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. BenYeeHua

    BenYeeHua Ancient Guru

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  2. OrdinaryOregano

    OrdinaryOregano Master Guru

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  3. WhiteLightning

    WhiteLightning Don Illuminati Staff Member

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  4. ninjafada

    ninjafada Master Guru

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    i had to use the repair fonction of the package visual c++ to make bf4 working
    most of the time i have the error it's because when i install a game it install the runtime too and fail
     

  5. apoklyps3

    apoklyps3 Master Guru

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    i'm having a crash trying to run the ported sweetfx to eFX alpha with Pro evolution soccer 2014:

    [​IMG]


    dxgi.log shows nothing but this:
    2013-10-22 17:55:12 | INFO | GENERAL | Initializing Crosires "eFX" Version 2.0.0.0 ...

    settings file:
    Code:
       /*-----------------------------------------------------------.   
      /                       Description                           /
      '------------------------------------------------------------/
    
    Game:  Pro Evolution Soccer 2014
    SweetFX version: 1.4/Boulotaur2024 with TV Levels and  updated Border Shader
    Author: K-putt
    Description: 
    
    K-putt'e Pro Evolution Soccer 2014 Config 1.0
    
    •FXAA
    •LUMASHARPEN
    •TONEMAP
    •LIFTGAMMAGAIN
    •VIBRANCE 
    •CURVES 
    
       /*-----------------------------------------------------------.
      /                      Choose effects                         /
      '-----------------------------------------------------------*/
    
    // Set to 1 for ON or 0 for OFF
    #define USE_SMAA_ANTIALIASING 0 //[0 or 1] SMAA Anti-aliasing : Smoothens jagged lines using the SMAA technique.
    #define USE_FXAA_ANTIALIASING 1 //[0 or 1] FXAA Anti-aliasing : Smoothens jagged lines using the FXAA technique
    #define USE_CARTOON           0 //[0 or 1] Cartoon : "Toon"s the image.(Interferes with SMAA, CRT, Bloom, HDR and Lumasharpen)
    #define USE_TVLEVELS          0 //[0 or 1] TVLevels : Adjusts the brightness/darkness of the scene with a straight line instead of a curve.
    #define USE_ADVANCED_CRT      0 //[0 or 1] Advanced CRT : Simulates an old CRT TV display. Set gaussian blur along with it to get a halation effect
    #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_GAUSSIAN          0 //[0 or 1] Gaussian Blur : can be used to... blur, but also bloom/hazy/glowy look, also unsharp masking
    #define USE_FILMGRAIN         0 //[0 or 1] Filmgrain effect
    #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     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_CA               0  //[0 or 1] Chromatic aberration
    #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_BORDER            0 //[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 0.05           //[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 32     //[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 39      //[1 to 39] Choose the quality preset. 39 is the highest quality.
    #define fxaa_Subpix 0.1            //[0.000 to 1.000] Choose the amount of sub-pixel aliasing removal.
    #define fxaa_EdgeThreshold 0.01    //[0.000 to 1.000] Edge detection threshold. The minimum amount of local contrast required to apply algorithm.
    #define fxaa_EdgeThresholdMin 0.3  //[0.000 to 1.000] Darkness threshold. Trims the algorithm from processing darks.
    
    
       /*-----------------------------------------------------------.
      /                  Cartoon settings                           /
      '-----------------------------------------------------------*/
    #define CartoonPower 1.0             //[0.1 to 10.0] Amount of effect you want.
    
    
       /*-----------------------------------------------------------.
      /                      TVLevels settings                      /
      '-----------------------------------------------------------*/
      
    #define DARK_LEVEL 1.0				//[0 to 255] Darkness strength. Higher values mean darker shadows, 0 means no change. Default is 16.0
    #define BRIGHT_LEVEL 4.0			//[0 to 255] Brightness strength. Higher values mean brighter lights, 0 means no change. Default is 20.0
    
    
       /*-----------------------------------------------------------.
      /                  Advanced CRT settings                     /
      '----------------------------------------------------------*/
    #define CRTAmount            1.00    //[0.00 to 1.00]  Amount of CRT effect you want
    
