assassino

SMAA
SweetFX....56k Warning!

216 posts in this topic

OMG shot !!

Go back to that point an save as PNG. I'd love a full screen grab of that majestic scenery (1080/1200) I'd use that for my desktop. Either you or I could photoshop that into a wallpaper with a small AC3 logo on the bottom-left.

What settings did you play this on and did you use your new 650 Ti?

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i kno

OMG shot !!

Go back to that point an save as PNG. I'd love a full screen grab of that majestic scenery (1080/1200) I'd use that for my desktop. Either you or I could photoshop that into a wallpaper with a small AC3 logo on the bottom-left.

What settings did you play this on and did you use your new 650 Ti?

i know that pic is great but wait smith till ubisoft patch the blackbars so i can have full screen and now i have to set resolution to 1080 for your wallpaper and no my gtx 650ti is arriving next week ;)

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Darksiders 2 Sweetfx

off

on

off

on

off

on

off

on

off

on

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this game is sort of hard to tell when you compare it to AC3

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AC3 SFX is very subtle and some I had to look again but I think you struck the right balance again. Anyone could use those settings.

DS2 is more prominent with SFX, I'd personally tone the colour a bit because although it looks stunning, the blue was quite strong. Did you use HDR for these ones?

Keep up the good work assassino :)

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yes but the value and effect were not much strong to create so much hdr you know.Darksiders 2 is blue i mean if you look at off pics they are lite blue and the game is about fantasy you know so IMO they are ok the pics

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Borderlands 2 With on and off still working on it

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DR ZED

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Some Farcry 3 with sweetfx (still working)


Screenshot62322-copy.jpg
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Edited by SMiThaYe
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Almost every grab I've seen posted online has been impressive including yours assassino. Sometimes it's really hard to tell from these screenshots when I've seen what - maybe it's because I'd been looking at so many fullscreen PNGs, or the game really looks that good.

Regarding what they've said on Guru3D, they mentioned that SFX does not work in D3D11 mode at all, and that you need to do the following (people report it does work):

I had the same issue of not being able to run sweetFX with Far Cry 3.

I did the following and it worked (sweetFX FC3 possible FIX):

1. Put Uplay in Offline mode.

2. Give FullControl Privileges to your Far Cry 3 installation directory (MAJOR*)

3. Put the two .dll files and injector ini inside bin folder and the rest of the files inside far cry 3 folder.

That did the trick for me!

[ source ]

Gotta play this now - without SFX - and set my monitor to the laggier IPS for the best quality - maybe when I revisit I will notice the difference. Will post screenshots later today/tomorrow in **Official Screen Shot Thread**.

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Some more pics of FAR CRY 3 with more enhance effects from sweetfx


Screenshot26597-copy.jpg
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Edited by SMiThaYe
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Screenshot21100-copy.jpg
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Screenshot16797-copy.jpg

Screenshot21917-copy.jpg

Edited by SMiThaYe
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These to appear a very dark - unless you were after a realistic experience - the shots in () daylight looked very nice :)

Regarding tweaking Sweefx: This game has the same engine issue FC2 had, if you ALT+TAB out the resolution decreases to 1650x1050... so you need to ALT+Enter to force fullscreen, then select 1920x1080 to get it back up to res because selecting 1920x1200 directly doesn't do anything, but once you apply 1080, you can then apply 1200 and you have fullscreen back. That means it would be better to tweak in window mode and once you happy with settings, then go fullscreen. Loads has this issue with FC2.

A bit off-topic: when do you get those binoculars and does it tag multiple enemies at once to differentiate from tagging whilst zoomed in as a sniper?

Just noticed your posts on Guru3D - http://forums.guru3d...&postcount=2159

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thanks for telling me the issue but i don't have it :) and for the dark pics the issue is that i use the daylight settings on night too that's why they are so dark this game is like AC3 by that i mean i have to use two different settings for day and night so i am busy with sweetfx for getting the perfect settings for day and night

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That is one issue that keeps popping up assassino, the use in night/daytime cycles is something that maybe needs working on. What if SFX had 2 keys binded that would activate separate night/daytime configs because the effects would be applied instantly.

