SweetFX Shader Suite Download Version 1.5.1
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CeeJay.dk
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 1.3
Adds the Lift Gamma Gain shader which lets users adjust brightness and color of shadows, midtones and highlights.
Adds the Curves shader which uses S-curves to adjust the contrast of the image
Adds the Splitscreen shader which makes it easier to do comparison screenshots and videos.
Reversed the DPX blend setting so smaller numbers now mean less effect and not more (it's more logical this way)
Better default DPX settings
More conservative default Vibrance settings (down from 0.20 to 0.15)
All settings in the settings file now have ranges. (preparations for an upcoming GUI)
Version 1.2
Fixes a rounding problem on AMD hardware with the dither shader.
Includes usermade presets - look in the SweetFX/Presets/ folder.
Updated and expanded documentation.
Minor speed improvements to most of the shaders. Hopefully it adds up.
Based on user feeedback default settings now use more conservative sharpening
Also default settings now enable conservative Vibrance settings
Slightly better default Sepia settings
Vignette now more uniformly darkens all the color channels of the screen edges
Adds the DPX shader - settings still need a lot of work though.
Version 1.1.1
Fixes DirectX 10/11 support
Version 1.1
Keymappings have changed to Printscreen, Scroll_lock and Pause
Settings now use a .txt suffix which is hopefully less scary for novices
Optimized the Vignette shader to run a little faster
Adds the Dither shader that performs dithering of the image to help remove or reduce banding artifacts (most commonly caused by the Vignette)
Fixes and improves Vibrance
Accidently broke DirectX 10/11 support
Version 1.0
First non-beta release.
Adds SMAA, LumaSharpen, Vibrance
Tweaks and improvements to HDR, Bloom, Tonemap, Sepia and Vignette
SMAA is now configurable, so you can use your own settings and it even allows you to use Color Edge Detection
Supports DX 9,10 and 11 and will automatically use the version the game requires without depending on the user to do anything
The Readme
(It's also included in the mod itself.)
CeeJay.dk
Screenshots
There are a whole subscene of people who enjoy taking fantastic dreamshots in games.
Many of them are on flickr and many use SweetFX so a flickr search for SweetFX will turn up tons of screenshots that really show off what SweetFX can do in the hands of someone talented.
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
CeeJay.dk
FAQ
Q: Can I use this with a OpenGL games?
A: SweetFX does not currently support OpenGL but hopefully in the future it will. For now trying using the opengl wrapper mentioned in the readme.
Work is being done on a new injector with OpenGL support but it's not ready yet.
Q: Does this work with 64bit games?
A: Yes, Boulotaur's Injector works with 64bit exe's and so does RadeonPro.
Q: Does this work with 64bit Windows?
A: Yes. All version of SweetFX (not just boulotaurs) work with 64bit Windows.
Q: When I launch the game it crashes/doesn't start/SweetFX isn't enabled?
A: Try disabling AA in-game(some games wont work with AA and SweetFX together,) if that doesn't work check the log file to see if maybe it will give you an ideal location and if not try Boulotaur's injector; if that fails post the log file information in the thread and we'll see if we can figure it out.
Q: I keep getting an error when using DX11 on Win 8.1 RTM?
A: The dxgi.dll needs to be updated to support some DXGI changes that Win8.1 introduced. Future versions of the injector should have Win8.1 support. You can still use DX9 games with SweetFX under Win8.1, and some DX10/11 still work on Win8.1. RadeonPro also works.
Q: Why wont Amnesia: The Dark Descent work with SweetFX?
A: Amnesia is an OpenGL game which SweetFX does not support at this time.
Q: Can you add support for Depth of Field or SSAO?
A: Those effects require that the injector have support for a depth texture, which the InjectSMAA injector does not. Hopefully in the future, but it's not in the cards right now.
CeeJay.dk
I'm still updating the thread, but you can post now.
(.)(.)
Thanks CeeJay.dk,
To the batmoblie!!!.... some villainous games need some tweakin and shiiiit.
somebody2978
http://forums.guru3d.com/showpost.php?p=4557114&postcount=1156
Stein3x
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
CeeJay.dk
(.)(.)
Thanks for the Mario G2 settings in Dolphin, Marcel:):
CeeJay.dk
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_to/100_Curves_and_Films/_Curves_and_films.html
If you're looking to match the same brightness only in greyscale, then try (0.21, 0.72, 0.07)
Gramps
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?
Reclusive781
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.
-Tj-
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?
somebody2978
http://forums.guru3d.com/showpost.php?p=4553709&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.
Here: GameGuy
Thank you CeeJay.dk for all your hard work...looking forward to testing 1.4 😀
TFL Replica
Thank you for another awesome release. 🙂
axelrol
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. 😀
CeeJay.dk
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.
Gramps
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.
axelrol
CeeJay, what about my question in previous post? Whats better for smaa threshold? lower or higher values? thank you.