SweetFX

no need to rename anything in GTAV...download this one, I think its a lovely preset https://sfx.thelazy.net/games/preset/3450/ all you gotta do is follow the instructions, very straight forward, nothing needs to be renamed. It's also default position is off, so when the game starts, you dont get the problem that other reshade GTAV configs have with the frames tanking to 1fps on the load screen. Just get into the game and hit scroll lock to turn it on. The difference is amazing, I love this config, night times look amazing at ultra.

I tried out that Quentin preset for GTA5. As I thought it's way too overcooked out of the box, like most presets are - far too contrasty and over saturated.

The main problem is it's using levels, and with a black point value of 10. This causes too much clipping of blacks and loses details in the shadows. It might make for a few nice contrasty screen shots, but in game it just crushes the blacks, which is never a good thing.

I've made some tweaks myself to the preset, mainly tweaking the levels value to be less harsh, and a few other things like toning down the HDR values to avoid blowing out highlights, so it's not too contrasty all round, losing detail (you have to be very careful with HDR in SweetFX).
Really pleased with how this one is now - code is below in case anyone wants to try it. Just copy and paste into your SweetFX_settings file.

(Remember - you must also use the in game brightness display calibrator check with the rock star logo and adjust accordingly too. If you can't see the logo at all, you are totally crushing the black detail. With this config below I have the bar about a third of the way, but this may vary depending on your monitor/ monitor calibration, so you must do this yourself)

//============================================//
// Quentin Tarantino //
// Presents (with a few 'Wunkley' tweaks) //
//============================================//

// Effects are listed in the order that they are applied.
// Set to 1 for ON or 0 for OFF

#define USE_ASCII 0 //[0 or 1] Ascii : Converts the image to Ascii-art.
#define USE_CARTOON 0 //[0 or 1] Cartoon : "Toon"s the image.
#define USE_SMAA 1 //[0 or 1] SMAA Anti-aliasing : Smoothens jagged lines using the SMAA technique.
#define USE_FXAA 0 //[0 or 1] FXAA Anti-aliasing : Smoothens jagged lines using the FXAA technique.
#define USE_EXPLOSION 0 //[0 or 1] Explosion : Scatters the pixels, making the image look fuzzy.
#define USE_CA 0 //[0 or 1] Chromatic Aberration : Mimics the look of a cheap camera lens, by distorting the colors.
#define USE_ADVANCED_CRT 0 //[0 or 1] Advanced CRT : Simulates an old CRT TV display. (has a very high performance cost)
#define USE_PIXELART_CRT 0 //[0 or 1] PixelArt CRT : Scanlines for pixel art (high performance cost)
#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_LUMASHARPEN 1 //[0 or 1] LumaSharpen : Sharpens the image.
#define USE_LENS_DISTORTION 0 //[0 or 1] Cubic Lens Distortion : Distorts the lens cubicly.

#define USE_PALETTE 0 //[0 or 1] Palette : Matches the color to a constrained palette.
#define USE_LEVELS 1 //[0 or 1] Levels : Sets a new black and white point. This increases contrast but causes clipping. Use Curves instead if you want to avoid that.
#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_MONOCHROME 0 //[0 or 1] Monochrome : Monochrome makes the colors disappear.
#define USE_COLORMATRIX 0 //[0 or 1] Color Matrix : Allows color modification using a user-defined color matrix.
#define USE_LIFTGAMMAGAIN 0 //[0 or 1] Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights.
#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_FILMICPASS 0 //[0 or 1] Filmic Pass: Applies some common color adjustments to mimic a more cinema-like look.
#define USE_REINHARDLINEAR 0 //[0 or 1] Reinhard: Reinhard mixed with some linear tonemapping.
#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_FILMGRAIN 0 //[0 or 1] Film Grain : Adds film grain to the image.
#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_BORDER 0 //[0 or 1] Border : Can be used to create letterbox borders around the image.
#define USE_SPLITSCREEN 0 //[0 or 1] Splitscreen : Enables the before-and-after splitscreen comparison mode. (Only partially working right now)
#define USE_Transition 0 //[0 or 1] Transition : Shows transitions to the regularly scheduled programming

//===========================================//
// Ascii //
// Settings //
//===========================================//
#define Ascii_input_image 1 //[1 or 2] 1 = Color buffer, 2 = Depth buffer.
#define Ascii_spacing 1 //[0 to 9] Determines the spacing between characters. I feel 1 to 3 looks best.

