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[Official] Battlefield 4 Information & Discussion Thread - Page 2619

post #26181 of 29735
Quote:
Originally Posted by thrgk View Post

i got it working, seems darker tho when i toggle it with scroll key.. Do i need to run the sweet fx program every time i run bf4 or no?

As I said, I don't use a program to run Sweetfx, so if you are, then yes you may have to start the program each time.

I paste the appropriate files in the install directories of each game then tweak the settings file to my liking.
post #26182 of 29735
Edit: Digging the presets so far. Tried a couple and they look way too saturated. Going back to default..so green!
Edited by Ovrclck - 10/21/14 at 7:00pm
post #26183 of 29735
Is there an exact reason why some maps run like complete booty? Hainan resort and Parcel Storm specifically for me. I'm told these are problematic for many people. They are just hard to keep 60fps in while every other map is pushing 90fps for me. I noticed they don't push the GPU to load like other maps. Is it just poor optimization for these maps?
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post #26184 of 29735
Quote:
Originally Posted by BGKris View Post

Edit: Digging the presets so far. Tried a couple and they look way too saturated. Going back to default..so green!

I started with K-putt's preset and tweaked a few things (cannot remember what I changed off the top of my head).
K-putt's Config! (Click to show)
/*
.
/ Description /
'
/

Game: Battlefield 4
Author: K-putt
SweetFX version: 1.5.1/Boulotaur2024 Injector. +Chromatic Aberration Shader.
Description:

$$\ $$\ $$\ $$\ $$\ $$$$$$\ $$$$$$\ $$\
$$ | $$ | $$ | $$ | $ | $$ __$$\ $$ __$$\ \__|
$$ |$$ / $$$$$$\ $$\ $$\ $$$$$$\ $$$$$$\ \_/ $$$$$$\ $$ / \__| $$$$$$\ $$$$$$$\ $$ / \__|$$\ $$$$$$\
$$$$$ / $$$$$$\ $$ __$$\ $$ | $$ |\_$$ _| \_$$ _| $$ __$$\ $$ | $$ __$$\ $$ __$$\ $$$$\ $$ |$$ __$$\
$$ $$< \______|$$ / $$ |$$ | $$ | $$ | $$ | $$$$$$$$ | $$ | $$ / $$ |$$ | $$ |$$ _| $$ |$$ / $$ |
$$ |\$$\ $$ | $$ |$$ | $$ | $$ |$$\ $$ |$$\ $$ ____| $$ | $$\ $$ | $$ |$$ | $$ |$$ | $$ |$$ | $$ |
$$ | \$$\ $$$$$$$ |\$$$$$$ | \$$$$ | \$$$$ | \$$$$$$$\ \$$$$$$ |\$$$$$$ |$$ | $$ |$$ | $$ |\$$$$$$$ |
\__| \__| $$ ____/ \______/ \____/ \____/ \_______| \______/ \______/ \__| \__|\__| \__| \____$$ |
$$ | $$\ $$ |
$$ | \$$$$$$ |
\__| \______/


K-putt'e Battlefield 4 Config 1.4

•SMAA
•LEVELS
•GAUSSIAN - UNSHARPMASK
•LUMASHARPEN
•LIFTGAMMAGAIN
•TONEMAP
•VIBRANCE
•CURVES

*
*
| Updates |
*
*

Update 1.1

•Small changes to Vibrance RGB balance and Tonemap.
•A bit less Contrast.
•Less bright.


Update 1.2

•Got rid of the small green tint.
•Changed some contrast things.
•Tweaked vibrance RGB a bit more.
•Small changes to Liftgammagain.
•A bit sharper.
•SMAA instead of FXAA.

Update 1.3

•Added Unsharp masking.
•Changed Lumasharpen.

Update 1.4

•Final release update.
•A bit more UnsharpMask.
•Small changes to Levels.

*
*
| Optional |
*
*

You can enable Filmgrain by changing

#define USE_FILMGRAIN 0
to
#define USE_FILMGRAIN 1


If the preset doesn't work for you, but others do, try to delete the whole header section of the config.
From the giant K-putt'e Config to "choose effects".

*
*
| Miscellaneous |
*
*

• CeeJay.dk released a new SweetFX Version. 1.5.1
• I added all his new and updated Shaders to Boulotaur2024's Injector which has x64 support.
• I also added a Chromatic Aberration Shader to this version.
• You'll need this Version to get the same results as me.

• DOWNLOAD HERE
• sFX.TheLazy - http://goo.gl/W2kZQQ

• For questions or requests visit the forum - http://sfx.thelazy.net/forum/
• Or visit the official SweetFX subreddit - http://www.reddit.com/r/sweetfx

/*
.
/ Choose effects /
'
*/

// Set to 1 for ON or 0 for OFF
#define USE_SMAA_ANTIALIASING 1 //[0 or 1] SMAA Anti-aliasing : Smoothens jagged lines using the SMAA technique.
#define USE_FXAA_ANTIALIASING 0 //[0 or 1] FXAA Anti-aliasing : Smoothens jagged lines using the FXAA technique
#define USE_CA 0 //[0 or 1] Chromatic aberration. You can only use Chromatic Aberration OR the Explosion Shader. Not both at the same time.
#define USE_EXPLOSION 0 //[0 or 1] Explosion : Scatters the pixels, making the image look fuzzy.
#define USE_CARTOON 0 //[0 or 1] Cartoon : "Toon"s the image.(Interferes with SMAA, CRT, Bloom, HDR and Lumasharpen)
#define USE_LEVELS 1 //[0 or 1] Levels : Sets a new black and white point. This increases contrast but causes clipping. Use Curves instead if you want to avoid that.
#define USE_ADVANCED_CRT 0 //[0 or 1] Advanced CRT : Simulates an old CRT TV display. Set gaussian blur along with it to get a halation effect
#define USE_BLOOM 0 //[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_LUMASHARPEN 1 //[0 or 1] LumaSharpen : Also sharpens the antialiased edges which makes them less smooth - I'm working on fixing that.
#define USE_GAUSSIAN 1 //[0 or 1] Gaussian Blur : can be used to... blur, but also bloom/hazy/glowy look, also unsharp masking
#define USE_FILMGRAIN 0 //[0 or 1] Filmgrain effect
#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_MONOCHROME 0 //[0 or 1] Monochrome : Monochrome makes the colors disappear.
#define USE_LIFTGAMMAGAIN 1 //[0 or 1] Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights (avoids clipping)
#define USE_TONEMAP 1 //[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 1 //[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 0 //[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_BORDER 0 //[0 or 1] Border : Makes the screenedge black as a workaround for the bright edge that forcing some AA modes sometimes causes.
#define USE_SPLITSCREEN 0 //[0 or 1] Splitscreen : Enables the before-and-after splitscreen comparison mode.

