SweetFX Shader Suite release and discussion thread #4

Discussion in 'Games, Gaming & Game-demos' started by CeeJay.dk, Sep 30, 2013.

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  1. Lushfa

    Lushfa Member

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    I ran it on Win8.1 with dx10 though, since I have no dx11 gpu. The vcredists and .net framework issue is tricky by the way. It is hard to help you with that issue since I can only tell you what I know from other users with similar issues. For them it always helped (you can find out more in the TWC forum). To be sure you might also select dx10 instead but I doubt thats the problem.
     
    Last edited: Nov 20, 2014
  2. smarteck

    smarteck Active Member

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    Hey, Im testing on AC Black Flag and I think it's awesome !! :D

    [​IMG]

    [​IMG]

    [​IMG]


    Also, I edit the default Dirt texture, I remove saturation and the spermatozoid xD

    [​IMG]


    The new dds file (just in case): http://www.mediafire.com/download/xsf2xcfs5423kus/dirt_31.dds

    Thanks and Keep the good work !!!!


    Saludos. =)

    //////
     
    Last edited: Nov 20, 2014
  3. kx11

    kx11 Ancient Guru

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    wow that is fantastic , is it available ?!
     
  4. Lushfa

    Lushfa Member

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    LoL, I think you read my and many other peoples mind :p I though the exact same thing about that "spermatozoid"! You seem good with textures. Could you also provide the colored version without "spermatozoid" and maybe you noticed the deep scratches on the OV textures, is it possible to remove those too (just as an alternative)?

    In the dev process, a friend tried 64bit Ubisoft games yesterday and the Uplay overlay prevented some games to start with GEMFX. Did you have any issues with that?
     

  5. smarteck

    smarteck Active Member

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    Yes, he share the download link on page 83.

    //////
     
  6. smarteck

    smarteck Active Member

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    Sure, here is with the default saturation (remove the "(2)" in the file name: http://www.mediafire.com/download/b1edwd52ac1nlc1/dirt_31%282%29.dds

    And About Uplay Overlay I almost never used becouse does not work with AfterBurner overlay : P

    But I test for you now with AC Black Flag only with the injector and no problem.. Uplay overlay works perfect here. :D

    Maybe Watch Dogs is 64bits.. let me test...

    EDIT: aa yes, does not work.. need the 64bit dll


    //////
     
    Last edited: Nov 20, 2014
  7. kx11

    kx11 Ancient Guru

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    i can't find that link :(
     
  8. Lushfa

    Lushfa Member

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    Thanks a bunch :) it is 64bit but wont work in the current version. I am about to release v1.0.1 with 64bit support in a bit.
    EDIT::For the afterburner overlay you can try to dump it down (there are some options to just make it not look as fancy) and it might work (not sure at the moment what settings I used when I ran into those issues).
    EDIT2::I saw the texture is compressed with only little quality loss (suprised actually how small it got). However, do you also have the uncompressed version (its a little smoother)?

    There you go :) Make sure to also get up in the hierarchie to check tech support and other information.
     
    Last edited: Nov 20, 2014
  9. kx11

    kx11 Ancient Guru

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    thank u
     
  10. smarteck

    smarteck Active Member

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    great.. is time to sleep here, I will search for that tomorrow to test on x64 games... Thanks a lot for share your work Lushfa !!!

    Saludos =)

    //////
     

  11. Lushfa

    Lushfa Member

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    I released a little update of GEMFX (v1.0.1)
    This update::
    - introduces some optimizations
    - now supports 64bit applications (select option in the configurator)


    Note#1:: that it was so far only tested on Windows 8.1 (not yet tested on 64bit application on Windows 7).
    Note#2:: 64bit applications might have issues with steam or uplay overlays!
     
    Last edited: Nov 20, 2014
  12. superkickstart

    superkickstart Member

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    Is there any known incompatibilities with GEMFX? afterburner etc? Every game just crashes for me and i have tried to close every other program i have running. Windows 8.1 pro 64 bit, latest nvidia drivers. I also tried it with my old 580 GTX.
     
  13. Lushfa

    Lushfa Member

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    Since I dont want to spam this thread with solving issues can you ask in the TWC thread? Information such as the apps name and GEMFX.log files after crashes would help. It is not compatible to the fps overlay of afterburner on win8.1 unless you dump it down. It is not compatible to fraps of course.
     
  14. superkickstart

    superkickstart Member

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    I'll do that next time i'm trying this out, thanks. Looks amazing otherwise. So many options!
     
  15. Wicked_Sick

    Wicked_Sick Active Member

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    Will the Reshade support AMD's Mantle?
     

  16. Crosire

    Crosire Member Guru

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    As soon as they release a public SDK, which they not yet did.
     
  17. Wicked_Sick

    Wicked_Sick Active Member

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    Ahh, too bad. I asked because Inquisition runs pretty bad with Botolossaur's x64 dlls and DX11 in a forest map.

    But with Mantle it runs way better. But, of course, no SFX. It means, NO SHARPENING.

