SweetFX Shader Suite release and discussion thread #3

Discussion in 'Games, Gaming & Game-demos' started by CeeJay.dk, Mar 18, 2013.

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  1. Evillution

    Evillution Guest

    Thanks, ninjafada the only thing is that the server does not use PB. Do u think it would be possible to make the proxy.dll hidden or somthing to that nature? Or maybe just disable sweetFx and remove the proxy.dll, then while in game tab out drop the .dll back in and reenable SweetFx?
  2. Zomgerd

    Zomgerd Guest

    Have a look here: http://sfx.thelazy.net/games/game/32/

    However do note that SweetFX only works in DX9 mode with FC3.
  3. asskicker2

    asskicker2 Guest

  4. Elajitz

    Elajitz Master Guru

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    GeForce RTX 4090

  5. ninjafada

    ninjafada Guest

    no you can't , the game load the proxy dll at start
    if you want to make an undetectable sweetfx it will has to be like all the aimbot and hack are done with an exe running hacking the memory of the game
    and you'll be ban too after they update their anticheat

    i have no problem with punkbuster and the dll

    no you can't
    and punkbuster doesn't ban you
    Last edited by a moderator: Apr 16, 2013
  6. LaGolfa

    LaGolfa Guest

    I get some weird black edges around the text with 1.4 which really makes everything look messed up... I solve it by using SweetFX Configurator and remove then re-add SweetFX through the program.
    Any way to fix it a more proper way as I suspect that the configurator add's 1.3 instead of 1.4?

    Thanks in advance ~LaGolfa
    Last edited by a moderator: Apr 16, 2013
  7. CeeJay.dk

    CeeJay.dk Guest

    What game did you see this in and can you show me your settings?
  8. Gramps

    Gramps Guest

    I hope you can improve on the Dither shader, so that it not only fixes banding caused by the shaders in SweetFX, but those caused by in-game effects as well.
  9. kaicooper

    kaicooper Guest

    anyone tried sweetfx with Amnesia after the openlg emulator or somthing?
  10. CeeJay.dk

    CeeJay.dk Guest

    I thought of a way to do this some pages back.
    By modifying the windows gamma ramp, you could make color adjustments and tweak the contrast.
    My idea needs to be made into a program though and sadly I don't have the spare time for more than SweetFX (and barely that)

    On the other hand, AFAIK Punkbuster does not detect SweetFX as a cheat.
    Evenbalance have said earlier that they don't currently ban or kick for this type of mod, and should they ever change their mind, they would only kick for it.
    This makes sense - there are so many benign mods that use the same techniques that a ban would affect tons of people who didn't use cheats.

  11. conan2k

    conan2k Guest


    It would be great to have the Deband shader in the next SweetFX release.
  12. -Tj-

    -Tj- Ancient Guru

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    3080TI iChill Black
    Yes that would own! :)

    btw, what am I doing wrong in COD4 and COD5 mp?

    It says this in log, also when I reload the shader it works (i mean it stalls fps a bit), but i cant toggle it on/off and there isnt any effect at all?

    full path: G:\Windows 8 games\COD5 WAW\
    redirecting CreateDevice
    initialising shader environment
    Scrrenshot taken 3219, Multisampling 1
    Last edited: Apr 16, 2013
  13. Evillution

    Evillution Guest

    Thanks ninjafada for the info. Yeah i thought u were referring to a .dll that sweetfx comes with, my bad.
    Also i was wrong about the nova servers their are monitored by Sysops or Syops somthing like that.
    I researched it a little on Nova's site and im glad i didnt try it to many times becuase they do consider it a cheat. O well atleast i can still use it on the private servers.