#define USE_CUSTOM 0 //[0 or 1] Custom : Write your own shader by editing custom.h, and then enable it here.

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

#define SMAA_THRESHOLD 0.05 //[0.05 to 0.20] Edge detection threshold. If SMAA misses some edges try lowering this slightly. I prefer between 0.08 and 0.12.
#define SMAA_MAX_SEARCH_STEPS 32 //[0 to 98] Determines the radius SMAA will search for aliased edges
#define SMAA_MAX_SEARCH_STEPS_DIAG 16 //[0 to 16] Determines the radius SMAA will search for diagonal aliased edges
#define SMAA_CORNER_ROUNDING 50 //[0 to 100] Determines the percent of antialiasing to apply to corners. 0 seems to affect fine text the least so it's the default.

// -- Advanced SMAA settings --
#define COLOR_EDGE_DETECTION 1 //[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.
//Enable this only if you use a Geforce 7xxx series or older card, or a Radeon X1xxx series or older card.


/*
.
/ FXAA Anti-aliasing settings /
'
*/
#define FXAA_QUALITY__PRESET 39 //[1 to 39] Choose the quality preset. 39 is the highest quality.
#define fxaa_Subpix 0.1 //[0.000 to 1.000] Choose the amount of sub-pixel aliasing removal.
#define fxaa_EdgeThreshold 0.6 //[0.000 to 1.000] Edge detection threshold. The minimum amount of local contrast required to apply algorithm.
#define fxaa_EdgeThresholdMin 0.07 //[0.000 to 1.000] Darkness threshold. Trims the algorithm from processing darks.

/*
.
/ Chromatic aberration /
'
*/
#define outfocus 0.01 //[0.00 to 1.000] How strong the effect should be.


/*
.
/ Explosion settings /
'
*/
#define Explosion_Radius 1.0 //[0.2 to 100.0] Amount of effect you want.


/*
.
/ Cartoon settings /
'
*/
#define CartoonPower 4.0 //[0.1 to 10.0] Amount of effect you want.
#define CartoonEdgeSlope 6.0 //[0.1 to 8.0] Raise this to filter out fainter edges. You might need to increase the power to compensate. Whole numbers are faster.


/*
.
/ Levels settings /
'
*/

#define Levels_black_point 4 //[0 to 255] The black point is the new black - literally. Everything darker than this will become completely black. Default is 16.0
#define Levels_white_point 245 //[0 to 255] The new white point. Everything brighter than this becomes completely white. Default is 235.0

//Colors between the two points will stretched, which increases contrast, but details above and below the points are lost (this is called clipping).


/*
.
/ Advanced CRT settings /
'
*/
#define CRTAmount 1.00 //[0.00 to 1.00] Amount of CRT effect you want

#define CRTResolution 1.0 //[1.0 to 8.0] Input size coefficent (low values gives the "low-res retro look"). Default is 1.2
#define CRTgamma 2.2 //[0.0 to 4.0] Gamma of simulated CRT (default 2.2)
#define CRTmonitorgamma 2.4 //[0.0 to 4.0] Gamma of display monitor (typically 2.2 is correct)
#define CRTBrightness 1.2 //[1.0 to 3.0] Used to boost brightness a little. Default is 1.0
#define CRTScanlineIntensity 2.0 //[2.0 to 4.0] Scanlines intensity (use integer values preferably). Default is 2.0
#define CRTScanlineGaussian 1 //[0 or 1] Use the "new nongaussian scanlines bloom effect". Default is on

#define CRTCurvature 1 //[[0 or 1] "Barrel effect" enabled (1) or off (0)
#define CRTCurvatureRadius 2.0 //[0.0 to 2.0] Curvature Radius (only effective when Curvature is enabled). Default is 1.5
#define CRTCornerSize 0.0100 //[0.0000 to 0.0020] Higher values, more rounded corner. Default is 0.001
#define CRTDistance 2.00 //[0.00 to 4.00] Simulated distance from viewer to monitor. Default is 2.00
#define CRTAngleX 0.00 //[-0.20 to 0.20] Tilt angle in radians (X coordinates)
#define CRTAngleY -0.15 //[-0.20 to 0.20] Tilt angle in radians (Y coordinates). (Value of -0.15 gives the 'arcade tilt' look)
#define CRTOverScan 1.00 //[1.00 to 1.10] Overscan (e.g. 1.02 for 2% overscan). Default is 1.01
#define CRTOversample 0 //[0 or 1] Enable 3x oversampling of the beam profile (warning : performance hit)


/*
.
/ Bloom settings /
'
*/
#define BloomThreshold 20.25 //[0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isn't.
#define BloomPower 1.446 //[0.000 to 8.000] Strength of the bloom
#define BloomWidth 0.0142 //[0.0000 to 1.0000] Width of the bloom


