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How To: Anti-Aliasing/Shader Injection (SweetFX, GeDoSaTo, GEMFX, and ReShade) - Page 7

post #61 of 1673
Some Hot Pursuit comparison shots... I'm still playing around with it. Main purpose was to neutralize the colors a bit more and also to brighten it up, while making nights darker.

Burnout modified ENB + Sweetfx (AA, Tone mapping, sharpening)
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post #62 of 1673
Thread Starter 

Blackfire's mod reduces the film grain but unfortunately doesn't completely remove it. Activating LumaSharpen still makes the grain stand out. The sky is the most heavily affected but you can also see the grain on buildings and other objects such as the pistol. 

 

post #63 of 1673
Thread Starter 

Just Cause 2 - SweetFX (SMAA+LumaSharpen)

 

NoAA

 

SweetFX

 

2x MSAA

 

2x MSAA + SweetFX

 

 

 

Some bonus screenshots with SweetFX (SMAA+Stronger LumaSharpen+Luminance+Tonemap+HDR)

 

 

 

 

post #64 of 1673
Some Guild wars 2 smile.gif

No AA | SweetFX (SMAA only) | FXAA










 
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post #65 of 1673
Here is SweetFX 1.1

Alternative link - Also includes a .zip version of the archive.

Changes :
* Vibrance now works correctly - I may tweak it later, but it now saturates weak colors more than strong colors as it should.

* New shader - Dither. It dithers the image to make it look like your monitor can display 9 bits per component rather then it's actual 8 bits. This either removes or greatly lessens the banding caused by Vignette.
I suggest you switch it on if you use the Vignette. Dither will also dither the output of all the other shaders too, but they don't really cause any visible banding. The speed impact of this shader is tiny - as I've optimized it greatly over this last week.

* Vignette runs a little faster as I discovered that odd numbers in the VignetteSlope setting makes it run slower. I've now set it to 8 instead of 7 and retweaked the settings to look good with the setting.

* The filenames of SweetFX_settings.h and SweetFX_preset.h was changed to use a .txt suffix because I figured that it was less scary for novices to open a .txt file than a .h file.

* I changed default keymappings .. again smile.gif SCROLL_LOCK now toggles ON and OFF while PAUSE reloads the shaders.
I figured that SCOLL_LOCK is hardly used by any programs expect maybe Spreadsheet programs like Excel, and should therefore not conflict with any games. PAUSE might conflict with an in-game pause function but reloading the shaders while paused should not cause any annoyances. Also this way all the keys are positioned logically near each other.

* I added more info to the SweetFX readme

* I've made SweetFX compatible with GPU Shaderanalyzer. This is of no use to you the users, but it makes it easier to profile and debug the shaders for me or anyone else who want to try editing the shaders.
I mainly use DX9_SMAA_off_PS as an entry point if someone wants to try it out.

If there were other changes I've forgotten about them
post #66 of 1673
Thread Starter 

Thanks CeeJay. Updated the OP. smile.gif

 

Those changes are awesome. Looks like reverse Luminance (negative Luminance values) works as well.

post #67 of 1673
Quote:
Originally Posted by TFL Replica View Post

Thanks CeeJay. Updated the OP. smile.gif

Those changes are awesome. Looks like reverse Luminance (negative Luminance values) works as well.

There are no Luminance settings in SweetFX - do you mean Vibrance?

In case you do : Positive values for Vibrance boosts the saturation of pixels with little color more than those with much color. Earlier in development negative values of vibrance would decrease saturation more on the same pixels (those with little color) resulting in a very abrupt change from mostly grey to very colorful and very little in between.
Yesterday I changed this so negative values now mutes the colors of strongly colored pixels more (not less) than pixel with little color.

Overall the basic idea is to make a scene more uniformly colorful (positive values) or more uniformly desaturated, instead of having areas that are extremely colorful and others not so much or have areas that are completely grey and have other still remain fairly colorful, which is how Saturation works - every pixel is saturated or desaturate by the same amount with Saturation.

I think I have achieved this nicely.
In the future I may expand on this to make it possible to use curve functions to control just how fast the change in effect will be (it's currently linear - so 0% color gets 100% boost, 50% color gets 50% boost and 100% color gets 0% boost)
For now though, I think it work well and I'll probably focus on other stuff.

I'm thinking that for the next version I'll try and focus on optimizing the speed of the shaders, but who knows .. maybe I'll throw in another effect as well.
post #68 of 1673
Thread Starter 
Quote:
Originally Posted by CeeJayDK View Post


There are no Luminance settings in SweetFX - do you mean Vibrance?
In case you do : Positive values for Vibrance boosts the saturation of pixels with little color more than those with much color. Earlier in development negative values of vibrance would decrease saturation more on the same pixels (those with little color) resulting in a very abrupt change from mostly grey to very colorful and very little in between.
Yesterday I changed this so negative values now mutes the colors of strongly colored pixels more (not less) than pixel with little color.
Overall the basic idea is to make a scene more uniformly colorful (positive values) or more uniformly desaturated, instead of having areas that are extremely colorful and others not so much or have areas that are completely grey and have other still remain fairly colorful, which is how Saturation works - every pixel is saturated or desaturate by the same amount with Saturation.
I think I have achieved this nicely.
In the future I may expand on this to make it possible to use curve functions to control just how fast the change in effect will be (it's currently linear - so 0% color gets 100% boost, 50% color gets 50% boost and 100% color gets 0% boost)
For now though, I think it work well and I'll probably focus on other stuff.
I'm thinking that for the next version I'll try and focus on optimizing the speed of the shaders, but who knows .. maybe I'll throw in another effect as well.

 

Yeah, I meant Vibrance. Don't know why I typed Luminance. redface.gif

 

Sounds good.

post #69 of 1673
Vibrance looks excellent! I love the way it adds color in. Thank you!

Oblivion without looks muddy...

OFF/ON


Edited by Derko1 - 9/2/12 at 3:41pm
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post #70 of 1673
Thread Starter 

Found a bug with LumaSharpen in SweetFX 1.1. If it's enabled it will cause Metro 2033 to crash on startup. Here is the log file


                                                                          redirecting CreateDXGIFactory
redirecting D3D11CreateDeviceAndSwapChain
redirecting IDXGIFactory->CreateSwapChain
initialising shader environment
D3DX11CompileFromFile failed
SweetFX/Shaders/Main.h(16,21): warning X1519: 's0' : macro redefinition
SweetFX/Shaders/Main.h(17,21): warning X1519: 's1' : macro redefinition
SweetFX\Shaders\LumaSharpen.h(37,31): error X3004: undeclared identifier 'colorTexG'

 

If I disable LumaSharpen, Metro 2033 and SweetFX 1.1 work fine without any issues.

 

With SweetFX 1.0 it works and the log file looks like this


                                                                          redirecting CreateDXGIFactory
redirecting D3D11CreateDeviceAndSwapChain
redirecting IDXGIFactory->CreateSwapChain
initialising shader environment

 

This is part of the reason why I've kept a link to version 1.0 in the OP.

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