SweetFX Shader Suite release and discussion thread

Discussion in 'Games, Gaming & Game-demos' started by CeeJay.dk, Sep 23, 2012.

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  1. RecluSe

    RecluSe Master Guru

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    Yep, it's in offline mode. Still no joy.
     
  2. evohan

    evohan Member Guru

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    in dx11 game , I take black screen ?
     
  3. Super1

    Super1 Active Member

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    Still doesn't work :(
     
  4. neologan

    neologan Member

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    Just wanted to say how much I appreciate this program. AMD really should support you, it's about as perfect at what it does as it ever could be. So happy to see a new update!
     

  5. CeeJay.dk

    CeeJay.dk Master Guru

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    It's mostly a question for an injector author, but if I had to take a guess I'd say that Far Cry 3 maybe uses some kind of special rendering technique that outputs to a different rendering surface than normal and that confuses the InjectSMAA injector, just like it sometimes have problems with MSAA.
     
  6. kaicooper

    kaicooper Master Guru

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    bro..im really happy with ur preset man..really happy ..the best and i sooooo much better then original game settings..but i disabled ssao just like u did and postfxquality..ultra is heavy on single GTX 580..but for me no deffrience exept little bit AA

    if u make any other presets for other games..let me know bro..hope u finish COD BO2
     
  7. neologan

    neologan Member

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    hmmm, can't get this to work with rfactor, not sure why it's not working. it's on, i can toggle it on and off, but no fx are working at all
     
  8. Terrasque

    Terrasque Member

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    Hehe nice. Looks a bit cleaner than mine, too :)
    Fits well, really. The latest update I did on my UI took 3 weeks, and it was only simple changes, too. Unless something comes up, I'll probably not update it again until 1.4 comes out, if at all.

    Edit: I was thinking of joining it somewhat with the sweetfx preset site, but I just don't have the time for it :(
     
    Last edited: Dec 7, 2012
  9. kaicooper

    kaicooper Master Guru

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  10. cgoetze

    cgoetze New Member

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    NeoEnigma, could you post your settings (v1.3) for "Borderlands 1"?

    Thanks.
     

  11. Marcel

    Marcel Maha Guru

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    Hitman Absolution

    nothing special. Only contrast + DPX but look much better

    [​IMG]

    [​IMG]

    Code:
       /*-----------------------------------------------------------.
      /                      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.
    #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 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      0 //[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        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 0.05           // [0.05 to 0.20] Edge detection threshold
    #define SMAA_MAX_SEARCH_STEPS 80      // [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.
    
    // -- 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 0.40   // [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   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    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 1.0  //[0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral.
    
    #define RedC   0.33  //[0.6 to 0.2]
    #define GreenC 0.33  //[0.6 to 0.2]
    #define BlueC  0.33  //[0.6 to 0.2]
    
    #define Blend 0.11    //[0.0 to 0.1] How strong the effect should be.
    
    
       /*-----------------------------------------------------------.
      /                      Lift Gamma Gain settings               /
      '-----------------------------------------------------------*/
    #define RGB_Lift  float3(1.000, 0.990, 1.004)  //[0.000 to 2.000] Adjust shadows for Red, Green and Blue
    #define RGB_Gamma float3(1.005, 1.002, 1.000)  //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
    #define RGB_Gain  float3(1.000, 1.002, 1.000)  //[0.000 to 2.000] Adjust highlights for Red, Green and Blue
    
    
       /*-----------------------------------------------------------.
      /                        Tonemap settings                     /
      '-----------------------------------------------------------*/
    #define Gamma 1.03        //[0.00 to 2.00] Adjust midtones
    
    #define Exposure -0.07    //[-1.00 to 1.00] Adjust exposure
    
    #define Saturation 0.05  //[-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, 0.00) //[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 0.27 //[-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 0.06 //[-1.0 to 1.0] The amount of contrast you want
    
    // -- Advanced curve settings --
    #define Curves_formula 1      //[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
    
    
    NeoEnigma how you disabled hud in FC3? Not work for me. I edit DLL with hex editor but no change... you have steam or uPlay version?
     
    Last edited: Dec 7, 2012
  12. kaicooper

    kaicooper Master Guru

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    Marcel

    anychance for settings plz ..im trying to make a preset these days for Bulletstorm
     
  13. Wanny

    Wanny Ancient Guru

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    My custom FC3 so far.

    [​IMG]

    [​IMG]

    And no Kaicooper, I won't do before/after. And no, I won't share settings for now.
     
    Last edited: Dec 7, 2012
  14. gridiron whirlw

    gridiron whirlw Ancient Guru

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    Same here.
     
  15. N1GhTW4lK3R

    N1GhTW4lK3R Master Guru

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    How simulate Free Camera in this game? ... Maybe with cheat?
     
    Last edited: Dec 7, 2012

  16. kaicooper

    kaicooper Master Guru

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    who cares..as u wish bro..NewInegma preset still the best..urs is ok too
     
    Last edited: Dec 7, 2012
  17. kaicooper

    kaicooper Master Guru

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    thanx bro..really appreciat it..gonna try that later after work
     
  18. Wanny

    Wanny Ancient Guru

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    Then stop begging if you don't care.
     
  19. kaicooper

    kaicooper Master Guru

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    Proof it i begged for ur FC3 preset..<<<<<<< ignooooore :banana:
     
    Last edited: Dec 7, 2012
  20. LeonhartGR

    LeonhartGR Member

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    Ok black screen solved. I pressed scroll lock while using dx11 of course. Solution found by user Misha87

     
    Last edited: Dec 7, 2012
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