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. (.)(.)

    (.)(.) Banned

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    GPU:
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    Nice one kaicooper, looks proper with that extra bit of color and sharpness.

    Heres my DeusEX HR Settings - DX9 only or you'll end up with way too much Blue, this is because for whatever reason I thought SweetFX doesnt work with DX11 so didnt even bother to try. But If anyone wants me to tweak it for DX11 just pm or post here or do it yourself of course.

    Haven't quite finished yet as i feel there's a bit to much green and also a bit too dark but i will adjust and post updates as i go along. I may also do what Dr.Puschkin suggested as make separate setting for each area/zone as some settings in this part of the game dont quite work another part of the game, if you know what i mean.

    Also, suggestions on what i need to improve on/change etc etc.
    Screens:
    [​IMG]
    Config:
    /*-----------------------------------------------------------.
    / 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 1 //[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 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_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 0.20 // [0.05 to 0.20] Edge detection threshold
    #define SMAA_MAX_SEARCH_STEPS 42 // [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 2.15 // [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 22.25 //[0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isn't.
    #define BloomPower 0.400 //[0.0000 to 8.0000] Strength of the bloom
    #define BloomWidth 0.0090 //[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 2.5 //[0.0 to 8.0]
    #define redNegativeAmount 0.80 //[0.0 to 1.0]
    #define greenNegativeAmount 0.80 //[0.0 to 1.0]
    #define blueNegativeAmount 0.80 //[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 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 4.5 //[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 0.34 //[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(0.660, 1.000, 1.100) //[0.000 to 2.000] Adjust shadows for Red, Green and Blue
    #define RGB_Gamma float3(0.580, 0.580, 0.690) //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
    #define RGB_Gain float3(0.820, 0.890, 1.120) //[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 -0.20 //[-1.00 to 1.00] Adjust saturation

    #define Bleach 1.00 //[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 0.20 //[-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 0.90 //[-1.0 to 1.0] The amount of contrast you want

    // -- Advanced curve settings --
    #define Curves_formula 2 //[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


    WIP - Hitman Absolution. No screens as It's a pretty simple tweak: Just an attempt to remove that redish or brownish tint thats smudged all over the screen, colors have slightly been upped.
    /*-----------------------------------------------------------.
    / 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 0 //[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 1 //[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 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_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 0.12 // [0.05 to 0.20] Edge detection threshold
    #define SMAA_MAX_SEARCH_STEPS 16 // [0 to 98] Determines the radius SMAA will search for aliased edges
    #define SMAA_MAX_SEARCH_STEPS_DIAG 6 // [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 0.30 // [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 1.000 //[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 1.15 //[0.0 to 8.0] Strangely lowering this makes the image brighter
    #define radius2 0.78 //[0.0 to 8.0] Raising this seems to make the effect stronger and also brighter


    /*-----------------------------------------------------------.
    / TECHNICOLOR settings /
    '-----------------------------------------------------------*/
    #define TechniAmount 0.07 //[0.0 to 1.0]
    #define TechniPower 3.8 //[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 0.80 //[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 3.5 //[0.1 to 2.5] Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral.
    #define DPXSaturation 3.5 //[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 0.34 //[0.6 to 0.2]

    #define Blend 0.08 //[0.0 to 0.1] How strong the effect should be.


    /*-----------------------------------------------------------.
    / Lift Gamma Gain settings /
    '-----------------------------------------------------------*/
    #define RGB_Lift float3(1.020, 1.030, 1.044) //[0.000 to 2.000] Adjust shadows for Red, Green and Blue
    #define RGB_Gamma float3(1.020, 1.026, 1.035) //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
    #define RGB_Gain float3(1.010, 1.020, 1.035) //[0.000 to 2.000] Adjust highlights for Red, Green and Blue


    /*-----------------------------------------------------------.
    / Tonemap settings /
    '-----------------------------------------------------------*/
    #define Gamma 1.05 //[0.00 to 2.00] Adjust midtones

    #define Exposure -0.18 //[-1.00 to 1.00] Adjust exposure

    #define Saturation 0.30 //[-1.00 to 1.00] Adjust saturation

    #define Bleach 0.09 //[0.00 to 1.00] Brightens the shadows and fades the colors

    #define Defog 0.00 //[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 0.10 //[-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 0.20 //[-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(1.40, 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
     
    Last edited: Dec 26, 2012
  2. kaicooper

    kaicooper Master Guru

    Messages:
    519
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    GPU:
    GTX 780 SC ACX
    sadly i cant check any of urs now cus im at work
    but i really would like to c screenshots for Deus Ex H.R if u dont mind

    and thanx for the config's
     
  3. (.)(.)

