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How To: Anti-Aliasing/Shader Injection (SweetFX, GeDoSaTo, GEMFX, and ReShade) - Page 166

post #1651 of 1673
is the latest version of the non-gui sweetfx still 1.5.1?
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The X58
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post #1652 of 1673
Quote:
Originally Posted by SirWaWa View Post

is the latest version of the non-gui sweetfx still 1.5.1?

No and hasn't been for long time. SweetFX 2.0 uses Reshade and the download is available on the front page of Reshade.me

Edit: I should also add that the sweetFX portion of the OP implying that it's only apart of Reshade Framework is wrong.
post #1653 of 1673
Quote:
Originally Posted by NinjaToast View Post

No and hasn't been for long time. SweetFX 2.0 uses Reshade and the download is available on the front page of Reshade.me

Edit: I should also add that the sweetFX portion of the OP implying that it's only apart of Reshade Framework is wrong.
is this version "detectable"?
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The X58
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Intel i7 960 @ 3.2GHz D0 Bloomfield 45nm Asus P6T6 WS Revolution X58 LGA 1366 eVGA Nvidia GeForce GTX 780 Ti SC ACX 3.0GB DDR5 Corsair Dominator GT DDR3 1600 6GB (7-7-7-20) 
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WDC VelociRaptor 300GB SATAII WDC Caviar Black 2TB SATAII WDC Caviar Black 1TB SATAII WDC Caviar Black 1TB SATAII 
Optical DriveOptical DriveCoolingOS
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post #1654 of 1673
Thread Starter 
Quote:
Originally Posted by NinjaToast View Post


No and hasn't been for long time. SweetFX 2.0 uses Reshade and the download is available on the front page of Reshade.me

Edit: I should also add that the sweetFX portion of the OP implying that it's only apart of Reshade Framework is wrong.

 

Fixed/updated. At some point they did actually remove the standalone option, but they brought it back due to popular demand.

 

Quote:
Originally Posted by SirWaWa View Post


is this version "detectable"?

 

All injectors are technically detectable. Whether or not they're whitelisted is a completely different story. 

post #1655 of 1673
Quote:
Originally Posted by TFL Replica View Post

Fixed/updated. At some point they did actually remove the standalone option, but they brought it back due to popular demand.

Ah, see I did not know that, sorry.
post #1656 of 1673
There's a cool trick you can do in ReShade. You can make sure that Dithering is applied as the very last step! For that, go into ReShade\Pipelin.cfg file, cut the SweetFX Shared line, paste it on the very bottom, and press Save!

Having Dithering applied last is very helpful to those with ReShade 3DLUT's and/or ICC/1DLUT's because such LUT's often come with banding due to calibration variation inaccuracies. When Dithering is applied AFTER 3DLUT and/or 1DLUT's, it reduces that banding effect, creating a smooth gradation.

I would also suggest moving all Grain and FilmGrain effects on the bottom, but leave Dithering as the very last shaders on the very bottom.

Here's my Pipeline.cfg Load Order:
/*
.
| :: Effect Ordering :: |
'
*/
#include EFFECT(BasicFX, Util)
#include EFFECT(CustomFX, Util)
#include EFFECT(GemFX, Util)
#include EFFECT(McFX, Util)
#include EFFECT(SweetFX, Util)
#include EFFECT(McFX, SSAO)
#include EFFECT(McFX, DOF)
#include EFFECT(CustomFX, DaltonizeFX)
#include EFFECT(CustomFX, DOSFX)
#include EFFECT(CustomFX, Emboss)
#include EFFECT(CustomFX, Deband)
#include EFFECT(CustomFX, HSV)
#include EFFECT(McFX, RBM)
#include EFFECT(CustomFX, TiltShift)
#include EFFECT(GemFX, AdvMotionBlur)
#include EFFECT(GemFX, MotionBlur)
#include EFFECT(GemFX, MotionFocus)
#include EFFECT(CustomFX, HQ4X)
#include EFFECT(GemFX, Bloom)
#include EFFECT(GemFX, AmbientLight)
#include EFFECT(McFX, HeatHaze)
#include EFFECT(CustomFX, TuningPalette)
#include EFFECT(SweetFX, Ascii)
#include EFFECT(SweetFX, Cartoon)
#include EFFECT(CustomFX, AdaptiveSharpen)
#include EFFECT(SweetFX, LumaSharpen)
#include EFFECT(SweetFX, SMAAWrap)
#include EFFECT(SweetFX, Explosion)
#include EFFECT(SweetFX, FXAAWrap)
#include EFFECT(SweetFX, Bloom)
#include EFFECT(SweetFX, HDR)
#include EFFECT(SweetFX, CA)
#include EFFECT(SweetFX, AdvancedCRT)
#include EFFECT(SweetFX, PixelartCRT)
#include EFFECT(SweetFX, LensDistortion)
#include EFFECT(CustomFX, ColorCorrection)
#include EFFECT(CustomFX, Cel)
#include EFFECT(CustomFX, Gaussian)
#include EFFECT(CustomFX, Paint)
#include EFFECT(CustomFX, Custom)
#include EFFECT(McFX, FishEyeCA)
#include EFFECT(CustomFX, VHS)
#include EFFECT(CustomFX, YACA)
#include EFFECT(BasicFX, Magnify)
#include EFFECT(BasicFX, UIMask)
#include EFFECT(BasicFX, Border)
#include EFFECT(BasicFX, SplitScreen)
#include EFFECT(BasicFX, DisplayDepth)
#include EFFECT(SweetFX, Transition)
#include EFFECT(CustomFX, Gr8mmFilm)
#include EFFECT(CustomFX, Grain)
#include EFFECT(SweetFX, Shared)

