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. Arioch

    Arioch Guest

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    Some games like Far Cry 3 look colorful enough but I still like using SweetFX for the sharpening function. I also use SMAA to enhance the existing AA or if the game doesn't use it at all.
     
  2. QuadReaktor

    QuadReaktor Guest

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    @Marcel

    Whats about the AlanWake Settings !?
     
  3. Super1

    Super1 Guest

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  4. Marcel

    Marcel Guest

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  5. kaicooper

    kaicooper Guest

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  6. Gembel

    Gembel Guest

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    Thanks :)
    I did remove the bluish tint actually...
     
  7. Wanny

    Wanny Guest

    Hum well yea but you kinda induced a yellow tint then...
     
  8. zerowalker

    zerowalker Guest

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    Marcel, could you help me with the Contrast Curve?
    I have tried playing around with it, but i really don´t get it.

    Do you know how to set it to let a Gamma of -0.10 not letting the dark details go away, but still let the Concrete look stay?

    Thanks:)
     
  9. Super1

    Super1 Guest

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    Thanks

    The injector doesn't work in dx11 it show black screen only

    DX9+ultra settings+2880×1620=unplayable about 20fps and less xD
    DX9+optimal settings+1920×1080=playable about 45-60

    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   0 //[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       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        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 1.20  //[0.0 to 8.0] Strangely lowering this makes the image brighter
    #define radius2  0.80  //[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    1.0  //[0.1 to 2.5] Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral.
    #define DPXSaturation 1.0  //[0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral.
    
    #define RedC   0.3  //[0.6 to 0.2]
    #define GreenC 0.3  //[0.6 to 0.2]
    #define BlueC  0.3  //[0.6 to 0.2]
    
    #define Blend 0.3    //[0.0 to 0.1] How strong the effect should be.
    
    
       /*-----------------------------------------------------------.
      /                      Lift Gamma Gain settings               /
      '-----------------------------------------------------------*/
    #define RGB_Lift  float3(1.005, 1.005, 0.982)  //[1.000 to 2.000] Adjust shadows for Red, Green and Blue
    #define RGB_Gamma float3(1.000, 1.000, 0.987)  //[1.000 to 2.000] Adjust midtones for Red, Green and Blue
    #define RGB_Gain  float3(0.987, 0.993, 0.999)  //[1.000 to 2.000] Adjust highlights for Red, Green and Blue
    
    
       /*-----------------------------------------------------------.
      /                        Tonemap settings                     /
      '-----------------------------------------------------------*/
    #define Gamma 1.08        //[0.00 to 2.00] Adjust midtones
    
    #define Exposure -0.05    //[-1.00 to 1.00] Adjust exposure
    
    #define Saturation 0.0  //[-1.00 to 1.00] Adjust saturation
    
    #define Bleach 0.12      //[0.00 to 1.00] Brightens the shadows and fades the colors
    
    #define Defog 0.011  //[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 0.15 //[-1.0 to 1.0] Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
    
    
       /*-----------------------------------------------------------.
      /                        Curves settings                      /
      '-----------------------------------------------------------*/
    #define Curves_contrast 0.30  //[-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
    
    
     
  10. NeoEnigma

    NeoEnigma Master Guru

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    Not sure I understand your question.

    Maybe show a screenshot and describe what you want to change?
     

  11. Marcel

    Marcel Guest

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    i often use curves 6 with contrast 10 , 11 or 12 and tonemap gamma 1,1 or 1,05 but depends on the specific game. Every game is different. Sorry if i write something bad because my english is not very good.

    ...I have question for all. How turn OFF HUD in Bulletstorm? Thank you for answers :)
     
    Last edited: Dec 4, 2012
  12. NeoEnigma

    NeoEnigma Master Guru

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    Bulletstorm is UE3?

    Have you tried the usual means? Binding keys to typical UE3 commands? It would be similar to dishonored.

    It might not be possible. I know Duncan Harris (DeadEndThrills) had to use a special build from Epic to use a lot of these commands...
     
    Last edited: Dec 4, 2012
  13. Marcel

    Marcel Guest

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    does not work any UE command in input.ini. I already tested all. Game have coded ini files but are rewritable with bulletstorm ini editor.

    ------------------------------------------------------------------------

    "quick test" Batman Arkham City

    ...only DPX and curves

    [​IMG]

    [​IMG]

    [​IMG]
     
  14. element72

    element72 Guest

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    the fix is to update every Visual C++ Redists (2005-2010 SP1 both x86 & x64), DirectX Redist (June 2010) etc. etc.
     
  15. Maken

    Maken Master Guru

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    Black Ops 2

    [​IMG]
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  16. melbourne47

    melbourne47 Guest

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    How did you guys manage to run SweetFx with Far Cry 3?
    It keeps on crashing on me after the splash screen..
    Here's what I've tried:
    - Disabled Uplay Overlay
    - Disabled Afterburner OSD
    - Disabled FXAA via GameProfile.xml
    - Disabled SSAO via GameProfile.xml

    I am running it in DX9.. I set Power Management in NCP to "Prefer Maximum Performance"... that's about it... Thanks
     
  17. NeoEnigma

    NeoEnigma Master Guru

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    set uplay to "offline" mode ;)

    Here's a few so far....

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]
     
    Last edited: Dec 5, 2012
  18. melbourne47

    melbourne47 Guest

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    ^ Thanks, will try when I get home later :D
    But wouldn't that disable the achievements or something?
    I know the achievements are pretty useless, but I'm one of those "completionists", just to have more things to do in the game :p
     
  19. NeoEnigma

    NeoEnigma Master Guru

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    might. might not. i really dont care. i've never cared for achievements. i miss the days when we didn't have them.
     
  20. melbourne47

    melbourne47 Guest

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    ^So basically I can't use SweetFx in Far Cry 3 Multiplayer also?
    (Just curious :p)
     
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