    (.)(.) Banned

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    GPU:
    GTX 970
    No worries man, be back with screens in just a mo..

    Screens are again darker here than in-game.
    WARNING: Pics have not been resized.
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
     
    Last edited: Dec 26, 2012
  4. kaicooper

    kaicooper Master Guru

    Messages:
    519
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    GPU:
    GTX 780 SC ACX
    great man..good work on ur color correction..cus the original
    is sooooo AWFUL..urs great..yea its dark here but maby brighter on urs
    i like it..cant wait to try it..this game is beast..its anti illuminati

    KILLUMINATI :banana:
     

  5. RecluSe

    RecluSe Master Guru

    Messages:
    885
    Likes Received:
    0
    GPU:
    EVGA GTX 980 SC/ACX 2.0
    Some Spec Ops: The Line, quite enjoying it.

    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [/QUOTE]
     
  6. kaicooper

    kaicooper Master Guru

    Messages:
    519
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    GPU:
    GTX 780 SC ACX
    [/QUOTE]

    good screenshots bro..keep tweaking..im sure u gonna do more than this
    go go go

    and share the settings later if its ok:nerd:
     
  7. RecluSe

    RecluSe Master Guru

    Messages:
    885
    Likes Received:
    0
    GPU:
    EVGA GTX 980 SC/ACX 2.0
    Settings:

    /*-----------------------------------------------------------.
    / SMAA Anti-aliasing settings /
    '-----------------------------------------------------------*/

    #define SMAA_THRESHOLD 0.05 // [0.05 to 0.20] Edge detection threshold
    #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 25 // [0 to 100] Determines the percent of antialiasing to apply to corners.

    /*-----------------------------------------------------------.
    / LumaSharpen settings /
    '-----------------------------------------------------------*/
    // -- Sharpening --
    #define sharp_strength 0.20 // [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)

    #define Red 8.0 // [1.0 to 15.0]
    #define Green 8.0 // [1.0 to 15.0]
    #define Blue 9.0 // [1.0 to 15.0]

    #define ColorGamma 1.3 // [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 0.32 // [0.6 to 0.2]
    #define GreenC 0.34 // [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.

    /*-----------------------------------------------------------.
    / 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 -0.010 // [0.00 to 1.00] How much of the color tint to remove
    #define FogColor float3(0.20, 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
     
  8. RecluSe

    RecluSe Master Guru

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    GPU:
    EVGA GTX 980 SC/ACX 2.0
    Messed up pasting over the DPX settings, but it's there underneath the luma sharpen settings.
     
  9. RecluSe

    RecluSe Master Guru

    Messages:
    885
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    GPU:
    EVGA GTX 980 SC/ACX 2.0
    Anyway of getting SweetFX to work with F.E.A.R.? it's not working with me for some reason.
     
  10. OrdinaryOregano

    OrdinaryOregano Master Guru

    Messages:
    434
    Likes Received:
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    GPU:
    MSI 1080 Gaming X
    So, final Mass Effect 3 Cinematic settings. A lot of blue(DICE should hire me), sharpening, LGG, DPX, Bloom, Tonemap and Curves. IMO this is probably the best config I've ever done.

    Plenty of screenshots(not resized)
    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    Comparision only screenshots(default first, then config)
    [​IMG]

    [​IMG]

    http://i.minus.com/i3YWt4dgJTbbW.png

    [img]http://i.minus.com/ibiDPXJLN8Ja6k.png

    [/spoiler]


    Config:
    [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 using the SMAA technique.
    #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 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 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 0 //[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 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 0.08 //[0.05 to 0.20] Edge detection threshold
    #define SMAA_MAX_SEARCH_STEPS 16 //[0 to 98] Determines the radius SMAA will search for aliased edges
    #define SMAA_MAX_SEARCH_STEPS_DIAG 6 //[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 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 0.47 //[0.10 to 3.00] Strength of the sharpening
    #define sharp_clamp 0.045 //[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 22.25 //[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


    /*-----------------------------------------------------------.
    / TECHNICOLOR settings /
    '-----------------------------------------------------------*/
    #define TechniAmount 0.4 //[0.0 to 1.0]
    #define TechniPower 4.0 //[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 3.0 //[0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral.