    Man, it's disgusting... Everything looks so dead, so blurred ugh...
     
  18. Marty McFly

    Marty McFly Member

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    No worries, I just created some nice, hazy multipass bloom which is not only gaussian blur but a complex combination of different blur directions, mipmap levels and blur steps. It is quite fast and hazy but can also be concentrated when something is extremely bright. Idea of this combination came from ENB bloom but since the internals of this bloom aren't documented I had to come up with something on my own. I might use the highest blur step as source for local contrast shader.
     
  19. angellman

    angellman Member

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    Hi,LuciferHawk! It works with OGL games - RAGE,WOLFENSTEIN TNO,DOOM3 ?:)
     
  20. CeeJay.dk

    CeeJay.dk Master Guru

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    It's been a while since I last posted something about the progress so I thought I'd share the current plan and wishlists from both SweetFX and ReShade development.

    SweetFX:
    .-------------------------------.
    | :: Planned for SweetFX 1.6 :: |
    '-------------------------------'
    PixelArt CRT

    .---------------------------.
    | :: Done for SweetFX 2.0:: |
    '---------------------------'
    Custom
    Renamed USE_SMAA_ANTIALIASING to USE_SMAA
    Renamed USE_FXAA_ANTIALIASING to USE_FXAA

    .-------------------------------.
    | :: Planned for SweetFX 2.0 :: |
    '-------------------------------'
    LUT color grading
    Film Grain
    PixelArt CRT
    Splitscreen

    Check Dithering pattern still works under ReShade
    FXAA Luma prepass. (combine with one of the other passes?)
    Fix Transitions
    Move the loading code out from sweet.fx and main.h and into it's own file to tidy the code.
    Possibly move the special textures and samplers to the wrapper .h for the effect they belong to.
    Possibly combine all the wrappers in one file, maybe with the loading file.

    .-------------------------------.
    | :: Planned for SweetFX 2.1 :: |
    '-------------------------------'
    SSAO
    DoF

    .-------------------------------.
    | :: Planned for SweetFX 2.2 :: |
    '-------------------------------'



    .------------------------.
    | :: Work In Progress :: |
    '------------------------'
    Film Grain
    PixelArt CRT
    Colorblind
    Daltonize
    ASCIIart
    Print function

    .------------------------.
    | :: Wishlist / Ideas :: |
    '------------------------'
    Write a short manual for every SweetFX effect.
    Write a detailed manual for every SweetFX setting
    SSAO
    DoF
    Custom Texture Blend / Custom Bezel
    Temporal Dithering
    Hexelate/Pixelate/Tesselation
    Median Filter (possibly a two pass pseudo median for performance reasons)
    Gain & Bias / Dino Dinis tunable sigmoid function
    1D Bezier and Catmull-Rom spline curves
    Lens Distortion
    FPS counter (and maybe other counters)
    Clock (get print function working first)
    Color Temperature (have source - needs porting)
    FineSharpen
    Splitscreen Clone mode
    Splitscreen difference mode
    Chromakey
    Selective color ("Sincity" effect - I know there is one already but it's not as good as I'd like)
    Explosion shader - Paint strokes mode
    Explosion shader - Gaussian noise
    Explosion shader - Explode the individual color components
    Custom convolution shader
    Local contrast enhancement (Mipmapping and Multiple passes are in place .. need to think about getting it fast enough to be useful)
    CMAA Anti-Aliasing

    .--------------------.
    | :: Nice to have :: | .. but not super critical right now
    '--------------------'
    More performance:
    * Move some instructions to the vertex shader to improve performance
    * Reoptimize SMAA 2.8 using ideas from SweetFX 1.5 and 1.6 development
    * Dynamic branching for LumaSharpen and Cartoon to further improve performance (requires new vertex shader)
    * 2 Pass LumaSharpen
    * Precompute many Advanced CRT calculations into a dynamic texture and reference them subsequently instead of calculating them every frame
    * Let the Border shader branch out the other shaders in it's pass.
    * Combine Shared pass with the last non-shared pass. (need to write logic to figure out which)
    Better CRT (have several ideas and borrowed code - need to put it all together and improve it)
    Better Bloom
    Better HDR
    More transitions
    A comparison mode for Curves so people can compare the different modes and better choose between them
    Improvements to Lumasharpen (adapt strenght to screen size, and new limiters, maybe a reverse gamma function limiter?)
    Chromatic Aberation improvements
    More adjustment settings for the new vignette modes.


    .--------------.
    | :: Future :: | .. "We'll get there when we get there!"
    '--------------'
    SMAA S2x
    SMAA T2x
    FXAA S2x
    FXAA stenciling
    Fetch4 on AMD under DX9
    Motion Blur
    Anisotropic filters
    Histogram
    Research edge detection algorithms for Cartoon.
    Up/Downscaling shaders to support custom resolution mode for ReShade
    Debanding shader
    Fourier transform filters.

