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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. Maken

    Maken Master Guru

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    GPU:
    Gigabyte 980Ti 6GB
    Hi all.

    Call of Duty Modern Warfare 2

    Album: http://min.us/mbaveoKTP0h9Gs

    Settings:
    SMAA
    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      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         0.12         // [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         0.60         // [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         23.25        // [0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isn't.
    #define BloomPower             1.445        // [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               0.75         // [0.0 to 8.0] Strangely lowering this makes the image brighter
    #define radius2                0.87         // [0.0 to 8.0] Raising this seems to make the effect stronger and also brighter
    
    
       /*-----------------------------------------------------------.
      /                      TECHNICOLOR settings                   /
      '-----------------------------------------------------------*/
    #define TechniAmount           0.11         // [0.0 to 1.0] 
    #define TechniPower            2.8          // [0.0 to 8.0] 
    #define redNegativeAmount      0.88         // [0.0 to 1.0] 
    #define greenNegativeAmount    0.88         // [0.0 to 1.0] 
    #define blueNegativeAmount     0.88         // [0.0 to 1.0] 
    
    
       /*-----------------------------------------------------------.
      /                      Cineon DPX settings                    /
      '-----------------------------------------------------------*/
    #define Red                    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             1.0          // [0.1 to 2.5] Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral.
    #define DPXSaturation          2.0          // [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                  0.36         // [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(0.899, 0.899, 0.899) // [0.000 to 2.000] Adjust shadows for Red, Green and Blue
    #define RGB_Gamma              float3(0.800, 0.800, 0.800) // [0.000 to 2.000] Adjust midtones for Red, Green and Blue
    #define RGB_Gain               float3(0.900, 0.900, 0.900) // [0.000 to 2.000] Adjust highlights for Red, Green and Blue
    
    
       /*-----------------------------------------------------------.
      /                        Tonemap settings                     /
      '-----------------------------------------------------------*/
    #define Gamma                  1.45         // [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               0.15         // [-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        0.50         // [-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, 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       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
    Dead Space 2
    Still WIP
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    http://i.minus.com/iUwBu2so1t8Xq.jpg
    http://i.minus.com/ibyTIqpclU9WY3.jpg
    http://i.minus.com/ibq2V6vbTfhxTg.jpg
    http://i.minus.com/iEC8hzAiD1A2S.jpg
    http://i.minus.com/i2uUURul4Cay0.jpg
    http://i.minus.com/ibf8df2xxu1AcU.jpg
     
  2. e6600

    e6600 New Member

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    GPU:
    Intel Integrated 64mb
    hey all
    im having a problem installing this for source games (css, csgo, tf2, etc)
    ive downloaded all the source sdk files and theres still no sdk 2007 folder in steamapps/sourcemods
    im using windows 8, and so far its worked great for diablo 3, l4d, l4d2, wow, guildwars2, crysis and skyrim
    thx, really great program
     
  3. Shaneus

    Shaneus Master Guru

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    GPU:
    5970/5850 TFX 899/1150
    Ah, that's interesting to know. Thanks!
     
  4. Gembel

    Gembel Master Guru

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    Great :banana: I'll be waiting here hoho..I tried those effects, posterize and autotoon are good enough imo. Some of those effect are weird though, don't really find the use for it.
     

  5. kaicooper

    kaicooper Master Guru

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    GPU:
    GTX 780 SC ACX
    DS2 is AMAAAAAAAAZING man
    i remember u post COD BO2 preset right? where is it?
    cus i dont remember i grabed it

    =========

    for what i saw..u guys means sweetfx can be use for movies too?
     
    Last edited: Jan 5, 2013
  6. DemonicGamer

    DemonicGamer New Member

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    GPU:
    GTX 560ti
    Does anyone have any Diablo 3 settings they don't mind sharing?
     
