Page 33 of 137 |
JBeckman
VIP Member
Posts: 34970
Location: Sweden
|
|
Back to top |
|
 |
|
Posted: Sat, 13th Oct 2012 01:01 Post subject: |
|
 |
|
|
Back to top |
|
 |
|
Posted: Sat, 13th Oct 2012 11:57 Post subject: |
|
 |
|
|
Back to top |
|
 |
|
Posted: Sat, 13th Oct 2012 12:39 Post subject: |
|
 |
|
|
Back to top |
|
 |
|
Posted: Sat, 13th Oct 2012 15:24 Post subject: |
|
 |
Spoiler: | |
sorry to OT a bit, but how did you make it look so good? I run at max and it looks way worse :/
edit: talking about dishonored
|
|
Back to top |
|
 |
|
Posted: Sat, 13th Oct 2012 16:11 Post subject: |
|
 |
I use SweetFx, these settings:
Spoiler: |
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 0 // 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 1
#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 (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 0.12 // (0.08-0.20) Edge detection threshold
#define SMAA_MAX_SEARCH_STEPS 58 // [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 90 // [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 1.9 // (0.2-2.0)Strength of the sharpening
#define sharp_clamp 0.055 // [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 0.80 //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 1.2
#define Exposure -0.2
#define Saturation 0.0
#define Bleach 0.3
#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 0.2 //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
|
|
Depending on the location your in you may have to change the gamma under Tonemap because some areas are too dark or too bright. (this is the developers fault)
You can change values during gameplay.
|
|
Back to top |
|
 |
|
Posted: Sat, 13th Oct 2012 17:12 Post subject: |
|
 |
Sedolf wrote: | I use SweetFx, these settings:
Spoiler: |
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 0 // 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 1
#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 (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 0.12 // (0.08-0.20) Edge detection threshold
#define SMAA_MAX_SEARCH_STEPS 58 // [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 90 // [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 1.9 // (0.2-2.0)Strength of the sharpening
#define sharp_clamp 0.055 // [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 0.80 //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 1.2
#define Exposure -0.2
#define Saturation 0.0
#define Bleach 0.3
#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 0.2 //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
|
|
Depending on the location your in you may have to change the gamma under Tonemap because some areas are too dark or too bright. (this is the developers fault)
You can change values during gameplay. |
thanks a lot, that helped 
|
|
Back to top |
|
 |
|
Posted: Mon, 15th Oct 2012 01:27 Post subject: |
|
 |
|
|
Back to top |
|
 |
|
|
Back to top |
|
 |
|
|
Back to top |
|
 |
JBeckman
VIP Member
Posts: 34970
Location: Sweden
|
|
Back to top |
|
 |
garus
VIP Member
Posts: 34200
|
Posted: Sat, 20th Oct 2012 13:29 Post subject: |
|
 |
snip
Last edited by garus on Tue, 27th Aug 2024 21:51; edited 1 time in total
|
|
Back to top |
|
 |
|
Posted: Sat, 20th Oct 2012 21:32 Post subject: |
|
 |
|
|
Back to top |
|
 |
ixigia
[Moderator] Consigliere
Posts: 65074
Location: Italy
|
Posted: Sun, 21st Oct 2012 01:48 Post subject: |
|
 |
Deus Ex - Human Revolution - Augmented Cyberpunk 101% Edition
(thanks to the SweetFX)
It affects menus/hud too but it's very tolerable. Cool result overall 
|
|
Back to top |
|
 |
3E74
Posts: 2559
Location: feels wrong
|
Posted: Tue, 23rd Oct 2012 01:32 Post subject: |
|
 |
|
|
Back to top |
|
 |
sausje
Banned
Posts: 17716
Location: Limboland, Netherlands
|
Posted: Tue, 23rd Oct 2012 01:35 Post subject: |
|
 |
abload direct linking doesn't work on these forums 
Proud member of Frustrated Association of International Losers Failing Against the Gifted and Superior (F.A.I.L.F.A.G.S)

|
|
Back to top |
|
 |
3E74
Posts: 2559
Location: feels wrong
|
Posted: Tue, 23rd Oct 2012 01:39 Post subject: |
|
 |
ahhh damnit. i knew there was something...lol...my bad , again!!!
gonna fix that in a minute..one sec..
EDIT: ---> FIXED...-rofl-
|
|
Back to top |
|
 |
JBeckman
VIP Member
Posts: 34970
Location: Sweden
|
|
Back to top |
|
 |
|
Posted: Wed, 24th Oct 2012 18:51 Post subject: |
|
 |
|
|
Back to top |
|
 |
JBeckman
VIP Member
Posts: 34970
Location: Sweden
|
|
Back to top |
|
 |
|
Posted: Sat, 27th Oct 2012 20:26 Post subject: |
|
 |
|
|
Back to top |
|
 |
LeoNatan
☢ NFOHump Despot ☢
Posts: 73196
Location: Ramat Gan, Israel 🇮🇱
|
Posted: Sat, 27th Oct 2012 21:01 Post subject: |
|
 |
Sedolf wrote: | Meh: Warfighter
 |
Still better then Need for Speed The Run. 
|
|
Back to top |
|
 |
JBeckman
VIP Member
Posts: 34970
Location: Sweden
|
|
Back to top |
|
 |
|
Posted: Sun, 28th Oct 2012 10:58 Post subject: |
|
 |
|
|
Back to top |
|
 |
|
|
Back to top |
|
 |
3E74
Posts: 2559
Location: feels wrong
|
Posted: Mon, 29th Oct 2012 20:18 Post subject: |
|
 |
Arukardo wrote: | 3E74 wrote: | "Dishonored"
SGSSAA + INI Tweaks + SweetFX
|
What INI Tweaks do you mean? |
Texture tweaks, better shadows, no more texture pop in and more..Also i changed the zoom settings so it works better with my FOV thats over 85..
And more stuff...
Like shortcuts: F4 = FOV change
F12 = No HUD for screenshots
Left ALT for Zoom, only for zoom, no other button like "f" needed..Also no spyglass hud when zoomed, for better screens..
Ahh, also ini tweak for more dead bodys... they dont dissapear now..u can stack up to 50 on one Pile, hehe..
Not shure what else..
I collected mostly all tweaks fron the Net..SteamForums, Guru3d and more..
I could make a list, but im not shure if i remember it all..Or i could upload my Ini files..
But im not shure what it all will change for y<ou..maybe even the player name, and res settings...
You want me to upload the ini´s?
|
|
Back to top |
|
 |
|
Posted: Mon, 29th Oct 2012 20:42 Post subject: |
|
 |
Could you upload your SweetFX files for me? I haven't played the game yet, but I've seen plenty of versions of that for Dishonored and I think yours looks the best. I'd like to have it ready for when I decide to play it.
|
|
Back to top |
|
 |
3E74
Posts: 2559
Location: feels wrong
|
Posted: Mon, 29th Oct 2012 21:04 Post subject: |
|
 |
Shure...
Still testing and tweaking it, but this is my current settings
Quote: | http://www.mediafire.com/?70kn194zc8hljwj |
I packed my sweetFX folder in there and the INI´s..
The folder structure is self explained
Greetz
..:: Life - A sexually transmitted disease which always ends in death. There is currently no known cure::.. 
|
|
Back to top |
|
 |
|
|
Back to top |
|
 |
JBeckman
VIP Member
Posts: 34970
Location: Sweden
|
|
Back to top |
|
 |
Page 33 of 137 |
All times are GMT + 1 Hour |