#define Ascii_font 2 //[1 or 2] 1 = 5x5 font, 2 = 3x5 font
#define Ascii_font_color float3(255, 255, 255) //[0 to 255, 0 to 255, 0 to 255] What color the font should be. In integer RGB colors.
#define Ascii_background_color float3(0, 0, 0) //[0 to 255, 0 to 255, 0 to 255] What color the background should be. In integer RGB colors.
#define Ascii_swap_colors 0 //Swaps the font and background color when you are too lazy to edit the settings above (I know I am)

#define Ascii_invert_brightness 0 //[0 or 1]
#define Ascii_font_color_mode 1 //[0 to 2] 0 = font_color, 1 = image color, 2 = colorized grayscale

#define Ascii_ToggleKey RFX_ToggleKey

//===========================================//
// Transition //
// Settings //
//===========================================//
#define Transition_time 5000 //[1 to 60000] Milliseconds the transition lasts (1000 milliseconds is 1 second)
#define Transition_texture "Winners_Dont_Use_Drugs.png" //["filename"] Filename for the texture to use. Put your custom textures in SweetFX/Textures/
#define Transition_texture_width 720 //Image width.
#define Transition_texture_height 480 //Image height.
#define Transition_type ImageFadeOut //Can be "FadeIn", "FadeOut", "CurtainOpen", "CurtainClose" or "ImageFadeOut"

#define Transition_ToggleKey RFX_ToggleKey

//===========================================//
// SMAA Anti Aliasing //
// Settings //
//===========================================//
#define SMAA_THRESHOLD 0.10 //[0.05 to 0.20] Edge detection threshold. If SMAA misses some edges try lowering this slightly. I prefer between 0.08 and 0.12.
#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. 0 seems to affect fine text the least so it's the default.

// -- Advanced SMAA settings --
#define SMAA_EDGE_DETECTION 2 //[1|2|3] 1 = Luma edge detection, 2 = Color edge detection, 3 = Depth edge detection
#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.
//Enable this only if you use a Geforce 7xxx series or older card, or a Radeon X1xxx series or older card.

// -- SMAA Predication settings --
#define SMAA_PREDICATION 0 //[0 or 1] Enables predication which uses BOTH the color and the depth texture for edge detection to more accurately detect edges.
#define SMAA_PREDICATION_THRESHOLD 0.001 // Threshold to be used in the depth buffer.
#define SMAA_PREDICATION_SCALE 2.0 // How much to scale the global threshold used for luma or color edge detection when using predication
#define SMAA_PREDICATION_STRENGTH 0.4 // How much to locally decrease the threshold.

// -- Debug SMAA settings --
#define SMAA_DEBUG_OUTPUT 0 //[0 to 4] 0 = Normal, 1 = edgesTex, 2 = blendTex, 3 = areaTex, 4 = searchTex - Only for troubleshooting. Users don't need to mess with this.

#define SMAA_ToggleKey RFX_ToggleKey

//===========================================//
// FXAA Anti Aliasing //
// Settings //
//===========================================//
#define FXAA_QUALITY__PRESET 9 //[1 to 9] Choose the quality preset. 9 is the highest quality.
#define fxaa_Subpix 0.128 //[0.000 to 1.000] Choose the amount of sub-pixel aliasing removal. Higher values makes the image softer/blurrier.
#define fxaa_EdgeThreshold 0.004 //[0.000 to 1.000] Edge detection threshold. The minimum amount of local contrast required to apply algorithm. Similar to SMAA_THRESHOLD
#define fxaa_EdgeThresholdMin 0.002 //[0.000 to 1.000] Darkness threshold. Pixels darker than this are not processed in order to increase performance.

#define FXAA_ToggleKey RFX_ToggleKey

//===========================================//
// Explosion //
// Settings //
//===========================================//
#define Explosion_Radius 2.0 //[0.2 to 100.0] Amount of effect you want.

#define Explosion_ToggleKey RFX_ToggleKey

//===========================================//
// Chromatic Aberration //
// Settings //
//===========================================//
#define Chromatic_shift float2(2.5,-0.5) //[-100.0 to 100.0, -100.00 to 100.0] Distance (X,Y) in pixels to shift the color components.
//For a slightly blurred look try fractional values (.5) between two pixels.
#define Chromatic_strength 0.5 //Adjust the strength of the effect.

#define CA_ToggleKey RFX_ToggleKey

//===========================================//
// Cartoon //
// Settings //
//===========================================//
#define CartoonPower 1.5 //[0.1 to 10.0] Amount of effect you want.
#define CartoonEdgeSlope 1.5 //[0.1 to 8.0] Raise this to filter out fainter edges. You might need to increase the power to compensate. Whole numbers are faster.

