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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. icePOPPA

    icePOPPA New Member

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    How to use SweetFX with Radeon Pro?

    Hey, I recently discovered sweetFX and have been enjoying it when I can get it to work. However, I noticed in the OP that the new version of Radeon Pro uses sweetFX, which I thought was cool because I was already using it for some games.

    Anyway, I cant seem to figure it out. Do I have to insert the dll files into the game folder before using the setting in RP? Also, whenever I "import settings" and edit stuff, there is no affect.

    I am lost in the dark here, any help would be greatly appreciated.
     
  2. anub1s18

    anub1s18 Active Member

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    oke i fixed my crashing problem (no .txt behind the file name in the preset)

    and it now loads up... i think since the steam overlay no longer works (a common issue with SMAA injectors) however it doesn't seem to actually work.

    the overlay doesnt work but the graphics havent changed.

    scroll lock / pause break dont do a thing, and if i change the vibrancy to -1.00 and then load it up again the game looks just as normal as always (also tried enabling splitscreen... did nothing)

    does anybody know why it won't work?

    log says :

    full path: C:\Program Files (x86)\Steam\steamapps\common\Borderlands 2\Binaries\Win32\
    redirecting CreateDevice
    initialising shader environment

    game is borderlands 2

    nevermind did some searching and testing and found it could be the steam overlay or pretty much any type of overlay, turned out FRAPS was blocking it and the overlay now works again (YAY) but no fraps (DOH).

    thanks anyway ^^
     
    Last edited: Jan 7, 2013
  3. CeeJay.dk

    CeeJay.dk Master Guru

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    You need to first remove the regular SweetFX installation (or just the dll files if you want to change back later)
    Then use RadeonPro to apply SweetFX. - For help with that , ask in the RadeonPro thread
     
  4. StixsmasterHD

    StixsmasterHD Member

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  5. OrdinaryOregano

    OrdinaryOregano Master Guru

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    So help me out on this.

    I'm using SMAA
    and well it's not really smoothing out jaggies too well.
    Left side is in-game AA, Right side is SMAA.

    Ceejay.dk
    [​IMG]
     
    Last edited: Jan 7, 2013
  6. StixsmasterHD

    StixsmasterHD Member

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    I dont understand it...every1 in this thread constantly says this yet I still see people completely ignore it.

    STOP STRETCHING THIS SITE'S LAYOUT FOR ME! USE SPOILERS FOR IMAGES!
     
  7. OrdinaryOregano

    OrdinaryOregano Master Guru

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    I always do, but one image was already posted which was large, messing with the layout so I continued :p
     
  8. jim2point0

    jim2point0 Maha Guru

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    Don't expect miracles from 1xSMAA :p Especially in modern games with a lot of detail. You'd probably have to do downsampling + in-game AA, unless there is actually a way to force AA on AC3. I haven't heard of a way to do so though.

    2 wrongs don't make a right :p If he edits his message, then you're the only jerk :p
     
  9. Confidence-Man

    Confidence-Man Member

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    Can't seem to get this working in Skyrim. I've been using the SMAA injector but I'd like to get the other stuff working as well. I get this in the log file:

    full path: C:\Program Files (x86)\Steam\steamapps\common\Skyrim\
    redirecting CreateDevice
    initialising shader environment
    D3DXCreateEffectFromFile failed
    try to use "C:\Program Files (x86)\Steam\steamapps\common\Skyrim" for shader files

    I've tried moving both the shader folder and all the shader files to the skyrim directory and still get the same thing, game just closes after hitting play in the launcher.
     
  10. jim2point0

    jim2point0 Maha Guru

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    Trying to just use SweetFX? Or SweetFX alongside ENB?

    If it's just SweetFX, that shouldn't be an issue at all. Should just be able to extract the sweetfx archive into skyrim's main directory and it should work.
     

  11. J4ckInthebox

    J4ckInthebox New Member

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    Hi :)

    I have a problem that puzzles me. I managed to make run Mechwarrior Online with SweetFX on a laptop (with a geforce 570m) by following the same steps as for Crysis 2: put the .dll and the injector file in Bin32, and the rest in the root folder: it works like a charm.

    but, when I try to do the same thing on my desktop computer(based on 2 5750's in crossfire), the game does not launch: it stays on a black screen 4eveeeeeer.

    here is the log:
    I could use a hand :bang: both computers run on windows 7 64.

    thanks.
     
  12. ninjafada

    ninjafada Master Guru

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    Last edited: Jan 7, 2013
  13. Confidence-Man

    Confidence-Man Member

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    Using with ENB, but I forgot I can use the injector version of that and use SweetFX by itself. Works now, thanks.
     
  14. Argo

    Argo New Member

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    Ok, so I spent over 3 hours last night trying to get SweetFX to work in FC3 DX9. I read every post on every major site and followed the instructions exactly as posted. However, d3d9.dll caused the game to not load and I found 50 other people with the same issue. I would get the following message in my log file.

    So at 3 a.m. I decided to quit and just for kicks I put all the SweetFX files in the /Bin folder...Suddenly everything worked fine. I am not sure if for some bizzare reason I missed a post, or if this is something I should be posting as a success, because everything I read said its not possible.
     