    ReShade:
    .------------.
    | :: Done :: |
    '------------'

    - Support Windows Vista, 7, 8, 8.1+
    - Support 32 and 64 bit
    - Support D3D 8, 9, 9ex, 10, 10.1, 11, 11.1, 11.2 and OpenGL
    - Translate Direct3D 8 calls to Direct3D 9 to allow for more advanced shaders
    - Solve the problems with NVIDIA Optimus
    - Hook dynamically and only the APIs the application uses
    - Support multiple render targets
    - Support true multiple passes with rendertarget output
    - Support multiple techniques for rendering
    - Bind no vertexbuffer and let the shaders generate vertices via id
    - Declare custom textures and their properties in the shader code
    - Ability to set the size of these buffers (images are stretched automatically)
    - Be intelligent about paths, everything is seen relative to the injector
    - Protect user privacy by obfuscating paths before writing them to the log
    - Clear rendertargets before shaders modify them
    - Save screenshots as PNG images
    - Include the application name and current date in each screenshot filename (e.g. Borderlands2 (2013-06-21 20.48.10).png)
    - Fully featured builtin shader preprocessor, parser and compiler which translates effects written in a shader language based on HLSL into HLSL shadermodel 3-5 and GLSL 4.3
    - Predefined macro "__RENDERER__" telling which renderer is used (0xD3D9, 0xD3D10, 0xD3D11 or 0x061)
    - Predefined macro "__VENDOR__" and "__DEVICE__" which expose the vendor id and GPU device id rendering is performed on
    - Use shader annotations to use features and set options of the injector:
    On uniforms:
    frametime | time in milliseconds it took for the last frame to complete
    framecount | total amount of frames since the game started
    date | float4(year, month (1 - 12), day of month (1 - 31), time in seconds after midnight)
    timer | high precision timer counting in milliseconds starting from game begin
    timeleft | time in milliseconds left until the technique timeout is reached
    key | boolean set to true if the specified key (keycode annotation) is pressed and false otherwise
    On techniques:
    enabled | boolean setting wether to use this technique for rendering by default
    toggle | keycode for the key used to toggle this technique on or off
    toggletime | time in seconds after midnight at which this technique should be toggled
    timeout | time in milliseconds after which this technique is toggled off again (i.e. for generating textures from shader code, by running the shader once at start)
    - Fallback to Sweet.fx and Reshade.fx if API_NAME.fx cannot be found
    - Allow array initialization
    - Force triple buffering in Direct3D9 if VSync is enabled
    - Generic depthbuffer access
    - Solve issues with framebuffer formats other than RGBA8

    .------------------------.
    | :: Work In Progress :: |
    '------------------------'

    - Depth texture support - Note: We will probably have to restrict access to this to prevent people writing effects that can be used to cheat
    - Improve performance!

    .------------------------.
    | :: Wishlist / Ideas :: |
    '------------------------'

    - Force 10bit (per channel) output from the game - if possible it would eliminate banding problems. (Seems problematic to find a generic way to do that works with all games)

    .--------------------.
    | :: Nice to have :: | .. but not super critical right now
    '--------------------'

    - Option to specify a static screenshot save location
    - Name that doesn't conflict with other apps like the Reshade program (http://reshade.com)
    - Windows 10 support (Should work already - it's just untested)

    .--------------.
    | :: Future :: | .. "We'll get there when we get there!"
    '--------------'

    - Ability to change shader settings in-game, or at least change between presets
    - API so games can communicate with ReShade
    - Add an OpenGL renderer for OpenGL 2 (or 3, but more cards support 2)
    - Load another proxy dll after Reshade so you can chain HiAlgo, ENB, Reshade and Perception (http://www.******.com/) and others
    - Output to other resolutions (HiAlgo have experience here) - GeDoSaTo can also override the rendering resolution - people love this feature
    - Possibly pass generated GLSL shaders to GLSL optimizer before compiling (or implement own optimizer for all)
    - Work with stereoscopic 3D. Some Stereoscopic modes uses 2 backbuffers a left and a right (we need a good testcase - what games do this?)
    - Ability to combine different image files into one custom texture for memory and performance reasons (for now this can be done manually)
    - Ability to trigger functions using a key combo, not just one key
    - Ability to upload preset to an online database and download and quickly swap between other popular presets for the game you are currently playing
    - Possibility to have freesized backbuffer/depthbuffer textures (image is stretched before copied there)
    - Ability to access individual MSAA buffers to create two or more textures from them, in order to implement SMAA S2x (and maybe S4x)
    - Ability to read from previous output buffers (temporal SMAA *might* be done if I had access to the two previous frames we created - also it allows for LDR eye adaptation)
    - ability to specify a start and end value for counters and if they should count the other when way pressed the next time or reset and count the same way again
    - Linux support (should be possible to hook the OpenGl calls via "dlsym" there)
    - DX12 support (Not released and no SDK available yet)
    - OpenGL Next support (Not released and no SDK available yet)
    - Mantle support (No SDK available yet)
    - WinXP support (by then WinXP will likely be completely irrelevant)
    - Record audio from stereo and find a way to display on screen to give visual clues to the deaf
    - Save SweetFX settings in the image as metadata (nice to have but not important)
     
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