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. Boulotaur2024

    Boulotaur2024 Member Guru

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    Silent Hill 4 in PCSX2 (GSDX11 x6 native) + SweetFX

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    Still toying with those curves and layers, in PCSX2 this time. SweetFX works fine with PCSX2 as long as you're using GSDX11, however it crashes with GSDX9 with the following log :

    Code:
    full path: D:\Emu\pcsx2\
    redirecting CreateDevice
    initialising shader environment
    initialising shader environment
    ATE_DEVICE_SINGLETHREADED flag
    redirecting CreateDXGIFactory1
    Comparison screens :

    Original
    SweetFX


    @ Maken : you're getting quite a lot of color banding in your screens, I never used Dither in SweetFX but it is supposed to fix that problem
    @ BetA : I may be wrong but the effect you're talking about looks like HDR

    EDIT : also I was wrong SweetFX works both with DX9 and DX11 in Dophin
     
    Last edited: Jan 13, 2013
  2. Maken

    Maken Master Guru

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    @ Boulotaur2024
    Hi, nice work man the pc version of that game looks horrible to me but seeing your looks much better. What about Silent Hill 2? :D can you show some ?
    Yeah i know but its not working yet also the game without sweetfx you still can see color banding.

    Greetings.
     
  3. Zyrusticae

    Zyrusticae Active Member

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    Some very minor SweetFX usage in Dark Souls improves the quality dramatically.

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  4. CeeJay.dk

    CeeJay.dk Master Guru

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    Yes , of course.

    Also DX11 isn't always faster.
    In some games it's DX9 and in some it's OpenGL - mostly I think it's fastest in OpenGL, but it varies from game to game.

    It is however usually always faster using the 64bit client.
    In most games 32bit vs 64bit makes little difference but I guess it's faster for emulating the Wii processors.

    I did some testing and it looks very nice with some SweetFX effects applied to it, and it doesn't seem to hurt the performance at all - I guess emulation is mostly CPU limited.
     

  5. kaicooper

    kaicooper Master Guru

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    give me Dark Souls preset if u dont mind..looks good

    =========

    Ceejay

    how to make Sweetfx work with PCSX2 ?
    and anyway to make it work with Amnesia? cus Amnesia is AMAZING man
    specially with its custome story
     
  6. Zyrusticae

    Zyrusticae Active Member

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    Sure thing. I've pretty much only been using these two:

    Code:
       /*-----------------------------------------------------------.
      /                      Cineon DPX settings                    /
      '-----------------------------------------------------------*/
    #define Red   15.0  //[1.0 to 15.0]
    #define Green 15.0  //[1.0 to 15.0]
    #define Blue  15.0  //[1.0 to 15.0]
    
    #define ColorGamma    0.75  //[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   0.25  //[0.6 to 0.2]
    #define GreenC 0.25  //[0.6 to 0.2]
    #define BlueC  0.25  //[0.6 to 0.2]
    
    #define Blend 0.25    //[0.0 to 0.1] How strong the effect should be.
    
       /*-----------------------------------------------------------.
      /                        Curves settings                      /
      '-----------------------------------------------------------*/
    #define Curves_contrast 0.25  //[-1.0 to 1.0] The amount of contrast you want
    
    // -- Advanced curve settings --
    #define Curves_formula 7      //[1|2|3|4|5|6|7] The constrast s-curve you want to use.
    Like I said, pretty minor. :)
     
  7. milamber

    milamber Maha Guru

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    Anyone else having trouble with SweetFX and DX11 games like Ass Creed 3 and NFS: Most Wanted? The games run fine but the SMAA is clearly not enabled. The toggle button does nothing. And forcing SGSSAA from Inspector doesn't work either.

    Are there DX11 AA flags? Is the in-game FXAA interfering even when set to Low?
     
  8. kaicooper

    kaicooper Master Guru

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    how did u enable sweetfx through PCSX2
     
  9. Rampart1

    Rampart1 New Member

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    Anybody have good present for Deus Ex Human Revolution?
     
  10. Gembel

    Gembel Master Guru

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    Just put the files in the pcsx2 folder where the exe is located.
     

  11. SigmundFreud99

    SigmundFreud99 New Member

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    Can someone share a present for GTA 4 please?
    Something that can make the visual cleaner and sharper, and remove the pixelated shadows.
    The Icenhancer one seriously **** up the brightness of the game.
     