/*
.
/ HDR settings /
'
*/
#define HDRPower 1.30 //[0.00 to 8.00] Strangely lowering this makes the image brighter
#define radius2 0.87 //[0.00 to 8.00] Raising this seems to make the effect stronger and also brighter


/*
.
/ LumaSharpen settings /
'
*/
// -- Sharpening --
#define sharp_strength 0.4 // [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 2 // [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)


/*
.
/ Gaussian Blur settings /
'
*/
#define GaussEffect 1 //[0|1|2|3] 0 = Blur, 1 = Unsharpmask (expensive), 2 = Bloom, 3 = Sketchy. Default is 2
#define GaussQuality 0 //[0|1|2|3] Warning: 2 and 3 are expensive. Default is 1
#define GaussSigma 2 //[1 to 4] The higher the wider blur/bloom is (only effective when Bloom selected)
#define GaussBloomWarmth 2 //[0|1|2] "Temperature" of the bloom - 0 = neutral, 1 = warm, 2 = hazy/foggy
#define GaussThreshold 0.50 //[0.00 to 1.00] [DX10/11 only] Threshold for what is a bright light (that causes bloom) and what isn't.
#define GaussExposure 43.0 //[0.00 to 100.00] [DX10/11 only] Exposure of the effect (the lower the brighter)
#define GaussStrength 0.25 //[0.00 to 1.00] Amount of effect blended into the final image


/*
.
/ Film grain settings /
'
*/
#define FilmGrainIntensity 0.8 //[0.00 to 1.00] Intensity of grain. Default is 0.46
#define FilmGrainExposure 25 //[0 to 100] Grain Exposure. Default is 40 (Lower -> darker noise)
#define FilmGrainSize 6 //[0 to 10] Size of the grain. Default is 2 (Higher -> thinner noise)


/*
.
/ TECHNICOLOR settings /
'
*/
#define TechniAmount 0.46 //[0.00 to 1.00]
#define TechniPower 4.0 //[0.00 to 8.00]
#define redNegativeAmount 0.74 //[0.00 to 1.00]
#define greenNegativeAmount 0.83 //[0.00 to 1.00]
#define blueNegativeAmount 0.9 //[0.00 to 1.00]


/*
.
/ Cineon DPX settings /
'
*/
#define Red 9.0 //[1.0 to 15.0]
#define Green 9.0 //[1.0 to 15.0]
#define Blue 9.0 //[1.0 to 15.0]

#define ColorGamma 1.0 //[0.1 to 2.5] Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral.
#define DPXSaturation 1.0 //[0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral.

#define RedC 0.33 //[0.60 to 0.20]
#define GreenC 0.36 //[0.60 to 0.20]
#define BlueC 0.35 //[0.60 to 0.20]

#define Blend 0.23 //[0.00 to 1.00] How strong the effect should be


/*
.
/ Monochrome settings /
'
*/
#define Monochrome_conversion_values float3(0.18,0.41,0.41) //[0.00 to 1.00] Percentage of RGB to include (should sum up to 1.00)


/*
.
/ Lift Gamma Gain settings /
'
*/
#define RGB_Lift float3(1.02, 1.02, 1.01) //[0.000 to 2.000] Adjust shadows for Red, Green and Blue
#define RGB_Gamma float3(1.0, 1.01, 1.0) //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
#define RGB_Gain float3(1.0, 1.0, 1.0) //[0.000 to 2.000] Adjust highlights for Red, Green and Blue

/*
.
/ Tonemap settings /
'
*/
#define Gamma 0.98 //[0.000 to 2.000] Adjust midtones
#define Exposure 0.0 //[-1.000 to 1.000] Adjust exposure
#define Saturation -0.33 //[-1.000 to 1.000] Adjust saturation
#define Bleach 0.0 //[0.000 to 1.000] Brightens the shadows and fades the colors
#define Defog 0.4 //[0.000 to 1.000] How much of the color tint to remove
#define FogColor float3(-0.007, 0.01, 0.0) //[0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to remove - default is blue


/*
.
/ Vibrance settings /
'
*/
#define Vibrance 0.15 //[-1.00 to 1.00] Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
#define Vibrance_RGB_balance float3(4.2, 0.0, 3.3) //[-10.00 to 10.00,-10.00 to 10.00,-10.00 to 10.00] A per channel multiplier to the Vibrance strength so you can give more boost to certain colors over others


/*
.
/ Curves settings /
'
*/
#define Curves_mode 0 //[0|1|2] Choose what to apply contrast to. 0 = Luma, 1 = Chroma, 2 = both Luma and Chroma. Default is 0 (Luma)
#define Curves_contrast 0.24 //[-1.00 to 1.00] The amount of contrast you want

// -- Advanced curve settings --
#define Curves_formula 10 //[1|2|3|4|5|6|7|8|9|10] The contrast s-curve you want to use.
//1 = Sine, 2 = Abs split, 3 = Smoothstep, 4 = Exp formula, 5 = Simplified Catmull-Rom (0,0,1,1), 6 = Perlins Smootherstep
//7 = Abs add, 8 = Techicolor Cinestyle, 9 = Parabola, 10 = Half-circles.
//Note that Technicolor Cinestyle is practically identical to Sine, but runs slower. In fact I think the difference might only be due to rounding errors.
//I prefer 2 myself, but 3 is a nice alternative with a little more effect (but harsher on the highlight and shadows) and it's the fastest formula.


