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. -= Mancubus =-

    -= Mancubus =- Active Member

    Messages:
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    GPU:
    MSI GTX560 Ti
    Hawken Beta

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    Settings:
    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           1            // [0 or 1] Vibrance : Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
    #define USE_CURVES             1            // [0 or 1] Curves : Contrast adjustments using S-curves.
    #define USE_SEPIA              0            // [0 or 1] Sepia : Sepia tones the image.
    #define USE_VIGNETTE           0            // [0 or 1] Vignette : Darkens the edges of the image to make it look more like it was shot with a camera lens. May cause banding artifacts.
    #define USE_DITHER             0            // [0 or 1] Dither : Applies dithering to simulate more colors than your monitor can display. This lessens banding artifacts (mostly caused by Vignette)
    #define USE_SPLITSCREEN        0            // [0 or 1] Splitscreen : Enables the before-and-after splitscreen comparison mode.
    
    
       /*-----------------------------------------------------------.
      /                  SMAA Anti-aliasing settings                /
      '-----------------------------------------------------------*/
    
    #define SMAA_THRESHOLD         0.20         // [0.05 to 0.20] Edge detection threshold
    #define SMAA_MAX_SEARCH_STEPS  98           // [0 to 98] Determines the radius SMAA will search for aliased edges
    #define SMAA_MAX_SEARCH_STEPS_DIAG 16           // [0 to 16] Determines the radius SMAA will search for diagonal aliased edges
    #define SMAA_CORNER_ROUNDING   100          // [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 1            // [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         3.000        // [0.10 to 3.00] Strength of the sharpening
    #define sharp_clamp            1.000        // [0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035
    
    // -- Advanced sharpening settings --
    #define pattern                1            // [1|2|3|4] Choose a sample pattern. 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped.
    #define offset_bias            0.0          // [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             0.400        // [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                  0.90         // [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, 0.70, 0.00) // [0.00 to 1.00, 0.00 to 1.00, 0.00 to 1.00] What color to remove - default is blue
    
    
       /*-----------------------------------------------------------.
      /                       Vibrance settings                     /
      '-----------------------------------------------------------*/
    #define Vibrance               0.10         // [-1.0 to 1.0] Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
    
    
       /*-----------------------------------------------------------.
      /                        Curves settings                      /
      '-----------------------------------------------------------*/
    #define Curves_contrast        0.30         // [-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              0.09         // [0.0 to 1.0] How much desaturate the image before tinting it
    #define SepiaPower             0.30         // [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

    Guys, can you please tell me how to get rid of this green? Consider me stupid and would you be so kind to explain by examples? Thank you!
     
  2. Wanny

    Wanny Ancient Guru

    Messages:
    7,480
    Likes Received:
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    GPU:
    GTX 980 Ti GAMING 6G
    This pretty much confirms what I noticed earlier... it's hard to make UE3 engines works good with SweetFX. Overall it still looks bad lol.

    I tried with Batman AC and ME3 and there's nothing much that can be done... They all have this ugly bloom or fog or whatever it is. They would need a "debloomer" lol
     
  3. -= Mancubus =-

    -= Mancubus =- Active Member

    Messages:
    85
    Likes Received:
    0
    GPU:
    MSI GTX560 Ti
    STALKER: COP

    'Warm'

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    with these settings:
    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                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           1            // [0 or 1] Vibrance : Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
    #define USE_CURVES             1            // [0 or 1] Curves : Contrast adjustments using S-curves.
    #define USE_SEPIA              0            // [0 or 1] Sepia : Sepia tones the image.
    #define USE_VIGNETTE           0            // [0 or 1] Vignette : Darkens the edges of the image to make it look more like it was shot with a camera lens. May cause banding artifacts.
    #define USE_DITHER             0            // [0 or 1] Dither : Applies dithering to simulate more colors than your monitor can display. This lessens banding artifacts (mostly caused by Vignette)
    #define USE_SPLITSCREEN        0            // [0 or 1] Splitscreen : Enables the before-and-after splitscreen comparison mode.
    
