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. kaicooper

    kaicooper Master Guru

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    seems u r talking about Dark Souls 2 ?
    im working on ACIII now..could u let me try ur preset for
    Dark souls? ..cus i just tried it with FXAA injector and it was not good and blurr
     
  2. Marcel

    Marcel Maha Guru

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    use downsampling with FXAA in Dark Souls. I have set 3840x2160 with FXAA and i do not have any blur. FXAA injector is not good choice. Use HD Fix(1.9 version) and set FXAA there. But if you have Dark Souls from Steam yesterday's patch disable using the HD fix. You must wait for a new fix. Durante already working on it.

    http://www.neogaf.com/forum/showthread.php?t=488240

    (edit)

    new fix is out :)

    http://blog.metaclassofnil.com/?tag=dsfix
     
  3. Scorpio82Co

    Scorpio82Co Member Guru

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    maken estas son de mi antigua config.. de la que te dije la borre sin intencion.. las hice con ver 1.3 me gustaria tu opinion

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]
     
    Last edited: Dec 21, 2012
  4. Marcel

    Marcel Maha Guru

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    Scorpio82Co

    best sweetFx setting for DS I have ever seen.
     

  5. jim2point0

    jim2point0 Maha Guru

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    hard to judge based on thumbnails O_O
     
  6. Gembel

    Gembel Master Guru

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    This! Actual image is not accurate if you do much resize like that..
     
  7. OrdinaryOregano

    OrdinaryOregano Master Guru

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    So I tried 2.0 preview and not sure what's wrong but Pause is now toggling SweetFX and there is no reload shader button, I checked injector.txt and it shows the same keys as the previous one so that's odd.

    The cartoon shader is fun :D
    Although fracks up the UI.
     
  8. Malahk

    Malahk Member

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    Hey, here is my first WIP SweetFX Screenshots & Settings for Dark Souls.
    Would love some critiques and tips, as I honestly don't know what best effects
    are and how to use them right other than SMAA & Lumasharpen. But just messing around is one way to learn.

    Here are the only two shots (a comparison) I've uploaded so far.
    [​IMG]
    DSFix 2.0 3072x1728 rendering, (FXAA Ultra, high quality volumetric SSAO, 810p DOF, bluramount 1), no HUD
    nvidiaInspector forced anisotropic filtering
    [​IMG]
    DSFix 2.0 3072x1728 rendering, (FXAA Ultra, high quality volumetric SSAO, 810p DOF, bluramount 1), no HUD
    SweetFX 1.3 (Ultra SMAA, Lumasharpen, HDR, bloom, DPX, vibrance, curves,& Dither)
    nvidiaInspector forced anisotropic filtering
    Code:
       /*-----------------------------------------------------------.
      /                      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              1            // [0 or 1] Bloom : Makes bright lights bleed their light into their surroundings (relatively high performance cost)
    #define USE_HDR                1            // [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            0            // [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             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_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  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   100          // [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         0.90         // [0.10 to 3.00] Strength of the sharpening
    #define sharp_clamp            0.0525       // [0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035
    
    // -- Advanced sharpening settings --
    #define pattern                3            // [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             1.1115       // [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               1.20         // [0.0 to 8.0] Strangely lowering this makes the image brighter
    #define radius2                0.80         // [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          1.5          // [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                  0.36         // [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, 1.000, 1.000) // [0.000 to 2.000] Adjust highlights for Red, Green and Blue
    
    
       /*-----------------------------------------------------------.
      /                        Tonemap settings                     /
      '-----------------------------------------------------------*/
    #define Gamma                  1.0          // [0.00 to 2.00] Adjust midtones
    
    #define Exposure               0.00         // [-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               0.33         // [-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        0.15         // [-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(1.00, 1.00, 1.00) // [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       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
    So let me know what you think, I would really like it to get it looking something like this from midhras' photostream I found through jim2point0's photostream on Flickr.
    I think all the screenshots from both of you are pretty damn awesome.
    [​IMG]
     
  9. aphexninja

    aphexninja New Member

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    So -- I need some help

    Not sure what's up -- I'm not a computer noob by any means and here I am 2 hours later and this injector isn't working on any games.

    I have a GTX 260 which is DX10 architecture so it should be fine --

    Have adjusted all sorts of things but it never starts up when the games do.

    I have two monitors, and looking around heard that was an issue?

    But it seems to work for everyone, and I haven't found anyone with it not working -- so I'm extremely confused. Haha

    ----

    I have Windows 8, 64-bit -- up to date drivers on everything, clean system.
     
    Last edited: Dec 21, 2012
  10. CeeJay.dk

    CeeJay.dk Master Guru

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    The FXAA dlls does not support reloading shaders or key remapping, only the SMAA dlls do.

    The keys for the FXAA dlls are PRINTSCREEN for screenshots (saves in png) and PAUSE for ON/OFF
    In other words it works exactly like the FXAA tool mod (but with the SweetFX shaders), because it uses the same dlls.
     