  12. iperman

    iperman New Member

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    Can someone gve me a preset for binary domain,i've seen nice screens on previous pages, but i don't see the settings.
     
  13. qliphoth

    qliphoth Member

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    SweetFX can't change how pixelated the shadows are, all it does is postprocessing.
     
  14. Mooshan

    Mooshan Master Guru

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    so can sweetfx be extracted to dark souls main folder and work together with dxfix without any custom settings or any special instruction? if so would be brilliant as my current playthrough of dark souls could be spruced up a bit with this, and will recording the game pick up the difference? i use dxtory to record
     
  15. Wanny

    Wanny Ancient Guru

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    Tweakable yourself tho.
     

  16. CeeJay.dk

    CeeJay.dk Master Guru

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    Gembel is right - just install SweetFX to the PCSX2 directory.

    Amnesia : The Dark Descent is an OpenGL game.
    Try using the QindieGL OpenGL wrapper mentioned in the readme, if that doesn't work then you're out of luck.
     
  17. kaicooper

    kaicooper Master Guru

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    where's QindieGL? how to do it
     
  18. Hi CeeJay!

    Have bumped into this shader tutorial on russian IT blog Habrahabr. Maybe you'll find it interesting.

    'Real' Night vision shader
     
  19. kaneos

    kaneos Active Member

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    Hi,

    I made a preset for Dragon Age : Origins

    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   1 //[0 or 1] LumaSharpen : Also sharpens the antialiased edges which makes them less smooth - I'm working on fixing that.
    #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           1 //[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        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_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 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.
    
    // -- 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.
    
    
       /*-----------------------------------------------------------.
      /                       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)
    
    
       /*-----------------------------------------------------------.
      /                       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     //[0.0000 to 8.0000] Strength of the bloom
    #define BloomWidth 0.0142    //[0.0000 to 1.0000] Width of the bloom
    
    
       /*-----------------------------------------------------------.
      /                        HDR settings                         /
      '-----------------------------------------------------------*/
    #define HDRPower 1.30  //[0.0 to 8.0] Strangely lowering this makes the image brighter
    #define radius2  0.87  //[0.0 to 8.0] Raising this seems to make the effect stronger and also brighter
    
    
       /*-----------------------------------------------------------.
      /                      TECHNICOLOR settings                   /
      '-----------------------------------------------------------*/
    #define TechniAmount 0.11        //[0.0 to 1.0]
    #define TechniPower  2.8         //[0.0 to 8.0]
    #define redNegativeAmount   0.88 //[0.0 to 1.0]
    #define greenNegativeAmount 0.88 //[0.0 to 1.0]
    #define blueNegativeAmount  0.88 //[0.0 to 1.0]
    
    
       /*-----------------------------------------------------------.
      /                      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    1.8  //[0.1 to 2.5] Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral.
    #define DPXSaturation 3.8  //[0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral.
    
    #define RedC   0.36  //[0.6 to 0.2]
    #define GreenC 0.36  //[0.6 to 0.2]
    #define BlueC  0.34  //[0.6 to 0.2]
    
    #define Blend 0.2    //[0.0 to 0.1] How strong the effect should be.
    
    
       /*-----------------------------------------------------------.
      /                      Lift Gamma Gain settings               /
      '-----------------------------------------------------------*/
    #define RGB_Lift  float3(0.950, 0.950, 0.950)  //[0.000 to 2.000] Adjust shadows for Red, Green and Blue
    #define RGB_Gamma float3(0.950, 0.950, 0.950)  //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
    #define RGB_Gain  float3(1.020, 1.020, 1.020)  //[0.000 to 2.000] Adjust highlights for Red, Green and Blue
    
    
       /*-----------------------------------------------------------.
      /                        Tonemap settings                     /
      '-----------------------------------------------------------*/
    #define Gamma 1.2        //[0.00 to 2.00] Adjust midtones
    
    #define Exposure 0.00    //[-1.00 to 1.00] Adjust exposure
    
    #define Saturation 0.00  //[-1.00 to 1.00] Adjust saturation
    
    #define Bleach 0.00      //[0.00 to 1.00] Brightens the shadows and fades the colors
    
    #define Defog 0.000  //[0.00 to 1.00] How much of the color tint to remove
    #define FogColor float3(0.00, 0.00, 2.55) //[0.00 to 1.00, 0.00 to 1.00, 0.00 to 1.00] What color to remove - default is blue
    
    
       /*-----------------------------------------------------------.
      /                       Vibrance settings                     /
      '-----------------------------------------------------------*/
    #define Vibrance 0.25 //[-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 0.25  //[-1.0 to 1.0] The amount of contrast you want
    
    // -- Advanced curve settings --
    #define Curves_formula 7      //[1|2|3|4|5|6|7] The constrast s-curve you want to use. 
    