  7. CeeJay.dk

    CeeJay.dk Master Guru

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    GPU:
    Radeon 6870
    From the SweetFX compability notes :
    You can install SweetFX similarly to other source games, only you need to exchange the "source sdk base 2007" part for the directory of the base game you are using.

    Black Mesa runs using Source SDK 2007, but TF2 and CSS do not.
    They have their own base.

    For example for Team Fortress 2 you need to :

    Install SweetFX to
    \steam\steamapps\YourName\team fortress 2\

    but put d3d9.dll and injector.ini in
    \steam\steamapps\YourName\team fortress 2\bin\

    and disable MSAA antialiasing in the game options.

    It should be the same with CSS - just install in the right directories for CSS.
     
  8. Boulotaur2024

    Boulotaur2024 Member Guru

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    GPU:
    AMD HD7950
    GTA IV 2520x1576 downsampled + Icenhancer 2.1 (tweaked) + SweetFX (SMAA + CineStyle Curve + Vignette) :

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    Last picture has the same curve applied twice, might be too much...
    I don't care I only needed one curve and now I've got it :D !!

    Seriously, I trust your findings I'm too busy applying cinestyle to everything right now, although it obviously doesn't fit everything as it is quite strong and can kill the mood of a picture/game, make shadows too dark....

    By the way most modern games ship with already very good contrast/level settings, I'm always surprised sweetfx users try to apply anything else on top of that, same for saturation... Farcry 3, to name one that is popular these days, doesn't need any color adjustment at all imo. So you have to apply sweetfx carefully, if at all :)

    EDIT : CJ, how about adding a new flag for the curves FX, specifying whether to apply curves to full RGB or only luma ?
     
    Last edited: Jan 5, 2013
  9. kaneos

    kaneos Active Member

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    MSI Gaming 1080 TI
    Hi everyone !

    i need some help, i would like to use Sweetfx on Dark Souls but i wanted to know how could we install that with the dsfix.
    Do i have to overdrive the d3d9.dll of the data folder with the d3d9.dll of the Sweetfx ?

    By the way I'm looking for a preset for this game too :)

    Thanks
     
  10. sexus

    sexus Master Guru

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    EVGA GF GTX 680 sli
    thanks , well up to including downsampling as well now, what about ambient occlusion , do those require special flags as well :)

    btw Boulotaur2024

    you shouldnt require cinestyle curve with movies since using lav filters and madvr with potplayer or mpchc ,both set to pc levels 0-255 should do it , just saying correct me if im wrong, we all learn :)

    oh does anybody have settings for syndicate as i wasnt able to find any , exspecially to remove that horrible horrible overkill bloom
     
    Last edited: Jan 5, 2013

  11. jesped

    jesped Member Guru

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    GPU:
    MSI 1070
    In ENB I am using the code from Icelaglace for Chromatic Ab+Lens Correction (blurry vignette doesn't work for me with this ENB patch versions), but as I am no coder I have no idea if it can be ported to SweetFX or is usable in any way outside ENB.

    This is the code in the Effects.txt used by this ENB version:

    //++++++++++++++++++++++++++
    // CAMERA EFFECTS FOR ENBSERIES
    // Adds lens distortion, chromatic aberration & blurry vignette effect.
    //
    // Original effect.txy by Boris Vorontsov
    // Sharpening/Noise code by Boris Vorontsov
    // Original Lens Distortion Algorithm from SSontech
    //
    // Modified & Created by icelaglace
    //++++++++++++++++++++++++++
    //++++++++
    //Tweakable values
    //++++++++
    /////////////////////////
    // Standard effect.txt values
    float SamplingRange=90;

    // Blurry vignette values
    float BlurSamplingRange=0.01;
    float BlurVignetteCurve=0.01;
    float BlurVignetteRadius=0.01;

    // Lens distortion values
    float ChromaticAmount = 0.0128; // Amount of chromatic aberration on the edges
    float LensSize = 0.52; // 0.5 = Original image size; 1.0 = Zoomed
    float LensDistortion = 0.012; // Can be negative to stretch the image
    float LensDistortionCubic = 0.15;

    float ScreenSize;
    float ScreenScaleY;