#define Cartoon_ToggleKey RFX_ToggleKey

//===========================================//
// Advanced CRT //
// Settings //
//===========================================//
#define CRTAmount 0.07 //[0.00 to 1.00] Amount of CRT effect you want

#define CRTResolution 1.15 //[1.0 to 8.0] Input size coefficent (low values gives the "low-res retro look"). Default is 1.2
#define CRTgamma 2.4 //[0.0 to 4.0] Gamma of simulated CRT (default 2.2)
#define CRTmonitorgamma 2.2 //[0.0 to 4.0] Gamma of display monitor (typically 2.2 is correct)
#define CRTBrightness 0.9 //[1.0 to 3.0] Used to boost brightness a little. Default is 1.0
#define CRTScanlineIntensity 2.0 //[2.0 to 4.0] Scanlines intensity (use integer values preferably). Default is 2.0
#define CRTScanlineGaussian 1 //[0 or 1] Use the "new nongaussian scanlines bloom effect". Default is on

#define CRTCurvature 0 //[[0 or 1] "Barrel effect" enabled (1) or off (0)
#define CRTCurvatureRadius 1.5 //[0.0 to 2.0] Curvature Radius (only effective when Curvature is enabled). Default is 1.5
#define CRTCornerSize 0.0100 //[0.0000 to 0.0020] Higher values, more rounded corner. Default is 0.001
#define CRTDistance 2.00 //[0.00 to 4.00] Simulated distance from viewer to monitor. Default is 2.00
#define CRTAngleX 0.00 //[-0.20 to 0.20] Tilt angle in radians (X coordinates)
#define CRTAngleY 0.00 //[-0.20 to 0.20] Tilt angle in radians (Y coordinates). (Value of -0.15 gives the 'arcade tilt' look)
#define CRTOverScan 1.01 //[1.00 to 1.10] Overscan (e.g. 1.02 for 2% overscan). Default is 1.01
#define CRTOversample 1 //[0 or 1] Enable 3x oversampling of the beam profile (warning : performance hit)

#define AdvancedCRT_ToggleKey RFX_ToggleKey

//===========================================//
// Pixel-Art CRT //
// Settings //
//===========================================//
// -- Emulated input resolution --
#define PixelArtCRT_resolution_mode 1 //[1 or 2] 1 = Ratio, 2 = Fixed resolution
#define PixelArtCRT_resolution_ratio (1.0/4.0) //
#define PixelArtCRT_fixed_resolution float2(320.0,160.0) //

// -- Hardness --
#define PixelArtCRT_hardScan -24.0 // Hardness of scanline : -8.0 = soft, -16.0 = medium
#define PixelArtCRT_hardPix -24.0 // Hardness of pixels in scanline : -2.0 = soft, -4.0 = hard

// -- Display warp --
#define PixelArtCRT_warp float2(1.0/64.0,1.0/24.0) // Display warp : 0.0 = none , 1.0/8.0 = extreme

// -- Type of shadow mask --
#define PixelArtCRT_ShadowMask 3 // Type of shadow mask : 1 = Very compressed TV style shadow mask, 2 = Aperture-grille, 3 = Stretched VGA style shadow mask, 4 = VGA style shadow mask

// -- Amount of shadow mask --
#define PixelArtCRT_maskDark 0.5 //
#define PixelArtCRT_maskLight 1.5 //

// -- Falloff shape --
#define PixelArtCRT_shape 3.0 // Falloff shape : 1.0 = exp(x), 1.25 = in between, 2.0 = gaussian, 3.0 = more square

// -- Amp signal --
#define PixelArtCRT_overdrive 1.25 //

#define PixelArt_ToggleKey RFX_ToggleKey

//===========================================//
// Bloom //
// Settings //
//===========================================//
#define BloomThreshold 20.25 //[0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isn't.
#define BloomPower 1.446 //[0.000 to 8.000] Strength of the bloom
#define BloomWidth 0.0142 //[0.0000 to 1.0000] Width of the bloom

#define Bloom_ToggleKey RFX_ToggleKey

//===========================================//
// HDR //
// Settings //
//===========================================//
#define HDRPower 1.29 //[0.00 to 8.00] Strangely lowering this makes the image brighter
#define radius2 0.82 //[0.00 to 8.00] Raising this seems to make the effect stronger and also brighter