    #define RedC 0.31 //[0.60 to 0.20]
    #define GreenC 0.31 //[0.60 to 0.20]
    #define BlueC 0.31 //[0.60 to 0.20]

    #define Blend 0.2 //[0.00 to 1.00] How strong the effect should be.


    /*-----------------------------------------------------------.
    / Lift Gamma Gain settings /
    '-----------------------------------------------------------*/
    #define RGB_Lift float3(0.920, 0.960, 0.980) //[0.000 to 2.000] Adjust shadows for Red, Green and Blue
    #define RGB_Gamma float3(1.250, 1.250, 1.250) //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
    #define RGB_Gain float3(0.940, 0.940, 0.940) //[0.000 to 2.000] Adjust highlights for Red, Green and Blue


    /*-----------------------------------------------------------.
    / Tonemap settings /
    '-----------------------------------------------------------*/
    #define Gamma 1.1 //[0.000 to 2.000] Adjust midtones

    #define Exposure -0.10 //[-1.000 to 1.000] Adjust exposure

    #define Saturation 0.08 //[-1.000 to 1.000] Adjust saturation

    #define Bleach 0.10 //[0.000 to 1.000] Brightens the shadows and fades the colors

    #define Defog 0.000 //[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 0.00 //[-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_contrast 0.30 //[-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] The constrast s-curve you want to use. I prefer 2 myself.


    /*-----------------------------------------------------------.
    / 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, 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[/code]
     

  11. zerowalker

    zerowalker Master Guru

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    AMD R9 380
    Okay didn´t find a preset that had my wanted look, but i got some ideas from one.

    Here is a picture from Darksiders 2.

    I am all ear for suggestions!

    Before:
    [​IMG]

    After:
    [​IMG]

    It´s not a big difference, i would like more.
    But i find it so difficult to not, over darken/brighten details:S
     
    Last edited: Dec 26, 2012
  12. Anarion

    Anarion Ancient Guru

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    I have a problem... I can't get any injector to work with FRAPS any more.
     
  13. You mean the first one?
     
  14. kaicooper

    kaicooper Master Guru

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    GPU:
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    sidspyker

    man i love ur work and difently i'll try it after iget my full pack ME3

    zerowalker

    its good try..i did same simple diffrence on my first try for Rayman Origins
    but with some more tweaks u'll find alot
    keep doing more bro
     
  15. zerowalker

    zerowalker Master Guru

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    kaicooper, i see, well i like how DPX makes some very nice difference, though i have a very hard time tweaking it to not over bright details, and that makes me back off from it:(
     

  16. RecluSe

    RecluSe Master Guru

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    Yep.
     
  17. sexus

    sexus Master Guru

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    id enjoy some dx11 settings, without the overuse on blue as mentioned ,please, and i dont know how you take your screenshots but they really dont justify the great work you do , please make them so one can actually see your tweaks or do you make them so dark on purpose

    heres dx hr with enb and dx9, too much bloom and of course dx9 wich i hate since theres dx11 available so why not use it

    https://www.youtube.com/watch?v=sakG1-lU2Vk&hd=1

    p.s> marcel is right dx hr does run better under dx11 depending on your hardware and if you add this fix for dx11 stutter

    https://www.youtube.com/watch?v=ih9ztmBFYDw

    , plus it got better details and tesselation, people used to console graphics might not notice but people that been around high rez mods for a long time will

    btw how bout the darkness II , anybody got some epic tweaks for that one id appreciate it :)
     
    Last edited: Dec 26, 2012
  18. Gembel

    Gembel Master Guru

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    GPU:
    Asus GTX660 DirectCU 2
    Sweet FX
    [​IMG]

    DEFAULT
    [​IMG]

    Sweet FX
    [​IMG]

    DEFAULT
    [​IMG]
     
    Last edited: Dec 26, 2012
  19. Marcel

    Marcel Maha Guru

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    Darksiders 2 is very nice looking game but minimap and hud broken the overall impression.
     
  20. Keepcool

    Keepcool Banned

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