SweetFX - (InjectSMAA shader injector) Thread

I have to say this greatly improves Dues Ex Human Revolution....I have been playing around with the settings a bit, and I am fairly happy with it. The awful orange tint is gone, but I think I may have overdone it a bit. It gives me much better performance than ENB that's for sure!

Any tips on which values would be best to change would be most welcome:)

wVBsL.jpg l4ue3.jpg QtLgo.jpg fvGUr.jpg Pmk7V.jpg OBWp1.jpg zaeAg.jpg PuXGv.jpg
 
if windows stops you enabling a custom resolution outside your monitors spec just try ne of the generic drivers posted on guru3d, you will need to reboot after installing one.

(your monitor shouldnt display at that actual res mine still shows 1920x1080 in its menu)

i leave my desktop at 1920x1080 and only set acual games to the custom higher resolution because the desktop looks all odd downsampled

Again, thanks for the great info.

Haven't got much time just now, but I'll definitely be having a go at this when I have more time on my hands as it interested me in the past.
:)

@Pighardia,

Wow, that is fantastic, maybe you should post up your settings?

B2 works fine, but getting nothing at all with Dishonoured.
 
hi guys, nice place here, I like the discusion about graphic tweaks
I've been out of the PC gaming scene for 10 years or so
now I got myself a PC that should be able to handle some of the modern games
(i5 3550, Geforce 560, 32gb RAM, 256GV SSD)
I've now seen what Dishonored could look like. I downloaded NVIDIA inspector and SweetFX. I heard lots of things about downsampling and there are some things I don't quite understand.
Do I only rely on SweetFX or is it a combination of SweetFX, NVIDIA Inspector and downsampling?
Please someone tell a noob how it's done and how to setup SweetFX. Just copying all the files where the exe is? That's it? And copy paste the settings I find here in the sweetfx settings file? What if my PC can't hanlde some of the settings? Which should I turn down and in which order?
And what settings to choose in the game?
Oh by the way currently I am playing on a 23" 1920x1080 monitor and soon on a 27" 2560x1440 monitor . This will need changes in the setting I guess.
THANKS FOR ANY HELP
 
With Sweetfx, you literally unzip the files to the games folder which has the executable in. You then either customize the settings text file yourself or copy/paste a custom one such as the ones posted here. Then ingame you press scroll lock to turn on/off.

not sure about the inspector or downsampling, though I am interested in those too.
 
thanks! figured out the sweetfx thing myself ;-)
but I don't udnerstand in case of Dinshonored for example how NVIDIA inspector, SweetFX and downsampling could work together or is it bad to have them running all together?
and what aa settings to chose in Dishonored game itself when using SweetFX?
 
Can't get it to work with Dishonored. I extract the file to the Win32 folder and everytime I start the game it stop responding as soon as the first lot of writing appears on screen.

Any suggestions?

I'm not running Afterburner or FRAPS either.
 
Can't get it to work with Dishonored. I extract the file to the Win32 folder and everytime I start the game it stop responding as soon as the first lot of writing appears on screen.

Any suggestions?

I'm not running Afterburner or FRAPS either.


Have you got in game aa off?
 
thanks! so turning off in-game AA but what about NVIDIA inspector and SweetFX how do these wor together without "compilcations"

Copy and paste over the files from the zip, then edit the _settings file and enable SMAA by changing the 0 to 1.

Just make sure AA is disabled through the game and inspector.

Then they'll work fine.
 
These are is settings.
/*-----------------------------------------------------------.
/ Choose effects /
'-----------------------------------------------------------*/

// Set to 1 for ON or 0 for OFF
#define USE_SMAA_ANTIALIASING 1
#define USE_LUMASHARPEN 1 //Also sharpens the antialiased edges which makes them less smooth - I'm working on fixing that.
#define USE_BLOOM 1 // Bloom makes bright lights bleed their light into their surroundings (relatively high performance cost)
#define USE_HDR 1 // Not actual HDR - It just tries to mimic an HDR look (relatively high performance cost)
#define USE_TECHNICOLOR 0
#define USE_TONEMAP 0
#define USE_VIBRANCE 0 //Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
#define USE_SEPIA 0
#define USE_VIGNETTE 0 //Darkens the edges of the image to make it more look like it was shot with a camera lens. May cause banding artifacts.
#define USE_DITHER 0 //Applies dithering to simulate more colors than your monitor can display. This lessens banding artifacts.


/*-----------------------------------------------------------.
/ SMAA Anti-aliasing settings /
'-----------------------------------------------------------*/

#define SMAA_THRESHOLD 0.08 // (0.08-0.20) Edge detection threshold
#define SMAA_MAX_SEARCH_STEPS 32 // [0-98] Determines the radius SMAA will search for aliased edges
#define SMAA_MAX_SEARCH_STEPS_DIAG 16 // [0-16] Determines the radius SMAA will search for diagonal aliased edges
#define SMAA_CORNER_ROUNDING 25 // [0-100] Determines the percent of antialiasing to apply to corners.

