SweetFX Shader Suite release and discussion thread #4

Discussion in 'Games, Gaming & Game-demos' started by CeeJay.dk, Sep 30, 2013.

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  1. BenYeeHua

    BenYeeHua Guest

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    You can using RadeonPro while waiting, just the SweetFX version is the old one. :)
     
  2. boxariel

    boxariel Guest

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    Hello, I upgraded to windows 8.1 and I found the surprise that sweetfx not working on this system. Specifically my question is directed to know if 8.1 give quick support?
     
  3. Arioch

    Arioch Guest

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    Thanks, I will research to see if this works on Nvidia cards.

    *Update*

    I got it up and running to work on all my DX11 games - thanks!
     
    Last edited: Oct 23, 2013
  4. titsorgtfo

    titsorgtfo Guest

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    Doesn't give an error. Simply does not apply any effects on the game. Dx9-version seems to work out fine. If I put something like Advanced CRT on, it doesn't start altogether.

    Have tried this with 1.4., 1.5. and 1.5.1.
     

  5. Sajittarius

    Sajittarius Master Guru

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    Sweet! Gonna try this download when i get home :)

    Does this work with windows 8.1? Sweetfx is the one thing keeping me from upgrading my home pc, lol.
     
  6. Zomgerd

    Zomgerd Guest

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    Read the FAQ on the first page, it's a known issue and is being worked on right now, CeeJay still needs to convert his shaders to work with Crosire's eFX injector for DX10/11. For now use RadeonPro's SweetFX injection.

    Hmm.. I don't suppose the log.log file has anything to say about the matter?
     
  7. Zomgerd

    Zomgerd Guest

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    SweetFX is not ported to the DX10/11 portion of the injector from what CeeJay has stated, so only DX9 is working as of right now.
     
  8. OrdinaryOregano

    OrdinaryOregano Guest

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    You mean FAQ, good sir, FAQ.
     
  9. Zomgerd

    Zomgerd Guest

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    I feel like that should be the title of the thread at this point. xD
     
  10. CeeJay.dk

    CeeJay.dk Guest

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    It is now.

    I still need to port the anti-aliasing techniques , but DX10/11 support should be working now - at least the shader side is.

    Report any crashing, not hooking and other strangeness to Crosire in the eFX thead

    Remember that logs and 7zipped .dmp 's (if it crashed) would be very helpful. Send those to Crosire - don't post them in this thread.
     

  11. Zomgerd

    Zomgerd Guest

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    Sweet! thanks for the update! :D
     
  12. boxariel

    boxariel Guest

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    Hello, I've been testing in battlefield 3 (windows 8.1) and working properly except for one little problem when ingame chat window active, sweetfx stops working, and when the chat window is closed, sweetfx restarted.
    Weird, I know ...

    EDIT
    In call of duty black ops 2 (windows 8.1) not working.
     
    Last edited: Oct 24, 2013
  13. 007.SirBond

    007.SirBond Guest

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    Wait so this means, this will work on windows 8.1 with DirectX 11 games?

    Darn, Boulators injector doesn't work with 8.1

    I really enjoyed being able to use ingame AA with the shader effects in Win 8
     
    Last edited: Oct 24, 2013
  14. Sajittarius

    Sajittarius Master Guru

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    That should be fine, the main game i use sweetfx for is FFXIV which is dx9. Hopefully when i play anything else i want sweetfx for they will have dx11 sorted out :)

    Looks like weekend ill be upgrading windows lol
     
  15. TCPIP

    TCPIP Guest

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    Sorry if i missed it somewhere - will eFX support multiple passes?

    And i have another idea for vibrance shader in addition to per channel settings - brightness dependent vibrance. The idea is that colors appear more saturated in brighter areas, whereas in darker ones colors fade. I use it in my shader right now, but i guess the function i use is not so good, awful even. Here's what i have along with the settings for it, which i found through testing:
    Code:
    #define Vibrance_Coeff 2.5
    #define RGB_Balance  float3(0.999, 0.999, 0.999)
    #define Brightness_coeff 0.1
    
    0.999 is used for the simple reason of easy editing
    Code:
    float4 VibrancePass( float4 colorInput )
    {
    float4 color = colorInput; //original input color
    float3 Vibrance=Vibrance_Coeff*RGB_Balance;
    float3 lumCoeff = float3(0.212656, 0.715158, 0.072186);  //Values to calculate luma with
    float luma = dot(lumCoeff, color.rgb); //calculate luma (grey)
    float max_color = max(colorInput.r, max(colorInput.g,colorInput.b)); //Find the strongest color
    float min_color = min(colorInput.r, min(colorInput.g,colorInput.b)); //Find the weakest color
    float color_saturation = max_color - min_color; //The difference between the two is the saturation
    
    float x=sqrt(luma*Brightness_coeff);
    Vibrance=Vibrance*x;
    color.rgb = lerp(luma, color.rgb, (1.0 + (Vibrance - Vibrance*(sign(Vibrance) * color_saturation))));
    
    return color; //return the result
    }
    
     

  16. asskicker2

    asskicker2 Guest

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    Anyone have a nice config for Dead Space? I can only find configs for Dead Space 2 & 3 on the SweetFX database.

    Thanks :)
     
  17. Zomgerd

    Zomgerd Guest

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    Here's a preset from GSNgaming, it's for sweetFX 1.3 but it will probably work just fine 1.5.1: http://gsngaming.com/topic/8397-dead-space-sweetfx-v13/
     
  18. Crosire

    Crosire Member Guru

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    Yes, it already does. It runs multipass shaders the way they are supposed to be applied.
     
  19. K-putt

    K-putt Guest

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    I could upload my preset to the database if you want.
     
  20. asskicker2

    asskicker2 Guest

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    Yes please! :D

    Thanks, but It's way too sharp for my tastes. :)
     
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