eFX Shader Injector Support Thread

Discussion in 'Games, Gaming & Game-demos' started by Crosire, Oct 22, 2013.

  1. Crosire

    Crosire Member Guru

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    eFX Shader Injector Support Thread [Archive]

    "eFX" was an injector prototype focusing on bringing the most useful features to inject (post processing) shaders into games and improve their graphics.

    Development has stopped in favor of the much more powerful ReShade.
    eFX is no longer supported (and not recommended either). Please instead head over to reshade.me.
     
    Last edited: Nov 7, 2015
  2. zenkmander

    zenkmander Master Guru

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    Hi Crosire,

    Thanks for the quick update!

    I just tested FFXIV with 1.9.25. The FPS counter shows up and the effects seem to work, however Insert doesn't remove the FPS counter, and the Pause button causes a quick flicker but doesn't bring up a menu. I haven't changed the eFX.ini at all.

    Running 8.1 x64 if that helps :)

    Edit: Holding the Insert button and then releasing it causes another quick flicker as with the Pause button. FPS counter remains however.

    Edit 2: Switching from Borderless to Full Screen in-game causes a CTD. Probably similar to your note about it crashing on exit.

    Edit 3: Scroll Lock seems to function differently. In SweetFX it acts as a toggle, whereas in eFX it seems to act as a refresher (ie changing SweetFX settings, then hitting Scroll Lock to update them in-game). Sorry for all the edits :)
     
    Last edited: Oct 23, 2013
  3. apoklyps3

    apoklyps3 Member Guru

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    i'm having a crash trying to run the ported sweetfx to eFX alpha (SweetFX (v1.5.1) - eFX (v2.0 Alpha 1.9.25)) with Pro evolution soccer 2014(on windows 8.1 x64):

    [​IMG]


    dxgi.log shows nothing but this:
    2013-10-22 17:55:12 | INFO | GENERAL | Initializing Crosires "eFX" Version 2.0.0.0 ...

    settings file:
    Code:
       /*-----------------------------------------------------------.   
      /                       Description                           /
      '------------------------------------------------------------/
    
    Game:  Pro Evolution Soccer 2014
    SweetFX version: 1.4/Boulotaur2024 with TV Levels and  updated Border Shader
    Author: K-putt
    Description: 
    
    K-putt'e Pro Evolution Soccer 2014 Config 1.0
    
    •FXAA
    •LUMASHARPEN
    •TONEMAP
    •LIFTGAMMAGAIN
    •VIBRANCE 
    •CURVES 
    
       /*-----------------------------------------------------------.
      /                      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
    #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. Set gaussian blur along with it to get a halation effect
    #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_GAUSSIAN          0 //[0 or 1] Gaussian Blur : can be used to... blur, but also bloom/hazy/glowy look, also unsharp masking
    #define USE_FILMGRAIN         0 //[0 or 1] Filmgrain effect
    #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     1 //[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          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_CA               0  //[0 or 1] Chromatic aberration
    #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.
    
    
       /*-----------------------------------------------------------.
      /                  SMAA Anti-aliasing settings                /
      '-----------------------------------------------------------*/
    
    #define SMAA_THRESHOLD 0.05           //[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 32     //[0 to 98] Determines the radius SMAA will search for aliased edges
    #define SMAA_MAX_SEARCH_STEPS_DIAG 16  //[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 39      //[1 to 39] Choose the quality preset. 39 is the highest quality.
    #define fxaa_Subpix 0.1            //[0.000 to 1.000] Choose the amount of sub-pixel aliasing removal.
    #define fxaa_EdgeThreshold 0.01    //[0.000 to 1.000] Edge detection threshold. The minimum amount of local contrast required to apply algorithm.
    #define fxaa_EdgeThresholdMin 0.3  //[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 1.0				//[0 to 255] Darkness strength. Higher values mean darker shadows, 0 means no change. Default is 16.0
    #define BRIGHT_LEVEL 4.0			//[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 CRTResolutionX       1920     //[1 to 2048]     Original input width of the game (ie. 320)
    #define CRTResolutionY       1080     //[1 to 2048]     Original input height of the game (ie. 240)
    #define CRTgamma             2.2     //[0.0 to 4.0]    Gamma of simulated CRT (default 2.4)
    #define CRTmonitorgamma      2.0     //[0.0 to 4.0]    Gamma of display monitor (typically 2.2 is correct)
    #define CRTBrightness        1.02     //[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         0       //[[0 or 1]          "Barrel effect" enabled (1) or off (0)
    #define CRTCurvatureRadius   2.5     //[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          1.01    //[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 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 0.37   // [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)
    