  11. Tom Yum 72

    Tom Yum 72 Active Member

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    Scorpio82Co.....bigger pics please.:)

    Use this one : http://www.abload.de/

    CeeJay : Thank you for the new version.
     
  12. CeeJay.dk

    CeeJay.dk Master Guru

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    Have you installed DirectX?
    Are you using single display performance mode in the Geforce drivers?
    Have you checked that there is write privileges on the folder you're running SweetFX from?
     
  13. OrdinaryOregano

    OrdinaryOregano Master Guru

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    Oh, okay, thanks CeeJay. I thought SMAA was the one by default, guess I'll have to paste the SMAA dlls manually from the dlls folder.

    And since you mentioned FXAA Tool, I remember it had a load order kind of a thing, do you think it makes a difference? If so, are you planning to implement it in the future?

    EDIT - Small question, is there a difference between what Cel-shading is and the cartoon shader?
     
    Last edited: Dec 21, 2012
  14. aphexninja

    aphexninja New Member

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    Thanks for replying quickly Ceejay --

    I have done all those things -- BF3 / Farcry 3 (The games I've tested it with) both do not start the injection.

    I'm not sure what's up.

    -------

    Edit: Tried it with more games and none of them load up the injector.

    Permissions are fine, they're one of my separate hard drives and I've checked everything. Direct X is up to date as well.
     
    Last edited: Dec 21, 2012
  15. Terrasque

    Terrasque Member

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    Hey, people!

    While I haven't done any changes to the configurator lately, someone asked me to post the source code for it. So I added a github repo for it.

    Details here, if anyone is interested :)
     

  16. CeeJay.dk

    CeeJay.dk Master Guru

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    Technically no - I don't need to add different injectors to support FXAA, but I do it because the SMAA injector does extra work that the FXAA shader does not need. The FXAA injector does not and therefore runs faster.

    If the speed difference was tiny then I'd just use the SMAA injector for both, but speed difference is quite noticeable and so I chose to do it this way.

    I think RadeonPro does it correctly and creates one big shader with the correct amount of passes it needs. I on the other hand have to piggyback the all effects onto the passes that the injectors have, which can be tricky for some effect as I sometimes ought to do an extra pass for it to look right.

    Which is why using LumaSharpen currently affects the smoothness of SMAA.
    It's not the fault of either shader, but simply because I need an extra pass to do it correctly, and since the injector does give me one, I had to find a decent workaround.

    My Christmas wish is a new and better injector.
    Something with the features of ENB, but the stability, compability and ease of use of the SMAA injector.
    Oh and OpenGL support too.
     
  17. CeeJay.dk

    CeeJay.dk Master Guru

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    I'm have no plans to implement a customizable load order , but only because I'm busy with other stuff, not because I'm against it.
    I might take a look at how FXAA tool does it or discuss it with Violator - if it's easy enough to implement then it might go into a future version.

    For now you have to change the load order in main.h by moving the sections that run the effects around.

    Yes there is a big difference between actual Cel-shading and the cartoon shader.
    What the cartoon shader is detect contrast and the stronger the contrast the more black that pixel becomes. I think it's supposed to simulate how actual cel-shading works but it's a quick and dirty hack.
     
  18. Scorpio82Co

    Scorpio82Co Member Guru

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    ok guys .. thanks marcel for comment will up more in the weekend

    Tom Yum there are same images (sweet fx 1.3) plus 1 (sw 2.0 new config is the first one)

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    and. what do you think?
     
    Last edited: Dec 21, 2012
  19. kaicooper

    kaicooper Master Guru

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    hi bro..everything is ok now but seems urs GTX 570 and mine 580sc

    so with this FXAA 3840x2160 is ok with u? not heating the gpu?
    and if its ok then plz let me know how to do it ..cus never did it
     
  20. Maken

    Maken Master Guru

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    hi all

    @Scorpio82Co
    Greetings, much better the size.
    Spanish: Hey como esta todo? ahora esta mejor que las pusistes mas grandes, estan bien vale pero el sharpen te esta creando mas aliasing de lo normal, usa mas valores en tu AA o tambien acompaƱalo con downsampling y veras algo la diferencia. Salu2

    [​IMG]
    http://i.minus.com/iyrnElenIJkWv.jpg
    http://i.minus.com/igP1nibPzjQsZ.jpg
    http://i.minus.com/ibrQcBpYimrPyJ.jpg
    http://i.minus.com/ibgZjakl3fBP0X.jpg
    http://i.minus.com/iLw4pjbAqpaID.jpg
    http://i.minus.com/ibpuKSIJKMyVJz.jpg
    http://i.minus.com/ibgmC1FFwepOuz.jpg
    http://i.minus.com/ibdiCQYqO86Yd4.jpg
    http://i.minus.com/ieimLowp0VpZY.jpg
    http://i.minus.com/ibuMPm9IuhULOc.jpg
    http://i.minus.com/iqXOd8pNQ73Cz.jpg
    http://i.minus.com/iNLZJn3S3w1VI.jpg
    http://i.minus.com/ibzsMM9SiCkwzO.jpg
     
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