/*
.
/ Sepia settings /
'
*/
#define ColorTone float3(1.0, 1.0, 1.0) //[0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to tint the image
#define GreyPower 0.0 //[0.00 to 1.00] How much desaturate the image before tinting it
#define SepiaPower 0.58 //[0.00 to 1.00] How much to tint the image


/*
.
/ Vignette settings /
'
*/
#define VignetteType 1 //[1|2|3] 1 = Original, 2 = New, 3 = TV style
#define VignetteRatio 1.00 //[0.15 to 6.00] Sets a width to height ratio. 1.00 (1/1) is perfectly round, while 1.60 (16/10) is 60 % wider than it's high.
#define VignetteRadius 1.00 //[-1.00 to 3.00] lower values = stronger radial effect from center
#define VignetteAmount -0.40 //[-2.00 to 1.00] Strength of black. -2.00 = Max Black, 1.00 = Max White.
#define VignetteSlope 6 //[2 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) //[0.000 to 1.000, 0.000 to 1.000] Center of effect for VignetteType 1. 2 and 3 do not obey this setting.


/*
.
/ Dither settings /
'
*/
#define dither_method 2 //[1 or 2] 1 = Ordered dithering (very good and very fast), 2 = Random dithering (different but slightly slower dithering)

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


/*
.
/ Border settings /
'
*/
#define border_width float2(1,100) //[0 to 2048, 0 to 2048] (X,Y)-width of the border. Measured in pixels.
#define border_color float3(0, 0, 0) //[0 to 255, 0 to 255, 0 to 255] What color the border should be. In integer RGB colors, meaning 0,0,0 is black and 255,255,255 is full white.

/*
.
/ Splitscreen settings /
'
*/
#define splitscreen_mode 1 //[1|2|3|4|5|6] 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, 6 = Curvy vertical 50/50 split

/*
.
/ Key settings /
'
*/
// This is the section where you can define your own key mapping
// See the following URL to find out what keycode a key has:
// http://www.cambiaresearch.com/articles/15/javascript-char-codes-key-codes

// key_toggle_sweetfx = 45 ; 45 = Einfg
// key_screenshot = 35 ; 35 = Ende->
// key_reload_sweetfx = 46 ; 46 = Entf


/*
.
/ Misc settings /
'
*/
// You can load and chain other DirectX wrappers (ENB, Helix, Windower...)
// If the external wrapper is already named d3d9.dll, rename it into
// something else like "d3d9_enb.dll" (note that even if this is commented it actually works)

// external_d3d9_wrapper = none
// external_dxgi_wrapper = none

Edited by (sic) - 10/22/14 at 7:34am
post #26185 of 29735
Quote:
Originally Posted by heroxoot View Post

Is there an exact reason why some maps run like complete booty? Hainan resort and Parcel Storm specifically for me. I'm told these are problematic for many people. They are just hard to keep 60fps in while every other map is pushing 90fps for me. I noticed they don't push the GPU to load like other maps. Is it just poor optimization for these maps?

Parcel was a lagger for me prior to upgrading my cpu. It still has it's drops now but definitely not as bad.
post #26186 of 29735
Quote:
Originally Posted by heroxoot View Post

Is there an exact reason why some maps run like complete booty? Hainan resort and Parcel Storm specifically for me. I'm told these are problematic for many people. They are just hard to keep 60fps in while every other map is pushing 90fps for me. I noticed they don't push the GPU to load like other maps. Is it just poor optimization for these maps?

Not sure why but yes those are problem maps, and include Zavod to that list. All of those maps just dont run as well as others. I see the same problems you do with lower gpu load and decreased frame rates.
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post #26187 of 29735

Paracel Storm is full of weather effects and crap flying everywhere, so I'm not too surprised.

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Windows 10 Pro 64bit Catleap 27 Inch 2560x1440 IPS 60hz Display Coolermaster Storm Trigger (Brown Switches) EVGA P2 1000w 
CaseMouseMouse PadAudio
Corsair Air 540 Logitech G Pro Tek Syndicate "Raze the World" Desk Mat O2 + Odac by Mayflower Electronics (Rev A) 
AudioAudioAudioAudio
Sennheiser HD 800 2xKrk Rokit 6 G2 Blue Yeti (Grey) Rode PSA-1 Arm 
Other
Aquaero 6 LT + Aluminum Heatsink 
CPUMotherboardGraphicsRAM
i5 6600k Delid @ 4.848/4.848 Asus z170 Hero MSI GTX 980ti @ 1499/4082 1.25v/134% Power 2 x 8gb Gskills Ripjaws V 3131 16-16-16-32 
Hard DriveHard DriveHard DriveHard Drive
Samsung Pro Series 840 256gb (Celapaleis) 1 TB Samsung Drive (Pack Yak) Samsung Pro Series 850 256gb (Celapaleis Reprise) Phoenix Down (External Backup) 
CoolingCoolingOSMonitor
Noctua D14 Kraken x61 Push-Pull for GPU Windows 10 Pro Catleap 2560x1440 @ 60hz 
KeyboardPowerCaseMouse
CM Storm Trigger Brown Switches EVGA Supernova 1000w P2 Corsair 540 Air Razer Abyssus 
Mouse PadAudioAudioAudio
Steelseries QcK Mini Blue Yeti Microphone Objective Dac + Amp Sescom AB Switch 
AudioAudioAudioAudio
Krk Rokit 6 G2 x2 Radioshack Ground Loop Isolator (For Rokits) Wooaudio Aluminum Headphone Stand Sennheiser HD 800 
AudioOther
Logitech c920 Webcam NZXT Sentry Mix 2 Fan Controller 
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Undelwalt (2017)
(29 items)
 
 
Celapaleis (2013)
(16 items)
 
