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. Gembel

    Gembel Master Guru

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    You are right, i guess this kind of game doesn't work with SMAA, the ingame AA have to off completely..though the alias is minimal and only appear in some thin objects imo :)

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    Last edited: Jan 13, 2013
  2. simbala

    simbala Member

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    Sweetfx custom config + Hi res Textures

    Hi new in here

    Far cry 3 Sweetfx + Hi res textures

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  3. kaicooper

    kaicooper Master Guru

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    anyway to make sweetfx work with Nightmare House 2 mod?
    or Cry of Fear
     
  4. CeeJay.dk

    CeeJay.dk Master Guru

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    I googled it : http://code.google.com/p/qindie-gl/

    Install it to the game folder and then install SweetFX to the same folder
     

  5. CeeJay.dk

    CeeJay.dk Master Guru

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    Not useless at all. Mine is supersimple - This one looks like it gives better results.
    Please keep developing it. I'll still keep developing mine - having a superfast option is also nice.

    I notice that it's using the BT.601 colorspace RGB-to-YUV conversion values, which is probably best when used with emulated games that were designed for the BT.601 colorspace.
    I think it would be a good idea to have to option to use the BT.709 values as well because PC games and games designed for HDTV use the BT.709 values (if they don't - they should.)
    You can find the values here : http://en.wikipedia.org/wiki/YUV

    Hopefully we can also optimize the many sin and cos statements or it looks like it would be a fairly ALU demanding shader.
    Sin and cos can be approximated with a Taylor expansion and for something like this it should be good enough.

    This can be done in Wolfram Alpha using "series <formula> at <point to approximate at>"

    An example : Sin(x) at 1.0

    It's also possible to do a sin using a cos and vice versa - some of the code might be easier to optimize if changed from sin or cos to cos or sin.

    BTW this part puzzles me a little :
    rgb.rgb = rgb.rgb * (0.4 + (float4(c0,c1,c2,c3)+0.65)/2.3);

    If you take a float3 (rgb.rgb) and multiply it by a float4, don't you just get the same result as if you had multiplied it with the first 3 values in the float4?

    That is .. it should give the same result as :
    rgb.rgb = rgb.rgb * (0.4 + (float3(c0,c1,c2)+0.65)/2.3);

    If I'm right about this (could you please check?) then we don't have to calculate c3.

    EDIT:
    BTW Violator - the FXAAtool dev have been working on a new version of FXAAtool. This new version includes a scanlines shader which does something similar only simpler :

    Code:
    /*------------------------------------------------------------------------------
    						SCAN LINES
    ------------------------------------------------------------------------------*/
    float4 ScanlinePass(float4 colorInput, float2 tex)
    { 
     	float4 LineColor;
    	LineColor = tex2D( s0, tex.xy);
    	LineColor.r = LineColor.r*sin(tex.y*(100 * ScanLineWidth));
    	LineColor.g = LineColor.g*sin(tex.y*(200 * ScanLineWidth));
    	LineColor.b = LineColor.b*sin(tex.y*(400 * ScanLineWidth));
    	#if (ScanLineColor == 0)
    		LineColor.rgb = (LineColor.r+LineColor.g+LineColor.b)/1.0f; //greyscalemode
    	#endif
    	return lerp(colorInput, LineColor, ScanLinePower);
    } 
    EDIT2: Some of the curves I use in the Curves shader could also be adapted to create a faster sin/cos alternative
     
    Last edited: Jan 13, 2013
  6. Marcel

    Marcel Maha Guru

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    yes... PC version look very bad. Boulotaur2024 shots from PS2 version looks very nice.

    ...

    FABLE 3

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  7. Maken

    Maken Master Guru

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    @ Marcel
    Hi, how you been?
    Very nice work man :D in special lastest 3.
    Greetings keep it up
     
  8. tony_almeida

    tony_almeida Active Member

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    Config
    /*-----------------------------------------------------------.
    / 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 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 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_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 2.00 // [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 4 // [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 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 //[0.6 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(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(1.000, 1.100, 1.200) //[0.000 to 2.000] Adjust highlights for Red, Green and Blue


    /*-----------------------------------------------------------.
    / Tonemap settings /
    '-----------------------------------------------------------*/
    #define Gamma 1.05 //[0.00 to 2.00] Adjust midtones

    #define Exposure 0.25 //[-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 0.30 //[-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
    Screenshot
    Off
    http://i.imgur.com/dcJgR.jpg
    On
    http://i.imgur.com/4GK1w.jpg
     
    Last edited: Jan 14, 2013
  9. Marcel

    Marcel Maha Guru

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    fine :) but I have a lot of work. I do not have much time to sweetfx.

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  10. marcosamerio

    marcosamerio Master Guru

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    Hi all, i having problems to turn on SweetFX on Crysis 2, i follow this instructions:

    " ** Crysis 2 **
    Install SweetFX to the main Crysis 2 folder, but move d3d9.dll , dxgi.dll and injector.ini to the bin32 folder.

    Then create an autoexec.cfg file in the main Crysis 2 folder and paste the following text into it.

    r_FSAA = 0
    r_UseEdgeAA = 0
    r_PostMSAA = 0

    This disables all forms of ingame AA, allowing the injector to work."

    But always i receive appcrash with d3d9.dll, anyone can help me

    Bye all
     

  11. Marcel

    Marcel Maha Guru

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    do photo from Crysis folder. We will look into it. For me it works without problems.
     
  12. marcosamerio

    marcosamerio Master Guru

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    Ty Marcel to reply me, the problem is fixed, the command of number of speaker

    in the cfg was causing the crash, now SweetFX is working.

    Bye and thanks again
     
  13. Maken

    Maken Master Guru

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  14. simbala

    simbala Member

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    Sorry for off-topic
    I posted in this thread 12 hrs ago or so, I still cannot see it!
    How much time its gonna take to approve user post?
     
  15. simbala

    simbala Member

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    Anyways will Post again :D

    Far cry 3 Sweetfx + Hi res textures

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    Last edited: Jan 14, 2013

  16. sexus

    sexus Master Guru

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    woah what how , so your saying sweetfx does work with opengl it just needs an addon aka qindie-gl? :3eyes: if thats so we need some great tweaks


    btw i too just as kaicooper, would like a nice tweak for cry of fear and amnesia as well they desperately need it :)

    btw almost forgot those are some epic screens for silent hill 4 , looks much better than the pc version wich is absurd , this could be an opurtunity to make old games shine anew :banana: , hell im just about to go and reiinstall pcsx2 again and load up my sh4 iso , hell anybody planning on doing some killer 7 tweaks :banana:


    btw marcel keep up those epic tweaks i still am lovin your final darkness II tweak and that you tried to make it as close as to the release cg trailer colours instead of the crappy cartoony disneyland colours just needs abit more contrast for hdr sources since it makes lights seem dimmed like an overlay
     
    Last edited: Jan 14, 2013
  17. kaicooper

    kaicooper Master Guru

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    he did for Darkness II ..? really
    give me the configs plz if u have it
     
  18. simbala

    simbala Member

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    Can anyone please share on how to make shadows lighter!
     
  19. milamber

    milamber Maha Guru

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    I finally got SweetFX to work with a DX11 game -- Sleeping Dogs! It still doesn't work in NFS: Most Wanted. And it does work in Assassins Creed 3 but driver-side SGSSAA doesn't work so I still have to use in-game TXAA to get rid of the jaggies.
     
  20. marcosamerio

    marcosamerio Master Guru

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