SweetFX Shader Suite Download Version 1.5.1

Software Updates 23 Updated by Hilbert Hagedoorn

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CeeJay, what about my question in previous post? Whats better for smaa threshold? lower or higher values? thank you.
lower but it could blur things you don't want like text or hud
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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?
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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?
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.
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 ENB are created for certain games specifically and have little to no official support for other games. I prefer working with an injector that has much better compatibility with games, although it currently has fewer features. 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.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.
Well it seem like a new better injector is required then. 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. 😀
The best is the right amount (which I also wrote in the settings file) 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.
Well Random is better - it's also slower though. In the future I might improve the speed of Random or improve the quality of Ordered or with multipass capability I might write one that uses Error Diffusion which should have even better quality. 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?
I don't think so.
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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.
Ok thanks, I will wait a little longer and thanks for info :thumbup: Also good job, this tool rocks :cheers:
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Has anyone found a way to get injectors work in Windows 8 when FRAPS is running?
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Cool new update :banana: Thanks a lot for this great tool CeeJay 🙂
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CeeJay, you've written previously:
I also discovered bugs in both saturation (in the Tonemap shader) and in Vibrance when you them to desaturate. Hardly anyone does that so I think that's why no one seems to have noticed yet.
Are the respective fixes included in v1.4? BTW, many thanks for the new release.
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Are the respective fixes included in v1.4?
No, but don't tell anyone.
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do we need three sweet fx stickies? lets just have this one stickied. *don't ban me bro.
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new thread with changelog and news about sweetFx? Thank you CJ! and thank you for 1.4 version.
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Hi 2 all! Please, don't beat the newbie... 1. Great thanx for SweetFX!!! Using it from the Sep. 2012 with many games and it's a really amazing. Before using the FXAA Tool but don't actually likes it's quality, so the SweetFX become number 1 for me (and for many others as i see, BTW "read-only" all 3 threads from beginning till now 🙂 So thanx again! 2. "Q" about "SweetFX Configurator" - what about it and 1.4 version ?? I use 1.33 and it's really a handy tool. 3. So far SweetFX is working with many modern games, but i have a strange problem with "Chaser". W/o SweetFX it runs good, but when SFX is "on" the file named "log.log" contents only "full path" info about games folder and effects don't work(game is working, but no SFX). I tried ENB DirectX 8 wrapper, because IDK what version is used in the game, but with this "d3d8.dll" the game just crushes after intro videos. In that case "log.log" contents the
full path: C:\chaser\ redirecting CreateDevice initialising shader environment redirecting device->Reset initialising shader environment
Any help is appreciated!
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Haven't played BL2 in a while so I thought I'd give it ago now that it has some pretty nice screenshotting tools in the form of Cheat Engine. CeeJay once said that people don't desaturate with vibrance :P Nonsense! If you desaturate and then bump contrast, you get color back and a different look than before. I've been trying it out... [SPOILER] http://farm9.staticflickr.com/8251/8570335469_4195133d30_o.jpg http://farm9.staticflickr.com/8095/8570335189_6453a2aa56_o.jpg http://farm9.staticflickr.com/8521/8570335061_36e78ce280_o.jpg http://farm9.staticflickr.com/8244/8571429450_6688713d44_o.jpg http://farm9.staticflickr.com/8108/8571429428_374150dbc6_o.jpg [/SPOILER] I need to give 1.4 a shot. Ceejay, can you elaborate on the following? What are the improvements?
Improvements to Curves (done) Improved performance of Curves - formula 5 (done)
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Hi 2 all! Please, don't beat the newbie...
A newbie you say?
2. "Q" about "SweetFX Configurator" - what about it and 1.4 version ?? I use 1.33 and it's really a handy tool.
SweetFX 1.4 should work fine with the configurator. Just install the 1.4 files over the 1.3 it comes with. Or wait until Terrasque updates the configurator with the new SweetFX version bundled.
3. So far SweetFX is working with many modern games, but i have a strange problem with "Chaser". W/o SweetFX it runs good, but when SFX is "on" the file named "log.log" contents only "full path" info about games folder and effects don't work(game is working, but no SFX). I tried ENB DirectX 8 wrapper, because IDK what version is used in the game, but with this "d3d8.dll" the game just crushes after intro videos. In that case "log.log" contents the Any help is appreciated!
Chaser use DirectX 8.1, so yes you'd need a working wrapper for it. Try installing only the ENB DirectX 8 wrapper and running the game. If that doesn't work then it's a problem with the wrapper and you could try disabling some of the games graphics option. I'd try to disable everything and set everything to low and then installing the wrapper and see if that works - if it does then I'd slowly turn on more and more until it break and I know which setting it doesn't like.
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Haven't played BL2 in a while so I thought I'd give it ago now that it has some pretty nice screenshotting tools in the form of Cheat Engine. CeeJay once said that people don't desaturate with vibrance :P Nonsense! If you desaturate and then bump contrast, you get color back and a different look than before. I've been trying it out... [SPOILER] http://farm9.staticflickr.com/8251/8570335469_4195133d30_o.jpg http://farm9.staticflickr.com/8095/8570335189_6453a2aa56_o.jpg http://farm9.staticflickr.com/8521/8570335061_36e78ce280_o.jpg http://farm9.staticflickr.com/8244/8571429450_6688713d44_o.jpg http://farm9.staticflickr.com/8108/8571429428_374150dbc6_o.jpg [/SPOILER] I need to give 1.4 a shot. Ceejay, can you elaborate on the following? What are the improvements?
Awesome screenshots - May I include them in the screenshots section? The improvements are (listed in the changelog on page 1) : 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 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 So you can now apply contrast to chroma too. It boosts colors in a manner similar to Vibrance. You can also apply contrast to both Luma and Chroma at the same time which is actually faster because I don't need to seperate Luma and Chroma. I actually haven't tried decreasing the contrast of Chroma to see what that does to the colors - it should desaturate them too.
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Awesome screenshots - May I include them in the screenshots section? The improvements are (listed in the changelog on page 1) :
I didn't think to look to the 2nd post for the changelog 🙂 I'm a dumby. Feel free to use any of my screenshots I post anywhere that says SweetFX was used :P I'm now all kinds of intrigued by 1.4. I must see it now... can't put it off any longer 🙂
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CeeJay once said that people don't desaturate with vibrance :P Nonsense! If you desaturate and then bump contrast, you get color back and a different look than before. I've been trying it out...
Yeah, I've been using Vibrance for desaturation in a number of games (along with Curves for contrast). It makes some games to look much more vivid and realistic IMO. However, I haven't experienced any visible glitches when using Vibrance with negative values. So, I was wondering if CeeJay has already fixed the aforementioned issues (and what were those issues actually? 🙂).
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i'm searching for a image viewer using dx so i can use sweetfx with it and test so things on screenshots w/o the game i found one but can't on/off or reload and crash a lot and i'm a little lazy to make it today 😛
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i'm searching for a image viewer using dx so i can use sweetfx with it and test so things on screenshots w/o the game i found one but can't on/off or reload and crash a lot and i'm a little lazy to make it today 😛
That sounds really useful, let us know if you find a good one.