CPUMotherboardGraphicsRAM
7600k @ 5.197/1.392 1.392v z170 Asus Hero EVGA 1080ti SC Black (2100/6250) x2 8gb GSkill Trident Z 3600 @ 3804 15-15-15-32-2T 
Hard DriveHard DriveHard DriveCooling
Samsung 950 Pro 512gb (Undelwalt) WD Red 2tb (Pack Yak II) Seagate Expansion Drive 5tb (Phoenix Down II) 3x560mm HardwareLabs Nemesis GTX 
CoolingCoolingCoolingCooling
XPSC Raystorm Pro Watercool Heatkiller 1080ti Full Cover Waterblock EK XTOP Revo Dual D5 (Serial, PWM, v4) EK ZMT (1/2 - 3/4 ID OD) 
CoolingCoolingCoolingCooling
14xEK ACF (Compression Fittings) EK x4 250 (v2) Distilled Water + PT Nuke (Copper Sulphate) 24x140mm Silent Wings 3 
OSMonitorKeyboardPower
Windows 10 Pro 64bit Catleap 27 Inch 2560x1440 IPS 60hz Display Coolermaster Storm Trigger (Brown Switches) EVGA P2 1000w 
CaseMouseMouse PadAudio
Corsair Air 540 Logitech G Pro Tek Syndicate "Raze the World" Desk Mat O2 + Odac by Mayflower Electronics (Rev A) 
AudioAudioAudioAudio
Sennheiser HD 800 2xKrk Rokit 6 G2 Blue Yeti (Grey) Rode PSA-1 Arm 
Other
Aquaero 6 LT + Aluminum Heatsink 
CPUMotherboardGraphicsRAM
i5 6600k Delid @ 4.848/4.848 Asus z170 Hero MSI GTX 980ti @ 1499/4082 1.25v/134% Power 2 x 8gb Gskills Ripjaws V 3131 16-16-16-32 
Hard DriveHard DriveHard DriveHard Drive
Samsung Pro Series 840 256gb (Celapaleis) 1 TB Samsung Drive (Pack Yak) Samsung Pro Series 850 256gb (Celapaleis Reprise) Phoenix Down (External Backup) 
CoolingCoolingOSMonitor
Noctua D14 Kraken x61 Push-Pull for GPU Windows 10 Pro Catleap 2560x1440 @ 60hz 
KeyboardPowerCaseMouse
CM Storm Trigger Brown Switches EVGA Supernova 1000w P2 Corsair 540 Air Razer Abyssus 
Mouse PadAudioAudioAudio
Steelseries QcK Mini Blue Yeti Microphone Objective Dac + Amp Sescom AB Switch 
AudioAudioAudioAudio
Krk Rokit 6 G2 x2 Radioshack Ground Loop Isolator (For Rokits) Wooaudio Aluminum Headphone Stand Sennheiser HD 800 
AudioOther
Logitech c920 Webcam NZXT Sentry Mix 2 Fan Controller 
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post #26188 of 29735
Quote:
Originally Posted by (sic) View Post

I started with K-putt's preset and tweaked a few things (cannot remember what I changed off the top of my head).
K-putt's Config! (Click to show)
/*
.
/ Description /
'
/

Game: Battlefield 4
Author: K-putt
SweetFX version: 1.5.1/Boulotaur2024 Injector. +Chromatic Aberration Shader.
Description:

$$\ $$\ $$\ $$\ $$\ $$$$$$\ $$$$$$\ $$\
$$ | $$ | $$ | $$ | $ | $$ __$$\ $$ __$$\ \__|
$$ |$$ / $$$$$$\ $$\ $$\ $$$$$$\ $$$$$$\ \_/ $$$$$$\ $$ / \__| $$$$$$\ $$$$$$$\ $$ / \__|$$\ $$$$$$\
$$$$$ / $$$$$$\ $$ __$$\ $$ | $$ |\_$$ _| \_$$ _| $$ __$$\ $$ | $$ __$$\ $$ __$$\ $$$$\ $$ |$$ __$$\
$$ $$< \______|$$ / $$ |$$ | $$ | $$ | $$ | $$$$$$$$ | $$ | $$ / $$ |$$ | $$ |$$ _| $$ |$$ / $$ |
$$ |\$$\ $$ | $$ |$$ | $$ | $$ |$$\ $$ |$$\ $$ ____| $$ | $$\ $$ | $$ |$$ | $$ |$$ | $$ |$$ | $$ |
$$ | \$$\ $$$$$$$ |\$$$$$$ | \$$$$ | \$$$$ | \$$$$$$$\ \$$$$$$ |\$$$$$$ |$$ | $$ |$$ | $$ |\$$$$$$$ |
\__| \__| $$ ____/ \______/ \____/ \____/ \_______| \______/ \______/ \__| \__|\__| \__| \____$$ |
$$ | $$\ $$ |
$$ | \$$$$$$ |
\__| \______/


K-putt'e Battlefield 4 Config 1.4

•SMAA
•LEVELS
•GAUSSIAN - UNSHARPMASK
•LUMASHARPEN
•LIFTGAMMAGAIN
•TONEMAP
•VIBRANCE
•CURVES

*
*
| Updates |
*
*

Update 1.1

•Small changes to Vibrance RGB balance and Tonemap.
•A bit less Contrast.
•Less bright.


Update 1.2

•Got rid of the small green tint.
•Changed some contrast things.
•Tweaked vibrance RGB a bit more.
•Small changes to Liftgammagain.
•A bit sharper.
•SMAA instead of FXAA.

Update 1.3

•Added Unsharp masking.
•Changed Lumasharpen.

Update 1.4

•Final release update.
•A bit more UnsharpMask.
•Small changes to Levels.

*
*
| Optional |
*
*

You can enable Filmgrain by changing

#define USE_FILMGRAIN 0
to
#define USE_FILMGRAIN 1


If the preset doesn't work for you, but others do, try to delete the whole header section of the config.
From the giant K-putt'e Config to "choose effects".

*
*
| Miscellaneous |
*
*

• CeeJay.dk released a new SweetFX Version. 1.5.1
• I added all his new and updated Shaders to Boulotaur2024's Injector which has x64 support.
• I also added a Chromatic Aberration Shader to this version.
• You'll need this Version to get the same results as me.

