SweetFX Shader Suite Download Version 1.4





Posted by: Hilbert Hagedoorn on: 03/19/2013 09:01 AM [ 956 comment(s) ]
Download SweetFX Shader Suite Download Version 1.4 - SweetFX is a universal image improvement and tweaking mod, that works with almost any 32-bit DirectX 9, 10 or 11 game or application.
This software is made by Guru3D's own CeeJay.dk and as will be supported here on Guru3D.com to the fullest extend. The goal of this software is to provide similar tools to games in realtime, as video processing software provides for movies and videos. You will need some technical grasp to be able to work with this software though. As such we recommend you to read the information below carefully.
This is the download mirror for SweetFX - Current version is 1.4
I'll be posting new releases here and you can discuss SweetFX and share settings here too (use the code tag and optionally the spoiler tag when posting settings). We are also very happy to see your screenshots but try not to post full size screenshots as they break the forum format. Post images no wider than 1024 pixels that link to the full size screenshots instead. If you post a lot you may also consider using the spoiler tag.
There is a great SweetFX Borderlands 2 specific guide on youtube by TheAdipose. So if you have trouble figuring out the instructions in the SweetFX readme, maybe seeing it being used and configured will help.
He's just making started a series of new guides for SweetFX:
Part One - what is sweetfx?
Part two - your first tweaks
Terrasque have made a GUI tool that makes it easier to install and configure SweetFX. He calls it SweetFX Configurator
Those of you with an AMD card will be happy to learn that the latest RadeonPro beta now supports SweetFX and can run all the effects without relying on the InjectSMAA injector.
This makes it easy to use with RadeonPros many other cool features, but most importantly this also works with 64bit executables, which the InjectSMAA injector that SweetFX currently ships with does not.
It is however an AMD only tool otherwise I would probably have chosen to it as the default injector I develop SweetFX for.
So in case you're new to SweetFX Shader Suite (or just SweetFX), it's a mod built on the InjectSMAA shader injector, that allows you to apply a suite of post processing shader effects to your games.
You may have tried another shader injection mod before, like InjectFXAA, InjectSMAA or FXAAtool. SweetFX improves upon all of these.
You can add SMAA anti-aliasing , sharpening and tweak the color, gamma , exposure and more.
It's meant to allow you to improve the look of your games and change the look and mood of it to your liking.
If you use SMAA antialiasing instead of MSAA or an even more expensive antialaliasing technique you can also make the game run faster (than with MSAA)
[LIST]
[*] SMAA Anti-aliasing : Anti-aliases the image using the SMAA technique - see http://www.iryoku.com/smaa/
[*] Cartoon : Creates an outline-effect that makes the image look more cartoonish.
[*] Advanced CRT : Mimics the look of an old arcade CRT display.
[*] LumaSharpen : Sharpens the image, making details easier to see
[*] Bloom : Makes strong lights bleed their light into their surroundings
[*] HDR : Mimics an HDR tonemapped look
[*] Technicolor : Makes the image look like it was processed using a three-strip Technicolor process - see http://en.wikipedia.org/wiki/Technicolor
[*] Cineon DPX : Makes the image look like it was converted from film to Cineon DPX. Can be used to create a "sunny" look.
[*] Monochrome : Removes colors from the image so it appears as if shot on black and white film.
[*] Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights (avoids clipping)
[*] Tonemap : Adjust gamma, exposure, saturation, bleach and defog. (may cause clipping)
[*] Vibrance : Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
[*] Curves : Contrast adjustments using S-curves.
[*] Sepia : Sepia tones the image - see http://en.wikipedia.org/wiki/Sepia_tone#Sepia_toning
[*] Vignette : Darkens the edges of the image to make it look more like it was shot with a camera lens. - see http://en.wikipedia.org/wiki/Vignetting )
[*] Dither : Applies dithering to simulate more colors than your monitor can display. This lessens banding artifacts - see http://en.wikipedia.org/wiki/Dithering#Digital_photography_and_image_processing )
[*] Border : Makes the screenedge black as a workaround for the bright edge that forcing some AA modes sometimes causes.
[*] Splitscreen : Enables the before-and-after splitscreen comparison mode.