    Thanks for the help
  14. LaGolfa

    LaGolfa Guest

    It's in Battlefield 3. Here's the settings (BF-3 FireTheIce! Updated 13-04-06 by Elajitz, the best config I've ever seen):
      /                       Description                           /
    Game: Any
    SweetFX version: 1.4
    Author: CeeJay.dk
    These are the default settings for SweetFX 1.4
    They smoothen jagged edges with SMAA anti-aliasing, sharpen the image with LumaSharpen and make the colors slightly more vibrant with Vibrance.
    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 : http://sfx.thelazy.net/games/
      /                      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 using the SMAA technique.
    #define USE_FXAA_ANTIALIASING 0 //[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_CARTOON       1 //[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_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 (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        0 //[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_BORDER        1 //[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 0.08           //[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 98      //[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 9       //[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.
      /                      Cartoon settings                       /
    #define CartoonPower 0.5            //[0.1 to 10.0] Amount of effect you want.
      /                    Advanced CRT settings                   /
    #define CRTAmount            0.50    //[0.00 to 1.00]  Amount of CRT effect you want
    #define CRTResolution        8.0     //[1.0 to 8.O]    Input size coefficent (low values gives the "low-res retro look"). Default is 1.2
    #define CRTgamma             2.4     //[0.0 to 4.0]    Gamma of simulated CRT (default 2.4)
    #define CRTmonitorgamma      2.2     //[0.0 to 4.0]    Gamma of display monitor (typically 2.2 is correct)
    #define CRTBrightness        1.0     //[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   1.5     //[0.0 to 2.0]       Curvature Radius (only effective when Curvature is enabled). Default is 1.5
    #define CRTCornerSize        0.0010  //[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            -0.10   //[-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        1      //[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 2.00   //[0.10 to 3.00] Strength of the sharpening
    #define sharp_clamp    0.10  //[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 1.25  //[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)
      /                      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(1.000, 1.000, 1.000)  //[0.000 to 2.000] Adjust highlights for Red, Green and Blue
      /                        Tonemap settings                     /
    #define Gamma 1.05        //[0.000 to 2.000] Adjust midtones
    #define Exposure 0.01    //[-1.000 to 1.000] Adjust exposure
    #define Saturation 0.25  //[-1.000 to 1.000] Adjust saturation
    #define Bleach -0.01      //[0.000 to 1.000] Brightens the shadows and fades the colors
    #define Defog 0.005 //[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 0.30 //[-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 0.15 //[-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
      /                       Vignette settings                     /
    #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       //[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 1  //[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                      /
    //No settings yet, beyond switching it on or off in the top section.
      /                     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
    Thanks for looking into this!
    Last edited by a moderator: Apr 16, 2013
  15. Elajitz

    Elajitz Master Guru

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    GeForce RTX 4090
    Hey LaGolfa! Try to Disable Cartoon effect or lower it a bit!
    Or try My Updated Settings here! http://sfx.thelazy.net/games/preset/327/

    Last edited: Apr 17, 2013

  16. ploughplough

    ploughplough Guest

    Can any recommend good settings for Dishonored? Think i had Marcel or Makens settings but seem to have lost them!!
  17. Maken

    Maken Master Guru

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    Gigabyte 980Ti 6GB
    Hi there, sorry man I didn't made settings for Dishonored. Just wanted to tell you that you know :).

  18. ron533

    ron533 Guest

    Massive FPS drop and stutters

    Hello :)

    First - thanks for this great feature!! just amazing!

    I have a problem though:
    I got a new GTX680 this week, after years with ATI cards (latest was 5870).
    Running the latest Nvidia drivers (314.22) - I get a massive drop in FPS and minor stutters when running SweetFX 1.3 with BMS (A Falcon 4.0 F-16 flightsim conversion) ,even WITHOUT running ANY post process, just by turning it on. It drops from 40-50 FPS to 20-25 and stutters.
    How come?? am I missing something here? drivers problem maybe?

    Running with my old ATI card had no such problems.

    Thanks for the help!
    Last edited by a moderator: Apr 17, 2013
  19. CeeJay.dk

    CeeJay.dk Guest

    The Cartoon effect, detects changes in contrast (edges mostly) and then darkens depending on the strength of the contrast.
    Unfortunately text is always full of contrast and edges, and so the Cartoon effect will add dark outlines to it.

    So like Elajitz said, try either lowering it or turn it off.

    It is an awesome preset though.

    Elajitz: One note about your latest preset - You apply gamma in both LGG and Tonemap and from a performance point of view that is inefficient.
    You should be able to just multiply your RGB_Gamma values by the Gamma value in Tonemap and get the same result, if I remember correctly at least.

    Try multiplying them by 1.05 and then just set Gamma in tonemap to 1.000.
    This should do the same and be slightly faster.
  20. Elajitz

    Elajitz Master Guru

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    GeForce RTX 4090
    I have try that you told me its not so big visual difference as whit LGG enabled,
    More than that the picture color get a bit wormer, but its getting me absolutely more performance whit LGG disabled
    thx CeeJay for you help! :)
    Updated version http://sfx.thelazy.net/games/preset/327/
    BTW are there any way to apply FOV features to SweetFX in future?
    Last edited: Apr 17, 2013
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