• DOWNLOAD HERE
• sFX.TheLazy - http://goo.gl/W2kZQQ

• For questions or requests visit the forum - http://sfx.thelazy.net/forum/
• Or visit the official SweetFX subreddit - http://www.reddit.com/r/sweetfx

/*
.
/ Choose effects /
'
*/

// Set to 1 for ON or 0 for OFF
#define USE_SMAA_ANTIALIASING 1 //[0 or 1] SMAA Anti-aliasing : Smoothens jagged lines using the SMAA technique.
#define USE_FXAA_ANTIALIASING 0 //[0 or 1] FXAA Anti-aliasing : Smoothens jagged lines using the FXAA technique
#define USE_CA 0 //[0 or 1] Chromatic aberration. You can only use Chromatic Aberration OR the Explosion Shader. Not both at the same time.
#define USE_EXPLOSION 0 //[0 or 1] Explosion : Scatters the pixels, making the image look fuzzy.
#define USE_CARTOON 0 //[0 or 1] Cartoon : "Toon"s the image.(Interferes with SMAA, CRT, Bloom, HDR and Lumasharpen)
#define USE_LEVELS 1 //[0 or 1] Levels : Sets a new black and white point. This increases contrast but causes clipping. Use Curves instead if you want to avoid that.
#define USE_ADVANCED_CRT 0 //[0 or 1] Advanced CRT : Simulates an old CRT TV display. Set gaussian blur along with it to get a halation effect
#define USE_BLOOM 0 //[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_LUMASHARPEN 1 //[0 or 1] LumaSharpen : Also sharpens the antialiased edges which makes them less smooth - I'm working on fixing that.
#define USE_GAUSSIAN 1 //[0 or 1] Gaussian Blur : can be used to... blur, but also bloom/hazy/glowy look, also unsharp masking
#define USE_FILMGRAIN 0 //[0 or 1] Filmgrain effect
#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_MONOCHROME 0 //[0 or 1] Monochrome : Monochrome makes the colors disappear.
#define USE_LIFTGAMMAGAIN 1 //[0 or 1] Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights (avoids clipping)
#define USE_TONEMAP 1 //[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 1 //[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 0 //[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_BORDER 0 //[0 or 1] Border : Makes the screenedge black as a workaround for the bright edge that forcing some AA modes sometimes causes.
#define USE_SPLITSCREEN 0 //[0 or 1] Splitscreen : Enables the before-and-after splitscreen comparison mode.

#define USE_CUSTOM 0 //[0 or 1] Custom : Write your own shader by editing custom.h, and then enable it here.

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

#define SMAA_THRESHOLD 0.05 //[0.05 to 0.20] Edge detection threshold. If SMAA misses some edges try lowering this slightly. I prefer between 0.08 and 0.12.
#define SMAA_MAX_SEARCH_STEPS 32 //[0 to 98] Determines the radius SMAA will search for aliased edges
#define SMAA_MAX_SEARCH_STEPS_DIAG 16 //[0 to 16] Determines the radius SMAA will search for diagonal aliased edges
#define SMAA_CORNER_ROUNDING 50 //[0 to 100] Determines the percent of antialiasing to apply to corners. 0 seems to affect fine text the least so it's the default.

// -- Advanced SMAA settings --
#define COLOR_EDGE_DETECTION 1 //[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.
//Enable this only if you use a Geforce 7xxx series or older card, or a Radeon X1xxx series or older card.


/*
.
/ FXAA Anti-aliasing settings /
'
*/
#define FXAA_QUALITY__PRESET 39 //[1 to 39] Choose the quality preset. 39 is the highest quality.
#define fxaa_Subpix 0.1 //[0.000 to 1.000] Choose the amount of sub-pixel aliasing removal.
#define fxaa_EdgeThreshold 0.6 //[0.000 to 1.000] Edge detection threshold. The minimum amount of local contrast required to apply algorithm.
#define fxaa_EdgeThresholdMin 0.07 //[0.000 to 1.000] Darkness threshold. Trims the algorithm from processing darks.

/*
.
/ Chromatic aberration /
'
*/
#define outfocus 0.01 //[0.00 to 1.000] How strong the effect should be.


/*
.
/ Explosion settings /
'
*/
#define Explosion_Radius 1.0 //[0.2 to 100.0] Amount of effect you want.


/*
.
/ Cartoon settings /
'
*/
#define CartoonPower 4.0 //[0.1 to 10.0] Amount of effect you want.
#define CartoonEdgeSlope 6.0 //[0.1 to 8.0] Raise this to filter out fainter edges. You might need to increase the power to compensate. Whole numbers are faster.


/*
.
/ Levels settings /
'
*/

#define Levels_black_point 4 //[0 to 255] The black point is the new black - literally. Everything darker than this will become completely black. Default is 16.0
#define Levels_white_point 245 //[0 to 255] The new white point. Everything brighter than this becomes completely white. Default is 235.0

//Colors between the two points will stretched, which increases contrast, but details above and below the points are lost (this is called clipping).