    
       /*-----------------------------------------------------------.
      /                  Gaussian Blur settings                     /
      '-----------------------------------------------------------*/
    #define GaussEffect 2        //[0|1|2|3]        0 = Blur, 1 = Unsharpmask (expensive), 2 = Bloom, 3 = Sketchy. Default is 2
    #define GaussQuality 2       //[0|1|2|3]        Warning: 2 and 3 are expensive. Default is 1
    #define GaussSigma 1       //[1 to 4]         The higher the wider blur/bloom is (only effective when Bloom selected)
    #define GaussBloomWarmth 2   //[0|1|2]          "Temperature" of the bloom - 0 = neutral, 1 = warm, 2 = hazy/foggy
    #define GaussThreshold 0.50  //[0.00 to 1.00]   [DX10/11 only] Threshold for what is a bright light (that causes bloom) and what isn't.
    #define GaussExposure 43.0   //[0.00 to 100.00] [DX10/11 only] Exposure of the effect (the lower the brighter)
    #define GaussStrength 0.14  //[0.00 to 1.00]   Amount of effect blended into the final image
    
    
       /*-----------------------------------------------------------.
      /                  Film grain settings                        /
      '-----------------------------------------------------------*/
    #define FilmGrainIntensity 0.75  //[0.00 to 1.00] Intensity of grain. Default is 0.46
    #define FilmGrainExposure 30     //[0 to 100]     Grain Exposure. Default is 40 (Lower -> darker noise)
    #define FilmGrainSize 8          //[0 to 10]      Size of the grain. Default is 2 (Higher -> thinner noise)
    
    
       /*-----------------------------------------------------------.
      /                  TECHNICOLOR settings                       /
      '-----------------------------------------------------------*/
    #define TechniAmount 0.46         //[0.00 to 1.00]
    #define TechniPower  4.0         //[0.00 to 8.00]
    #define redNegativeAmount   0.74 //[0.00 to 1.00]
    #define greenNegativeAmount 0.83 //[0.00 to 1.00]
    #define blueNegativeAmount  0.9 //[0.00 to 1.00]
    
    
       /*-----------------------------------------------------------.
      /                  Cineon DPX settings                        /
      '-----------------------------------------------------------*/
    #define Red   5.0  //[1.0 to 15.0]
    #define Green 8.0  //[1.0 to 15.0]
    #define Blue  7.0  //[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   0.33  //[0.60 to 0.20]
    #define GreenC 0.36  //[0.60 to 0.20]
    #define BlueC  0.35  //[0.60 to 0.20]
    
    #define Blend 0.23    //[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(1.0, 1.0, 1.0)  //[0.000 to 2.000] Adjust shadows for Red, Green and Blue
    #define RGB_Gamma float3(1.03, 0.99, 1.0)  //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
    #define RGB_Gain  float3(1.0, 1.0, 1.0)  //[0.000 to 2.000] Adjust highlights for Red, Green and Blue
    
    
       /*-----------------------------------------------------------.
      /                  Tonemap settings                           /
      '-----------------------------------------------------------*/
    #define Gamma 0.98                       //[0.000 to 2.000] Adjust midtones
    #define Exposure 0.0                     //[-1.000 to 1.000] Adjust exposure
    #define Saturation 0.0                   //[-1.000 to 1.000] Adjust saturation
    #define Bleach 0.0                       //[0.000 to 1.000] Brightens the shadows and fades the colors
    #define Defog 0.4                       //[0.000 to 1.000] How much of the color tint to remove
    #define FogColor float3(0.0, 0.0, 0.0) //[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 0.2 //[-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 0        //[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 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
    
       /*-----------------------------------------------------------.
      /                       Chromatic aberration                  										/
      '-----------------------------------------------------------*/
    #define outfocus  0.009                     //[0.00 to 1.000] How strong the effect should be.
    