    
       /*-----------------------------------------------------------.
      /                  SMAA Anti-aliasing settings                /
      '-----------------------------------------------------------*/
    
    #define SMAA_THRESHOLD         0.20         // [0.05 to 0.20] Edge detection threshold
    #define SMAA_MAX_SEARCH_STEPS  98           // [0 to 98] Determines the radius SMAA will search for aliased edges
    #define SMAA_MAX_SEARCH_STEPS_DIAG 16           // [0 to 16] Determines the radius SMAA will search for diagonal aliased edges
    #define SMAA_CORNER_ROUNDING   100          // [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 1            // [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         3.000        // [0.10 to 3.00] Strength of the sharpening
    #define sharp_clamp            1.000        // [0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035
    
    // -- Advanced sharpening settings --
    #define pattern                1            // [1|2|3|4] Choose a sample pattern. 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped.
    #define offset_bias            0.0          // [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             0.400        // [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                  0.90         // [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               0.10         // [-1.0 to 1.0] Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
    
    
       /*-----------------------------------------------------------.
      /                        Curves settings                      /
      '-----------------------------------------------------------*/
    #define Curves_contrast        0.30         // [-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              0.09         // [0.0 to 1.0] How much desaturate the image before tinting it
    #define SepiaPower             0.30         // [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
    
     
  4. -= Mancubus =-

    -= Mancubus =- Active Member

    Messages:
    85
    Likes Received:
    0
    GPU:
    MSI GTX560 Ti
    And STALKER: COP 'Natural'. I see already that Vignette obviously just doesn't fit in there.

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    Settings (almost default):
    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                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            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             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           1            // [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         0.20         // [0.05 to 0.20] Edge detection threshold
    #define SMAA_MAX_SEARCH_STEPS  98           // [0 to 98] Determines the radius SMAA will search for aliased edges
    #define SMAA_MAX_SEARCH_STEPS_DIAG 16           // [0 to 16] Determines the radius SMAA will search for diagonal aliased edges
    #define SMAA_CORNER_ROUNDING   100          // [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 1            // [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         3.000        // [0.10 to 3.00] Strength of the sharpening
    #define sharp_clamp            1.000        // [0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035
    
    // -- Advanced sharpening settings --
    #define pattern                1            // [1|2|3|4] Choose a sample pattern. 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped.
    #define offset_bias            0.0          // [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             0.400        // [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                  0.90         // [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               0.30         // [-1.0 to 1.0] Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
    
    
       /*-----------------------------------------------------------.
      /                        Curves settings                      /
      '-----------------------------------------------------------*/
    #define Curves_contrast        0.20         // [-1.0 to 1.0] The amount of contrast you want
    
    // -- Advanced curve settings --
    #define Curves_formula         7            // [1|2|3|4|5|6|7] The constrast s-curve you want to use. 
    
    
       /*-----------------------------------------------------------.
      /                         Sepia settings                      /
      '-----------------------------------------------------------*/
    #define ColorTone              float3(1.40, 1.10, 0.90) // [0.00 to 1.00, 0.00 to 1.00, 0.00 to 1.00] What color to tint the image
    #define GreyPower              0.09         // [0.0 to 1.0] How much desaturate the image before tinting it
    #define SepiaPower             0.30         // [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
    

    Which one do you prefer? Any recommendations?
     

  5. The Postman

    The Postman Ancient Guru

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    Mancubus,

    To be honest I dont like those shots from COP. It is too "warm" and too saturated. I prefer vanilla so far.
     
  6. Marcel

    Marcel Maha Guru

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    a lot of UE games has color correction when is enabled DOF. Turn off dof (in the config) and the game will be much more colorful. Then use SweetFX.

    http://www.abload.de/img/064tsov.jpg

    http://www.abload.de/img/15ovskb.jpg
     
  7. dexth77

    dexth77 New Member

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    Hi guys, i love thid inj and use it for all my games. I recently switched to win8 x64 pro. Firstly it was upgrade from win 7 x64pro. All my games stopped working crashing at startup. I thought it was a bad upgrade and has since clean reinstall win8. However it's still crash. Works flawless once inj removed. Has everybody got yours working on win8? I have to admit i find it hard not to play without sweet fx! Finally i shud add all other inj also failed to work ie. D3 dark for diablo 3. I've tried reinstall dx9c redistributable as well. Pls help!! Thanks in advanced.
     
  8. yoreel

    yoreel New Member

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    I followed the installation and instructions, attempted to put my own settings in and when I got a black screen I came here looking for info, found your settings thinking if I copied someone who got theirs to work, it would fix mine, but I'm getting the same issue. The Guild Wars 2 error window pops up and gives the option to send a report telling what caused the crash, and the game itself has only a black screen.
    Any chance you, or anyone else with better knowledge could help me with this issue?
     
  9. Sojiro84

    Sojiro84 New Member

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    SweetFX works wonders for Guild Wars 2. That game is by default such a blurry mess. Guild Wars 2 truly looks like a work of art with this tool.