    #define CRTResolutionX       1920     //[1 to 2048]     Original input width of the game (ie. 320)
    #define CRTResolutionY       1080     //[1 to 2048]     Original input height of the game (ie. 240)
    #define CRTgamma             2.2     //[0.0 to 4.0]    Gamma of simulated CRT (default 2.4)
    #define CRTmonitorgamma      2.0     //[0.0 to 4.0]    Gamma of display monitor (typically 2.2 is correct)
    #define CRTBrightness        1.02     //[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   2.5     //[0.0 to 2.0]       Curvature Radius (only effective when Curvature is enabled). Default is 1.5
    #define CRTCornerSize        0.0100  //[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            -0.15   //[-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        0       //[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 0.37   // [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)
    
    
       /*-----------------------------------------------------------.
      /                  Gaussian Blur settings                     /
      '-----------------------------------------------------------*/
    #define GaussEffect 2        //[0|1|2|3]        0 = Blur, 1 = Unsharpmask (expensive), 2 = Bloom, 3 = Sketchy. Default is 2
    #define GaussQuality 2       //[0|1|2|3]        Warning: 2 and 3 are expensive. Default is 1
    #define GaussSigma 1       //[1 to 4]         The higher the wider blur/bloom is (only effective when Bloom selected)
    #define GaussBloomWarmth 2   //[0|1|2]          "Temperature" of the bloom - 0 = neutral, 1 = warm, 2 = hazy/foggy
    #define GaussThreshold 0.50  //[0.00 to 1.00]   [DX10/11 only] Threshold for what is a bright light (that causes bloom) and what isn't.
    #define GaussExposure 43.0   //[0.00 to 100.00] [DX10/11 only] Exposure of the effect (the lower the brighter)
    #define GaussStrength 0.14  //[0.00 to 1.00]   Amount of effect blended into the final image
    
    
       /*-----------------------------------------------------------.
      /                  Film grain settings                        /
      '-----------------------------------------------------------*/
    #define FilmGrainIntensity 0.75  //[0.00 to 1.00] Intensity of grain. Default is 0.46
    #define FilmGrainExposure 30     //[0 to 100]     Grain Exposure. Default is 40 (Lower -> darker noise)
    #define FilmGrainSize 8          //[0 to 10]      Size of the grain. Default is 2 (Higher -> thinner noise)
    
    
       /*-----------------------------------------------------------.
      /                  TECHNICOLOR settings                       /
      '-----------------------------------------------------------*/
    #define TechniAmount 0.46         //[0.00 to 1.00]
    #define TechniPower  4.0         //[0.00 to 8.00]
    #define redNegativeAmount   0.74 //[0.00 to 1.00]
    #define greenNegativeAmount 0.83 //[0.00 to 1.00]
    #define blueNegativeAmount  0.9 //[0.00 to 1.00]
    
    
       /*-----------------------------------------------------------.
      /                  Cineon DPX settings                        /
      '-----------------------------------------------------------*/
    #define Red   5.0  //[1.0 to 15.0]
    #define Green 8.0  //[1.0 to 15.0]
    #define Blue  7.0  //[1.0 to 15.0]
    
    #define ColorGamma    1.0  //[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   0.33  //[0.60 to 0.20]
    #define GreenC 0.36  //[0.60 to 0.20]
    #define BlueC  0.35  //[0.60 to 0.20]
    
    #define Blend 0.23    //[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(1.0, 1.0, 1.0)  //[0.000 to 2.000] Adjust shadows for Red, Green and Blue
    #define RGB_Gamma float3(1.03, 0.99, 1.0)  //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
    #define RGB_Gain  float3(1.0, 1.0, 1.0)  //[0.000 to 2.000] Adjust highlights for Red, Green and Blue
    
    
       /*-----------------------------------------------------------.
      /                  Tonemap settings                           /
      '-----------------------------------------------------------*/
    #define Gamma 0.98                       //[0.000 to 2.000] Adjust midtones
    #define Exposure 0.0                     //[-1.000 to 1.000] Adjust exposure
    #define Saturation 0.0                   //[-1.000 to 1.000] Adjust saturation
    #define Bleach 0.0                       //[0.000 to 1.000] Brightens the shadows and fades the colors
    #define Defog 0.4                       //[0.000 to 1.000] How much of the color tint to remove
    #define FogColor float3(0.0, 0.0, 0.0) //[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 0.2 //[-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 0.4 //[-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
    
       /*-----------------------------------------------------------.
      /                       Chromatic aberration                  										/
      '-----------------------------------------------------------*/
    #define outfocus  0.009                     //[0.00 to 1.000] How strong the effect should be.
    
