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. CeeJay.dk

    CeeJay.dk Master Guru

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    Smokin' Jesus Titty Cinnamon!
     
  2. Roger_D25

    Roger_D25 Ancient Guru

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    Indeed that looks awesome TheAdipose, nice work man!
     
  3. GameGuy

    GameGuy Active Member

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    Hello I registered on this site just for this tool and its amazing I'm running it on about 4 games now and it makes them look so much better (Borderlands 2, Skyrim, Sleepings Dogs, and saints row the third). I've taken some time to configure a borderlands 2 present and I like it so far but realized when taking screenshot with steam (tiled shot command for 8640p) the injector present doesn't stick. I would use fraps if I could get this resolution for a picture but that tool can't do that. So if there is a way around this an answer would be great.

    Steam Shot (not tiled so there is jaggies but you get the idea with the colors)
    Fraps Shot
     
  4. NeoEnigma

    NeoEnigma Master Guru

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    I could impress NeoGAF with screenshots of my left shoe.

    SMAA is okay, but it's only 1x. That will only get you so far. For the average player it's probably enough.

    The best option for DS2 is probably the flag that enables MSAA, but limits shadows to normal. It fixes all aliasing, but you can't alt-tab out of the game or shadows\lighting will break.

    The other flag will allow MSAA+SGSSAA, but still misses some edges and causes a white line to appear around things. I'm forced to use this because I do alt-tab a lot for my hacking purposes. Speaking of which, some interesting screens will follow :)
     
    Last edited: Oct 29, 2012

  5. Dezerte

    Dezerte New Member

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    http://imgur.com/5Tl7r for full-size.
    [​IMG]

    Mass Effect 2. Also running SSGAAx4 through Inspector.

    I notice in some games (like Mass Effect 3 or Diablo 3) that the text get's way too blurry when using SMAA. I assume there's no way around that? (other than disabling it).

    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         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           1 //[0 or 1] Cineon DPX : Should make the image look like it's been converted to DXP Cineon - basically it's another movie-like look similar to technicolor.
    #define USE_LIFTGAMMAGAIN 0 //[0 or 1] Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights (avoids clipping)
    #define USE_TONEMAP       0 //[0 or 1] Tonemap : Adjust gamma, exposure, saturation, bleach and defog. (may cause clipping)
    #define USE_VIBRANCE      1 //[0 or 1] Vibrance : Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
    #define USE_CURVES        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 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 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     //[0.0000 to 8.0000] Strength of the bloom
    #define BloomWidth 0.0142    //[0.0000 to 1.0000] Width of the bloom
    
    
       /*-----------------------------------------------------------.
      /                        HDR settings                         /
      '-----------------------------------------------------------*/
    #define HDRPower 1.30  //[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    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(0.00, 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 0.05 //[-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 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
    
    
     
  6. Hi guys. Been there looong time ago!

    Have anyone tried SFX with FEAR 3? In my case game starts with a black screen, though I hear startup videos playing. I can't follow Crysis trick, because .exe is in the root folder.

    P.S. Figured that out. There's a file, options.cfg in game's root. Open it and remove # in front of -d3d9, thus making game run in DX9 mode. I don't believe you will lose anything in graphics. I guess, it worth putting this into Game_compability.txt
     
    Last edited by a moderator: Oct 29, 2012
  7. Hi! Would you be so kind to tell - what is texmod here?

    P.S. Nevermind, already googled :)
     
    Last edited by a moderator: Oct 29, 2012
  8. NeoEnigma

    NeoEnigma Master Guru

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    The SweetFX adjustments here are very minor. What's more impressive is what I was able to accomplish with no-clipping and flying where I wasn't supposed to.

    [​IMG]

    [​IMG]

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    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]
     
  9. CoalBlackend

    CoalBlackend Member

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    Neo's work

    @Neo ty 4 the sweetFX settings for BL2, lol stop posting your pics of game's with sweetFX makes me want to go and buy them lol.
     
  10. NeoEnigma

    NeoEnigma Master Guru

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    That's the idea. If you havent played Dead Space 1/2, I highly recommend them. Going to do some more Dead Space 2, then MAYBE head over to Deus Ex HR.
     

  11. Marcel

    Marcel Maha Guru

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    for Dead Space 1,2 nice work FXAA+downsampling. No shadows or edges problem.

    FXAA Post process injector+downsampling from 2560x1440
    [​IMG]

    [​IMG]

    [​IMG]
     
  12. pedoncho

    pedoncho Active Member

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    Any clue on how to make it work with RaceDriverGrid?
     
  13. TheAdipose

    TheAdipose Member

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    Terrasque, I really like your tool - I hope you keep working on it. 2 requests - an uninstall button to go along with install. secondly.... would it be possible to have sliders instead of manually typing the number in?

