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. superkickstart

    superkickstart Guest

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    Is it possible to have realtime or near realtime updates when you change settings in the configurator? Ie. i have the game running in window and when i use a slider, it would reload the config in game. Looks great! :pc1:
     
    Last edited: Feb 13, 2014
  2. Rise Tragedy

    Rise Tragedy Guest

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    Okay. So, I've been trying to get SweetFX working for DCS:World. I got it to load and everything, but when I click 'Fly', the game sort of loads, and crashes right away. Here's the lates crash report that DCS provided for me (the one from where it crashes after I hit 'Fly':

    Code:
    # -------------- 20140213-044309 --------------
    
    # C0000005 ACCESS_VIOLATION at EAA4AA50 00:00000000
    00000000 00000000 0000:00000000 
    EAA4AA50 001EEB30 0000:00000000  D3DPERF_SetRegion()+2E388
    EB63488A 001EEB60 0000:00000000  D3DXCreateEffectEx()+7996
    EB634A82 001EEB90 0000:00000000  D3DXCreateEffectEx()+7B8E
    EAA79C70 001EEBD0 0000:00000000  ?LoadToStep@DXDummyTexture@Graphics@@UEAAXH@Z()+9F0
    EAA79D94 001EEC00 0000:00000000  ?LoadToStep@DXDummyTexture@Graphics@@UEAAXH@Z()+B14
    EAA7C003 001EEC40 0000:00000000  ?end@DXEffect@Graphics@@QEAAXXZ()+E73
    EAA945B2 001EEC90 0000:00000000  ?uninitialize@DXRenderer@Graphics@@UEAAXXZ()+42
    EECA4045 001EECD0 0000:00000000 
    EECA4424 001EED00 0000:00000000 
    EB97C44F 001EED40 0000:00000000  ?update@Application@gui@@UEAAXXZ()+3FF
    EB97C5DA 001EED70 0000:00000000  ?destroy@GUI@gui@@SAXXZ()+1A
    F33A17E2 001EEDA0 0000:00000000 
    F0A26AA4 001EEDE0 0000:00000000  luaD_growstack()+3C4
    F0A3444D 001EEFA0 0000:00000000  luaS_newlstr()+40ED
    F0A26568 001EEFD0 0000:00000000  lua_setlocal()+C58
    F0A26BCF 001EF150 0000:00000000  luaD_growstack()+4EF
    F0A2674E 001EF190 0000:00000000  luaD_growstack()+6E
    F0A21C90 001EF1E0 0000:00000000  lua_pcall()+60
    3F77A997 001EF230 0000:00000000 
    3F7754C1 001EFEA0 0000:00000000 
    3F77BC83 001EFED0 0000:00000000 
    76EC652D 001EFF00 0001:0001552D C:\Windows\system32\KERNEL32.dll BaseThreadInitThunk()+D
    76FFC541 001EFF50 0001:0002B541 C:\Windows\SYSTEM32\ntdll.dll RtlUserThreadStart()+21
    
    This is what my SweetFX_settings.txt file looks like. (Sorry. I would post a link, but I don't have enough posts.)


    Code:
       /*-----------------------------------------------------------.
      /                       Description                           /
      '------------------------------------------------------------/
    
    Game:
    Author:
    SweetFX version: 1.5.1
    Description:
    
    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 : 
    
    This description field and the above Game and Author fields are here so you can fill in your own details for the presets you create.
    Just delete this description and fill in your own and then share it with the world.
    
    Hope you enjoy my mod.
     - CeeJay.dk
    
    S3TUP
       /*-----------------------------------------------------------.
      /                      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 using the SMAA technique.
    #define USE_FXAA_ANTIALIASING 1 //[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_EXPLOSION     0 //[0 or 1] Explosion : Scatters the pixels, making the image look fuzzy.
    #define USE_CARTOON       0 //[0 or 1] Cartoon : "Toon"s the image. (Interferes with SMAA, CRT, Bloom, HDR and Lumasharpen)
    #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           0 //[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_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 (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
    #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        1 //[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_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.
    
    #define USE_CUSTOM        0 //[0 or 1] Custom : Write your own shader by editing custom.h, and then enable it here.
    
       /*-----------------------------------------------------------.
      /                  SMAA Anti-aliasing settings                /
      '-----------------------------------------------------------*/
    
    #define SMAA_THRESHOLD             0.10  //[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    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. 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        21   //[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.
    
       /*-----------------------------------------------------------.
      /                     Explosion settings                      /
      '-----------------------------------------------------------*/
    #define Explosion_Radius    2.5     //[0.2 to 100.0] Amount of effect you want.
    