[/LIST]
It works with all 32bit DirectX 9 , 10 and 11 games (and many applications).
Skyrim with mods/ENB
Skyrim with mods/ENB + SweetFX
It works with all graphics cards as long as they support at least shader model 3. That's all cards produced after 2002 (give or take).
It does not work with 64bit game executables yet, however 64bit support should be coming in the near future - so far use the 32bit version of your game if it gives you a choice between 32 and 64bit.
It should work on Windows 2000 and newer, both 32bit and 64bit. So far tested working on WinXP , Vista , Win7 and Windows 8.
It may work on Linux using Wine - please report your findings.
It does not work well with most programs that overlay an image onto the game. It has a workaround for the Steam overlay so that will work, and you can make overlays based on Rivatuner OSD work as well with a compability setting in those overlays , but other overlays may prevent SweetFX from making changes to the image or outright crash the game - turn those off.
39 pages 1 2 3 4 > »
Master Guru
Posts: 477
Joined: 2011-11-29
Screenshots
Screenshots should go here, and you're welcome to suggest some good ones that really shows off what SweetFX can do.
While you wait for me to find some and update this post you can see the ones that was posted to the first thread
There are also plenty to find on the net if you do a image search for SweetFX as well as plenty of comparision shots in the SweetFX Settings Database
Youtube is also full of SweetFX videos
Master Guru
Posts: 477
Joined: 2011-11-29
one more..
Master Guru
Posts: 477
Joined: 2011-11-29
I'm still updating the thread, but you can post now.
Maha Guru
Posts: 2214
Joined: 2010-11-10
Thanks CeeJay.dk,
To the batmoblie!!!.... some villainous games need some tweakin and shiiiit.
Newbie
Posts: 15
Joined: 2009-01-09
Master Guru
Posts: 175
Joined: 2013-01-21
Wow thanks CeeJay.dk!I really like some of the new futures in the new version, i will give it a try soon and i hope it works with the old configurator
Master Guru
Posts: 477
Joined: 2011-11-29
Maha Guru
Posts: 2214
Joined: 2010-11-10
Thanks for the Mario G2 settings in Dolphin, Marcel
:Master Guru
Posts: 192
Joined: 2010-06-22
thanks man really appreciated your effort for this.....

Master Guru
Posts: 477
Joined: 2011-11-29
Assassino asks (in a PM) how one uses the Monochrome shader:
It's very easy. You set the percentage of each color that should go into the greyscale image.
If you want 15 % of the red and 65% of the green and 20% of the blue , then you set it to float3(0.15,0.65,0.20)
You can find some settings that mimics black and white film stock here :
http://www.prime-junta.net/pont/How_...and_films.html
If you're looking to match the same brightness only in greyscale, then try (0.21, 0.72, 0.07)
Newbie
Posts: 35
Joined: 2012-12-31
I don't know if this would help you out or not ..
But I read in the last pages of the #2 thread, that you have no support yet for multi-pass.
Boris Vorontsov released ENB for GTA:SA v0.076 which enables multi-pass support for shaders. After further requests, he also released 'wrapper' and 'injector' version of this ENB, to be used with many other games.
Maybe this injector could be used, so that you would finally have multi-pass support, which in-turn; would allow for better and more complex shaders?
Maha Guru
Posts: 928
Joined: 2009-12-29
SweetFX refuses to work with any of my Source games.
Yes I disabled AA and put in everything in the right place.
**EDIT**
Nvm, afterburner was making it crash.
Maha Guru
Posts: 2422
Joined: 2012-05-18
Nice i was hopping for improved colour dithering shader

COD8 BlackOps2 is a mess with those banding transitions, mostly at night.
I used it by 1.3 but it didnt help much,
http://i.imgur.com/egpuHx3.jpg
http://i.imgur.com/9ENyYlw.jpg
will 1.4 improve or fix this issue?
Newbie
Posts: 15
Joined: 2009-01-09
|
Try Bouloutaurs injector and the built-in SweetFX in the latest RadeonPro betas if you can and let us know if that made any difference.
|
In short, works with that DLL, but SMAA works poorly and I can not configure the enable keys.