    Here is how the game looks for me:

    [​IMG]

    Left is the old look and to the right the new look. I re-sized the picture to a, hopefully, forum acceptable size.
     
  10. lowenz

    lowenz Master Guru

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    GPU:
    GeForce GTX 750Ti
    Case: STALKER Clear Sky

    Exe dir: C:\Program Files (x86)\Deep Silver\S.T.A.L.K.E.R. - Clear Sky\bin\xrEngine.exe

    Working Dir C:\Program Files (x86)\Deep Silver\S.T.A.L.K.E.R. - Clear Sky -> this is OK, no error

    Split subfolder: bin -> Save -> error: "Split Install Folder does not exist"

    The directory obviously exists :D
     

  11. CeeJay.dk

    CeeJay.dk Master Guru

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    Sorry for the late reply, but I first had to research the matter.

    You can't just rename the file - that won't work. What Durante did for dsfix was to create a new injector that functioned as a proxy for dinput8.dll instead of d3d9.dll

    I have heard from Skyrim users that using the proxy feature in HiAlgoBoost works.
    I'm unsure if HiAlgoBoost can be used for more than just Skyrim, but it's worth a try - you could also try asking the HiAlgoBoost developers if they know of a solution.

    The HiAlgoBoost FAQ says that to make it work with for Optimus users you must first add the games exe filename to the list of "high-GPU-requirement" programs in the nvidia control panel.
    Before trying to chain HiAlgoBoost and SweetFX, try doing that and see if that is enough.

    I have also heard that chaining it with ENB works for some (but not all) people.
     
  12. TechnoJellyfish

    TechnoJellyfish New Member

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    Huh. For some reason my posts need to get "approved by a moderator", which made my initial post appear some 24 hours later 2 pages back ... I'll therefore quote myself, because I don't expect that anyone will ever read it that way:

     
  13. ninjafada

    ninjafada Master Guru

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    for gw2 you need to set anti-aliasing and depth blur off
    yoreel look where you put sweetfx you have a log.log copy the content here
    be sure to have overlay or osd from any software off
     
  14. StixsmasterHD

    StixsmasterHD Member

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    Here is my Halo: Combat Evolved look:

    Original look: [​IMG]

    SweetFX look: [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    My configuration for it:
     
  15. NeoEnigma

    NeoEnigma Master Guru

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    Don't use Fraps :) Just use the injector to take the screenshot. I had no issues using driver-based FXAA when I used SweetFX to take my screenshots.

    Well that's complete BS. The games I've had the most success using SweetFX on were UE3 games (Borderlands 2 and Dishonored)
     

  16. Wanny

    Wanny Ancient Guru

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    Weeellll yea these games doesn't have that cheap bloom/DOF/fog going on too. Borderlands 2 stays one of the finest looking game I played recently...

    Should have said most of the time...
     
  17. StixsmasterHD

    StixsmasterHD Member

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    Fraps doesnt capture FXAA or SMAA effects at all via screenshots. But it does capture all things when recording a video.

    To take screenies use the injector.
     
  18. CeeJay.dk

    CeeJay.dk Master Guru

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    SweetFX also works wonders in Batman AC - it's incredible how much more detailed and clear it looks after just a bit of sharpening, curves and a little bit of HDR

    You should try it - I'd love to see what you can get out of it.
     
  19. Wanny

    Wanny Ancient Guru

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    Nice thanks removing the DOF really makes thing more great in Batman! Should have played my playthrough without it -_-

    I like Bokeh DOF but not that cheap UE3 DOF.

    Wish we could just keep Bokeh DOF (cutscenes + zoom) and destroy that constant distant blurring in Batman...
     
    Last edited: Nov 9, 2012
  20. riddikfurian

    riddikfurian Member

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    @Ceejay.dk:
    Thanks for the reply, ill look into HiAlgoBoost, ENBseries does not work in my side, i enable the proxy in enbseries.ini, rename the dll but sweetfx is not working, i did the nvidia control panel .exe adding, some games are not in the drivers so for optimus to recognize them, the .exe has to be added and attributed the "use high performance card", but the problem is the way the game is inicialized, when the d3d9.dll form sweetfx is in the .exe folder it switches to intel hd4000.
    Thank you for your input and for your work, i use sweetfx in a lot of games in my desktop, once you try sweetfx you dont look back! ;)
    Cheers
    Ed

    *just tried Hialgoboost and its the same with ENB, proxy doesnt work... :(
    ran instructions to the letter... :(
     
    Last edited: Nov 9, 2012
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