    
       /*-----------------------------------------------------------.
      /                  Vignette settings                          /
      '-----------------------------------------------------------*/
    #define VignetteRatio 30.00    //[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 12.68   //[-1.00 to 3.00] lower values = stronger radial effect from center
    #define VignetteAmount -2.00  //[-2.00 to 1.00] Strength of black. -2.00 = Max Black, 1.00 = Max White.
    #define VignetteSlope 28       //[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                            /
      '-----------------------------------------------------------*/
    #define border_width float2(0,129) //[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 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 = 45 ; 45 = Einfg
    // key_screenshot     = 35 ; 35 = Ende->
    // key_reload_sweetfx = 46 ; 46 = Entf
    
    
       /*-----------------------------------------------------------.
      /                  Misc settings                              /
      '-----------------------------------------------------------*/
    // You can load and chain other DirectX wrappers (ENB, Helix, Windower...)
    // If the external wrapper is already named d3d9.dll, rename it into
    // something else like "d3d9_enb.dll" (note that even if this is commented it actually works)
    
    // external_d3d9_wrapper = none
    // external_dxgi_wrapper = none
    
    
     
    Last edited: Oct 23, 2013
  4. andhy

    andhy New Member

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    Hi zenkmander,

    i am wondering how did u manage to get the injector work with ffxiv arr? did you used eFX64.dll or eFX32.dll? And do i need to replace the .ini filename to d3d9.ini as well?

    Hi Crosire,

    I am running with window 7 64 bit. And below is my error log. Sorry for my english. Thanks.

     

  5. Crosire

    Crosire Member Guru

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    It's yet another problem with the external tweakbar library I'm using. I'm going to replace that one as soon as possible with something more faster written by myself.
    Any if you want to remove the framerate counter, just disable all menus with "general_menu_enabled" (set it to "false").

    It resets the Direct3D 9 device, which currently for some reason causes a crash, so yeah it's that.

    See the "eFX" config file, it's defined there. To set the toggle key, change "key_effects", to choose the key to reload all shaders edit "key_reload". They are set to the same key at default, so you will notive it refreshing all shaders and toggling at the same time.

    Is there a dump file created, or any entry in the windows event viewer for more detailed information?

    Use eFX32 if the game is 32 bit (which it probably is), otherwise eFX64. This depends on the game not your operating system, but most games are 32 bit these days.
    Did you try to toggle between fullscreen and window more or the other way round? Try to disable "hook_dynamic" (set it to "false") ...
     
  6. apoklyps3

    apoklyps3 Member Guru

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    I have found the problem. it's conflicting with MSI Afterburner.
    If I close Msi Afterburner it will run, otherwise it will crash.
    Game alone without eFX, but afterburner in tray it works without any problems.
    Too bad, now i have to choose between eFX+sweetfs or recording my gameplay.

    LE: other problem I noticed the game crashes you try to get it in window state (ALT+Enter) or minimizing it (ALT+Tab).
     
    Last edited: Oct 23, 2013
  7. peshkohacka

    peshkohacka Member Guru

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    ....
     
    Last edited: Jun 22, 2014
  8. zenkmander

    zenkmander Master Guru

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    Make sure you get the latest version of eFX (it was updated yesterday), extract all files to the FFXIV game folder (where the ffxiv.exe is), then simply rename eFX32.dll to d3d9.dll. Do NOT rename the ini or anything else. Just that one dll file.

    Thank you very much for clarifying :)

    eFX comes packaged with SweetFX. You just extract them all to the game folder (where the game exe is), and then you can adjust SweetFX_settings.txt accordingly. Make sure you follow the eFX readme. You need to rename one of the DLL files based on the renderer the game uses.

    Also keep in mind that only DX9 is supported at this point, I believe the others are still being implemented (DX10, DX11, OpenGL etc)
     
    Last edited: Oct 23, 2013
  9. peshkohacka

    peshkohacka Member Guru

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    ....
     
    Last edited: Jun 22, 2014
  10. zenkmander

    zenkmander Master Guru

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    I just changed this but it seems to have the same effect. The toggle key still acts as a reload of all shaders, while the reload key doesn't do anything. Perhaps it's conflicting with the SweetFX keys? Not sure. Here's what I have it set to:

    Code:
    key_effects=145				; VK_SCROLL
    key_reload=19				; VK_PAUSE
    key_settings=45				; VK_INSERT
    key_fps=45					; VK_INSERT
    I should also note that with this setup I no longer get flickering when hitting Pause.
     