#define HDR_ToggleKey RFX_ToggleKey

//===========================================//
// Lumasharpen //
// Settings //
//===========================================//
// -- Sharpening --
#define sharp_strength 1.46 //[0.10 to 3.00] Strength of the sharpening
#define sharp_clamp 0.038 //[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 1.3 //[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)

#define LumaSharpen_ToggleKey RFX_ToggleKey

//===========================================//
// Shared Shaders //
// Settings //
//===========================================//
//Below you can find all shared shader and their settings
#define SharedShader_ToggleKey RFX_ToggleKey

//===========================================//
// Levels //
// Settings //
//===========================================//
#define Levels_black_point 6 //[0 to 255] The black point is the new black - literally. Everything darker than this will become completely black. Default is 16.0
#define Levels_white_point 255 //[0 to 255] The new white point. Everything brighter than this becomes completely white. Default is 235.0

//Colors between the two points will stretched, which increases contrast, but details above and below the points are lost (this is called clipping).

// -- Debug settings --
#define Levels_highlight_clipping 0 //[0 or 1] Highlight the pixels that clip. Red = Some detail is lost in the highlights, Yellow = All detail is lost in the highlights,
// Blue = Some detail is lost in the shadows, Cyan = All detail is lost in the shadows.


//===========================================//
// Technicolor //
// Settings //
//===========================================//
#define TechniAmount 0.40 //[0.00 to 1.00]
#define TechniPower 4.00 //[0.00 to 8.00]
#define redNegativeAmount 0.88 //[0.00 to 1.00]
#define greenNegativeAmount 0.88 //[0.00 to 1.00]
#define blueNegativeAmount 0.88 //[0.00 to 1.00]


//===========================================//
// 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 1.5 //[0.1 to 2.5] Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral.
#define DPXSaturation 2.0 //[0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral.

#define RedC 0.35 //[0.60 to 0.20]
#define GreenC 0.35 //[0.60 to 0.20]
#define BlueC 0.38 //[0.60 to 0.20]

#define Blend 0.10 //[0.00 to 1.00] How strong the effect should be


//===========================================//
// Monochrome //
// Settings //
//===========================================//
#define Monochrome_conversion_values float3(0.21, 0.72, 0.07) //[0.00 to 1.00] Percentage of RGB to include (should sum up to 1.00)
#define Monochrome_color_saturation 0.00 //[0.00 to 2.00] Percentage of saturation to keep. Default is 0.00 , values above 1.00 boost saturation above normal.


//===========================================//
// Color-Matrix //
// Settings //
//===========================================//
// Red Green Blue
// Red Green Blue
#define ColorMatrix_Red float3(0.817, 0.183, 0.000) //[0.00 to 1.00] How much of Red, Green and Blue the new red value should contain - Should sum to 1.000 if you don't wish to change the brightness
#define ColorMatrix_Green float3(0.333, 0.667, 0.000) //[0.00 to 1.00] How much of Red, Green and Blue the new green value should contain - Should sum to 1.000 if you don't wish to change the brightness
#define ColorMatrix_Blue float3(0.000, 0.125, 0.875) //[0.00 to 1.00] How much of Red, Green and Blue the new blue value should contain - Should sum to 1.000 if you don't wish to change the brightness

#define ColorMatrix_strength 1.0 //Adjust the strength


//===========================================//
// Lift Gamma Gain //
// Settings //
//===========================================//
#define RGB_Lift float3(1.006, 1.003, 0.982) //[0.000 to 2.000] Adjust shadows for Red, Green and Blue.
#define RGB_Gamma float3(1.008, 1.002, 1.022) //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
#define RGB_Gain float3(1.004, 1.003, 1.010) //[0.000 to 2.000] Adjust highlights for Red, Green and Blue


//Note that a value of 1.000 is a neutral setting that leave the color unchanged.

//===========================================//
// Tonemap //
// Settings //
//===========================================//
#define Gamma 1.0 //[0.000 to 2.000] Adjust midtones
#define Exposure 0.0 //[-1.000 to 1.000] Adjust exposure
#define Saturation -0.005 //[-1.000 to 1.000] Adjust saturation
#define Bleach 0.0 //[0.000 to 1.000] Brightens the shadows and fades the colors
#define Defog 0.0 //[0.000 to 1.000] How much of the color tint to remove

#define FogColor float3(0.000, 0.00, 0.0) //[0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to remove - default is blue