Even with the tip I posted above from Guru3d, SFX won't run at all in DX11 (no AA is on and I even forced all AA off in Inspector). I refuse to step down to DX9 in order to use it even though it's reported SFX runs fine for other DX11 titles. I assume it's because of the 'horrible' Uplay causing issues. But if know/find a workaround for FC3 in DX11 please post it here.

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yea i am keeping asking ceejay.dk about this what if we can scroll the preset 1 and 2 just by a keys that would be great and for night i think i have found the solution going to post some more pics ASAP

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here some pics i really like and i am posting......they are all with on sweetfx


Screenshot6113-copy.jpg
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MINE FAVOURTIE pic
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Edited by SMiThaYe
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Edited by SMiThaYe
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Screenshot46208-copy.jpg
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Screenshot46722-copy.jpg

Edited by SMiThaYe
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Got around to trying downsampling for better screenshots and it went well from the guide I used but ingame it doesn't work whatever res I used. The screen goes blank once I change from 1920x1200 to 2560x1600 or 2304x1440 (keeping within 1.6 aspect/16:10). Dell u2410 is connected via DisplayPort.

Couple of grabs of my default monitor before / after - guide says keep pixel clock below 165 MHz due to bandwidth limitations:

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Hello to my Sweetfx thread Some darksiders 2 pics


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Edited by SMiThaYe
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Edited by SMiThaYe
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Edited by SMiThaYe
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Edited by SMiThaYe
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al salam alaikom

hi guys how u doin

i like ur screenshots..is it just screenshots ?

cus i wanna test Darksiders II preset

is there any presets here?

i made preset for Dishonored and Rayman Origins

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Darksiders 2 preset

/*-----------------------------------------------------------.

/ 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.

#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 0 //[0 or 1] Bloom : Makes bright lights bleed their light into their surroundings (relatively high performance cost)

#define USE_HDR 1 //[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 1 //[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 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 1 //[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_SPLITSCREEN 0 //[0 or 1] Splitscreen : Enables the before-and-after splitscreen comparison mode.

/*-----------------------------------------------------------.

/ SMAA Anti-aliasing settings /

'-----------------------------------------------------------*/

#define SMAA_THRESHOLD 0.05 // [0.05 to 0.20] Edge detection threshold

#define SMAA_MAX_SEARCH_STEPS 98 // [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 25 // [0 to 100] Determines the percent of antialiasing to apply to corners.

// -- 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.

/*-----------------------------------------------------------.

/ LumaSharpen settings /

'-----------------------------------------------------------*/

// -- Sharpening --

#define sharp_strength 0.6 // [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)

/*-----------------------------------------------------------.

/ 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 //[0.0000 to 8.0000] Strength of the bloom

#define BloomWidth 0.0142 //[0.0000 to 1.0000] Width of the bloom

/*-----------------------------------------------------------.

/ HDR settings /

'-----------------------------------------------------------*/

#define HDRPower 1.08 //[0.0 to 8.0] Strangely lowering this makes the image brighter

#define radius2 0.82 //[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 15.0 //[1.0 to 15.0]

#define Green 15.0 //[1.0 to 15.0]

#define Blue 14.5 //[1.0 to 15.0]

#define ColorGamma 2.0 //[0.1 to 2.5] Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral.

#define DPXSaturation 1.6 //[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 0.3 //[0.0 to 0.1] How strong the effect should be.

/*-----------------------------------------------------------.

/ Lift Gamma Gain settings /

'-----------------------------------------------------------*/

#define RGB_Lift float3(0.970, 0.950, 0.970) //[0.000 to 2.000] Adjust shadows for Red, Green and Blue

#define RGB_Gamma float3(0.970, 0.950, 0.970) //[0.000 to 2.000] Adjust midtones for Red, Green and Blue

#define RGB_Gain float3(0.965, 0.958, 0.950) //[0.000 to 2.000] Adjust highlights for Red, Green and Blue

/*-----------------------------------------------------------.

