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. Wanny

    Wanny Ancient Guru

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    GPU:
    GTX 980 Ti GAMING 6G
    I personally tried for a while and just couldn't come up with something good. Maybe more talented people can do it...
     
  2. Firechicken666

    Firechicken666 New Member

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    GPU:
    Nvidia 680M SLI
    Same here...very sad. Will I have to reinstall windows 7 to get this to work? I have new grpahics cards coming in the mail and will have the power to max out the sweetfx, but windows 8 refuses to run them.
     
  3. PandoraX357

    PandoraX357 Member

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    560GTX-ti 2G Twin FrozrII
    I guess that other died. Did you see this previous post?

     
  4. MetalDestroyer

    MetalDestroyer New Member

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    GPU:
    Geforce GTX 480 1,5 GB
    Here some 2 settings for Dark Souls: Prepare to Die.
    The first one, is a little brighter. I also use DSFix for higher internal resolution:

    The DSFix profile:
    Code:
    ###############################################################################
    # Graphics Options
    ###############################################################################
    
    # internal rendering resolution of the game
    # higher values will decrease performance
    # renderWidth 4032		4224
    # renderHeight 2268		2376
    renderWidth 3840
    renderHeight 2160
    
    # The display width/height
    # 0 means use the same resolution as renderWidth/Height
    # (use for downscaling - if in doubt, leave at 0)
    presentWidth 1920
    presentHeight 1080
    
    ############# Anti Aliasing
    
    # AA toggle and quality setting
    # 0 = off (best performance, worst IQ)
    # 1 = low 
    # 2 = medium
    # 3 = high
    # 4 = ultra (worst performance, best IQ)
    aaQuality 3
    
    # AA type
    # either "SMAA" or "FXAA"
    aaType SMAA
    
    ############# Ambient Occlusion
    
    # Enable and set the strength of the SSAO effect (all 3 settings have the same performance impact!)
    # 0 = off
    # 1 = low
    # 2 = medium
    # 3 = high
    ssaoStrength 3
    
    # Set SSAO scale
    # 1 = high quality (default)
    # 2 = lower quality, lower impact on performance
    # 3 = lowest quality, lowest impact on performance
    ssaoScale 3
    
    # Determine the type of AO used
    # "VSSAO" = Volumetric SSAO (default, suggested)
    # "HBAO" = Horizon-Based Ambient Occlusion
    # "SCAO" = VSSAO + HBAO
    # VSSAO and  HBAO types have a different effect and similar performance
    # SCAO combines both, with a higher performance impact
    ssaoType SCAO
    
    ############# Depth of field
    
    # Depth of Field resolution override, possible values:
    # 0 = no change from default (DoF pyramid starts at 512x360)
    # 540 = DoF pyramid starts at 960x540
    # 810 = DoF pyramid starts at 1440x810
    # 1080 = DoF pyramid starts at 1920x1080
    # 2160 = DoF pyramid starts at 3840x2160
    # higher values will decrease performance
    # do NOT set this to the same value as your vertical rendering resolution!
    dofOverrideResolution 1080
    
    # Depth of Field scaling override (NOT RECOMMENDED)
    # 0 = DoF scaling enabled (default, recommended)
    # 1 = DoF scaling disabled (sharper, worse performance, not as originally intended)
    disableDofScaling 0
    
    # Depth of field additional blur
    # allows you to use high DoF resolutions and still get the originally intended effect
    # suggested values:
    # o (off) at default DoF resolution
    # 0 or 1 at 540 DoF resolution
    # 1 or 2 above that
    # 3 or 4 at 2160 DoF resolution (if you're running a 680+)
    dofBlurAmount 1
    
    ############# Framerate
    
    # Enable variable framerate (up to 60)
    # NOTE:
    # - this requires in-memory modification of game code, and may get you banned from GFWL
    # - there may be unintended side-effects in terms of gameplay
    # - you need a very powerful system (especially CPU) in order to maintain 60 FPS
    # - in some  instances, collision detection may fail. Avoid sliding down ladders
    # Use this at your own risk!
    # 0 = no changes to game code
    # 1 = unlock the frame rate
    unlockFPS 0
    
