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How To: Anti-Aliasing/Shader Injection (SweetFX, GeDoSaTo, GEMFX, and ReShade) - Page 54

post #531 of 1673
Any ideas on how to get this to work on Company of Heroes? I unpacked everything into the main folder and also tried just dx9 and dx10 files exclusively, but to no avail. It doesn't look as if any of the other files are of importance to put Sweetfx in, but I could be wrong.
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post #532 of 1673
Thread Starter 
Quote:
Originally Posted by Cykososhull View Post

Any ideas on how to get this to work on Company of Heroes? I unpacked everything into the main folder and also tried just dx9 and dx10 files exclusively, but to no avail. It doesn't look as if any of the other files are of importance to put Sweetfx in, but I could be wrong.

 

CoH uses the same engine as DoW 2 (technically, DoW2's engine is a slightly improved version). It shouldn't need anything beyond disabling the ingame AA.

post #533 of 1673
I am finiding smaa included in sweetfx to be lacking and don't really use any other features of sweetfx because I mostly just want smooth look from games and combine 4xmsaa with smaa.


Mostly tho, comining sweetfx's smaa and 4xmsaa leaves some jaggies. I want to try fxaa but not sure where to start ?

Fxaa is better or worse than smaa ? which one to use and how ?
I recently got pc version of Alan Wake and it sports ingame fxaa. together with ingame 4xmsaa or even 2xmsaa it does great job antialiasing the image, so I want to try fxaa on other games.

7870 here
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post #534 of 1673
since you have a amd card you can use radeonpro it allow you to use smaa fxaa sweetfx without to bother using inject dll
fxaa can be good if it's v 3.x , some games still use the v1 or the v2.x
the advantage with one you can config it allow you to avoid the blur effect


new shader in dev : cartoon
i tweaked it because there was no setting and it was too much

off:

Edited by ninjafada - 12/28/12 at 1:49pm
post #535 of 1673
on: smaa + lumasharpen + dpx + liftgaingamma +vibrance + cartoon + border


still tweaking , i wait the release of the 2.0 to show the setting
post #536 of 1673
Thread Starter 

Looks interesting. I'll upload the alpha preview since this is going to make a lot of people curious to try it out.

 

The final release of SweetFX 2.0 will be added to the OP when it's released. In the meantime, you can play around with the new features (including a new shader, tentatively named the cartoon shader) in the alpha preview.

 

SweetFX 2.0 alpha preview.zip 339k .zip file
post #537 of 1673
I love the cartoon shader. For a lack of words, its somewhat similar to the Photoshop filter 'poster edges'.

An image comparison of only the cartoon shader, on/off:


Hopefully the final release will have an intensity setting.
Edited by amd955be5670 - 12/28/12 at 11:29pm
post #538 of 1673
Thread Starter 

The Cartoon shader is very interesting indeed. The result is not unlike Borderlands. If you can't wait until the final release edit Cartoon.h and modify this line: 

 

colorInput.rgb = saturate(colorInput.rgb - edge * 6.0);

 

For example, changing 6.0 to 3.0 will make the edges less thick and dark. In fact, I prefer the subtler results of this formula:

 

colorInput.rgb = saturate(colorInput.rgb - edge);
post #539 of 1673
i changed 2 lines:


float3 CoefLuma2 = float3(0.0126, 0.3152, 0.2722); //Values to calculate luma with , before 0.2126, 0.7152, 0.0722


colorInput.rgb = saturate(colorInput.rgb - edge * 1.5);
post #540 of 1673
Dead Space 2 and the cartoon shader. Looks VERY weird, but I kinda like it.

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