/*
.
/ Advanced CRT settings /
'
*/
#define CRTAmount 1.00 //[0.00 to 1.00] Amount of CRT effect you want

#define CRTResolution 1.0 //[1.0 to 8.0] Input size coefficent (low values gives the "low-res retro look"). Default is 1.2
#define CRTgamma 2.2 //[0.0 to 4.0] Gamma of simulated CRT (default 2.2)
#define CRTmonitorgamma 2.4 //[0.0 to 4.0] Gamma of display monitor (typically 2.2 is correct)
#define CRTBrightness 1.2 //[1.0 to 3.0] Used to boost brightness a little. Default is 1.0
#define CRTScanlineIntensity 2.0 //[2.0 to 4.0] Scanlines intensity (use integer values preferably). Default is 2.0
#define CRTScanlineGaussian 1 //[0 or 1] Use the "new nongaussian scanlines bloom effect". Default is on

#define CRTCurvature 1 //[[0 or 1] "Barrel effect" enabled (1) or off (0)
#define CRTCurvatureRadius 2.0 //[0.0 to 2.0] Curvature Radius (only effective when Curvature is enabled). Default is 1.5
#define CRTCornerSize 0.0100 //[0.0000 to 0.0020] Higher values, more rounded corner. Default is 0.001
#define CRTDistance 2.00 //[0.00 to 4.00] Simulated distance from viewer to monitor. Default is 2.00
#define CRTAngleX 0.00 //[-0.20 to 0.20] Tilt angle in radians (X coordinates)
#define CRTAngleY -0.15 //[-0.20 to 0.20] Tilt angle in radians (Y coordinates). (Value of -0.15 gives the 'arcade tilt' look)
#define CRTOverScan 1.00 //[1.00 to 1.10] Overscan (e.g. 1.02 for 2% overscan). Default is 1.01
#define CRTOversample 0 //[0 or 1] Enable 3x oversampling of the beam profile (warning : performance hit)


/*
.
/ Bloom settings /
'
*/
#define BloomThreshold 20.25 //[0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isn't.
#define BloomPower 1.446 //[0.000 to 8.000] Strength of the bloom
#define BloomWidth 0.0142 //[0.0000 to 1.0000] Width of the bloom


/*
.
/ HDR settings /
'
*/
#define HDRPower 1.30 //[0.00 to 8.00] Strangely lowering this makes the image brighter
#define radius2 0.87 //[0.00 to 8.00] Raising this seems to make the effect stronger and also brighter


/*
.
/ LumaSharpen settings /
'
*/
// -- Sharpening --
#define sharp_strength 0.4 // [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 2 // [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)


/*
.
/ Gaussian Blur settings /
'
*/
#define GaussEffect 1 //[0|1|2|3] 0 = Blur, 1 = Unsharpmask (expensive), 2 = Bloom, 3 = Sketchy. Default is 2
#define GaussQuality 0 //[0|1|2|3] Warning: 2 and 3 are expensive. Default is 1
#define GaussSigma 2 //[1 to 4] The higher the wider blur/bloom is (only effective when Bloom selected)
#define GaussBloomWarmth 2 //[0|1|2] "Temperature" of the bloom - 0 = neutral, 1 = warm, 2 = hazy/foggy
#define GaussThreshold 0.50 //[0.00 to 1.00] [DX10/11 only] Threshold for what is a bright light (that causes bloom) and what isn't.
#define GaussExposure 43.0 //[0.00 to 100.00] [DX10/11 only] Exposure of the effect (the lower the brighter)
#define GaussStrength 0.25 //[0.00 to 1.00] Amount of effect blended into the final image


/*
.
/ Film grain settings /
'
*/
#define FilmGrainIntensity 0.8 //[0.00 to 1.00] Intensity of grain. Default is 0.46
#define FilmGrainExposure 25 //[0 to 100] Grain Exposure. Default is 40 (Lower -> darker noise)
#define FilmGrainSize 6 //[0 to 10] Size of the grain. Default is 2 (Higher -> thinner noise)


/*
.
/ TECHNICOLOR settings /
'
*/
#define TechniAmount 0.46 //[0.00 to 1.00]
#define TechniPower 4.0 //[0.00 to 8.00]
#define redNegativeAmount 0.74 //[0.00 to 1.00]
#define greenNegativeAmount 0.83 //[0.00 to 1.00]
#define blueNegativeAmount 0.9 //[0.00 to 1.00]


/*
.
/ Cineon DPX settings /
'
*/
#define Red 9.0 //[1.0 to 15.0]
#define Green 9.0 //[1.0 to 15.0]
#define Blue 9.0 //[1.0 to 15.0]

#define ColorGamma 1.0 //[0.1 to 2.5] Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral.
#define DPXSaturation 1.0 //[0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral.

#define RedC 0.33 //[0.60 to 0.20]
#define GreenC 0.36 //[0.60 to 0.20]
#define BlueC 0.35 //[0.60 to 0.20]

#define Blend 0.23 //[0.00 to 1.00] How strong the effect should be


/*
.
/ Monochrome settings /
'
*/
#define Monochrome_conversion_values float3(0.18,0.41,0.41) //[0.00 to 1.00] Percentage of RGB to include (should sum up to 1.00)


/*
.
/ Lift Gamma Gain settings /
'
*/
#define RGB_Lift float3(1.02, 1.02, 1.01) //[0.000 to 2.000] Adjust shadows for Red, Green and Blue
#define RGB_Gamma float3(1.0, 1.01, 1.0) //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
#define RGB_Gain float3(1.0, 1.0, 1.0) //[0.000 to 2.000] Adjust highlights for Red, Green and Blue

/*
.
/ Tonemap settings /
'
*/
#define Gamma 0.98 //[0.000 to 2.000] Adjust midtones
#define Exposure 0.0 //[-1.000 to 1.000] Adjust exposure
#define Saturation -0.33 //[-1.000 to 1.000] Adjust saturation
#define Bleach 0.0 //[0.000 to 1.000] Brightens the shadows and fades the colors
#define Defog 0.4 //[0.000 to 1.000] How much of the color tint to remove
#define FogColor float3(-0.007, 0.01, 0.0) //[0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to remove - default is blue


/*
.
/ Vibrance settings /
'
*/
#define Vibrance 0.15 //[-1.00 to 1.00] Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
#define Vibrance_RGB_balance float3(4.2, 0.0, 3.3) //[-10.00 to 10.00,-10.00 to 10.00,-10.00 to 10.00] A per channel multiplier to the Vibrance strength so you can give more boost to certain colors over others