and here's the file if you're too lazy to edit yours!
Edited by MonarchX - 2/17/16 at 12:01pm
post #1657 of 1673
Thread Starter 
Quote:
Originally Posted by MonarchX View Post

There's a cool trick you can do in ReShade. You can make sure that Dithering is applied as the very last step! For that, go into ReShade\Pipelin.cfg file, cut the SweetFX Shared line, paste it on the very bottom, and press Save!

Having Dithering applied last is very helpful to those with ReShade 3DLUT's and/or ICC/1DLUT's because such LUT's often come with banding due to calibration variation inaccuracies. When Dithering is applied AFTER 3DLUT and/or 1DLUT's, it reduces that banding effect, creating a smooth gradation.

I would also suggest moving all Grain and FilmGrain effects on the bottom, but leave Dithering as the very last shaders on the very bottom.

Here's my Pipeline.cfg Load Order: Warning: Spoiler! (Click to show)
/*
.
| :: Effect Ordering :: |
'
*/
#include EFFECT(BasicFX, Util)
#include EFFECT(CustomFX, Util)
#include EFFECT(GemFX, Util)
#include EFFECT(McFX, Util)
#include EFFECT(SweetFX, Util)
#include EFFECT(McFX, SSAO)
#include EFFECT(McFX, DOF)
#include EFFECT(CustomFX, DaltonizeFX)
#include EFFECT(CustomFX, DOSFX)
#include EFFECT(CustomFX, Emboss)
#include EFFECT(CustomFX, Deband)
#include EFFECT(CustomFX, HSV)
#include EFFECT(McFX, RBM)
#include EFFECT(CustomFX, TiltShift)
#include EFFECT(GemFX, AdvMotionBlur)
#include EFFECT(GemFX, MotionBlur)
#include EFFECT(GemFX, MotionFocus)
#include EFFECT(CustomFX, HQ4X)
#include EFFECT(GemFX, Bloom)
#include EFFECT(GemFX, AmbientLight)
#include EFFECT(McFX, HeatHaze)
#include EFFECT(CustomFX, TuningPalette)
#include EFFECT(SweetFX, Ascii)
#include EFFECT(SweetFX, Cartoon)
#include EFFECT(CustomFX, AdaptiveSharpen)
#include EFFECT(SweetFX, LumaSharpen)
#include EFFECT(SweetFX, SMAAWrap)
#include EFFECT(SweetFX, Explosion)
#include EFFECT(SweetFX, FXAAWrap)
#include EFFECT(SweetFX, Bloom)
#include EFFECT(SweetFX, HDR)
#include EFFECT(SweetFX, CA)
#include EFFECT(SweetFX, AdvancedCRT)
#include EFFECT(SweetFX, PixelartCRT)
#include EFFECT(SweetFX, LensDistortion)
#include EFFECT(CustomFX, ColorCorrection)
#include EFFECT(CustomFX, Cel)
#include EFFECT(CustomFX, Gaussian)
#include EFFECT(CustomFX, Paint)
#include EFFECT(CustomFX, Custom)
#include EFFECT(McFX, FishEyeCA)
#include EFFECT(CustomFX, VHS)
#include EFFECT(CustomFX, YACA)
#include EFFECT(BasicFX, Magnify)
#include EFFECT(BasicFX, UIMask)
#include EFFECT(BasicFX, Border)
#include EFFECT(BasicFX, SplitScreen)
#include EFFECT(BasicFX, DisplayDepth)
#include EFFECT(SweetFX, Transition)
#include EFFECT(CustomFX, Gr8mmFilm)
#include EFFECT(CustomFX, Grain)
#include EFFECT(SweetFX, Shared)


and here's the file if you're too lazy to edit yours!

 

Cool, thanks for sharing! :thumb:

post #1658 of 1673
Just FYI, Crosire, ReShade developer, refuses to make a DirectX 12 version of ReShade because he doesn't like Windows 10 UI mad.gif .
post #1659 of 1673
Someone else will then.

Still waiting for a DX11 GeDoSaTo though.
Edited by Rayce185 - 3/1/16 at 2:29pm
post #1660 of 1673
Thread Starter 
Quote:
Originally Posted by MonarchX View Post

Just FYI, Crosire, ReShade developer, refuses to make a DirectX 12 version of ReShade because he doesn't like Windows 10 UI mad.gif .

 

Are you sure it's because he doesn't like the UI, and not the API?

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