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cri74

SweetFX en grafikk modd for BF3 og andre spill ?

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Hejja...

Satt å leste om grafikk mods og denne SweetFX. PCGamer skriver også om bruken av denne i BF3 og da lurte jeg på om noen har testen den, er det den samme som man kunne stille inn farge settings og bli kvitt den verdenskjente blåfargen i spillet?

What is it?

So in case you're new to SweetFX Shader Suite (or just SweetFX), it's a mod built on the InjectSMAA shader injector, that allows you to apply a suite of post processing shader effects to your games.

You may have tried another shader injection mod before, like InjectFXAA, InjectSMAA or FXAAtool. SweetFX improves upon all of these.

You can add SMAA anti-aliasing , sharpening and tweak the color, gamma , exposure and more.

It's meant to allow you to improve the look of your games and change the look and mood of it to your liking.

If you use SMAA antialiasing instead of MSAA or an even more expensive antialaliasing technique you can also make the game run faster (than with MSAA)

Effects included:

* SMAA Anti-aliasing : Anti-aliases the image using the SMAA technique - see http://www.iryoku.com/smaa/

* LumaSharpen : Sharpens the image, making details easier to see

* Bloom : Makes strong lights bleed their light into their surroundings

* HDR : Mimics an HDR tonemapped look

* Technicolor : Makes the image look like it was processed using a three-strip Technicolor process - see http://en.wikipedia.org/wiki/Technicolor

* Cineon DPX : Makes the image look like it was converted from film to Cineon DPX. Can be used to create a "sunny" look.

* Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights (avoids clipping)

* Tonemap : Adjust gamma, exposure, saturation, bleach and defog. (may cause clipping)

* Vibrance : Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.

* Curves : Contrast adjustments using S-curves.

* Sepia : Sepia tones the image - see http://en.wikipedia.org/wiki/Sepia_tone#Sepia_toning

* Vignette : Darkens the edges of the image to make it look more like it was shot with a camera lens. - see http://en.wikipedia.org/wiki/Vignetting )

* Dither : Applies dithering to simulate more colors than your monitor can display. This lessens banding artifacts - see http://en.wikipedia.org/wiki/Ditheri...age_processing )

* Splitscreen : Enables the before-and-after splitscreen comparison mode.

It works with all 32bit DirectX 9 , 10 and 11 games (and many applications).

It works with all graphics cards as long as they support at least shader model 3.

It does NOT work with 64bit game executables - use the 32bit version of your game if it gives you a choice between 32 and 64bit.

It should work on Windows 2000 and newer, both 32bit and 64bit. So far tested working on WinXP , Vista and Win7. Windows 8 is untested - please report your findings (So far it seems to function if users edit their folder permissions first)

It may work on Linux using Wine - please report your findings.

It does not work well with most programs that overlay an image onto the game. It has a workaround for the Steam overlay so that will work, and you can make overlays based on Rivatuner OSD work as well with a compability setting in those overlays , but other overlays may prevent SweetFX from making changes to the image or outright crash the game - turn those off.

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Her kan det lønne seg å trykke HD såklart.

Word of advice - Uvisst om denne går i PB

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Denne brukes visst i flere spill - tråden burde vel egentlig flyttes til Generell spillprat :)

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Jeg kjører SweetFX i Wargame:EE nå, og har laget et eget preset som gjør bildet litt skarpere, da jeg bestandig har syntes at Wargame har vedlig "myk" grafikk uten særlig mye detaljer.

Har noen før/etter bilder her fra spillet (store bilder, tar litt tid å laste ned):

http://demux.net/ima...argame_sweetfx/

(hold musepekeren over bildet for å se effekten av SweetFX)

Disse settingene her er veldig forskjellig fra de man ser i Borderlands 2-youtuben (ovenfor), da Wargame allerede har ganske kraftig 'HDR'-prosessering fra før av, er ikke det nødvendig å justere mikrokontraster lenger.

