SweetFX

No FXAA? Wow must try that!

Also concerning the brightness, is that the slider with the R* logo?

E: Nevermind found it.

And further DAYUM! Was turned down a bit too low, now looks absolutely lovely.

Keeper!
 
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Using wunkley's settings now and finding them a bit better, still a bit too vibrant but it will do! :p My brightness slider is about 3-4/5. Last screenies!

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And just a couple of screenshots with it turned on:

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vHElRVz.png
 
I love it I use it with Skyrim get great results and avoid the heavy framerate hit of an ENB which are overrated IMO.

Its straightforward to use the configurator and create your own preset and tweak to suit, much the best way to do it rather than keep trying other people's.
 
no worries man...might as well share some of my comparisons. Messed with my settings to make it darker at night. My dark nights might not be for everyone, but dark nights should be....you know....dark lol. I love night time with Very High Post FX and DOF effects. Incredible.


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Glad people are liking my config tweak. Remember, it's very very easy to tweak yourself to get it looking right for your monitor. I'm playing on a Rog swift, and although it has very good colour repro for a TN monitor, if you're using IPS the colours may be slightly more vibrant anyway, so you may need to tweak the vibrancy down a bit.

Easiest way is to simply head to the vibrancy section of the config. Mine is set to 0.1 at the moment I think, which is more than half of what the original quentin one was. I also have a touch of negative saturation applied in the tone map settings too. Experiment with both of these as you can get a slightly different look.

Remember though - less is more with sweetFX! Only make very small adjustments, test, tweak, and repeat.
I generally find that 'Kputts' presets on the lazy site are the best starting point. He doesn't go over the top with any settings, and they are usually the best baseline to start your own tweaks from.

Also regarding sharpening. It can actually have a very beneficial effect for some games, GTA 5 being one. Again you must not overdo it at all, and I usually turn it down by about 30 percent from whatever the default is. The difference is very subtle but VERY beneficial for GTA.
 
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absolutely wunkley..one thing I cant understand with ppl using sweetfx, they all want the most eye popping over bright colour configs there are...I'm amazed at how popular a lot of the overly colourful configs are. And yep, K-Putts is always the go to for me, but I always mess around once I have his/there configs.

I've dropped FXAA and applied SMAA as well in this Quentin config, much nicer to be honest. Get that "0" on FXAA and "1" on SMAA lol.
 
No FXAA? Wow must try that!

Also concerning the brightness, is that the slider with the R* logo?

E: Nevermind found it.

And further DAYUM! Was turned down a bit too low, now looks absolutely lovely.

Keeper!

Yep, the in game brightness slider is an absolute must to use. You must change this so that the rockstar logo is just visible. If it's too dark you will be losing so many details in game, blacks will be crushed, details lost in the shadows etc etc.

Also, my config uses SMAA rather than FXAA. FXAA is total arse. I don't use any in game AA now in GTA 5, just the SMAA of sweetfx. Far better performance and looks just as good. I think the AA generally in GTA 5 is pretty poor though. Lots of large odd jaggies still around on some objects no matter what you do.
 
absolutely wunkley..one thing I cant understand with ppl using sweetfx, they all want the most eye popping over bright colour configs there are...I'm amazed at how popular a lot of the overly colourful configs are. And yep, K-Putts is always the go to for me, but I always mess around once I have his/there configs.

I've dropped FXAA and applied SMAA as well in this Quentin config, much nicer to be honest. Get that "0" on FXAA and "1" on SMAA lol.

It's the 'Instagram' generation ain't it. They have no idea what a good image looks like unless an overcooked filter is whacked over the top :)
I'm actually a pro photographer, so tweaking images to look their best is something of an obsession of mine.
That's why I love sweetfx so much. It's basically lightroom for games!
 
Looking good tony :cool: Will try your config out later too.

I have never spent so much time messing with settings etc. in a game before :o

I hate those brightness sliders as I can see the logo easily when it is more or less visible as well as well as make out all the gradients (near the bottom of the slider) but in game it is then far too contrasty!

And yeah K-putt configs are my go to usually.
 
Folks, Im a bit puzzled by something.

Does SweetFX influence the actual GTA 5 settings? Or is it just something external to the GTA graphics settings?

For example. I notice that when its first loaded the FPS is a fair bit lower, but then if I go into the GTA 5 settings and say change AA from 2X to 4X from from 2X down to off, the FPS suddenly picks up (and that's with the Sweet FX enabled).

Have I inadvertently turned something off whenever I change something in the actual GTA 5 graphics settings?

Also, any chance someone can send or post wunkleys settings? Much appreciated :)
 
Hi Bud

My settings were on the previous page, but my current ones, very slightly tweaked again are below:

//============================================//
// 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 1.28 //[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 0.37 //[0.60 to 0.20]
#define GreenC 0.37 //[0.60 to 0.20]
#define BlueC 0.40 //[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

And sweetfx is entirely separate to in game settings. It does it's own thing. However, I wouldn't use sweetfx smaa and in game smaa together (as an example) as that may cause issues.

With GTA 5 I have noticed that if whilst in game you change something in the in game graphics menu, sweetfx actually deactivates. That's probably why you are seeing a slight performance increase. Just press the scrolllock key again to turn it back on. Look for the little message in the top left corner saying enabled or disabled to be sure
 
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Cheers wunkley, will give that a whirl now.

But what I have noticed when I change a setting in GTA5, and when SweetFX deactivates and then I reactivate it (as you said above), the FPS stays the same, but the colours do change.

However I cant for the life of me tell if there is anything different non-colour wise (if that makes sense)...
 
I don't get it, the FPS in the game takes a serious hit with these sweet FX configs, especially at night in the desert?

But if I go into the GTA 5 settings and manually apply the AA there, the FPS sky rockets back up again, what gives?
 
SweetFX will effect the shaders and lighting renders. If you go an change a graphical setting within the game it will effectively overwrite and disable SweetFX. At least that's how it used to work in other games, I'd be surprised if it's any different now.
 
Ok but can the SXAA in the game be different to that of the SweetFX variant?

I cant believe the frame rate drops so tremendously with the SXAA in Sweet FX compared to GTA5.
 
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