    //textures
    texture2D texColor;

    sampler2D SamplerColor = sampler_state
    {
    Texture = <texColor>;
    MinFilter = LINEAR;
    MagFilter = ANISOTROPIC;
    MipFilter = NONE;//NONE;
    AddressU = Clamp;
    AddressV = Clamp;
    SRGBTexture=FALSE;
    MaxMipLevel=0;
    MipMapLodBias=0;
    };



    struct VS_OUTPUT_POST {
    float4 vpos : POSITION;
    float2 txcoord : TEXCOORD0;
    };

    struct VS_INPUT_POST {
    float3 pos : POSITION;
    float2 txcoord : TEXCOORD0;
    };



    VS_OUTPUT_POST VS_PostProcess(VS_INPUT_POST IN)
    {
    VS_OUTPUT_POST OUT;

    float4 pos=float4(IN.pos.x,IN.pos.y,IN.pos.z,1.0);

    OUT.vpos=pos;
    OUT.txcoord.xy=IN.txcoord.xy;

    return OUT;
    }



    // Blur Pass
    float4 PS_ProcessBlur(VS_OUTPUT_POST IN, float2 vPos : VPOS) : COLOR
    {
    float4 res;
    float4 coord=0.0;

    coord.xy=IN.txcoord.xy;
    float4 origcolor;

    coord.w=0.0;


    origcolor=tex2Dlod(SamplerColor, coord);



    float2 offset[16]=
    {
    float2(1.0, 1.0),
    float2(-1.0, -1.0),
    float2(-1.0, 1.0),
    float2(1.0, -1.0),

    float2(1.0, 0.0),
    float2(-1.0, 0.0),
    float2(0.0, 1.0),
    float2(0.0, -1.0),

    float2(1.41, 0.0),
    float2(-1.41, 0.0),
    float2(0.0, 1.41),
    float2(0.0, -1.41),

    float2(1.41, 1.41),
    float2(-1.41, -1.41),
    float2(-1.41, 1.41),
    float2(1.41, -1.41)
    };
    int i=0;

    float4 tcol=origcolor;
    float2 invscreensize=1.0/ScreenSize;
    invscreensize.y=invscreensize.y/ScreenScaleY;
    //for (i=0; i<8; i++) //higher quality
    //for (i=0; i<4; i++)
    for (i=0; i<16; i++)
    {
    float2 tdir=offset.xy;
    coord.xy=IN.txcoord.xy+tdir.xy*invscreensize*BlurSamplingRange;//*1.0;
    float4 ct=tex2Dlod(SamplerColor, coord);

    tcol+=ct;
    }
    //tcol*=0.2; // 1.0/(4+1)
    //tcol*=0.111; // 1.0/(8+1) //higher quality
    tcol*=0.05882353;

    float2 uv=(IN.txcoord.xy-0.5)*BlurVignetteRadius;
    float vignette=saturate(dot(uv.xy, uv.xy));
    vignette=pow(vignette, BlurVignetteCurve);
    //res.xyz=tcol.xyz*0.2;

    #ifndef BLURRYVIGNETTE
    res.xyz=lerp(origcolor.xyz, tcol.xyz, vignette*1);
    #else
    res.xyz=lerp(origcolor.xyz, tcol.xyz, vignette*BlurPower);
    #endif