  /*-----------------------------------------------------------.
 /			 Wargame effects						 /
 '-----------------------------------------------------------*/

// Set to 1 for ON or 0 for OFF
#define USE_SMAA_ANTIALIASING 1 //[0 or 1] SMAA Anti-aliasing : Smoothens jagged lines.
#define USE_LUMASHARPEN   1 //[0 or 1] LumaSharpen : Also sharpens the antialiased edges which makes them less smooth - I'm working on fixing that.
#define USE_BLOOM		 1 //[0 or 1] Bloom : Makes bright lights bleed their light into their surroundings (relatively high performance cost)
#define USE_HDR		   0 //[0 or 1] HDR : Not actual HDR - It just tries to mimic an HDR look (relatively high performance cost)
#define USE_TECHNICOLOR   0 //[0 or 1] TECHNICOLOR : Attempts to mimic the look of an old movie using the Technicolor three-strip color process (Techicolor Process 4)
#define USE_DPX		   0 //[0 or 1] Cineon DPX : Should make the image look like it's been converted to DXP Cineon - basically it's another movie-like look similar to technicolor.
#define USE_LIFTGAMMAGAIN 1 //[0 or 1] Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights (avoids clipping)
#define USE_TONEMAP	   0 //[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	    0 //[0 or 1] Curves : Contrast adjustments using S-curves.
#define USE_SEPIA		 0 //[0 or 1] Sepia : Sepia tones the image.
#define USE_VIGNETTE	  0 //[0 or 1] Vignette : Darkens the edges of the image to make it look more like it was shot with a camera lens. May cause banding artifacts.
#define USE_DITHER	    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_SPLITSCREEN   0 //[0 or 1] Splitscreen : Enables the before-and-after splitscreen comparison mode.


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

#define SMAA_THRESHOLD 0.12		   // [0.05 to 0.20] Edge detection threshold
#define SMAA_MAX_SEARCH_STEPS 16	  // [0 to 98] Determines the radius SMAA will search for aliased edges
#define SMAA_MAX_SEARCH_STEPS_DIAG 6  // [0 to 16] Determines the radius SMAA will search for diagonal aliased edges
#define SMAA_CORNER_ROUNDING 0	    // [0 to 100] Determines the percent of antialiasing to apply to corners.

// -- Advanced SMAA settings --
#define COLOR_EDGE_DETECTION 0	    // [0 or 1] 1 Enables color edge detection (slower but slightly more acurate) - 0 uses luma edge detection (faster)
#define SMAA_DIRECTX9_LINEAR_BLEND 0  // [0 or 1] Using DX9 HARDWARE? (software version doesn't matter) if so this needs to be 1 - If not, leave it at 0.


  /*-----------------------------------------------------------.
 /					   LumaSharpen settings				  /
 '-----------------------------------------------------------*/
// -- Sharpening --
#define sharp_strength 2.50   // [0.10 to 3.00] Strength of the sharpening
#define sharp_clamp    0.035  // [0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035

// -- Advanced sharpening settings --
#define pattern 4	    // [1|2|3|4] Choose a sample pattern. 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped.
#define offset_bias 1.0  // [0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern.
					 // I designed the pattern for offset_bias 1.0, but feel free to experiment.

// -- Debug sharpening settings --
#define show_sharpen 0   // [0 or 1] Visualize the strength of the sharpen (multiplied by 4 to see it better)


  /*-----------------------------------------------------------.
 /					   Bloom settings					    /
 '-----------------------------------------------------------*/
#define BloomThreshold 30.25 //[0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isn't.
#define BloomPower 1.446	 //[0.0000 to 8.0000] Strength of the bloom
#define BloomWidth 0.0142    //[0.0000 to 1.0000] Width of the bloom


  /*-----------------------------------------------------------.
 /					    HDR settings						 /
 '-----------------------------------------------------------*/
#define HDRPower 1.00  //[0.0 to 8.0] Strangely lowering this makes the image brighter
#define radius2  0.87  //[0.0 to 8.0] Raising this seems to make the effect stronger and also brighter


  /*-----------------------------------------------------------.
 /					  TECHNICOLOR settings				   /
 '-----------------------------------------------------------*/
#define TechniAmount 0.11	    //[0.0 to 1.0]
#define TechniPower  2.8		 //[0.0 to 8.0]
#define redNegativeAmount   0.88 //[0.0 to 1.0]
#define greenNegativeAmount 0.88 //[0.0 to 1.0]
#define blueNegativeAmount  0.88 //[0.0 to 1.0]


  /*-----------------------------------------------------------.
 /					  Cineon DPX settings				    /
 '-----------------------------------------------------------*/
#define Red   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    2.5  //[0.1 to 2.5] Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral.
#define DPXSaturation 3.0  //[0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral.