    
       /*-----------------------------------------------------------.
      /                         Sepia settings                      /
      '-----------------------------------------------------------*/
    #define ColorTone float3(1.40, 1.10, 0.90) //[0.00 to 1.00, 0.00 to 1.00, 0.00 to 1.00] What color to tint the image
    #define GreyPower  0.11                    //[0.0 to 1.0] How much desaturate the image before tinting it
    #define SepiaPower 0.58                    //[0.0 to 1.0] How much to tint the image
    
    
    
       /*-----------------------------------------------------------.
      /                       Vignette settings                     /
      '-----------------------------------------------------------*/
    #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)  //[0.00 to 1.00] Center of effect.
    
    
       /*-----------------------------------------------------------.
      /                        Dither settings                      /
      '-----------------------------------------------------------*/
    //No settings yet, beyond switching it on or off in the top section.
    
    //Note that the checkerboard pattern used by Dither, makes an image harder to compress.
    //This can make your screenshots and video recordings take up more space.
    
    
       /*-----------------------------------------------------------.
      /                     Splitscreen settings                    /
      '-----------------------------------------------------------*/
    #define splitscreen_mode 3  //[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
    
    
    

    Screen
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  20. Boulotaur2024

    Boulotaur2024 Member Guru

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    basic scanlines shader

    off
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    on
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    on + blur + curve applied
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    off
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    on + curve applied
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    on + blur + curve applied
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    This is my mediocre attempt at porting Blargg's NTSC filter rewrite by cgwg and TheMaister to SweetFX. So far I only adapted what seems like the first pass of the original shader, the one that draws scanlines I guess (rest of the original code seems to add color bleeding and then blur, I'm not there yet, if ever...)

    Of course the original shader is multipass but maybe we can stuff as many things as we can in a single pass...

    Here is the SweetFX code if anyone's interested (original XML Shader/GLSL code is here) :

    Code:
    #define PI 3.14159265
    #define rubyTextureSize screen_size
    #define rubyInputSize pixel
    #define rubyFrameCount 60
    
    float4 NTSCPass( float4 colorInput, float2 tex )
    {
    	float2 xy = tex.xy;
    
    	float2 xyp = xy * rubyTextureSize * 4.0 * PI / 3.0;
    	xyp.y = xyp.y / 1.0 + 2.0 * PI / 3.0 * (rubyFrameCount % 2);
    
    	float4 rgb = colorInput;
    
    	float3x3 rgb2yuv = float3x3(0.299,-0.14713, 0.615,
    								0.587,-0.28886,-0.51499,
    								0.114, 0.436  ,-0.10001);
    
    	float3 yuv;
    	yuv = mul(rgb2yuv, rgb.rgb);
    
    	float dx = PI/3.0;
    	xyp.x = xyp.x * rubyInputSize.x/256.0;
    	float c0 = yuv.x + yuv.y * sin(xyp.x+xyp.y) + yuv.z*cos(xyp.x+xyp.y);
    	float c1 = yuv.x + yuv.y * sin(xyp.x+xyp.y+dx) + yuv.z * cos(xyp.x+xyp.y+dx);
    	float c2 = yuv.x + yuv.y * sin(xyp.x+xyp.y+2.0*dx) + yuv.z * cos(xyp.x+xyp.y+2.0*dx);
    	float c3 = yuv.x + yuv.y * sin(xyp.x+xyp.y+3.0*dx) + yuv.z * cos(xyp.x+xyp.y+3.0*dx);
    
    	rgb.rgb = rgb.rgb * (0.4 + (float4(c0,c1,c2,c3)+0.65)/2.3);
    	return rgb;
    }
    I know Ceejay has already been working on a CRT shader, so this is probably useless, but who knows...

    EDIT : removed tex2D commands in favour of inputColor parameter so the fx chaining works properly, added screens...
     
    Last edited: Jan 13, 2013
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