    //res.xyz=tcol.xyz;

    res.w=.0;
    return res;
    }



    float4 PS_PostProcess(VS_OUTPUT_POST IN, float2 vPos : VPOS) : COLOR
    {
    float4 res;
    float4 coord=0.0;

    coord.xy=IN.txcoord.xy;
    float4 origcolor;

    coord.w=0.0;


    float2 offset[8]=
    {
    float2(1.0, 1.0),
    float2(-1.0, -1.0),
    float2(-1.0, 1.0),
    float2(1.0, -1.0),

    float2(1.41, 0.0),
    float2(-1.41, 0.0),
    float2(0.0, 1.41),
    float2(0.0, -1.41)
    };
    int i=0;

    float4 tcol=origcolor;
    float invscreensize=1.0/ScreenSize;
    //for (i=0; i<8; i++) //higher quality
    for (i=0; i<8; i++)
    {
    float2 tdir=offset.xy;
    coord.xy=IN.txcoord.xy+tdir.xy*invscreensize*SamplingRange;//*1.0;
    float4 ct=tex2Dlod(SamplerColor, coord);

    tcol+=ct;
    }
    tcol*=0.111; // 1.0/(4+1)
    //tcol*=0.111; // 1.0/(8+1) //higher quality



    res.w=1.0;
    return res;
    }

    float4 PS_PostProcess2(VS_OUTPUT_POST IN, float2 vPos : VPOS) : COLOR
    {
    float4 res;
    float4 coord=0.0;

    coord.xy=IN.txcoord.xy;
    float4 origcolor;

    coord.w=0.0;


    origcolor=tex2Dlod(SamplerColor, coord);

    // coord.x=IN.txcoord.x-(1.5/ScreenSize);
    // float4 lshift=tex2Dlod(SamplerColor, coord);
    // coord.x=IN.txcoord.x+(1.5/ScreenSize);
    // float4 rshift=tex2Dlod(SamplerColor, coord);




    float3 eta = float3(1.0+ChromaticAmount*0.9,1.0+ChromaticAmount*0.6,1.0+ChromaticAmount*0.3);
    float2 center;
    center.x = coord.x-0.5;
    center.y = coord.y-0.5;
    float LensZoom = 1.0/LensSize;

    float r2 = (IN.txcoord.x-0.5) * (IN.txcoord.x-0.5) + (IN.txcoord.y-0.5) * (IN.txcoord.y-0.5);
    float f = 0;

    if( LensDistortionCubic == 0.0){
    f = 1 + r2 * LensDistortion;
    }else{
    f = 1 + r2 * (LensDistortion + LensDistortionCubic * sqrt(r2));
    };

    float x = f*LensZoom*(coord.x-0.5)+0.5;
    float y = f*LensZoom*(coord.y-0.5)+0.5;
    float2 rCoords = (f*eta.r)*LensZoom*(center.xy*0.5)+0.5;
    float2 gCoords = (f*eta.g)*LensZoom*(center.xy*0.5)+0.5;
    float2 bCoords = (f*eta.b)*LensZoom*(center.xy*0.5)+0.5;

    //float3 inputDistord = tex2D(SamplerColor,float2(x,y));
    float4 inputDistord = float4(tex2D(SamplerColor,rCoords).r , tex2D(SamplerColor,gCoords).g ,tex2D(SamplerColor,bCoords).b, tex2D(SamplerColor,float2(x,y)).a);
    return float4(inputDistord.r,inputDistord.g,inputDistord.b,1);



    res.w=1.0;
    return res;
    }





    technique PostProcess3
    {
    pass P0
    {

    VertexShader = compile vs_3_0 VS_PostProcess();
    PixelShader = compile ps_3_0 PS_PostProcess2();

    DitherEnable=FALSE;
    ZEnable=FALSE;
    CullMode=NONE;
    ALPHATESTENABLE=FALSE;
    SEPARATEALPHABLENDENABLE=FALSE;
    AlphaBlendEnable=FALSE;
    StencilEnable=FALSE;
    FogEnable=FALSE;
    SRGBWRITEENABLE=FALSE;
    }
    }



    For blurry vignette I mean being able to control amount of blur and radius to the screen edges, as chromatic aberration, which should be noted towards the edges but not in the center of the screen. I don't think I can do this just using negative values in Lumasharpen, right?