Member Guru
Posts: 75
Joined: 2012-10-29
Thank you CeeJay.dk for all your hard work...looking forward to testing 1.4

Master Guru
Posts: 357
Joined: 2010-01-10
Thank you for another awesome release.

Newbie
Posts: 5
Joined: 2013-03-18
Thank you, ceejay for 1.4 release. One more question. I still curious about smaa threshold parameter. What is better for this? Lower 0.10 or maximum at 0.20? Sound stupid but i still dont know whats better.

Master Guru
Posts: 477
Joined: 2011-11-29
Some comparison shots (view in fullsize) that show the difference between:
No dithering
Ordered Dithering
Random Dithering
If you have trouble seeing the difference try zooming in with the windows magnifier tool (press "Win" + "+" - that's the Windows key and the plus key at the same time)
In Windows 7 at least that's a hotkey combination that should always work - I'm not sure if you have the same hotkeys in Windows Vista and XP or if you have to start the program normally first.
The browser zoom function doesn't work for this because it interpolates the pixels (smooths them), which is normally a good thing - just not for this purpose.
Newbie
Posts: 35
Joined: 2012-12-31
Random seems better for me

You never replied about my suggestion about using a new injector ^^
Whether it would help or not .. It includes shaders for reflection, shadows, per pixel lighting, SSAO and DoF; plus there are many multi-pass shaders out there written in HLSL that could possibly be adapted for SweetFX.
Newbie
Posts: 5
Joined: 2013-03-18
CeeJay, what about my question in previous post? Whats better for smaa threshold? lower or higher values? thank you.
Master Guru
Posts: 252
Joined: 2012-10-01
Newbie
Posts: 9
Joined: 2012-08-21
Thanks for your continued awesome work CeeJay, I use it in all my games

Have you changed any of the default settings apart from lowering the SMAA threshold compared to 1.3?
Master Guru
Posts: 477
Joined: 2011-11-29
|
Nice i was hopping for improved colour dithering shader
![]() COD8 BlackOps2 is a mess with those banding transitions, mostly at night. I used it by 1.3 but it didnt help much, http://i.imgur.com/egpuHx3.jpg http://i.imgur.com/9ENyYlw.jpg will 1.4 improve or fix this issue? |
To remove the banding that games create I would first need to create a medium to large radious blur effect and use it to blur the areas look like they could be banding , which means also writing a algorithm to detect them and THEN dither that.
The dither part is done, but proper debanding also requires the others and they will be tricky to write and make fast enough.
It will be easier with multipass capability so I'm currently working on other stuff until I get that. Maybe in a future version.
|
I don't know if this would help you out or not ..
But I read in the last pages of the #2 thread, that you have no support yet for multi-pass. Boris Vorontsov released ENB for GTA:SA v0.076 which enables multi-pass support for shaders. After further requests, he also released 'wrapper' and 'injector' version of this ENB, to be used with many other games. Maybe this injector could be used, so that you would finally have multi-pass support, which in-turn; would allow for better and more complex shaders? |
The other reason is that ENB shader code is IMO a mess, and I would have to first clear up that mess and structure it to make heads or tails of it, which is a lot of work.
So while it's possible to port SweetFX to run on ENB directly I prefer not to.
|
Here: http://forums.guru3d.com/showpost.ph...postcount=1065 v1.3 and v1.4 works exactly the same with Tomb Raider 2013
In short, works with that DLL, but SMAA works poorly and I can not configure the enable keys. |
Boulousaur did mention that his injector needed more work for Tomb Raider so maybe now that SweetFX 1.4 is done I could help him - unless I decide to work on stuff for 1.5.
Meanwhile I think you best bet is Boulousaurs injector and Tomb Raiders own anti-aliasing options.
|
Thank you, ceejay for 1.4 release. One more question. I still curious about smaa threshold parameter. What is better for this? Lower 0.10 or maximum at 0.20? Sound stupid but i still dont know whats better.
![]() |
For the threshold, lower values means it detects and processes more edges.
You want it low enough to detect all the aliased edges that bother you, but not so low that it starts to pick up fine details in textures that you want preserved - also lowering the threshold also lowers performance.