// -- Advanced SMAA settings --
#define COLOR_EDGE_DETECTION 1 // 1 Enables color edge detection (slower but more acurate) - 0 uses luma edge detection (faster)
#define SMAA_DIRECTX9_LINEAR_BLEND 0 // 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 1.3 // (0.2-2.0)Strength of the sharpening
#define sharp_clamp 0.05 // [0.0-1.0]Limits maximum amount of sharpening a pixel recieves - Default is 0.050

// -- Advanced sharpening settings --
#define pattern 2 // Choose a sample pattern [ 1, 2, 3 or 4 ] - I suggest 2
#define offset_bias 1.0 // [0.0-6.0](1.0) Offset bias adjusts the radius of the sampling pattern.
// I designed the pattern for offset_bias 1.0, but feel free to experiment.

// -- Debug settings --
#define splitscreen 0 // Enables the before-and-after splitscreen comparison mode. Left side is before.
#define show_sharpen 0 // Visualize the strength of the sharpen (multiplied by 4 to see it better)


/*-----------------------------------------------------------.
/ Bloom settings /
'-----------------------------------------------------------*/
#define BloomThreshold 20.25
#define BloomPower 0.9
#define BloomWidth 0.0120

/*-----------------------------------------------------------.
/ HDR settings /
'-----------------------------------------------------------*/
#define HDRPower 1.32 //Strangely lowering this makes the image brighter
#define radius2 0.80 //Raising this seems to make the effect stronger and also brighter


/*-----------------------------------------------------------.
/ TECHNICOLOR settings /
'-----------------------------------------------------------*/
#define TechniAmount .2
#define TechniPower 2.8
#define redNegativeAmount 0.88
#define greenNegativeAmount 0.88
#define blueNegativeAmount 0.88


/*-----------------------------------------------------------.
/ Tonemap settings /
'-----------------------------------------------------------*/
#define Gamma 1.15
#define Exposure 0.22
#define Saturation 0
#define Bleach 0
#define Defog 0.0
#define FogColor float4(2.55, 2.55, 0, 0)


/*-----------------------------------------------------------.
/ Vibrance settings /
'-----------------------------------------------------------*/
#define Vibrance 0.15 //Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.


/*-----------------------------------------------------------.
/ Sepia settings /
'-----------------------------------------------------------*/
#define ColorTone float3(1.12, 0.66, 0.20)
#define SepiaPower 0.25
#define GreyPower 0.15


/*-----------------------------------------------------------.
/ Vignette settings /
'-----------------------------------------------------------*/
#define VignetteRadius 2.8 // lower values = stronger radial effect from center
#define VignetteAmount -2 // Strength of black. -2.00 = Max Black, 1.00 = Max White.
#define VignetteSlope 3.9 // 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) // Center of screen for effect.


/*-----------------------------------------------------------.
/ Dither settings /
'-----------------------------------------------------------*/
//No settings yet, beyond switching it on or off in the top section.

He still doesn't say what his settings are though..or am I missing it???
 
http://forums.bistudio.com/showthread.php?141568-SweetFX-Shader-Suite-with-ARMA-2/page2

ARMA 2 - Test settings

Code:
  /*-----------------------------------------------------------.
  /                      Choose effects                         /
  '-----------------------------------------------------------*/

// Set to 1 for ON or 0 for OFF
#define USE_SMAA_ANTIALIASING 1
#define USE_LUMASHARPEN 1 //Also sharpens the antialiased edges which makes them less smooth - I'm working on fixing that.
#define USE_BLOOM 1       // Bloom makes bright lights bleed their light into their surroundings (relatively high performance cost)
#define USE_HDR 0         // Not actual HDR - It just tries to mimic an HDR look (relatively high performance cost)
#define USE_TECHNICOLOR 0 // Attempts to mimic the look of an old movie using the Technicolor three-strip color process (Techicolor Process 4)
#define USE_TONEMAP 0
#define USE_VIBRANCE 1    //Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
#define USE_SEPIA 0
#define USE_VIGNETTE 0    //Darkens the edges of the image to make it more look like it was shot with a camera lens. May cause banding artifacts.
#define USE_DITHER 0      //Applies dithering to simulate more colors than your monitor can display. This lessens banding artifacts (mostly caused by vignette)

#define USE_DPX 0         //Unfinished - Should make the image look like it's been converted to DXP Cineon - basically it's another movie-like look similar to technicolor
                          //I think the shader itself works, but the default settings need a lot of work. Maybe you can find some good settings?