//===========================================//
// Vibrance //
// Settings //
//===========================================//
#define Vibrance 0.10 //[-1.00 to 1.00] Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
#define Vibrance_RGB_balance float3(1.00, 1.00, 1.00) //[-10.00 to 10.00,-10.00 to 10.00,-10.00 to 10.00] A per channel multiplier to the Vibrance strength so you can give more boost to certain colors over others


//===========================================//
// Curves //
// Settings //
//===========================================//
#define Curves_mode 2 //[0|1|2] Choose what to apply contrast to. 0 = Luma, 1 = Chroma, 2 = both Luma and Chroma. Default is 0 (Luma)
#define Curves_contrast -0.50 //[-1.00 to 1.00] The amount of contrast you want

// -- Advanced curve settings --
#define Curves_formula 9 //[1|2|3|4|5|6|7|8|9|10] The contrast s-curve you want to use.
//1 = Sine, 2 = Abs split, 3 = Smoothstep, 4 = Exp formula, 5 = Simplified Catmull-Rom (0,0,1,1), 6 = Perlins Smootherstep
//7 = Abs add, 8 = Techicolor Cinestyle, 9 = Parabola, 10 = Half-circles.
//Note that Technicolor Cinestyle is practically identical to Sine, but runs slower. In fact I think the difference might only be due to rounding errors.
//I prefer 2 myself, but 3 is a nice alternative with a little more effect (but harsher on the highlight and shadows) and it's the fastest formula.


//===========================================//
// Sepia //
// Settings //
//===========================================//
#define ColorTone float3(1.40, 1.10, 0.90) //[0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to tint the image
#define GreyPower 0.11 //[0.00 to 1.00] How much desaturate the image before tinting it
#define SepiaPower 0.58 //[0.00 to 1.00] How much to tint the image


//===========================================//
// FilmicPass //
// Settings //
//===========================================//
#define Strenght 0.10 //[0.05 to 1.5] Strength of the color curve altering
#define BaseGamma 1.0 //[0.7 to 2.0] Gamma Curve
#define Fade 0.0 //[0.0 to 0.6] Decreases contrast to imitate faded image
#define Contrast 0.8 //[0.5 to 2.0] Contrast.
#define FSaturation 0.00
#define FBleach 0.00 //[-0.5 to 1.0] More bleach means more contrasted and less colorful image
#define FRedCurve 1.0
#define FGreenCurve 1.0
#define FBlueCurve 1.0
#define BaseCurve 1.5
#define EffectGammaR 1.0
#define EffectGammaG 1.0
#define EffectGammaB 1.0
#define EffectGamma 0.68
#define Linearization 0.6 //[0.5 to 2.0] Linearizes the color curve
#define LumCoeff float3(0.212656, 0.715158, 0.072186)

//===========================================//
// ReinhardLinear //
// Settings //
//===========================================//
#define ReinhardLinearWhitepoint 3.0
#define ReinhardLinearPoint 0.15
#define ReinhardLinearSlope 2.25 //[1.0 to 5.0] how steep the color curve is at linear point. You need color curve understanding to know what this means, just experiment.


//===========================================//
// Daltonize //
// Settings //
//===========================================//
#define Daltonize_type 1 //[1|2|3] Type of colorblindness. 1 = Protanopia (missing red spectrum), 2 = Deuteranopia (missing green spectrum), 3 = Tritanopia (missing blue spectrum)


//===========================================//
// Film Grain //
// Settings //
//===========================================//
#define FilmGrain_intensity 0.48 //[0.00 to 1.00] How visible the grain is. Higher is more visible.
#define FilmGrain_variance 0.26 //[0.00 to 1.00] Controls the variance of the gaussian noise. Lower values look smoother.
#define FilmGrain_SNR 8 //[0 to 16] Higher Signal-to-Noise Ratio values give less grain to brighter pixels. 0 disables this feature.

// -- Advanced Film Grain settings --
#define FilmGrain_mean 0.50 //[0.00 to 1.00] The average mean of the gaussian noise. Probably best kept at the middle value (0.50)

//A sideeffect of the Film Grain effect is that it also dithers the screen.
//You don't need both the Film Grain and the Dither effect enabled at the same time.


//===========================================//
// Vignette //
// Settings //
//===========================================//
#define VignetteType 1 //[1|2|3] 1 = Original, 2 = New, 3 = TV style
#define VignetteRatio 1.00 //[0.15 to 6.00] Sets a width to height ratio. 1.00 (1/1) is perfectly round, while 1.60 (16/10) is 60 % wider than it's high.
#define VignetteRadius 2.00 //[-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 2 //[2 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) //[0.000 to 1.000, 0.000 to 1.000] Center of effect for VignetteType 1. 2 and 3 do not obey this setting.


