SweetFX Shader Suite release and discussion thread

Discussion in 'Games, Gaming & Game-demos' started by CeeJay.dk, Sep 23, 2012.

Thread Status:
Not open for further replies.
  1. kaicooper

    kaicooper Master Guru

    Messages:
    519
    Likes Received:
    41
    GPU:
    GTX 780 SC ACX
    wanny

    witch one is before and after?..
    ======
    Ninja

    ur BO2 is good but sooooooo dark..
    ======
    zerowalker

    looks same but liiiiiitle bit sharper..noticable

    hope u make more shapr and AA and Deep color and darkside
     
  2. Blue_Pie_Ninja

    Blue_Pie_Ninja New Member

    Messages:
    2
    Likes Received:
    0
    GPU:
    2.00GB
    How did you get it working with halo combat evolved? mine just says missing d3dx9_43.dll . Help Please!!!
    :cry:
     
  3. Zyrusticae

    Zyrusticae Active Member

    Messages:
    57
    Likes Received:
    0
    GPU:
    eVGA GTX 670 4GB (x2)
    Man, I'm still wishing someone would look into finding a way to use SweetFX's shaders without process DLL injection.

    Blargh, blargh, wishful thinking, I know...

    Thinking about it some, it should be extremely trivial to run it through the drivers, for example. They're just full-screen shaders, right? They don't need any depth information, any information from previous frames, none of that. Hell, if you just put it in an app that ran the shaders regardless of what's on the screen (windows, the game, or otherwise) it would work just fine, too.

    I'm going to need to do some research...
     
    Last edited: Dec 2, 2012
  4. dmxdex

    dmxdex Active Member

    Messages:
    69
    Likes Received:
    0
    GPU:
    Geforce GTX 470 0C.
    Has anyone done metro 2033?
     

  5. cronius77

    cronius77 New Member

    Messages:
    2
    Likes Received:
    0
    GPU:
    6950
    warhammer online

    I have a weird issue with an older game warhammer online , the shaders work fine and it makes the game great looking but all the characters and npcs turn solid white and glowing. Any idea on how to fix this , i tried removing some of the shader files but nothing seems to work . I think its an issue with warhammer as enb series and fxaa injectors all cause the same issue as sweet FX .

    Also question asked earlier about Radeon Pro and LAA for swtor , you still have to set LAA to false on the swtor.exe file to get sweetfx to work with it and it causes crashes to desktop after awhile playing it. The only way to get it to work would be to somehow not limit the exe to 2 gigs.
     
  6. casamassi

    casamassi Member

    Messages:
    25
    Likes Received:
    0
    GPU:
    GTX 780 GHZ@1202/7000Mhz
    hi,
    i can't use RadeonPro with FarCry 3...:bang:
    the game crash and i have the last version..1.1.1.0
    why with a lot of people the program works and to me no?
    even Hitman Absolition don't work...

    I can't use SweetFX with Far Cry 3...:bang:
    The game crash ...
    why with a lot of people the program works and to me no?

    what can i do?
     
  7. Marcel

    Marcel Maha Guru

    Messages:
    1,141
    Likes Received:
    0
    GPU:
    MSI GTX 1070 Gaming
  8. Tom Yum 72

    Tom Yum 72 Active Member

    Messages:
    71
    Likes Received:
    1
    GPU:
    gtx 660 ti
    Marcel, even i am quite happy with my sweetfx settings for Far Cry 3 , i would love to see what you can do with it. :)
     
  9. IAmGhostDog

    IAmGhostDog Maha Guru

    Messages:
    1,130
    Likes Received:
    7
    GPU:
    XFX R9 390
    Thanks.
    Still tweaking. :thumbup:
     
  10. pedoncho

    pedoncho Active Member

    Messages:
    64
    Likes Received:
    0
    GPU:
    Nvidia gt240 1gb
    The same but with Nvidia :/
     

  11. Marcel

    Marcel Maha Guru

    Messages:
    1,141
    Likes Received:
    0
    GPU:
    MSI GTX 1070 Gaming
    Does not work on fc3. I tried FXAA PPI but does not work too. :/
     
  12. Tom Yum 72

    Tom Yum 72 Active Member

    Messages:
    71
    Likes Received:
    1
    GPU:
    gtx 660 ti
    Its working without problems in Dx9 , i use it that way. It gives a black screen in dx11.

    Here, i posted that before :

    [​IMG]

    I love the fresh colors, looks even better ingame.
     
    Last edited: Dec 2, 2012
  13. pedoncho

    pedoncho Active Member

    Messages:
    64
    Likes Received:
    0
    GPU:
    Nvidia gt240 1gb
    does not work in FC3
     
  14. NeoEnigma

    NeoEnigma Master Guru

    Messages:
    631
    Likes Received:
    0
    GPU:
    ---
    Everyone has stated... it works in directx 9 only.
     