I think the right balance is probably between 0.08 and 0.12 depending on the game - therefore it's default is 0.10
|
Random seems better for me
![]() You never replied about my suggestion about using a new injector ^^ Whether it would help or not .. It includes shaders for reflection, shadows, per pixel lighting, SSAO and DoF; plus there are many multi-pass shaders out there written in HLSL that could possibly be adapted for SweetFX. |
For now Random does an extremely good job - I just wishI could make it faster.
|
Thanks for your continued awesome work CeeJay, I use it in all my games
![]() Have you changed any of the default settings apart from lowering the SMAA threshold compared to 1.3? |
Maha Guru
Posts: 2422
Joined: 2012-05-18
|
No, Dithering in SweetFX only work for changes SweetFX makes.
To remove the banding that games create I would first need to create a medium to large radious blur effect and use it to blur the areas look like they could be banding , which means also writing a algorithm to detect them and THEN dither that. The dither part is done, but proper debanding also requires the others and they will be tricky to write and make fast enough. It will be easier with multipass capability so I'm currently working on other stuff until I get that. Maybe in a future version. |
Also good job, this tool rocks

39 pages 1 2 3 4 > »


Master Guru
Posts: 477
Joined: 2011-11-29
Changelog
Version 1.4
- Adds the Border shader as a workaround for the bright screenedge forcing certain AA modes can cause
- Adds the Cartoon shader that can make the image look more cartoonish
- Adds the Advanced CRT shader that can mimic the look of an old arcade CRT display
- Adds the Monochrome shader that removes the colors
- Adds the FXAA shader as an alternative to SMAA for the few people that still prefer it. (only in DX9 for now though)
- Improved the Curves shader so it can now apply contrast to Chroma as well as Luma (as before) or both
- Improved the performance of formula 5 in the Curves shader (the simplified Catmull-rom spline)
- Improved the Dither shader with the option to use Random Dithering.
- Improved the Dither shader so now uses a subpixel dithering pattern. (Both when using Random or Ordered Dithering)
- Lowered the default SMAA threshold to 0.10 so fewer aliased lines escape processing.
- Fixed a bug where dark areas could on occasion appear when HDR and Lumasharpen where both activated at the same time.
- The alpha channel is now cleared before outputting the image to prevent it messing with screenshots converted to png.
- The SweetFX settings file now include a description field to help keep track of which version the settings are for.
- Improved the Vignette shader to allow you to create oval shaped vignettes.
- Curves_formula 2 is now the default Curves formula.
- Includes some notes on how you can make custom shaders
Version 1.3Version 1.2
Version 1.1.1
Version 1.1
Version 1.0
The Readme
(It's also included in the mod itself.)
.--------------------------------------------------. .-. . .---.. . ( ) _|_ | \ / `-.. . ._.-. .-. | |--- / ( )\ \ / (.-' (.-' | | / \ `-' `' `' `--' `--'`-'' ' ' Shader Suite by CeeJay.dk '--------------------------------------------------' - Version 1.4 SweetFX is a universal image improvement and tweaking mod, that works with almost any 32bit (and hopefully soon 64bit) DirectX 9, 10 or 11 game or application. It's goal is provide similar tools to games in realtime, as video processing software provides for movies and videos. Effects included: * SMAA Anti-aliasing : Anti-aliases the image using the SMAA technique - see http://www.iryoku.com/smaa/ * Cartoon : Creates an outline-effect that makes the image look more cartoonish. * Advanced CRT : Mimics the look of an old arcade CRT display. * LumaSharpen : Sharpens the image, making details easier to see * Bloom : Makes strong lights bleed their light into their surroundings * HDR : Mimics an HDR tonemapped look * Technicolor : Makes the image look like it was processed using a three-strip Technicolor process - see http://en.wikipedia.org/wiki/Technicolor * Cineon DPX : Makes the image look like it was converted from film to Cineon DPX. Can be used to create a "sunny" look. * Monochrome : Removes colors from the image so it appears as if shot on black and white film. * Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights (avoids clipping) * Tonemap : Adjust gamma, exposure, saturation, bleach and defog. (may cause clipping) * Vibrance : Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation. * Curves : Contrast adjustments using S-curves. * Sepia : Sepia tones the image - see http://en.wikipedia.org/wiki/Sepia_tone#Sepia_toning * Vignette : Darkens the edges of the image to make it look more like it was shot with a camera lens. - see http://en.wikipedia.org/wiki/Vignetting ) * Dither : Applies dithering to simulate more colors than your monitor can display. This lessens banding artifacts - see http://en.wikipedia.org/wiki/Dithering#Digital_photography_and_image_processing ) * Border : Makes the screenedge black as a workaround for the bright edge that forcing some AA modes sometimes causes. * Splitscreen : Enables the before-and-after splitscreen comparison mode. You can find new releases of SweetFX in it's thread on the Guru3d forums : http://forums.guru3d.com/showthread.php?t=376265 /*-----------------------------------------------------------. / Installation / '-----------------------------------------------------------*/ 1) Extract or copy all the files into the directory of a game exe (keeping the file structure intact). The installed files are: d3d9.dll - DirectX 9 proxy dll that will inject shaders into DirectX 9 games d3d9.fx - DirectX 9 specific shader code dxgi.dll - DirectX 10/11 proxy dll that will inject shaders into DirectX 10/11 games dxgi.fx - DirectX 10/11 specific shader code shader.fx - Alternative DirectX 9 specific shader code for FXAA support. injector.ini - Settings for the shader injector dlls - you can reconfigure the keys used in this file SweetFX readme.txt - This readme SweetFX_preset.txt - You can choose which settings file to load here - default is to load SweetFX_settings.txt SweetFX_settings.txt - SweetFX settings. Effects can be turned on and off here, and their settings can be tweaked. SweetFX/ (directory) - The SweetFX subdirectory. |- /Presets/ - Presets are stored here. |- /Shaders/ - All the shaders, except d3d9.fx and dxgi.fx are stored here. |- /dlls/ - Alternative DirectX proxy dlls are stored here. | |- /FXAA DX9 dll/ - You will need to use the FXAA DX9 dll to use FXAA. Copy it over the one in the main folder. | '- /SMAA/ - The SMAA dlls if you need to return to them. These are the same as the ones in the main folder. |- /Game_Compability.txt - Can't make SweetFX work with a game? - You can find help here. '- /Making shaders.txt - A few hints on making custom shaders for SweetFX. log.log - This logfile is not installed, but will be created when the DirectX proxy dll runs. If something goes wrong, this file will usually tell you why. Some games require special attention - You can find a list of those and instructions on how to get them working with SweetFX in SweetFX/Game_Compability.txt If you encounter a game not in the list that requires more effort to work with SweetFX, post about it in the official thread on Guru3d : http://forums.guru3d.com/showthread.php?t=376265 2) Install the latest DirectX update if you haven't already Last I looked it was here : http://www.microsoft.com/en-us/download/details.aspx?id=35 (You don't need any of the other stuff Microsoft tries to push - just DirectX) /*-----------------------------------------------------------. / Usage / '-----------------------------------------------------------*/ It will automatically run when you start the DirectX 9, 10 or 11 game that you added SweetFX to. If you want to run different game with SweetFX then you need to install to that games directory too. It does not modify any game files either on disk or in memory. Instead it uses a custom Direct3D runtime dll which the most DirectX games will call. PRINTSCRN saves a screenshot named ScreenshotXXXX.bmp in the directory you installed SweetFX to. SCROLL_LOCK switches it ON and OFF. It starts in ON mode. PAUSE reloads the shader files (this is useful when you need to tweak the settings while the game is running) Keys can be reconfigured in the injector.ini file. Some keyboards (mostly on laptops) don't have a dedicated SCROLL_LOCK button, but require you to hold down the Fn button while you press another key to activate Scroll Lock. If you can't figure out the right combination just from looking at your keyboard and experimenting, then read the documentation for your keyboard or just reconfigure the keys in injector.ini /*-----------------------------------------------------------. / Tweaking settings / '-----------------------------------------------------------*/ You can choose which effects to enable, and set their parameters in the SweetFX_settings.txt file - this can even be done while the game is running. 