//===========================================//
// Dither //
// Settings //
//===========================================//
#define dither_method 1 //[1 or 2] 1 = Ordered dithering (very good and very fast), 2 = Random dithering (different but slightly slower dithering)

//Note that the patterns used by Dither, makes an image harder to compress.
//This can make your screenshots and video recordings take up more space.


//===========================================//
// Border //
// Settings //
//===========================================//
#define border_width float2(0,100) //[0 to 2048, 0 to 2048] (X,Y)-width of the border. Measured in pixels. If this is set to 0,0 then the border_ratio will be used instead
#define border_ratio float(1920.0 / 1080.0) //[0.1000 to 10.0000] Set the desired ratio for the visible area. You MUST use floating point - Integers do not work right.
//Examples that work: (1680.0 / 1050.0), (16.0 / 10.0), (1.6) Examples that does NOT work right: (1680 / 1050), (16 / 10)
#define border_color float3(0, 0, 0) //[0 to 255, 0 to 255, 0 to 255] What color the border should be. In integer RGB colors, meaning 0,0,0 is black and 255,255,255 is full white.


//===========================================//
// Splitscreen //
// Settings //
//===========================================//
#define splitscreen_mode 1 //[1|2|3|4|5|6] 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 = Curvy vertical 50/50 split

//===========================================//
// Custom //
// Settings //
//===========================================//
#define custom_strength 1.0 //[0.00 to 1.00] Adjust the strength of the effect
 
Last edited:
Sweetfx is very good and can transform some games completely i.e. dishonoured! The only problem I have found like wunkley, is most of them are usually far too vibrant/saturated looking.


Not bad that sweetfx Tony but it is also far too vibrant/saturated :p Going to try wunkleys edited one.

Some comparisons for that sweetfx config first though:

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vDCCAHj.jpg

66vE5Yw.png

ThST5Ha.jpg

BTW, I think ambient occlusion only works when you are using "ultra" postfx, unless it has been fixed in the last few patches....
 
From my experience sweet FX can be good and bad. Some games it works great and really makes it an improvement and in some it spoils the original look which just makes it much worse. The sharpening filter is never a good idea but the colour changes can be helpful. Sweet FX looked great in Skyrim for me but somebody recently posted some screenshots of project cars using it and it looked horrible. Like a TV set to Dynamic mode with crushed blacks and overblown colours.

When you use it right though it can be a big improvement.
 
^^

This worked for me:

http://forums.overclockers.co.uk/showpost.php?p=28020108&postcount=31

Oh nexy....where's all your detail gone? You running low or medium now or something? Your city looks low res to me.

Yeah I thought that too! I have everything on max except:

- grass, shadows, tessellation set to high
- FXAA on, no MSAA
- all the advanced graphics turned off except high detail while flying
- motion blur and DOF off
- reflection quality set to very high

So not sure what is going on lol
 
Ok cheers for checking fella. Appreciate everyones help here. Just need to find out how to remap the toggle key!

By the way, Quentins Realistic Reshade file, is this basically a collection of shaders etc? So if I want to use this with another game do I use the same fileset?
 
Not 100% sure as this is the first time I have used this sweetfx version but if it is anything like previous versions, then yes, you should be able to use those 4 files for other games.

I'm sure Tony will be able to confirm that though.
 
Ok actually I figured out how to enable scroll lock on the keyboard and I got this thing working! Success!

Thanks so much to everyone :)

And HOLY CRAP! How the hell have I been playing without this?
(Appreciate the comments made that perhaps it looks oversaturated etc)

But DAAAYUM. I will not be ever going back to that greyish/washed out look pre-SweetFX.

Seriously, thanks to all. Gonna have a shower. Grab a beer and have good session of GTA5 offline :)

(Cant wait to try this online :))
 
Glad you got it working Cavallino :)


I forgot to move the brightness slider on mine :o Done that now and it definetly makes it a bit better but still a little too saturated so will try wunkley's soon, some more comparisons:

1QejPzY.png

5b2KROi.png

pyrlX9M.png

EFSLvnR.jpg

MjIEAM5.png

hMnrExJ.png

DWcpNSt.png

vDKcPFk.png

tOP9hPO.png

HIrp0XC.png

RNXz4hi.png

lOQh9Qw.png
I have turned FXAA off now as this config sharpens the image nicely whilst getting rid of some jaggies.
 
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