-codes
    
    // key_toggle_sweetfx = 145
    // key_screenshot     = 44
    // key_reload_sweetfx = 19
    
    
    http://sfx.thelazy.net/games/preset/400/
     
    Last edited: May 4, 2013
  2. sexus

    sexus Guest

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    thanks ill try those and leave some feedback once tried out :) , i recon tcpips version would be the best of em all since it includes all the tweaks of the other members here as well

    http://forums.guru3d.com/showpost.php?p=4582825&postcount=551

    btw ceejay makes some good points in what to improve :)

    update> niceee , anything else thats possible tweak wise for blood dragon , im lovin this madness :wanker: , btw i havent updated my hardware specs but blood dragon really is pushing my single geforce titan over here , yes ive officially abandoned sli entirely in favor of single gpu performance and no microstuttering and lower power consumption than 2 680s, just couldnt hold out til maxwell , well itll have to do till maxwell atleast :)

    btw am i the only one thats getting occasional framedrops or microstutters even with a single gpu in blood dragon aka far cry3 blood dragon , im using 314.22 drivers, every other game is running buttery smooth , maybe i have to wait for new drivers
     
    Last edited: May 4, 2013
  3. ninjafada

    ninjafada Guest

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    single 670 here , stock frequences
    game all maxed out no problem
    314.22 too
    the more powerfull your gpu are the more it will bounce in boost mode
    i got this problem on fews games when you have too much power to disable the boost, then you have a explosion fps drops boost goes on and stay on until the scene is calm
    so 2 choices, underclock so it will need boost in calm scene
    overclock a lot so it don't need boost
    or force boost always on
     
  4. sexus

    sexus Guest

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  5. TCPIP

    TCPIP Guest

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    Use the settings file provided with the injector, or add these lines at the end
    Code:
       /*-----------------------------------------------------------.
      /                      Key settings                           /
      '-----------------------------------------------------------*/
    
    // This is the section where you can define your own key mapping
    // See the following URL to find out what keycode a key has:
    // http://www.cambiaresearch.com/articles/15/javascript-char-codes-key-codes
    
    // key_toggle_sweetfx = 145
    // key_screenshot     = 44
    // key_reload_sweetfx = 19
     
  6. r3dfield

    r3dfield Guest

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    I can't get SweetFX working with Dolphin Emulator (Resident Evil Remake)...no matter if I use Direct3D9 or 11 in graphics settings. Any ideas? I used this instruction...no success :/
     
  7. Wanny

    Wanny Guest

    Try Boulotaur2024's versions.
     
  8. r3dfield

    r3dfield Guest

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    I did...didn't work :3eyes:
     
  9. Boulotaur2024

    Boulotaur2024 Guest

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    No luck then...
     
  10. r3dfield

    r3dfield Guest

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    Damn...my mistake. I installed the latest Dolphin version and didn't recognize the it was x64...the one I used before was x86...so I had to use the x64 dlls ;) Works now...thanks anyway.
     

  11. The Janitor

    The Janitor Maha Guru

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    I'm taking a pretty big performance hit using this, like 5-10 fps. I'm only using the sharpen setting to counter the blur from downsampling.
    Switching it on ingame with the hotkey and the frames goes down, switch it off and the frames go up again. Anyone else have this problem?
     
  12. Boulotaur2024

    Boulotaur2024 Guest

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    Why not, but that would mean losing the benefit of sharpening the image only after it has been antialiased, which I'm doing right now with the new injector. I think it looks a bit better but that may be just me. (see my previous posts for comparison screenshots)

    Yep that should be doable

    By the way CeeJay, I've been trying to get rid of the Linear <> SRGB convertions in the Main.h, you're right they do take away performance (~0.2 fps on an average 50 fps benchmark) and while I think it works for DX9 (you'll notice in the Main.h no convertion is done anymore in DX9), DX10/11 has been but a nightmare : I tried all the combinations possible in the C++ code RGB, SRB etc... but the shaders eventually never look the same (either too dark or too bright) as they look with the double convertion you're doing in the Main.h. I'm really confused and believe me, I tried ALOT of different things so I'm kinda lost now. Even after re-reading 10 times your last post about it. That's why I left both convertions intacts in the Main.h (only for DX10/11), otherwise people would complain -and rightly so- that their presets look different
     
  13. johnchaser

    johnchaser Guest

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  14. The Janitor

    The Janitor Maha Guru

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    Turns out it's the SMAA causing the performance hit, will you able to turn it off 100% in future SweetFX versions?
     
  15. TCPIP

    TCPIP Guest

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    Assassin's Creed 3 shots
    Off
    [​IMG]
    On
    [​IMG]
     

  16. conan2k

    conan2k Guest

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  17. Sanarhi

    Sanarhi Guest

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    Hello there guys!

    Im kinda new to forums, so please excuse me for any inconveniences :)
    Also, I want to express extreme gratitude to CeeJay.dk for the suite!

    So back on the track. I pretty much tinkered with the code in the lumasharpen.h shader, and came up with some pretty nice feature. It seems like it adds depth to the textures, much like bump-mapping. I primarily tested it on League of Legends, so I'm gonna post screenshots of that first, maybe post more later, but you should be able to tell the difference.

    with SweetFX - http://s23.postimg.org/uksl0a2aj/Screenshot2850.jpg
    w/o SweetFX - http://s23.postimg.org/t86aknfh7/Screenshot3344.jpg

    I modified the original Pattern 1 in LumaSharpen.h, as i thought it's the least used for sharpening, but u can create your own. Here are the changes in the code that i made:

    **** my set of color coeficients, feel free to experiment
    #define CoefLuma float3(0.2, 0.5, 0.3)

    **** the one and only texture fetch it needs
    #if pattern == 1
    float3 blur_ori = myTex2D(s0, tex - float2(px,py)).rgb;
    #endif

    **** the sharpening procedure
    float3 sharp = ori - blur_ori;
    sharp /= sqrt(sharp);
    float sharp_luma = clamp(sharp, -sharp_strength_luma, sharp_strength_luma);
    float4 done = inputcolor + sharp.rgbr/3.14;

    **** the output
    return saturate(done);

    In the SweetFX_Settings.txt I used those values:

    // -- Sharpening --
    #define sharp_strength 1.00
    #define sharp_clamp 0.5

    // -- Advanced sharpening settings --
    #define pattern 1
    #define offset_bias 0.25

    #define show_sharpen 0

    Don't know if one can post links to files, but if so, crucify me :) Here goes:
    ** LumaSharpen.h
    https://hotfile.com/dl/212375928/a477a1a/LumaSharpen.h.html
    ** SweetFX_Settings.txt
    https://hotfile.com/dl/212376872/f83d3ed/SweetFX_settings.txt.html
     
  18. CeeJay.dk

    CeeJay.dk Guest

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    It should gain the benefit of applying anti-aliasing to the sharpened result, which may look better. I'd like to compare it against the other.

    You comparison shots AFAIK compare AA applied first and then sharpening in the next pass, against AA applied first and the sharpening based on the aliased image blended in with the AA result.
    I'm suggestion doing sharpening in the first pass and then applying SMAA in it's own pass(es), which would apply AA to the sharpened image.
     
  19. CeeJay.dk

    CeeJay.dk Guest

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    Yes.
    BTW what SMAA settings are you using? (so I can determine how fast the settings are)
     
  20. kaicooper

    kaicooper Guest

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    any of u guys tried working sweetfx with openlg games?
     
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