1) Switch away from your game with ALT+TAB or WIN+TAB 2) Open SweetFX_settings.txt in any text editor - fx. : Notepad (I use Notepad2) 3) Edit the settings and save. 4) Switch back to your game with ALT+TAB or WIN+TAB 5) If the game is running in fullscreen mode then it will now have reloaded the shader files and your new settings have been applied. If the game is running in Windowed mode then you need to press the PAUSE key to reload the shader files and apply your new settings. And naturally you don't have to start the game before you edit your settings. It can be done before the game runs as well. If you find editing a text file tedious and would rather want a GUI then I know of two third-party GUIs for SweetFX: SweetFX Configurator (by Terrasque) : http://sweetfx.thelazy.net/ and FlightFX ( by Laser ) : http://riseofflight.com/forum/viewtopic.php?t=34103 /*-----------------------------------------------------------. / Presets / '-----------------------------------------------------------'/ SweetFX has a preset feature. Presets are just settings files made for a specific game, series of games or a special purpose. Many (most) of these are made by the users of SweetFX. You can find a lot of them in the SweetFX Settings Database (made by Terrasque who also made the SweetFX configurator GUI) http://sfx.thelazy.net/games/ I include a few of these in /SweetFX/Presets/ as examples. They are a good start if you need help finding the settings that are just right for you. The preset feature works like this: 1) SweetFX looks in SweetFX_preset.txt , which tells it what settings file to include (load) 2) It then includes (loads) those settings. Per default the contents of SweetFX_preset.txt is a single command: #include "SweetFX_settings.txt" This tells SweetFX to load the settings in SweetFX_settings.txt To load different settings simply point to a preset. Fx. to use the awesome Torchlight2_TFL.txt preset by TFL that is intended to make Torchlight 2 look, darker, dirtier, grittier and all-around more "evil" simply change the #include line to : #include "SweetFX/Presets/Torchlight2_TFL.txt" Note that although presets are often intended for a single specific game, they can be used in any game you wish. To make your own preset simply copy the SweetFX_settings.txt file, rename it whatever you'd like, and point the #include line to its location For example : 1) Make a copy 2) Rename it mycustom_preset.txt 3) Move it to the Presets folder (you don't HAVE to do this - this is just to keep the files organized) 4) Change the #include line to : #include "SweetFX/Presets/mycustom_preset.txt" If you make a really good preset please share it with other users in the SweetFX release thread at : http://forums.guru3d.com/showthread.php?t=376265 And put them in the SweetFX Settings Database at: http://sfx.thelazy.net/games/ Similar to the other presets try also to include some details about your preset Game: What game(s) you made this for SweetFX version: What SweetFX version you made this for Author: Your name Description: "Your description goes here" /*-----------------------------------------------------------. / Making your own shaders / '-----------------------------------------------------------'/ I've included a few notes on how you can create your own shaders for SweetFX. You can find the in the SweetFX subfolder. /*-----------------------------------------------------------. / Problems? / '-----------------------------------------------------------*/ When the mod starts it creates a log.log file next to it's own location. Open the log with a text editor and see what the problem is. If no log file is created then the mod did not start. - Maybe you didn't put the files in the right location? - Or maybe the game doesn't use DirectX? Most games use DirectX 9, 10 or 11. Notable games that use OpenGL (which SweetFX doesn't work with) are all games by id software, and those games based on their 3D engines. Q: It says d3dx9_43.dll is missing A: You need the latest DirectX 9 update. See step 2) of the installation section. Q: It does not run with the 64bit version of my game exe. A: SweetFX is not compatible with 64bit versions of games - use a 32bit version. Support for 64bit games is underway - check the discussion thread for the lastest news on that. Q: My game crashes with SweetFX installed. A: The log.log file will most likely tell you why. If no log file is created but it still crashes with SweetFX installed