    For those of you interested in the texmod thing, theres a bunch of tutorials on my channel.
    How to use em....
    http://www.youtube.com/watch?v=75Lp6ftmND4
    How to make your own....
    http://www.youtube.com/watch?v=UrxTBJ6shSU

    I didnt make the mod in the pic above, that was a talented (and pervy) modder called doubletrouble. However the pink claptrap was all me baby!!

    I'm probably opening a can of worms here... but one of the slight issues I'm having with sweetfx is my ideal settings for darkscenes are not the same as my ideal settings for light scenes. My gloomy indoor scenes in borderlands and left4dead are looking great, but the daytime scenes now feel like they're taking place in strong early morning sun. I know that enb series has a space for daytime settings and for night settings. What do others feel about this? Is this something other people would to see in sweetfx or do I just need to find some compromise settings for my games.

    Adi
     
  14. NeoEnigma

    NeoEnigma Master Guru

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    The day\night settings for ENB are VERY game specific. For example, if I want ENB in Dishonored, I can't get separate Day\Night settings no matter what version I use. Boris has to specifically tool ENB on a per\game basis for it to be full featured. I have no idea how he does it though....

    For Borderlands 2, I think heavy SweetFX settings are a bad idea for that very reason. You won't find something that works in all situations. Gotta be careful with it. I've tried to make my nights less blue by removing blue from shadows... but this makes sunsets a massive wash of red. Small tweaks for that game to enhance the original art direction, but beyond that... you're on your own :)

    I would love to see day\night settings in sweetfx, but I don't see how it would be possible to make that work for all games.
     
  15. TheAdipose

    TheAdipose Member

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    or... we currently have a hot key for on/off. how about a hotkey to switch between presets? So i could code my own day/night for a game and just flip between them as i wander around. This might be something more suited to Terrasques tool.
     

  16. Terrasque

    Terrasque Member

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    A new version of the SweetFX Configurator is up.

    Changes :
    * All injector.ini settings are added - and now shows the name associated with the keyCode
    * Fixed some settings display bugs when switching between games
    * Really fixed the "No ProductName, use exe filename" logic this time :)
    * Added "Remove SweetFX" function - this will not delete injector and settings file
    * Slight change in UI - setting comment can now be shown over two lines if long enough.

    Download urls (same as before):
    * Standalone (works for most people, it seems) : https://dl.dropbox.com/u/2401158/SweetFX Configurator_standalone.zip
    * Installer package (Microsoft standard install thing) : https://dl.dropbox.com/u/2401158/SweetFX Configurator.zip

    Comments :
    I'll probably continue working on it as long as I have an itch to scratch and time to spare. Feedback helps ;)

    When it comes to sliders for numbers, there are several reasons for why I haven't added it yet. Firstly, I need more complex controls than the others (at least two UI elements I think, one for slider and one for precision changes). Secondly, there's two types of them. Whole numbers and decimal numbers. I'll probably have to handle those separately, for a variety of reasons. Thirdly, for the decimal numbers I have to specify how many decimals the input should allow. And that's a problem. Some values are indicated 0.00 to x.00 values, but you need 3 decimal places to get the precision needed. I can just set all of them to 3 decimal places, but then again, some other settings might break with 3 decimal places. I haven't tested, so don't know. Also, when adding those sliders there need to be set default step values, and which size should that be? Some values have large ranges indicated, but in practice you have a very small area that gives usable results. So yeah, adding sliders have some interesting situations that needs to be considered, tested and handled.

    As for different presets, that's a good idea :) I have been thinking of being able to save and load different versions of settings, and hotkey changing would be a logical extension of that.

    I've also been thinking of a simple "diff" logic that compares a setting file with default, and show a window with only the changed settings.
     
  17. CeeJay.dk

    CeeJay.dk Master Guru

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    I was working on such a feature for 1.2 but postponed it.

    But the idea is to use a hotkey program to trigger a script that changes the contents of SweetFX_preset.txt , and then press the key to reload shaders.

    A workaround since the InjectSMAA injector doesn't have direct support for this.
     
  18. CeeJay.dk

    CeeJay.dk Master Guru

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    See the posts between Smashly and myself earlier in this thread where we discuss the GUI he is working on (I'm thought for sure he would be the one to first make a GUI , but it seems you beat him to it)

    And you're right , with a working gui to change setting you can resuse the code to create a program to change the values using hotkey. Maybe you can even find a way to trigger InjectSMAA's reloading of the shaders without requiring the user to do that.

    Once you have a program that can change presets you can later elaborate on that to make it change individual values, to allow for fine tuning your settings using hotkey.

    The diff logic idea is good. I like it.
     
  19. Marcel

    Marcel Maha Guru

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    CeeJay.dk

    Is possible add to SweetFX FXAA?
     
  20. antonyfrn

    antonyfrn Maha Guru

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    Question about the installer version where does it store its files and also doesn't seem to be away to uninstall it in win8 pro 64bit
     
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