   /*-----------------------------------------------------------.
  /                  SMAA Anti-aliasing settings                /
  '-----------------------------------------------------------*/

#define SMAA_THRESHOLD 0.15           // (0.08-0.20) Edge detection threshold
#define SMAA_MAX_SEARCH_STEPS 46      // [0-98] Determines the radius SMAA will search for aliased edges
#define SMAA_MAX_SEARCH_STEPS_DIAG 10  // [0-16] Determines the radius SMAA will search for diagonal aliased edges
#define SMAA_CORNER_ROUNDING 50        // [0-100] Determines the percent of antialiasing to apply to corners.

// -- Advanced SMAA settings --
#define COLOR_EDGE_DETECTION 1        // 1 Enables color edge detection (slower but more acurate) - 0 uses luma edge detection (faster)
#define SMAA_DIRECTX9_LINEAR_BLEND 0  // 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 0.5 // (0.2-2.0)Strength of the sharpening
#define sharp_clamp 0.035  // [0.0-1.0]Limits maximum amount of sharpening a pixel recieves - Default is 0.035

// -- Advanced sharpening settings --
#define pattern 2          // Choose a sample pattern [ 1, 2, 3 or 4 ] - 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped.
#define offset_bias 1.0    // [0.0-6.0](1.0) Offset bias adjusts the radius of the sampling pattern.
                           // I designed the pattern for offset_bias 1.0, but feel free to experiment.
                           
// -- Debug settings --
#define splitscreen 0      // Enables the before-and-after splitscreen comparison mode. Left side is before.
#define show_sharpen 0     // Visualize the strength of the sharpen (multiplied by 4 to see it better)


   /*-----------------------------------------------------------.
  /                       Bloom settings                        /
  '-----------------------------------------------------------*/
#define BloomThreshold 20.25
#define BloomPower 1.446
#define BloomWidth 0.0142

   /*-----------------------------------------------------------.
  /                        HDR settings                         /
  '-----------------------------------------------------------*/
#define HDRPower 1.20  //Strangely lowering this makes the image brighter
#define radius2 0.85   //Raising this seems to make the effect stronger and also brighter


   /*-----------------------------------------------------------.
  /                      TECHNICOLOR settings                   /
  '-----------------------------------------------------------*/
#define TechniAmount 0.11
#define TechniPower 2.8
#define redNegativeAmount 0.88
#define greenNegativeAmount 0.88
#define blueNegativeAmount 0.88


   /*-----------------------------------------------------------.
  /                        Tonemap settings                     /
  '-----------------------------------------------------------*/
#define Gamma 1.0

#define Exposure 0.0

#define Saturation 0.0

#define Bleach 0.0

#define Defog 0.010  //How much of the color tint to remove
#define FogColor float3(0.00, 0.00, 2.55) //what color to remove - default is blue


   /*-----------------------------------------------------------.
  /                       Vibrance settings                     /
  '-----------------------------------------------------------*/
#define Vibrance 0.3  //Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.


   /*-----------------------------------------------------------.
  /                         Sepia settings                      /
  '-----------------------------------------------------------*/
#define ColorTone float3(1.40, 1.10, 0.90)
#define SepiaPower 0.58
#define GreyPower 0.11  

   /*-----------------------------------------------------------.
  /                       Vignette settings                     /
  '-----------------------------------------------------------*/
#define VignetteRadius 1.00  // lower values = stronger radial effect from center
#define VignetteAmount -1.00 // Strength of black. -2.00 = Max Black, 1.00 = Max White.
#define VignetteSlope 8      // 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) // Center of effect.


   /*-----------------------------------------------------------.
  /                        Dither settings                      /
  '-----------------------------------------------------------*/
//No settings yet, beyond switching it on or off in the top section.

//Note that checkerboard pattern used by Dither, makes an image harder to compress.
//This can make your screenshots and videos take up more space.


/////////////////////////////////////////////////////////////////
///////////////////////// Work in Progress //////////////////////
/////////////////////////////////////////////////////////////////

   /*-----------------------------------------------------------.
  /                      Cineon DPX settings                    /
  '-----------------------------------------------------------*/
//I have yet to find good default settings for this .. maybe you can?
float Red = 8.0;   //[1.0 - 15.0]
float Green = 8.0; //[1.0 - 15.0]
float Blue = 8.0;  //[1.0 - 15.0]

float ColorGamma = 2.5f;    //[0.1 - 2.5]
float DPXSaturation = 2.0f; //[0.0 - 8.0]

float RedC = 0.4f;     //[0.6 - 0.2]
float GreenC  = 0.36f; //[0.6 - 0.2]
float BlueC = 0.35f;   //[0.6 - 0.2]

float Blend = 0.7f; //[1.0 - 0.0] How strong the effect should be

Disable SMAA/FXAA in game
 
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