    
       /*-----------------------------------------------------------.
      /                  Vignette settings                          /
      '-----------------------------------------------------------*/
    #define VignetteRatio 30.00    //[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 12.68   //[-1.00 to 3.00] lower values = stronger radial effect from center
    #define VignetteAmount -2.00  //[-2.00 to 1.00] Strength of black. -2.00 = Max Black, 1.00 = Max White.
    #define VignetteSlope 28       //[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 2  //[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                            /
      '-----------------------------------------------------------*/
    #define border_width float2(0,129) //[0 to 2048, 0 to 2048] (X,Y)-width of the border. Measured in pixels.
    #define border_color float3(0, 0, 0) //[0 to 255, 0 to 255, 0 to 255] What color the border should be. In integer RGB colors, meaning 0,0,0 is black and 255,255,255 is full white.
    
       /*-----------------------------------------------------------.
      /                  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
    
    
       /*-----------------------------------------------------------.
      /                  Key settings                               /
      '-----------------------------------------------------------*/
    // This is the section where you can define your own key mapping
    // See the following URL to find out what keycode a key has:
    // http://www.cambiaresearch.com/articles/15/javascript-char-codes-key-codes
    
    // key_toggle_sweetfx = 45 ; 45 = Einfg
    // key_screenshot     = 35 ; 35 = Ende->
    // key_reload_sweetfx = 46 ; 46 = Entf
    
    
       /*-----------------------------------------------------------.
      /                  Misc settings                              /
      '-----------------------------------------------------------*/
    // You can load and chain other DirectX wrappers (ENB, Helix, Windower...)
    // If the external wrapper is already named d3d9.dll, rename it into
    // something else like "d3d9_enb.dll" (note that even if this is commented it actually works)
    
    // external_d3d9_wrapper = none
    // external_dxgi_wrapper = none
    
    
     
  6. JohnnyUSA

    JohnnyUSA New Member

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    Here you have a complete working copy of eFX + SweetFX for Pro Evolution Soccer 2014.

    Sadly, I don't have enough time to play with those filters, and there are still some bugs that I've already sent to Crosire on his website.

    Download: http://www.mediafire.com/download/c5sxr7vqsz37mul/eFX.rar
     
  7. apoklyps3

    apoklyps3 Master Guru

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    thanks but it doesn't work.
    before launching pes2014, right after the eFX splash , it crashes.
    Forgot to mention I'm on Windows 8.1 Pro.

    Code:
    2013-10-22 18:31:59 | INFO | GENERAL | Initializing Crosires "eFX" Version 2.0.0.0 ...
    2013-10-22 18:32:02 | INFO | HOOK | Installing "d3d9" hooks from file "C:\Windows\system32\d3d9.dll" ...
    2013-10-22 18:32:02 | INFO | HOOK | Installing "kernel32" hooks from handle "75640000" ...
    2013-10-22 18:32:03 | INFO | HOOK | Installing "dinput8" hooks from handle "6E9C0000" ...
    2013-10-22 18:32:03 | INFO | HOOK | Installing "xinput1_3" hooks from handle "00140000" ...
    2013-10-22 18:32:03 | INFO | HOOK | Installing "d3d11" hooks from file "d3d11.dll" ...
    2013-10-22 18:32:03 | INFO | PROXY | Redirecting "D3D11CreateDevice"
    2013-10-22 18:32:03 | INFO | PROXY | Redirecting "Direct3DCreate9"
    2013-10-22 18:32:03 | INFO | HOOK | Installing "dxgi" hooks from file "dxgi.dll" ...
    2013-10-22 18:32:03 | INFO | PROXY | Redirecting "CreateDXGIFactory"
    2013-10-22 18:32:03 | INFO | PROXY | Redirecting "Direct3DCreate9"
    2013-10-22 18:32:03 | INFO | PROXY | Redirecting "IDirect3D9->CreateDevice"
    
    
     