  11. Crosire

    Crosire Member Guru

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    Please read the post. Only the D3D9 part of SweetFX was converted yet. Anything else requires writing your own shaders in an eFX compatible format.

    I guess you don't have the InjectSMAA injector in the same folder too, so it can't conflict. It should only use these keys if it fails to read the value from the settings file. I will check what's going wrong there (also look in the log if any error messages are created about the configuration).

    It's valid to rename the ini too, eFX will search for an ini of the same name as the dll if it can't find "eFX.ini".
     
    Last edited: Oct 23, 2013
  12. zenkmander

    zenkmander Master Guru

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    Hmm there don't seem to be any errors in the log, however it looks like it's repeating 'Loading effect file', as if it still thinks that Effects and Reload are the same key maybe?

    Code:
    2013-10-23 08:52:17 | INFO | GENERAL | Initializing Crosires "eFX" Version 2.0.0.0 ...
    2013-10-23 08:52:20 | INFO | HOOK | Installing "d3d9" hooks from file "C:\WINDOWS\system32\d3d9.dll" ...
    2013-10-23 08:52:20 | INFO | HOOK | Installing "kernel32" hooks from handle "772F0000" ...
    2013-10-23 08:52:20 | INFO | PROXY | Redirecting "Direct3DCreate9"
    2013-10-23 08:52:20 | INFO | PROXY | Redirecting "Direct3DCreate9"
    2013-10-23 08:52:20 | INFO | PROXY | Redirecting "IDirect3D9->CreateDevice"
    2013-10-23 08:52:20 | WARN | EFFECT | Low resolution. Skipping ...
    2013-10-23 08:52:20 | INFO | PROXY | Redirecting "IDirect3DDevice9->CreateAdditionalSwapChain"
    2013-10-23 08:52:20 | INFO | HOOK | Installing message hook for window "000504BC" ...
    2013-10-23 08:52:20 | INFO | EFFECT | Loading effect file "Z:/Games\SquareEnix\FINAL FANTASY XIV - A Realm Reborn\game\Sweet.fx" ...
    2013-10-23 08:52:21 | INFO | HOOK | Installing "dxgi" hooks from file "C:\WINDOWS\system32\dxgi.dll" ...
    2013-10-23 08:52:21 | INFO | PROXY | Redirecting "CreateDXGIFactory1"
    2013-10-23 08:52:22 | INFO | HOOK | Installing "dinput8" hooks from file "C:\WINDOWS\SYSTEM32\DINPUT8.dll" ...
    2013-10-23 08:52:58 | INFO | EFFECT | Loading effect file "Z:/Games\SquareEnix\FINAL FANTASY XIV - A Realm Reborn\game\Sweet.fx" ...
    2013-10-23 08:53:00 | INFO | EFFECT | Loading effect file "Z:/Games\SquareEnix\FINAL FANTASY XIV - A Realm Reborn\game\Sweet.fx" ...
    2013-10-23 08:53:00 | INFO | EFFECT | Loading effect file "Z:/Games\SquareEnix\FINAL FANTASY XIV - A Realm Reborn\game\Sweet.fx" ...
    2013-10-23 08:53:01 | INFO | EFFECT | Loading effect file "Z:/Games\SquareEnix\FINAL FANTASY XIV - A Realm Reborn\game\Sweet.fx" ...
    2013-10-23 08:53:19 | INFO | EFFECT | Loading effect file "Z:/Games\SquareEnix\FINAL FANTASY XIV - A Realm Reborn\game\Sweet.fx" ...
    2013-10-23 08:53:19 | INFO | EFFECT | Loading effect file "Z:/Games\SquareEnix\FINAL FANTASY XIV - A Realm Reborn\game\Sweet.fx" ...
    2013-10-23 08:53:20 | INFO | EFFECT | Loading effect file "Z:/Games\SquareEnix\FINAL FANTASY XIV - A Realm Reborn\game\Sweet.fx" ...