    
       /*-----------------------------------------------------------.
      /                      Cartoon settings                       /
      '-----------------------------------------------------------*/
    #define CartoonPower         1.5     //[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.
    
    
       /*----------------------------------------------------------.
      /                    Advanced CRT settings                   /
      '----------------------------------------------------------*/
    #define CRTAmount            1.00    //[0.00 to 1.00]  Amount of CRT effect you want
    
    #define CRTResolution        2.0     //[1.0 to 8.0]    Input size coefficent (low values gives the "low-res retro look"). Default is 1.2
    #define CRTgamma             2.2     //[0.0 to 4.0]    Gamma of simulated CRT (default 2.2)
    #define CRTmonitorgamma      2.4     //[0.0 to 4.0]    Gamma of display monitor (typically 2.2 is correct)
    #define CRTBrightness        1.2     //[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   2.0     //[0.0 to 2.0]       Curvature Radius (only effective when Curvature is enabled). Default is 1.5
    #define CRTCornerSize        0.0100  //[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           -0.15   //[-0.20 to 0.20]    Tilt angle in radians (Y coordinates). (Value of -0.15 gives the 'arcade tilt' look)
    #define CRTOverScan          1.00    //[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 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     //[0.000 to 8.000] Strength of the bloom
    #define BloomWidth 0.0142    //[0.0000 to 1.0000] Width of the bloom
    
       /*-----------------------------------------------------------.
      /                        HDR settings                         /
      '-----------------------------------------------------------*/
    #define HDRPower 1.30  //[0.00 to 8.00] Strangely lowering this makes the image brighter
    #define radius2  0.87  //[0.00 to 8.00] Raising this seems to make the effect stronger and also brighter
    
       /*-----------------------------------------------------------.
      /                     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)
    
       /*----------------------------------------------------------.
      /                       Levels settings                      /
      '----------------------------------------------------------*/
    
    #define Levels_black_point 16    //[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
    
    //Colors between the two points will stretched, which increases contrast, but details above and below the points are lost (this is called clipping).
    
    
       /*-----------------------------------------------------------.
      /                      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    2.5  //[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 RedC   0.36  //[0.60 to 0.20]
    #define GreenC 0.36  //[0.60 to 0.20]
    #define BlueC  0.34  //[0.60 to 0.20]
    
    #define Blend 0.2    //[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(1.070, 1.070, 1.070)  //[0.000 to 2.000] Adjust highlights for Red, Green and Blue
    
    //Note that a value of 1.000 is a neutral setting that leave the color unchanged.
    
       /*-----------------------------------------------------------.
      /                        Tonemap settings                     /
      '-----------------------------------------------------------*/
    #define Gamma       1.000  //[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  0.000  //[-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       0.000  //[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     0.04  //[-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 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 0.4 //[-1.00 to 1.00] The amount of contrast you want
    
    // -- Advanced curve settings --
    #define Curves_formula     9 //[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 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 VignetteType       1  //[1|2|3] 1 = Original, 2 = New, 3 = TV style
    #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  //[2 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 for VignetteType 1. 2 and 3 do not obey this setting.
    
    
       /*-----------------------------------------------------------.
      /                        Dither settings                      /
      '-----------------------------------------------------------*/
    #define dither_method      1  //[1 or 2] 1 = Ordered dithering (very good and very fast), 2 = Random dithering (different but slightly slower dithering)
    
    //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                      /
      '-----------------------------------------------------------*/
    #define border_width float2(1,20)     //[0 to 2048, 0 to 2048] (X,Y)-width of the border. Measured in pixels.
    #define border_color float3(0, 0, 0)  //[0 to 255, 0 to 255, 0 to 255] What color the border should be. In integer RGB colors, meaning 0,0,0 is black and 255,255,255 is full white.
    
    
       /*-----------------------------------------------------------.
      /                     Splitscreen settings                    /
      '-----------------------------------------------------------*/
    #define splitscreen_mode   0  //[1|2|3|4|5|6]  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, 6 = Curvy vertical 50/50 split
    
       /*-----------------------------------------------------------.
      /                       Custom settings                       /
      '-----------------------------------------------------------*/
    #define custom_strength  1.0 //[0.00 to 1.00] Adjust the strength of the effect
    
    
       /*-----------------------------------------------------------.
      /                  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:
    
    // key_toggle_sweetfx = 145
    // key_screenshot     = 44
    // key_reload_sweetfx = 19
    
    If ANYONE has answers for my problem, please let me know. It would be greatly appreciated.

    Thank you.
     