    # FPS limit, only used with unlocked framerate
    # do not set this much higher than 60, this will lead to various issues with the engine
    FPSlimit 60
    
    # FPS threshold
    # DSfix will dynamically disable AA if your framerate drops below this value 
    #  and re-enable it once it has normalized (with a bit of hysteresis thresholding)
    FPSthreshold 28
    
    ############# Filtering
    
    # texture filtering override
    # 0 = no change 
    # 1 = enable some bilinear filtering (use only if you need it!)
    # 2 = full AF override (may degrade performance)
    # if in doubt, leave this at 0
    filteringOverride 0
    
    ###############################################################################
    # HUD options
    ###############################################################################
    
    # Enable HUD modifications
    # 0 = off (default) - none of the options below will do anything!
    # 1 = on
    enableHudMod 1
    
    # Remove the weapon icons from the HUD 
    # (you can see which weapons you have equipped from your character model)
    enableMinimalHud 0
    
    # Scale down HuD, examples:
    # 1.0 = original scale
    # 0.75 = 75% of the original size
    hudScaleFactor 0.50
    
    # Set opacity for different elements of the HUD
    # 1.0 = fully opaque
    # 0.0 = fully transparent
    # Top left: health bars, stamina bar, humanity counter, status indicators
    hudTopLeftOpacity 0.8f
    # Bottom left: item indicators & counts
    hudBottomLeftOpacity 1.0f
    # Bottom right: soul count 
    hudBottomRightOpacity 0.65f
    
    ###############################################################################
    # Window & Mouse Cursor Options
    ###############################################################################
    
    # borderless fullscreen mode 
    # make sure to select windowed mode in the game settings for this to work!
    # 0 = disable
    # 1 = enable
    borderlessFullscreen 0
    
    # disable cursor at startup
    # 0 = no change
    # 1 = off at start
    disableCursor 1
    
    # capture cursor (do not allow it to leave the window)
    # 0 = don't capture
    # 1 = capture
    # (this also works if the cursor is not visible)
    captureCursor 0
    
    ###############################################################################
    # Save Game Backup Options
    ###############################################################################
    
    # enables save game backups
    # 0 = no backups
    # 1 = backups enabled
    # backups are stored in the save folder, as "[timestamp]_[original name].bak"
    enableBackups 1
    
    # backup interval in seconds (1500 = 25 minutes)
    # (minimum setting 600)
    backupInterval 1500
    
    # maximum amount of backups, older ones will be deleted
    maxBackups 5
    
    ###############################################################################
    # Texture Override Options
    ###############################################################################
    
    # enables texture dumping
    # you *only* need this if you want to create your own override textures
    # textures will be dumped to "dsfix\tex_override\[hash].tga"
    enableTextureDumping 0
    
    # enables texture override
    # textures in "dsfix\tex_override\[hash].png" will replace the corresponding originals
    # will cause a small slowdown during texture loading!
    enableTextureOverride 1
    
    ###############################################################################
    # Other Options
    ###############################################################################
    
    # skip the intro logos
    # this should now be slightly more stable, but should still be
    # the first thing to disable in case you experience any problems
    skipIntro 0
    
    # change the screenshot directory
    # default: . (current directory)
    # example: C:\Users\Peter\Pictures
    # directory must exist!
    screenshotDir .
    
    # override the in-game language
    # none = no override
    # en-GB = English, fr = French, it = Italian, de = German, es = Spanish
    # ko = Korean, zh-tw = Chinese, pl = Polish, ru = Russian
    # this does not work in Windows XP!
    overrideLanguage none
    
    # Dinput dll chaining
    # if you want to use another dinput8.dll wrapper together
    # with DSfix, rename it (e.g. "dinputwrapper.dll") and put the new name here
    dinput8dllWrapper none
    # dsmfix.dll
    
    # D3D adapter override
    # -1 = no override
    # N = use adapter N
    # this setting is for multiple (non-SLI/crossfire) GPUs
    # everyone else should leave it at -1
    d3dAdapterOverride -1
    
    # Log level - 0 to 11, higher numbers mean more logging
    # only enable for debugging
    logLevel 0
    
    ###############################################################################
    # The settings below are not yet ready to use!!               
    ###############################################################################
    