  8. JohnnyUSA

    JohnnyUSA New Member

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    Strange, i have also Windows 8.1 Pro x64 and my eFX.log looks like this:
    Code:
    2013-10-22 18:56:24 | INFO | GENERAL | Initializing Crosires "eFX" Version 2.0.0.0 ...
    2013-10-22 18:56:27 | INFO | HOOK | Installing "d3d9" hooks from file "C:\Windows\system32\d3d9.dll" ...
    2013-10-22 18:56:27 | INFO | HOOK | Installing "kernel32" hooks from handle "77700000" ...
    2013-10-22 18:56:27 | INFO | HOOK | Installing "dinput8" hooks from handle "68550000" ...
    2013-10-22 18:56:27 | INFO | HOOK | Installing "xinput1_3" hooks from handle "6C5D0000" ...
    2013-10-22 18:56:28 | INFO | HOOK | Installing "d3d11" hooks from file "d3d11.dll" ...
    2013-10-22 18:56:28 | INFO | PROXY | Redirecting "D3D11CreateDevice"
    2013-10-22 18:56:28 | INFO | PROXY | Redirecting "Direct3DCreate9"
    2013-10-22 18:56:28 | INFO | HOOK | Installing "dxgi" hooks from file "dxgi.dll" ...
    2013-10-22 18:56:28 | INFO | PROXY | Redirecting "CreateDXGIFactory"
    2013-10-22 18:56:28 | INFO | PROXY | Redirecting "Direct3DCreate9"
    2013-10-22 18:56:28 | INFO | PROXY | Redirecting "IDirect3D9->CreateDevice"
    2013-10-22 18:56:31 | INFO | HOOK | Installing message hook for window "00190DA2" ...
    2013-10-22 18:56:31 | INFO | MENU | Initializing TweakBar using driver "D3D9-0CB7E3A0" ...
    2013-10-22 18:56:31 | INFO | EFFECT | Loading effect file "D:/Pro Evolution Soccer 2014\eFX\Sweet.fx" ...
    2013-10-22 18:56:31 | INFO | PROXY | Redirecting "DirectInput8Create"
    2013-10-22 18:56:31 | INFO | PROXY | Redirecting "IDirectInput8W->CreateDevice"
    2013-10-22 18:56:31 | INFO | PROXY | Redirecting "DirectInput8Create"
    2013-10-22 18:56:31 | INFO | PROXY | Redirecting "IDirectInput8W->CreateDevice"
    2013-10-22 18:56:31 | INFO | PROXY | Redirecting "IDirectInput8W->CreateDevice"
    2013-10-22 18:56:31 | INFO | PROXY | Redirecting "IDirectInput8W->CreateDevice"
    
    .. and the injector it's working.
     
  9. apoklyps3

    apoklyps3 Master Guru

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    noDVD exe or original? i hate keeping the DVD inside my drive at all times.
     
  10. titsorgtfo

    titsorgtfo New Member

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    Trying to get Sweetfx to work with the first Assassin's Creed.

    Problem seems to be that it can only run with the dx9 version of the game running - any way to get it to work it with dx10?
     

  11. Crosire

    Crosire Member Guru

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    Please use this thread to post bugs and crashes experienced with the eFX alpha to clean this one up a little ... Thanks!

    Edit: Fixed the issues with Final Fantasy, you can finally enjoy SweetFX there too: Download
    It might crash the game on exit though, but that's not a big problem for playing.
     
    Last edited: Oct 22, 2013
  12. Zomgerd

    Zomgerd Master Guru

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    What OS are you on?

    Does it give you an error?
     
  13. Vegtro

    Vegtro Member

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    Gigabyte 970 G1
    Hmmm can't get The Wolf Among Us to work with SFX+Boul 1.5.1, but the original 1.5.1 works fine. Currently on Win8.1
     
  14. BetA

    BetA Ancient Guru

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    jup, same here..i just use CeeJay´s and it works flawless...
     
  15. Xanvast

    Xanvast Master Guru

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  16. Vegtro

    Vegtro Member

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    I should go back to this game just to play the storylines. Last time I played the game was when SweetFX didn't work for it?
     
    Last edited: Oct 23, 2013
  17. Arioch

    Arioch Member Guru

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    Does anyone know if work is being done to get SweetFX working with DX11 games in Windows 8.1?
     
  18. zenkmander

    zenkmander Master Guru

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    Scroll up and see the work being done on eFX :)
     
  19. doudou1408

    doudou1408 New Member

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    Anyone can use sweetfx with Path of Exile ?
    It seems it doesn't work when i use sweetfx or radeonpro.
     
  20. Arioch

    Arioch Member Guru

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    Yeah, I checked it out and it looks promising. From what I read on the site the shaders from SweetFX will need to be converted to the format that eFX needs. If I am mistaken then please correct me. I am looking to get at least SMAA and lumasharpen working again for DX11 games in Windows 8.1.
     
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