and not without, then it's likely crashing because it can't write to the log file. This is usually caused by insufficient user permissions in the game folder you installed SweetFX to. Try running the game as an administrator or change the folder permissions to grant your user account write access. This issue is mostly seen on Windows Vista, 7 and 8 with games that install to the program files folder, since Vista, 7 and 8 normally restricts write access to that folder. User accounts on Windows XP usually have administrator rights and don't see such problems (however letting user accounts have administrator rights can be a security risk which is why Microsoft changed that beginning with Vista). Q: I don't see any change in the image A: Try turning off anti-aliasing in the game (not in the mod) The mod is not compatible with some antialias implementations. It might be made compatible by setting compability flags. If not then you can always use the included SMAA anti-aliasing. Q: How do I make MSI Afterburner / EVGA Precision / Rivatuner OSD work with this mod? A: To make MSI Afterburner work with this mod and others like it you need to : 1) Update to the latest version of MSI Afterburner. 2) Start MSI Afterburner. 3) Switch to the "MSI On-Screen Display Server" window. 4) Create a new profile for your game and change to it. 5) Click the big wrench icon to change advanced settings. 6) Go to General -> Compatibility properties and turn on "Enable compatibility with modified Direct3D runtime libraries". MSI Afterburner is now compatible with shader mods. You can also change the setting for the Global profile, but MSI does not recommend this because it might prevent some Direct3D applications from starting. The same (very similar) steps also work with EVGA Precision and Rivatuner OSD, as all 3 tools are based on Rivatuner OSD. Q: How do I use SweetFX with ENBseries? A: By making ENB run SweetFX. You need to: 1) Rename d3d9.dll to sweetfx_d3d9.dll 2) Install the ENB series files into the same directory 3) Edit enbseries.ini so the top section looks like this: [PROXY] EnableProxyLibrary=true InitProxyFunctions=true ProxyLibrary=sweetfx_d3d9.dll That should do it. Q: How do I use SweetFX with OpenGL games? A: SweetFX only supports DirectX 9 , 10 and 11 games, however you can use a OpenGL to DirectX wrapper. Try the QindieGL wrapper : http://code.google.com/p/qindie-gl/ It can translate OpenGL calls to DirectX 9 calls that SweetFX will work with. It does not work with all OpenGL games and some games it does work with will have buggy graphics and it will likely run slower since it's being translated, but if you want to try out SweetFX with OpenGL games this is probably your best bet. I haven't tried it myself yet so let me know if it works or not. Q: How do I use SweetFX with DirectX 8 games? A: SweetFX only supports DirectX 9 , 10 and 11 games, however you can use a DirectX 8 to DirectX 9 wrapper. Try the DX8 to DX9 convertor from ENBseries : http://enbdev.com/download_en.htm Let me know if it works for you. Q: How do I use SweetFX with games that use DirectX 7 or older or even Glide? A: Again you need to find a wrapper that will translate the API that the game uses to one that SweetFX supports. /*-----------------------------------------------------------. / Uninstallation / '-----------------------------------------------------------*/ 1) Delete all the files you copied during the installation. /*-----------------------------------------------------------. / Credits / '-----------------------------------------------------------*/ Uses SMAA. Copyright (C) 2011 by Jorge Jimenez, Jose I. Echevarria, Belen Masia, Fernando Navarro and Diego Gutierrez. - More info on: http://www.iryoku.com/smaa/ Uses FXAA by Timothy Lottes (Nvidia) - His blog: http://timothylottes.************* Uses InjectSMAA by Andrej Dudenhefner ( mrhaandi ) - http://mrhaandi.blogspot.dk/p/injectsmaa.html Uses shaders from FXAATool by Violator, [some dude], fpedace, BeetleatWar1977 and [DKT70] - https://www.assembla.com/wiki/show/fxaa-pp-inject/ DPX shader by Loadus Border shader by Oomek - rewritten and optimized by CeeJay.dk Advanced CRT shader by cgwg, Themaister and DOLLS - ported to SweetFX by Boulotaur2024. Lift Gamma Gain shader by 3an and CeeJay.dk Cartoon by CeeJay.dk, but based on the Auto Toon cg shader found in the Dolphin emulator. - http://dolphin-emu.org/ SweetFX, LumaSharpen, Dither, Curves, Vibrance , Monochrome and Splitscreen by Christian Cann Schuldt Jensen ( CeeJay.dk )