    2013-10-23 08:53:20 | INFO | EFFECT | Loading effect file "Z:/Games\SquareEnix\FINAL FANTASY XIV - A Realm Reborn\game\Sweet.fx" ...
    2013-10-23 08:53:21 | INFO | EFFECT | Loading effect file "Z:/Games\SquareEnix\FINAL FANTASY XIV - A Realm Reborn\game\Sweet.fx" ...
    2013-10-23 08:53:22 | INFO | EFFECT | Loading effect file "Z:/Games\SquareEnix\FINAL FANTASY XIV - A Realm Reborn\game\Sweet.fx" ...
    2013-10-23 08:56:39 | INFO | EFFECT | Loading effect file "Z:/Games\SquareEnix\FINAL FANTASY XIV - A Realm Reborn\game\Sweet.fx" ...
    2013-10-23 08:56:40 | INFO | EFFECT | Loading effect file "Z:/Games\SquareEnix\FINAL FANTASY XIV - A Realm Reborn\game\Sweet.fx" ...
    2013-10-23 08:56:40 | INFO | EFFECT | Loading effect file "Z:/Games\SquareEnix\FINAL FANTASY XIV - A Realm Reborn\game\Sweet.fx" ...
    2013-10-23 08:56:41 | INFO | EFFECT | Loading effect file "Z:/Games\SquareEnix\FINAL FANTASY XIV - A Realm Reborn\game\Sweet.fx" ...
    2013-10-23 08:57:16 | INFO | EFFECT | Loading effect file "Z:/Games\SquareEnix\FINAL FANTASY XIV - A Realm Reborn\game\Sweet.fx" ...
    2013-10-23 08:57:19 | INFO | EFFECT | Loading effect file "Z:/Games\SquareEnix\FINAL FANTASY XIV - A Realm Reborn\game\Sweet.fx" ...
    2013-10-23 08:57:20 | INFO | EFFECT | Loading effect file "Z:/Games\SquareEnix\FINAL FANTASY XIV - A Realm Reborn\game\Sweet.fx" ...
    2013-10-23 08:57:20 | INFO | EFFECT | Loading effect file "Z:/Games\SquareEnix\FINAL FANTASY XIV - A Realm Reborn\game\Sweet.fx" ...
    2013-10-23 08:57:48 | INFO | EFFECT | Loading effect file "Z:/Games\SquareEnix\FINAL FANTASY XIV - A Realm Reborn\game\Sweet.fx" ...
    2013-10-23 09:00:42 | INFO | EFFECT | Loading effect file "Z:/Games\SquareEnix\FINAL FANTASY XIV - A Realm Reborn\game\Sweet.fx" ...
    2013-10-23 09:00:42 | INFO | EFFECT | Loading effect file "Z:/Games\SquareEnix\FINAL FANTASY XIV - A Realm Reborn\game\Sweet.fx" ...
    2013-10-23 09:00:43 | INFO | EFFECT | Loading effect file "Z:/Games\SquareEnix\FINAL FANTASY XIV - A Realm Reborn\game\Sweet.fx" ...
    2013-10-23 09:00:43 | INFO | EFFECT | Loading effect file "Z:/Games\SquareEnix\FINAL FANTASY XIV - A Realm Reborn\game\Sweet.fx" ...
    2013-10-23 09:00:44 | INFO | EFFECT | Loading effect file "Z:/Games\SquareEnix\FINAL FANTASY XIV - A Realm Reborn\game\Sweet.fx" ...
    2013-10-23 09:00:44 | INFO | EFFECT | Loading effect file "Z:/Games\SquareEnix\FINAL FANTASY XIV - A Realm Reborn\game\Sweet.fx" ...
    2013-10-23 09:01:59 | INFO | EFFECT | Loading effect file "Z:/Games\SquareEnix\FINAL FANTASY XIV - A Realm Reborn\game\Sweet.fx" ...
    2013-10-23 09:02:00 | INFO | EFFECT | Loading effect file "Z:/Games\SquareEnix\FINAL FANTASY XIV - A Realm Reborn\game\Sweet.fx" ...
    2013-10-23 09:02:00 | INFO | EFFECT | Loading effect file "Z:/Games\SquareEnix\FINAL FANTASY XIV - A Realm Reborn\game\Sweet.fx" ...
    2013-10-23 09:02:01 | INFO | EFFECT | Loading effect file "Z:/Games\SquareEnix\FINAL FANTASY XIV - A Realm Reborn\game\Sweet.fx" ...
    2013-10-23 09:02:03 | INFO | EFFECT | Loading effect file "Z:/Games\SquareEnix\FINAL FANTASY XIV - A Realm Reborn\game\Sweet.fx" ...
    2013-10-23 09:15:52 | INFO | GENERAL | Terminating ...
    