  15. ady86

    ady86 New Member

    Messages:
    6
    Likes Received:
    0
    GPU:
    nVidia GT 555 M 2 Gb
    Thank you very much ... now we are working
    I set deoar is the first picture and results registered exactly as it should :)
    Thanks again and Regards
    :)
     

  16. zerowalker

    zerowalker Master Guru

    Messages:
    351
    Likes Received:
    0
    GPU:
    AMD R9 380
    You want me to make it deeper?

    Wanted to do it, but if i do decrease the Gamma more, i lose details, and well i am not pro at this, so i am all ear for recommendations on how to do it:)
     
  17. Do you really have to quote including all the screenshots?

    And Marcel - is it really hard to use 'spoiler' tag at least?
     
  18. Marcel

    Marcel Maha Guru

    Messages:
    1,141
    Likes Received:
    0
    GPU:
    MSI GTX 1070 Gaming
    ok,but is not final config and do not look good everytime

    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.
    #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 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 0.30   // [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 1.1  //[0.0 to 8.0] Strangely lowering this makes the image brighter
    #define radius2  0.75  //[0.0 to 8.0] Raising this seems to make the effect stronger and also brighter
    
    
       /*-----------------------------------------------------------.
      /                      TECHNICOLOR settings                   /
      '-----------------------------------------------------------*/
    #define TechniAmount 0.11        //[0.0 to 1.0]
    #define TechniPower  2.8         //[0.0 to 8.0]
    #define redNegativeAmount   0.88 //[0.0 to 1.0]
    #define greenNegativeAmount 0.88 //[0.0 to 1.0]
    #define blueNegativeAmount  0.88 //[0.0 to 1.0]
    
    
       /*-----------------------------------------------------------.
      /                      Cineon DPX settings                    /
      '-----------------------------------------------------------*/
    #define Red   15.0  //[1.0 to 15.0]
    #define Green 15.0  //[1.0 to 15.0]
    #define Blue  15.0  //[1.0 to 15.0]
    
    #define ColorGamma    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 1.1  //[0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral.
    
    #define RedC   0.32  //[0.6 to 0.2]
    #define GreenC 0.32  //[0.6 to 0.2]
    #define BlueC  0.31  //[0.6 to 0.2]
    
    #define Blend 0.12    //[0.0 to 0.1] How strong the effect should be.
    
    
       /*-----------------------------------------------------------.
      /                      Lift Gamma Gain settings               /
      '-----------------------------------------------------------*/
    #define RGB_Lift  float3(1.000, 0.980, 1.000)  //[0.000 to 2.000] Adjust shadows for Red, Green and Blue
    #define RGB_Gamma float3(1.070, 1.019, 0.960)  //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
    #define RGB_Gain  float3(1.007, 1.015, 1.008)  //[0.000 to 2.000] Adjust highlights for Red, Green and Blue
    
    
       /*-----------------------------------------------------------.
      /                        Tonemap settings                     /
      '-----------------------------------------------------------*/
    #define Gamma 1.05        //[0.00 to 2.00] Adjust midtones
    
    #define Exposure -0.05    //[-1.00 to 1.00] Adjust exposure
    
    #define Saturation 0.04  //[-1.00 to 1.00] Adjust saturation
    
    #define Bleach 0.02      //[0.00 to 1.00] Brightens the shadows and fades the colors
    
    #define Defog 0.017  //[0.00 to 1.00] How much of the color tint to remove
    #define FogColor float3(0.00, 0.80, 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 0.17 //[-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 0.10  //[-1.0 to 1.0] The amount of contrast you want
    
    // -- Advanced curve settings --
    #define Curves_formula 6      //[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
    
    
    [​IMG]
    [​IMG]
    [​IMG]

    Mancubus

    from first page

    " Post images no wider than 1024 pixels that link to the full size screenshots instead. If you post a lot you may also consider using the spoiler tag."

    6 shots(RE5) a lot? But ok if i send more than 3 images i add spoiler tag.

    Tom Yum 72

    i must try in DX9. tip for screenshots without hud in FC3. :)Use printscreen and game do screenshot without hud. Screenshot folder is in Documents/Mygames/Far Cry 3
     
  19. NeoEnigma

    NeoEnigma Master Guru

    Messages:
    631
    Likes Received:
    0
    GPU:
    ---
    The in-game print-screen function will not capture sweetfx. It also produces blurrier screenshots.
     
  20. Terrasque

    Terrasque Member

    Messages:
    36
    Likes Received:
    0
    GPU:
    amd / something / somethi
    Put out a small update to the configurator. It can now import / export presets, and hopefully work better with games that need split install of SweetFX.

    Link : http://sweetfx.thelazy.net/?p=91
     
Thread Status:
Not open for further replies.

Share This Page