  3. logicPwn

    logicPwn Guest

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    I have only started to learn SweetFX enough to get myself in trouble :banana:

    I do not believe there is some sort of auto-reloading in the injector that supports what you art talking about. Someone please correct me if I am wrong. However, you can press the reload config hotkey while in game, it's Scroll Lock for me.

    I would like for this functionality to be in SweetFX but I doubt it's a viable option because of the way it would need to work. It's probably best to keep it user driven (i.e. hotkey).
     
  4. NuBiXx

    NuBiXx Guest

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    Link is not working
     

  5. logicPwn

    logicPwn Guest

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  6. Matsilagi

    Matsilagi Member

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    Would it be possible for someone to do a Dirty Lens effect like in BF3/BF4 in SweetFX for other games? I was looking for something like that recently for both ENB and SweetFX but couldnt find anything.
     
  7. fwee

    fwee Guest

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    Theres no Efx in the file you have up but ill search guru for efx dll to see if this fixes the issue
     
  8. Matsilagi

    Matsilagi Member

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    I have lots of EFX copies here, i think i have the last one, if you want i can send it to you
     
  9. kurtferro

    kurtferro Guest

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    you have all 2 in SweetFX folder, eFX32.dll and eFX64.dll
     
  10. K-putt

    K-putt Guest

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    eFX32.dll is just the placeholder name. Maybe his dll's where already renamed to d3d9,dxgi.dll
     

  11. PirateNeilsouth

    PirateNeilsouth Ancient Guru

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    I'm trying to play FEAR 3 with SweetFX but everytime I load the game with Sweet it's a black screen with the intro, music, game everything being played in the background. Turn off SweetFX and it works fine.

    Any ideas? ( OSD is turned off )
     
  12. antarek

    antarek Guest

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    I had some trouble having SweetFX working with FFXIV:ARR usiing SweetFX Configurator to install it but i found a way to make it work after using the split install stuff. I had to select "ffxivboot.exe" when adding FFXIV:ARR as a new game into SweetFX Configurator and then use the split install stuff and select the "game" folder containing "ffxiv.exe" as the split install folder.

    My problem is that it doesn't works for my friends. The game crashes after the launcher part. I have an ATI GPU and my friends have Nvidia ones. Could it be related to this ?

    Anyway, is there a solution to make FFXIV:ARR work with SweetFX for Nvidia users ?

    Thanks in advance for helping.
     
  13. Ioxa

    Ioxa Guest

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    Anyone had any luck getting sweetfx working with the Titanfall beta? The game starts, I get sound, but the screen is black.
     
  14. logicPwn

    logicPwn Guest

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    Last edited: Feb 16, 2014
  15. CorteXXX

    CorteXXX Guest

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    No one answered me... :(
    Please some one at least take a look, because I'm new here and cannot PM CeeJay.dk

    Here it is again:

    Hello. I need a little help.
    A friend of mine is clolor blind (deuteranopia) and cannot play games well.
    I searched many sites for something and the only good option is sweetfx.
    I’ve found shaders taken from WOW for deuteranopia, but I can’t copy/paste to replace the code on an existing shader for it to work with the injector.
    So I’m wondering if someone can help me by porting the code I found to sweetfx?

    Please take a look!

    www dot mediafire dot com/?qbzp7mu5syymhv5

    P.S. I know nothing about programming shaders.

    Thanks!
     

  16. CorteXXX

    CorteXXX Guest

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    In another post Ceejay wrote about adding shaders for colorblind, but I found some and they could be useful.
     
  17. antonyfrn

    antonyfrn Maha Guru

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    GPU:
    MSI RTX 4070 SUPER
    Links not working. cant seem to find GAUSSIAN settings in the menu also any chance of an import function
     
    Last edited: Feb 16, 2014
  18. Mike Gous

    Mike Gous Guest

    Messages:
    16
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    0
    GPU:
    GTX 650 TI 1024Mb
    I am playing NFS Rivals in Windows7 64bit. I use the 64bit EXE file to play it. Is there a Sweetfx that will work here?
     
  19. kurtferro

    kurtferro Guest

    Messages:
    115
    Likes Received:
    1
    GPU:
    SAPPHIRE NiTRO R9 390 WB
    For black screen try to disable all AA setting, driver or game or sweetfx, is only 1 possibility, so try.
     
  20. logicPwn

    logicPwn Guest

    Messages:
    32
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    0
    GPU:
    MSI GTX 1070
    Man I really suck as making sure my link is live for more than 5 minutes. Changed the name of the application and the archive last night - http://files.logicpwn.com/Sweeter_SweetFX.rar

    Gaussian, Film Grain, and CA tab pages will be added today. Importing has already been added and works by a simple file drop on any area of the tab control.
     
    Last edited: Feb 16, 2014
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