     
  13. andhy

    andhy New Member

    Messages:
    6
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    Hi guys,

    i had tried the guide that u guys recommend, now im getting this error after i saw the efx splash screen. Any of you were experienced this?

     
  14. Crosire

    Crosire Member Guru

    Messages:
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    I think I found a workaround for the problem, which seems to also fix issues with the keys not working in other games too. It's going to be in the next update.
     
  15. CeeJay.dk

    CeeJay.dk Master Guru

    Messages:
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    It was a long night of coding for both of us, but Crosire and I got a lot of work done.

    On http://crosire.tk you can find the new 1.9.30 alpha.

    And I have also made a version packed with the latest version of SweetFX
    You can get SweetFX + eFX 1.9.30 here.

    New is DX10/11 support.
    I still haven't gotten to porting the anti-aliasing techniques.

    Note that my version has slightly different keys defined in the efx.ini
    Also note that the default settings enable the explosion shader and a couple of others for testing purposes - you can just change that if you want to play with different effects.
     

  16. Zomgerd

    Zomgerd Master Guru

    Messages:
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    Testing DX11 on win7 with Batman: Arkham City and I get this

    [​IMG]

    And this is log file


    Code:
    2013-10-23 17:43:21 | INFO | GENERAL | Initializing Crosires "eFX" Version 2.0.0.0 ...
    2013-10-23 17:43:21 | INFO | HOOK | Installing "dxgi" hooks from file "C:\Windows\system32\dxgi.dll" ...
    2013-10-23 17:43:21 | DEBUG | HOOK | Ready to install 3 hooks
    2013-10-23 17:43:21 | WARN | HOOK | The Procedure Entry Point "CreateDXGIFactory2" could not be located in "C:\Windows\system32\dxgi.dll"
    2013-10-23 17:43:21 | INFO | PROXY | Redirecting "CreateDXGIFactory"
    2013-10-23 17:43:21 | DEBUG | PROXY | Redirecting "IDXGIFactory->Release"
    2013-10-23 17:43:21 | DEBUG | PROXY | 0 (0) remaining reference(s)
    2013-10-23 17:43:21 | INFO | PROXY | Redirecting "CreateDXGIFactory"
    2013-10-23 17:43:21 | DEBUG | PROXY | Redirecting "IDXGIFactory->Release"
    2013-10-23 17:43:21 | DEBUG | PROXY | 1 (1) remaining reference(s)
    2013-10-23 17:43:25 | INFO | PROXY | Redirecting "IDXGIFactory->CreateSwapChain"
    2013-10-23 17:43:27 | INFO | GENERAL | Terminating ...
    2013-10-23 17:43:27 | DEBUG | HOOK | Ready to uninstall 3 hooks
    EDIT: I will be testing as many dx10/11 games as I can over the next couple days, though I have a funny feeling this error is gonna follow me through them. xD
     
    Last edited: Oct 24, 2013
  17. andhy

    andhy New Member

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    Thanks for the hard work. Going to test it by tonight. Hope the new version will fixed the crash on my side.

     
  18. Vegtro

    Vegtro Member

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    Tested Tomb Raider and it didn't work. Just boots to the game. (Currently on Win8.1)
     
  19. apoklyps3

    apoklyps3 Member Guru

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    Crosire any chance that compatibility on Win8.1x64 with MSI Afterburner and also minimizing the game windows (ALT+Tab,ALT+Enter) in Pro evolution soccer will be fixed ?
    They all result crash.
     
  20. Crosire

    Crosire Member Guru

    Messages:
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    I haven't tested it with Steam yet, is it possible to run that game without any steam overlays too?

    I need some more information than just this, a log would be nice for example :)

    Programming does not work that way. It's not enough for somebody to say something does not work. It usually takes between 30 minutes up to multiple days until the actual bug is found which is causing this behavior. It's even more hard because I don't own most of the games people have issues with (because I test with those). In case of your issues, I think I know where the problem ist but not why. I can only fix these if all questions are answered.
     

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