/*
.
/ Curves settings /
'
*/
#define Curves_mode 0 //[0|1|2] Choose what to apply contrast to. 0 = Luma, 1 = Chroma, 2 = both Luma and Chroma. Default is 0 (Luma)
#define Curves_contrast 0.24 //[-1.00 to 1.00] The amount of contrast you want

// -- Advanced curve settings --
#define Curves_formula 10 //[1|2|3|4|5|6|7|8|9|10] The contrast s-curve you want to use.
//1 = Sine, 2 = Abs split, 3 = Smoothstep, 4 = Exp formula, 5 = Simplified Catmull-Rom (0,0,1,1), 6 = Perlins Smootherstep
//7 = Abs add, 8 = Techicolor Cinestyle, 9 = Parabola, 10 = Half-circles.
//Note that Technicolor Cinestyle is practically identical to Sine, but runs slower. In fact I think the difference might only be due to rounding errors.
//I prefer 2 myself, but 3 is a nice alternative with a little more effect (but harsher on the highlight and shadows) and it's the fastest formula.


/*
.
/ Sepia settings /
'
*/
#define ColorTone float3(1.0, 1.0, 1.0) //[0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to tint the image
#define GreyPower 0.0 //[0.00 to 1.00] How much desaturate the image before tinting it
#define SepiaPower 0.58 //[0.00 to 1.00] How much to tint the image


/*
.
/ Vignette settings /
'
*/
#define VignetteType 1 //[1|2|3] 1 = Original, 2 = New, 3 = TV style
#define VignetteRatio 1.00 //[0.15 to 6.00] Sets a width to height ratio. 1.00 (1/1) is perfectly round, while 1.60 (16/10) is 60 % wider than it's high.
#define VignetteRadius 1.00 //[-1.00 to 3.00] lower values = stronger radial effect from center
#define VignetteAmount -0.40 //[-2.00 to 1.00] Strength of black. -2.00 = Max Black, 1.00 = Max White.
#define VignetteSlope 6 //[2 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) //[0.000 to 1.000, 0.000 to 1.000] Center of effect for VignetteType 1. 2 and 3 do not obey this setting.


/*
.
/ Dither settings /
'
*/
#define dither_method 2 //[1 or 2] 1 = Ordered dithering (very good and very fast), 2 = Random dithering (different but slightly slower dithering)

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


/*
.
/ Border settings /
'
*/
#define border_width float2(1,100) //[0 to 2048, 0 to 2048] (X,Y)-width of the border. Measured in pixels.
#define border_color float3(0, 0, 0) //[0 to 255, 0 to 255, 0 to 255] What color the border should be. In integer RGB colors, meaning 0,0,0 is black and 255,255,255 is full white.

/*
.
/ Splitscreen settings /
'
*/
#define splitscreen_mode 1 //[1|2|3|4|5|6] 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, 6 = Curvy vertical 50/50 split

/*
.
/ Key settings /
'
*/
// This is the section where you can define your own key mapping
// See the following URL to find out what keycode a key has:
// http://www.cambiaresearch.com/articles/15/javascript-char-codes-key-codes

// key_toggle_sweetfx = 45 ; 45 = Einfg
// key_screenshot = 35 ; 35 = Ende->
// key_reload_sweetfx = 46 ; 46 = Entf


/*
.
/ Misc settings /
'
*/
// You can load and chain other DirectX wrappers (ENB, Helix, Windower...)
// If the external wrapper is already named d3d9.dll, rename it into
// something else like "d3d9_enb.dll" (note that even if this is commented it actually works)

// external_d3d9_wrapper = none
// external_dxgi_wrapper = none

I'll give that a try! +Rep
post #26189 of 29735
Quote:
Originally Posted by heroxoot View Post

Is there an exact reason why some maps run like complete booty? Hainan resort and Parcel Storm specifically for me. I'm told these are problematic for many people. They are just hard to keep 60fps in while every other map is pushing 90fps for me. I noticed they don't push the GPU to load like other maps. Is it just poor optimization for these maps?
With my old computer, in Call of Duty 4 on the map Backlot I would get 45 fps in spawn, and 120 fps in the middle of the map all the while staring at the ground, maps definitely can have poor optimization and with BF4 it wouldn't surprise me.

Fresh OS install.
Run minimal programs (anti virus can affect games, i wouldn't know as i haven't used one in 6 years)
Overclock your computer (make sure it's stable) I found that overclocking my ram helped keep a more solid frame rate.
Run different configuration settings (disable things like shadows, etc) also check out BF4 Config Editor Tool.
do the old defrag, cclean type clean ups
enable the verbose netgraph in bf4 to see if your cpu or gpu is spiking it will help you figure out why the frame drops are occurring
Red Genie
(21 items)
 
  
CPUMotherboardGraphicsRAM
Intel Core i7-3770k ASUS Maximus V Gene EVGA GeForce GTX670 Superclocked+ 4GB Corsair Dominator Platinum 1866 
Hard DriveHard DriveHard DriveOptical Drive
Seagate Barracuda 2TB Seagate Barracuda 2TB Samsung 840 Series 250GB LG GH22NS30 
CoolingCoolingOSMonitor
Corsair H100i Cooler Master Jetflow 120mm White LED x4 Windows 7 HP 64bit SP1 Acer 23in IPS H236HLBMID 
KeyboardPowerCaseMouse
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post #26190 of 29735
I think it's funny that Siege of Shanghai is one of the least optimized maps, not as bad Hainan Resort though. And that's their FLAGSHIP map. Locker with 64 players blowing EVERYTHING around me will get 100 FPS minimum. Siege can go to 57 FPS. It's silly. rolleyes.gif That dust in the air that they put in after C goes down is what strains the system as far as I can tell.

On the side note, check out some SRAW footage I put together thumb.gif
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Cubic Rubik
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