    # You can only set either forceFullscreen or forceWindowed (or neither)
    # 0 = off, 1 = on
    forceWindowed 0
    forceFullscreen 0
    
    # turn on/off Vsync
    enableVsync 0
    # adjust display refresh rate in fullscreen mode - this is NOT linked to FPS!
    fullscreenHz 60
    

    The SweetFX Profile:
    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           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_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 0.12           // [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 1.20   // [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 4        // [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 40.25 //[0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isn't.
    #define BloomPower 1.346     //[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 0.80  //[0.0 to 8.0] Strangely lowering this makes the image brighter
    #define radius2  1.20  //[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 3.0  //[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(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(0.50, 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 0.05 //[-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 0.30  //[-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 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
    

    The related screenshots with those settings:
    [​IMG][​IMG]
    [​IMG][​IMG]
    [​IMG]



    Now, the second SweetFX profile, little darker than the original, but a lot shiny effects. I don't know which option I need to modify to lower the Shiny effect.

    The Second SweetFX profile:
    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       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        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 0.12           // [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 1.20   // [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 4        // [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 50.00 //[0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isn't.
    #define BloomPower 0.116     //[0.0000 to 8.0000] Strength of the bloom
    #define BloomWidth 0.0014    //[0.0000 to 1.0000] Width of the bloom
    
    
       /*-----------------------------------------------------------.
      /                        HDR settings                         /
      '-----------------------------------------------------------*/
    #define HDRPower 1.50  //[0.0 to 8.0] Strangely lowering this makes the image brighter
    #define radius2  1.20  //[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    1.8  //[0.1 to 2.5] Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral.
    #define DPXSaturation 0.6  //[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 0.3  //[0.6 to 0.2]
    #define BlueC  0.3  //[0.6 to 0.2]
    
    #define Blend 0.76    //[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(0.50, 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 0.75 //[-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 0.30  //[-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 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
    

    Screenshots for this one:
    [​IMG][​IMG]
    [​IMG][​IMG]
    [​IMG][​IMG]
    [​IMG][​IMG]
     

  5. StixsmasterHD

    StixsmasterHD Member

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    I have managed to make 2 different configurations to the game Deus Ex Human Revolution.

    1 jest provides the game with a sharper more crisp look overall + Bloom + HDR are provided with it.

    The second version removes the yellow tint look from the game.

    If you want to compare and checkem out here:
    StixsworldHD's Improved v1 - http://sfx.thelazy.net/games/preset/100/
    StixsworldHD's Improved v2 - http://sfx.thelazy.net/games/preset/102/
    StixsworldHD's Removed TinT v1 - http://sfx.thelazy.net/games/preset/101/

    I hope yall enjoy and like. Would love for sum feedback whether it be here or on the site I linked to via comments.
     
    Last edited: Jan 2, 2013
  6. Boulotaur2024

    Boulotaur2024 Member Guru

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    Resident Evil 5 PC DX9

    Sweetfx works on RE5 but doesn't when combined with the mandatory enbseries_re5_patch1_2 (at least I couldn't make it work) and this is a shame as the original yellow palette looks awful. So I "slightly" modified the aforementioned ENB to include color correction/contrast etc

    Resident Evil 5 PC - 2520x1576 - 2xSSAA - 2xSGSSAA + modified enbseries_re5_patch1_2 (DX9 only)

    [​IMG]

    [​IMG]

    [​IMG]

    It's still too dark, needs some work...

    EDIT : I released the modified ENB HERE (Warning, it won't quite look like the above shot)
     
    Last edited: Jan 6, 2013
  7. TonyTurbo

    TonyTurbo Master Guru

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    I agree, it's a little dark, the 2nd screenshot actually looks messy because of the contrast.
     
  8. StixsmasterHD

    StixsmasterHD Member

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    If any1 wants contact me via steam and I will be willing to help ya further understand and config your game.

    If you look at my most recent configs you can tell I have definitely improved my tweaking skills with it since my first visit here.

    P.S. my steam profile is available here for those thater curious: http://steamcommunity.com/id/StixsmasterHD/
     
  9. TonyTurbo

    TonyTurbo Master Guru

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    I've been messing around with one of my old favourite game today, Dragon Age Origins. Not seen anyone on here have a go with this title so far so thought I'd see what we can do with it, I'm no expert though lol. What do you guys think? Feel free to comment, good or bad comments are most welcome.