    For Adaptation I mean this effect where Exposure (or brightness/contrast/gamma or whatever faked) is adapted in time depending on the screen brightness. It is great when it works in ENB, I think Cryengine does that too.

    As I said, I am no coder (3dsmax freak), so I can't help much with this stuff. I just managed to get this ENB patch version with just Lens+CA for several DX9 games editing and copy/pasting code from other people like Icelaglace, Matso and Boris, but all my efforts are just trial/error without any knowledge of what I am really doing :bang: (I know, lame right?).

    The thing is SweetFX is already working ok in DX11 games, and Boris has no plans to update ENB for DX11 for now, and he is not interested in further developing this kind of generic ENB version because he is centered in Skyrim for now and he already was kind enough to make a special version for AvP 2010 when I asked, so I'm kinda stuck with what I have right now.

    I like these kind of effects so bad that I am willing to pay for them. It is not that I like to just throw money at problems or something like that, I just think that having paid hundreds of $ for games that I just enjoy for a month or even less, donating money to help develop these kind of mods seems a much wiser investment, as I am going to use and enjoy them a lot more (already using SweetFX and ENB in all games I can).

    I already tried the Chromatic Aberration code posted here (the one replacing Dither) but it makes the overall screen darker (or alters the contrast or something like that) and the effect doesn't seem as good as in ENB, which does it in a smooth and "towards the edge" way.

    Can I help develop these effects for SweetFX donating to a paypal/skrill account or something?

    Besides donation I can help in any other way I can, testing versions (several gens of ati & nvidia gpu models, 30-40 different games installed), I don't know... anything I can contribute.



     
  12. Vandrende Pind

    Vandrende Pind Maha Guru

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    Hi, is it possible to rename d3d9.dl to something else? I tried, and sweetfx didn't load. I know that you could rename it with the enb series.

    any takers?
     
  13. StixsmasterHD

    StixsmasterHD Member

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    Hey all,

    Check out my new improved Fallout: New Vegas Ultimate Edition preset when possible.

    http://sfx.thelazy.net/games/preset/111/

    P.S. Happy to see my presets getting so much more traffic due to my improved tweaking efforts.

    Also, am I the only 1 here that is able to make sweetfx do things that like enbseries can do sept without enbseries included?

    I feel like it. I see every1 lately posting pics of enbseries + sweetfx + etc mixed together when I thought this thread was sposed to be bout Sweetfx only.

    If you look at my latest few presets you can see that with sweetfx alone it is not hard to make it do similar to what enbseries does if not better.
     
    Last edited: Jan 5, 2013
  14. kaicooper

    kaicooper Master Guru

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    C.Jaay

    u gonna add some ENB stuff in sweetfx for next final version?
     
  15. OrdinaryOregano

    OrdinaryOregano Master Guru

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    I'm a nab when it comes to things like these, I want Cine style, tell me how to do it.
     

  16. CeeJay.dk

    CeeJay.dk Master Guru

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    I'm just saying that I think that formula for curve 1 is the same that Technicolor originally used and the only differences are rounding errors.
    In either case it should give identical result and is faster than the other formula.

    I think so too. Curve 2 is my favorite. It's gentler on the highlights and shadows.

    That is a good idea.
    I could also make it apply contrast to each channel separately as you did .. I'll experiment some with it.
     
  17. CeeJay.dk

    CeeJay.dk Master Guru

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    The game calls d3d9.dll so to work it must be named d3d9.dll.
    When you chain it with ENB you name the ENB dll d3d9.dll and then tell ENB to load the dll from SweetFX.

    Game > ENB > SweetFX
     
  18. TonyTurbo

    TonyTurbo Master Guru

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    those gta screens are real nice man :)
     
  19. CeeJay.dk

    CeeJay.dk Master Guru

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    Probably not, because I suspect you mean SSAO and/or DoF.
     
  20. CeeJay.dk

    CeeJay.dk Master Guru

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    Enable Curves - use formula 1.

    Apparently it was in SweetFX all along.
     
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