/ Tonemap settings /

'-----------------------------------------------------------*/

#define Gamma 1.08 //[0.00 to 2.00] Adjust midtones

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

#define Saturation 0.2 //[-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 0.23 //[-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 0.23 //[-1.0 to 1.0] The amount of contrast you want

// -- Advanced curve settings --

#define Curves_formula 4 //[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 0.98 //[-1.00 to 3.00] lower values = stronger radial effect from center

#define VignetteAmount -0.5 //[-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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my FINAL preset for

Rayman Origins

before

http://www.m5zn.com/img/?img=2df6764aaf916f2.jpg

after

http://www.m5zn.com/img/?img=79a390100d64a8f.jpg

before

http://www.m5zn.com/img/?img=e04012e07a24211.jpg

after

http://www.m5zn.com/img/?img=31e6eab633e6ae0.jpg

before

http://www.m5zn.com/img/?img=d232ce67b5014c6.jpg

after

http://www.m5zn.com/img/?img=b5fa38be9920c3e.jpg

here's the Final config's

 /*-----------------------------------------------------------.

/ 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.

#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 1 // [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 0 // [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 1 // [0 or 1] Curves : Contrast adjustments using S-curves.

#define USE_SEPIA 1 // [0 or 1] Sepia : Sepia tones the image.

#define USE_VIGNETTE 1 // [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_SPLITSCREEN 0 // [0 or 1] Splitscreen : Enables the before-and-after splitscreen comparison mode.





/*-----------------------------------------------------------.

/ SMAA Anti-aliasing settings /

'-----------------------------------------------------------*/



#define SMAA_THRESHOLD 0.05 // [0.05 to 0.20] Edge detection threshold

#define SMAA_MAX_SEARCH_STEPS 40 // [0 to 98] Determines the radius SMAA will search for aliased edges

#define SMAA_MAX_SEARCH_STEPS_DIAG 3 // [0 to 16] Determines the radius SMAA will search for diagonal aliased edges

#define SMAA_CORNER_ROUNDING 100 // [0 to 100] Determines the percent of antialiasing to apply to corners.



// -- 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 1 // [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 1.00 // [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)





/*-----------------------------------------------------------.

/ Bloom settings /

'-----------------------------------------------------------*/

#define BloomThreshold 21.00 // [0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isn't.

#define BloomPower 1.3000 // [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 1.2 // [0.0 to 8.0] Strangely lowering this makes the image brighter

#define radius2 0.82 // [0.0 to 8.0] Raising this seems to make the effect stronger and also brighter





/*-----------------------------------------------------------.

/ TECHNICOLOR settings /

'-----------------------------------------------------------*/

#define TechniAmount 0.00 // [0.0 to 1.0]

#define TechniPower 6.0 // [0.0 to 8.0]

#define redNegativeAmount 1.0 // [0.0 to 1.0]

#define greenNegativeAmount 1.0 // [0.0 to 1.0]

#define blueNegativeAmount 0.60 // [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 2.2 // [0.1 to 2.5] Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral.

#define DPXSaturation 2.0 // [0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral.



#define RedC 0.4 // [0.6 to 0.2]

#define GreenC 0.36 // [0.6 to 0.2]

#define BlueC 0.5 // [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(1.000, 1.000, 1.100) // [0.000 to 2.000] Adjust shadows for Red, Green and Blue

#define RGB_Gamma float3(1.000, 1.000, 1.000) // [0.000 to 2.000] Adjust midtones for Red, Green and Blue

#define RGB_Gain float3(1.000, 1.000, 1.000) // [0.000 to 2.000] Adjust highlights for Red, Green and Blue





/*-----------------------------------------------------------.

/ Tonemap settings /

'-----------------------------------------------------------*/

#define Gamma 1.00 // [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 0.30 // [-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 0.00 // [-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(1.0, 0.50, 0.30) // [0.00 to 1.00, 0.00 to 1.00, 0.00 to 1.00] What color to tint the image

#define GreyPower 0.1 // [0.0 to 1.0] How much desaturate the image before tinting it

#define SepiaPower 0.10 // [0.0 to 1.0] How much to tint the image







/*-----------------------------------------------------------.

/ Vignette settings /

'-----------------------------------------------------------*/

#define VignetteRadius 1.25 // [-1.00 to 3.00] lower values = stronger radial effect from center

#define VignetteAmount -1.50 // [-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 1 // [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

Feel free to tell ur opinions guys

Injoy

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assassino

where can i get the presets for ur dishonored and other games?

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