    Click the images to see a comparison


    [​IMG]

    [​IMG]

    [​IMG]
     
    Last edited: Jan 3, 2013
  10. raj7095

    raj7095 Member

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    Wow, those look great. I'm especially fond on the removed tint preset. It gives the game the same color palette as the enb injector, but nowhere near as demanding. too bad i already finished the game haha.
     

  11. ninjafada

    ninjafada Master Guru

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    MetalDestroyer
    you should reduce your boom and hdr

    #define radius2 0.77 if you go over 85 90 you loose too much detail
     
  12. Boulotaur2024

    Boulotaur2024 Member Guru

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    Ok last batch of pics, sorry for the huge size I know it's annoying but I fixed the black levels issue this time. Holy ****, the game still holds up incredibly well visually :

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    Okay I didn't use Sweetfx at all here, just the ENB mod (which removes the piss yellow filter) AND the awesome Technicolor CineStyle profile, imported in good ol' GIMP thanks to someone who actually converted into a usable GIMP profile. I used that profile a lot when I was toying with Avisynth back in the days : it looks incredible, and I don't think I could match any of these results with any of the s-curves settings available right now in sweetfx. Here is the raw image and the CineStyle processed one.

    Now Ceejay DK, would you know of any way I could input the values from this profile into a custom HLSL function :D

    ... Or into the existing SweetFX s-curve function ?

    EDIT : almost forgot : I'll release the modified ENB (less saturated, proper levels etc...) on enbdev forums tomorrow, which is good although not that good (and still looks tons better than the default filter)
     
    Last edited: Jan 6, 2013
  13. MetalDestroyer

    MetalDestroyer New Member

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    Thanks. I was playing with this and the HDR thing, but I thought I'll lose the render i wanted. But, finally, I've got something solid. There are still bloom and HDR but without the shiny things everywhere.

    If I only modify the radius2 to 0.77 as you said, the game look strange, like there is a translucide black filter.
     
  14. ninjafada

    ninjafada Master Guru

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    it's a balance between HDRPower and radius
    sometimes if you increase one you need to lower the other one
    here is the values is use the most, but it will depends if i use curves or liftgaingamma and in game gamme/contrast

    #define HDRPower 1.40
    #define radius2 0.80


    #define HDRPower 1.07
    #define radius2 0.77


    #define HDRPower 1.10
    #define radius2 0.8

    #define HDRPower 0.85
    #define radius2 0.79
     
  15. MetalDestroyer

    MetalDestroyer New Member

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    I use those:

    #define HDRPower 1.35
    #define radius2 0.97
     

  16. CeeJay.dk

    CeeJay.dk Master Guru

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    If I can reverse engineer the mathematical formula behind it then I code it into the Curves shader.
    You wouldn't happen to know it would you?

    Anyone else who would like to help with this?

    BTW it should be fairly simple for you to make a LUT from it, that you can use with ENB.

    Meanwhile I think the Curves formula that reminds most of it is curve 3.
     
    Last edited: Jan 3, 2013
  17. Triadx

    Triadx New Member

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    Hi Ninjafada,

    Thanks for getting back to me in regards to my issues of the game not responding. Seeing as I only just started using Ceejays mod just this week, I'm unsure what this 2.0 alpha is that you're referring to.

    I had already unpacked the SweetFX to that directory you specified originally via the 1.3.3 configurator but the game "is not responding" still persists.
     
  18. Triadx

    Triadx New Member

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    Nevermind, I didn't realise I had another program with an overlay running...or at least, it escaped me.

    It's working again. I'm so silly...good start to the new year!
     
  19. Scorpio82Co

    Scorpio82Co Member Guru

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    i do something wrog beacuse the enb doesn want to work man..
    is missed something?
     
  20. StixsmasterHD

    StixsmasterHD Member

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    Check it out: http://sfx.thelazy.net/games/preset/104/

    I improved on my Bioshock preset.

    Here sum pics for viewing here that you can better compare on that url above.

    Original:
    [​IMG]

    Sweetfx:
    [​IMG]

    Original:
    [​IMG]

    Sweetfx:
    [​IMG]
     
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