  15. ninjafada

    ninjafada Master Guru

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  16. J4ckInthebox

    J4ckInthebox New Member

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    SweetFX was in conflict with another overlay that I completely forgot to remove :D

    thanks a lot :)
     
  17. Boulotaur2024

    Boulotaur2024 Member Guru

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    ah SweetFX in MPC, great stuff, I usually don't need any any FX applied to my movies (well I guess directors know their stuff after all), as Madvr handles everything like a champ but I found out that was the best way to actually compare/see instantly how the different SweetFX s-curves behave, which I can hardly figure out when alt-tabbing from and back to my game

    It's also great for coding and viewing what your shader does in realtime

    Try it yourself, everyone :)

    EDIT : yeah there's the splitscreen feature, but I don't know I thought it was disturbing to use because you don't get to see the whole frame obviously, harder to spot differences for me at least
     
    Last edited: Jan 7, 2013
  18. OrdinaryOregano

    OrdinaryOregano Master Guru

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    I didn't know it was 1x, oh well.

    I'd rather be a jerk :p
     
  19. Koniakki

    Koniakki Ancient Guru

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    Wait... What you are saying is that \Bin is not where the SweetFX files should be? Because that's where I put them from from the start.

    I thought everyone had the FC3 SweetFX files in \Bin..
     
  20. rgot

    rgot Member

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    Thank u CeeJay.dk.

    Thank,
    it's for v2:

    Code:
       /*-----------------------------------------------------------.
      /                      Choose effects                         /
      '-----------------------------------------------------------*/
    
    // Set to 1 for ON or 0 for OFF
    #define USE_SMAA_ANTIALIASING 0 //[0 or 1] SMAA Anti-aliasing : Smoothens jagged lines using the SMAA technique.
    #define USE_FXAA_ANTIALIASING 1 //[0 or 1] FXAA Anti-aliasing : Smoothens jagged lines using the FXAA technique. WIP - Currently only works in DX9 and you need to use the FXAA injector dlls.
    #define USE_LUMASHARPEN   1 //[0 or 1] LumaSharpen : Also sharpens the antialiased edges which makes them less smooth - I'm working on fixing that.
    #define USE_BLOOM         0 //[0 or 1] Bloom : Makes bright lights bleed their light into their surroundings (relatively high performance cost)
    #define USE_HDR           0 //[0 or 1] HDR : Not actual HDR - It just tries to mimic an HDR look (relatively high performance cost)
    #define USE_TECHNICOLOR   0 //[0 or 1] TECHNICOLOR : Attempts to mimic the look of an old movie using the Technicolor three-strip color process (Techicolor Process 4)
    #define USE_DPX           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 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        0 //[0 or 1] Curves : Contrast adjustments using S-curves.
    #define USE_CARTOON       0 //[0 or 1] Cartoon : "Toon"s the image
    #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_BORDER        0 //[0 or 1] Border : Makes the screenedge black as a workaround for the bright edge that forcing some AA modes sometimes causes.
    #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 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.
    
    
       /*-----------------------------------------------------------.
      /                  FXAA Anti-aliasing settings                /
      '-----------------------------------------------------------*/
    #define FXAA_QUALITY__PRESET 9       //[1 to 9] Choose the quality preset
    #define fxaa_Subpix 0.200            //[0.000 to 1.000] Choose the amount of sub-pixel aliasing removal
    #define fxaa_EdgeThreshold 0.250     //[0.000 to 1.000] The minimum amount of local contrast required to apply algorithm
    #define fxaa_EdgeThresholdMin 0.060  //[0.000 to 1.000] Trims the algorithm from processing darks
    
    
       /*-----------------------------------------------------------.
      /                       LumaSharpen settings                  /
      '-----------------------------------------------------------*/
    // -- Sharpening --
    #define sharp_strength 2.5   //[0.10 to 3.00] Strength of the sharpening
    #define sharp_clamp    0.835  //[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 0.2  //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern.
                             //I designed the pattern for offset_bias 1.0, but feel free to experiment.
                               
    // -- Debug sharpening settings --
    #define show_sharpen 0   //[0 or 1] Visualize the strength of the sharpen (multiplied by 4 to see it better)
    
    
       /*-----------------------------------------------------------.
      /                       Bloom settings                        /
      '-----------------------------------------------------------*/
    #define BloomThreshold 20.25 //[0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isn't.
    #define BloomPower 1.446     //[0.000 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   8.0  //[1.0 to 15.0]
    #define Green 2.0  //[1.0 to 15.0]
    #define Blue  7.0  //[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  //[0.60 to 0.20]
    #define GreenC 0.36  //[0.60 to 0.20]
    #define BlueC  0.34  //[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(0.880, 0.880, 0.880)  //[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        //[0.000 to 2.000] Adjust midtones
    
    #define Exposure 0.0    //[-1.000 to 1.000] Adjust exposure
    
    #define Saturation -0.25  //[-1.000 to 1.000] Adjust saturation
    
    #define Bleach 0.70      //[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 0.15 //[-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 0.20  //[-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.
    
    
       /*-----------------------------------------------------------.
      /                       Cartoon settings                      /
      '-----------------------------------------------------------*/
    //No settings yet, beyond switching it on or off in the top section.
    //I'm still tweaking this effect - also I'm not even sure it should be called Cartoon in the final version.
    
    
       /*-----------------------------------------------------------.
      /                         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.
    
    
       /*-----------------------------------------------------------.
      /                        Border settings                      /
      '-----------------------------------------------------------*/
    //No settings yet, beyond switching it on or off in the top section.
    
    
       /*-----------------------------------------------------------.
      /                     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
    
    
    [​IMG]
    [​IMG]
    [​IMG]
     
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