SweetFX Shader Suite release and discussion thread #2

Discussion in 'Games, Gaming & Game-demos' started by Hilbert Hagedoorn, Jan 8, 2013.

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  1. ninjafada

    ninjafada Master Guru

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    which version of sweetfx dll are you using ?
     
  2. lowenz

    lowenz Master Guru

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    Ehi CeeJay.dk!

    NEW injector uses FXAA, no SMAA by default!
    It's why the image is blurred.

    Changing to SMAA in settings file and Skyrim -> NO AA at all

    FXAA in Skyrim is working (but mehhhhh).

    So:

    1) Make/Use a GUI to see actual settings
    2) Fix Skyrim problem (or SMAA shader/injection problem)
     
  3. jelbo

    jelbo Member

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    I assume you're talking about the new injector made by Boulotaur2024? Could be true, I've tested it but didn't check on FXAA or SMAA. CeeJay.dk's original injector definitely uses SMAA though.
    As suggestions they sound a little bit too rude in my opinion.
     
  4. lowenz

    lowenz Master Guru

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    Yes, I'm talking about last DX9-only injector!
    No meant to be rude!

    The problem is everyone's expecting SMAA by default, so a GUI can show the actual settings!
    About Skyrim, it's a really strange thing: in the start menu SMAA seems to work but after loading a save there's no more AA.
    Other effects are working.

    With original SweetFX 1.3 it's allright.
     
    Last edited: Mar 8, 2013

  5. jelbo

    jelbo Member

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    Ah, OK. Just know that the new injector was done by Boulotaur2024, not CeeJay.dk :) I don't know anything about Skyrim though, but I guess it's a compatibility issue with the new injector.

    On another note, I as well got SweetFX 1.3 working on Tomb Raider by uninstalling that dreaded KB2670838 update. Works fine with MSI Afterburner as well (with the 'modified Direct3D runtime libraries' of course).
     
  6. Galaxyass

    Galaxyass New Member

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    How do I get this to work with Garry's Mod?
    I put the dll and injector in to the bin folder and the SweetFX stuff into the root folder, but the game just flashes open.
     
  7. darkninjavn

    darkninjavn New Member

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  8. Alex.Outer

    Alex.Outer Active Member

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  9. CeeJay.dk

    CeeJay.dk Master Guru

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    No, FXAA works just fine in the new injector. I meant what I wrote (SMAA).

    No need for a GUI - I know how to open a text file and edit it.

    What is needed is to find out why it doesn't work (for some), so Boulotaur can fix it.

    If I can find the time I might write a visualization mode for the SMAA so I can see it's edges, blend, area and search buffers - might give some clues to what is wrong.
     
  10. alientorni

    alientorni Active Member

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    when i use it with fraps to take screenshots it doesn't works
     

  11. Sajittarius

    Sajittarius Master Guru

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    I was using the one he posted to work with FFXIV ARR Benchmark, i just tried the 1.3 and its working now :)
     
  12. Öhr

    Öhr Master Guru

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    more Tomb Raider goodness

    More Tomb Raider right here

    Going for a nice more natural and less washed out/grey-brownish look.

    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    comparison screenshots and source at http://sfx.thelazy.net/games/preset/204/

    enjoy!
     
  13. Maken

    Maken Master Guru

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  14. VoodooREC

    VoodooREC New Member

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    or vice city?
     
  15. CeeJay.dk

    CeeJay.dk Master Guru

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    Fraps doesn't work right with SweetFX

    Use SweetFX to take screenshots (press Printscreen)
     

  16. anatomyhorror

    anatomyhorror Member

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    Recently I'm not able to get SweetFX working with Sleeping Dogs.

    It seems to be caused by a patch or DLC or something as it was working in December. I've tried 2 different versions of SweetFX and nothing happens. Scroll lock doesn't toggle the shaders either.

    Here's my log:

    full path: C:\Program Files (x86)\Steam\steamapps\common\SleepingDogs\
    redirecting CreateDXGIFactory1
    redirecting D3D11CreateDeviceAndSwapChain
    redirecting IDXGIFactory1->CreateSwapChain
    initialising shader environment
    redirecting IDXGISwapChain->ResizeBuffers
    performing Cleanup11
    initialising shader environment

    It would appear that it's atleast trying to work, but I'm no pro at reading what's going on in the log.

    I would really appreciate some help, I've been visiting and lurking guru3d for many years now and this is such a fine site.

    Thanks!

    Forgot to mention I'm not running FRAPS, but it has worked with fraps when I was actually able to get it working. Also not running any other 3rd party addons like afterburner, radeonpro, d3doverride, etc.
     
  17. biggyca

    biggyca Master Guru

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    Hey guys, i'm not very good at tweaking with SweetFX, so my question is. Is it possible to reduce film grain/noise grain in Hitman Absolution with SweetFX?
     
  18. alientorni

    alientorni Active Member

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    :idiot: i always forget it has that option
     
  19. LeonhartGR

    LeonhartGR Member

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    Make sure you have not installed the KB2670838 microsoft platform update first. If you have uninstall it and try again.
     
  20. jelbo

    jelbo Member

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    Tomb Raider

    Settings:

    Code:
       /*-----------------------------------------------------------.
      /                      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.
    #define USE_LUMASHARPEN       0 //[0 or 1] LumaSharpen : Also sharpens the antialiased edges which makes them less smooth - I'm working on fixing that.
    #define USE_CRT               0 //[0 or 1] CRT-like effet (cgwg's CRT-shader ported to SweetFX)  
    #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_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_LIFTGAMMAGAIN     1 //[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            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            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_SPLITSCREEN       0 //[0 or 1] Splitscreen : Enables the before-and-after splitscreen comparison mode.
    
       /*-----------------------------------------------------------.
      /                  SMAA Anti-aliasing settings                /
      '-----------------------------------------------------------*/
    
    #define SMAA_THRESHOLD 0.12           // [0.05 to 0.20] Edge detection threshold
    #define SMAA_MAX_SEARCH_STEPS 12      // [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 7        // [0 to 100] Determines the percent of antialiasing to apply to corners.
    
    // -- 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.
    
       /*-----------------------------------------------------------.
      /                      Lift Gamma Gain settings               /
      '-----------------------------------------------------------*/
    #define RGB_Lift               float3(1.025, 1.025, 1.000) // [0.000 to 2.000] Adjust shadows for Red, Green and Blue
    #define RGB_Gamma              float3(1.010, 1.010, 1.030) // [0.000 to 2.000] Adjust midtones for Red, Green and Blue
    #define RGB_Gain               float3(1.005, 1.005, 1.010) // [0.000 to 2.000] Adjust highlights for Red, Green and Blue
    
       /*-----------------------------------------------------------.
      /                       Vibrance settings                     /
      '-----------------------------------------------------------*/
    #define Vibrance               0.13         // [-1.0 to 1.0] Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
    
    
       /*-----------------------------------------------------------.
      /                        Curves settings                      /
      '-----------------------------------------------------------*/
    #define Curves_contrast        0.33         // [-1.0 to 1.0] The amount of contrast you want
    
    // -- Advanced curve settings --
    #define Curves_formula         2            // [1|2|3|4|5|6|7] The constrast s-curve you want to use. 
    
     
    Last edited: Mar 9, 2013
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