#define RedC   0.36  //[0.6 to 0.2]
#define GreenC 0.36  //[0.6 to 0.2]
#define BlueC  0.34  //[0.6 to 0.2]

#define Blend 0.2    //[0.0 to 0.1] How strong the effect should be.


  /*-----------------------------------------------------------.
 /					  Lift Gamma Gain settings			   /
 '-----------------------------------------------------------*/
#define RGB_Lift  float3(0.900, 0.900, 0.900)  //[0.000 to 2.000] Adjust shadows for Red, Green and Blue
#define RGB_Gamma float3(1.100, 1.100, 1.100)  //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
#define RGB_Gain  float3(1.250, 1.250, 1.250)  //[0.000 to 2.000] Adjust highlights for Red, Green and Blue


  /*-----------------------------------------------------------.
 /					    Tonemap settings					 /
 '-----------------------------------------------------------*/
#define Gamma 1.0	    //[0.00 to 2.00] Adjust midtones

#define Exposure 0.00    //[-1.00 to 1.00] Adjust exposure

#define Saturation 0.00  //[-1.00 to 1.00] Adjust saturation

#define Bleach 0.00	  //[0.00 to 1.00] Brightens the shadows and fades the colors

#define Defog 0.000  //[0.00 to 1.00] How much of the color tint to remove
#define FogColor float3(0.00, 0.00, 2.55) //[0.00 to 1.00, 0.00 to 1.00, 0.00 to 1.00] What color to remove - default is blue


  /*-----------------------------------------------------------.
 /					   Vibrance settings					 /
 '-----------------------------------------------------------*/
#define Vibrance -0.10 //[-1.0 to 1.0] Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.


  /*-----------------------------------------------------------.
 /					    Curves settings					  /
 '-----------------------------------------------------------*/
#define Curves_contrast 0.30  //[-1.0 to 1.0] The amount of contrast you want

// -- Advanced curve settings --
#define Curves_formula 7	  //[1|2|3|4|5|6|7] The constrast s-curve you want to use.


  /*-----------------------------------------------------------.
 /						 Sepia settings					  /
 '-----------------------------------------------------------*/
#define ColorTone float3(1.40, 1.10, 0.90) //[0.00 to 1.00, 0.00 to 1.00, 0.00 to 1.00] What color to tint the image
#define GreyPower  0.11				    //[0.0 to 1.0] How much desaturate the image before tinting it
#define SepiaPower 0.58				    //[0.0 to 1.0] How much to tint the image



  /*-----------------------------------------------------------.
 /					   Vignette settings					 /
 '-----------------------------------------------------------*/
#define VignetteRadius 1.00   //[-1.00 to 3.00] lower values = stronger radial effect from center
#define VignetteAmount -1.00  //[-2.00 to 1.00] Strength of black. -2.00 = Max Black, 1.00 = Max White.
#define VignetteSlope 8	   //[1 to 16] How far away from the center the change should start to really grow strong (odd numbers cause a larger fps drop than even numbers)
#define VignetteCenter float2(0.500, 0.500)  //[0.00 to 1.00] Center of effect.


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

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


  /*-----------------------------------------------------------.
 /					 Splitscreen settings				    /
 '-----------------------------------------------------------*/
#define splitscreen_mode 3  //[1|2|3|4|5]  1 = Vertical 50/50 split, 2 = Vertical 25/50/25 split, 3 = Vertical 50/50 angled split, 4 = Horizontal 50/50 split, 5 = Horizontal 25/50/25 split

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