knowom |
08-01-2015 09:07 AM |
SweetFX_config.exe doesn't seem to work it asks you to start EverQuest.exe when you set eqgame.exe, but put put the SweetFX files into the EQ directory and they work and you can configure them manually by with SweetFX_settings.txt
My current settings thus far are the following, but note I've only enabled & adjust settings for
#define USE_CARTOON 1 [toons image makes it look a bit cartoon like I set it conservative more messes w/text]
#define USE_LUMASHARPEN 1 [sharpens image I manually tweaked this til I had what felt it was best image quality]
#define USE_VIBRANCE 1 [used to over or under saturate colors to make them dull or in your face]
and I enabled, but didn't adjust either of these two settings
#define USE_DITHER 1 [has two configuration options, but was all ready set for better option by default]
#define USE_SPLITSCREEN 1 [to visualize the tweak adjustment split screen representation]
Split screen is just for demonstration disable it if you like the look obviously. I'll probably experiment with it more another time with a few of other settings I didn't get around to testing out. I'm still really curious about the ReShade and scaling filters.
Quote:
/*-----------------------------------------------------------.
/ Description /
'------------------------------------------------------------/
Game:
Author:
SweetFX version: 1.5.1
Description:
Please note when tweaking settings that higher numbers does not always equal better (nor
does lower).
Finding the best settings for your game and your taste is about finding just the right
amount to apply.
If you made a good setttings preset please share it with your friends, on forums and
websites,
and/or submit it to the SweetFX Settings Database : http://sfx.thelazy.net/games/
This description field and the above Game and Author fields are here so you can fill in your
own details for the presets you create.
Just delete this description and fill in your own and then share it with the world.
Hope you enjoy my mod.
- CeeJay.dk
/*-----------------------------------------------------------.
/ Choose effects /
'-----------------------------------------------------------*/
// Set to 1 for ON or 0 for OFF
#define USE_SMAA_ANTIALIASING 0 //[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. WIP - Currently only works in DX9 and you need to use the FXAA injector
dlls.
#define USE_EXPLOSION 0 //[0 or 1] Explosion : Scatters the pixels, making the image
look fuzzy.
#define USE_CARTOON 1 //[0 or 1] Cartoon : "Toon"s the image. (Interferes with SMAA,
CRT, Bloom, HDR and Lumasharpen)
#define USE_ADVANCED_CRT 0 //[0 or 1] Advanced CRT : Simulates an old CRT TV display.
(Interferes with SMAA, Cartoon, Bloom, HDR and Lumasharpen, and it has a very high
performance cost)
#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_LEVELS 0 //[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_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 0 //[0 or 1] Lift Gamma Gain : Adjust brightness and color of
shadows, midtones and highlights
#define USE_TONEMAP 0 //[0 or 1] Tonemap : Adjust gamma, exposure, saturation, bleach
and defog. (may cause clipping)
#define USE_VIBRANCE 0 //[0 or 1] Vibrance : Intelligently saturates (or desaturates if
you use negative values) the pixels depending on their original saturation.
#define USE_CURVES 0 //[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 1 //[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 1 //[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 0.10 //[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 16 //[0 to 98] Determines the radius SMAA will search
for aliased edges
#define SMAA_MAX_SEARCH_STEPS_DIAG 6 //[0 to 16] Determines the radius SMAA will search
for diagonal aliased edges
#define SMAA_CORNER_ROUNDING 0 //[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 9 //[1 to 9] Choose the quality preset. 9 is the
highest quality.
#define fxaa_Subpix 0.400 //[0.000 to 1.000] Choose the amount of sub-pixel
aliasing removal.
#define fxaa_EdgeThreshold 0.250 //[0.000 to 1.000] Edge detection threshold. The
minimum amount of local contrast required to apply algorithm.
#define fxaa_EdgeThresholdMin 0.060 //[0.000 to 1.000] Darkness threshold. Trims the
algorithm from processing darks.
/*-----------------------------------------------------------.
/ Explosion settings /
'-----------------------------------------------------------*/
#define Explosion_Radius 2.5 //[0.2 to 100.0] Amount of effect you want.
/*-----------------------------------------------------------.
/ Cartoon settings /
'-----------------------------------------------------------*/
#define CartoonPower 0.1 //[0.1 to 10.0] Amount of effect you want.
#define CartoonEdgeSlope 0.4 //[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.
/*----------------------------------------------------------.
/ Advanced CRT settings /
'----------------------------------------------------------*/
#define CRTAmount 1.00 //[0.00 to 1.00] Amount of CRT effect you want
#define CRTResolution 2.0 //[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 1.0 //[0.10 to 3.00] Strength of the sharpening
#define sharp_clamp 1.0 //[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 0.1 //[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)
/*----------------------------------------------------------.
/ Levels settings /
'----------------------------------------------------------*/
#define Levels_black_point 16 //[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 235 //[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).
/*-----------------------------------------------------------.
/ TECHNICOLOR settings /
'-----------------------------------------------------------*/
#define TechniAmount 0.4 //[0.00 to 1.00]
#define TechniPower 4.0 //[0.00 to 8.00]
#define redNegativeAmount 0.88 //[0.00 to 1.00]
#define greenNegativeAmount 0.88 //[0.00 to 1.00]
#define blueNegativeAmount 0.88 //[0.00 to 1.00]
/*-----------------------------------------------------------.
/ 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 2.5 //[0.1 to 2.5] Adjusts the colorfulness of the effect in a manner
similar to Vibrance. 1.0 is neutral.
#define DPXSaturation 3.0 //[0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral.
#define RedC 0.36 //[0.60 to 0.20]
#define GreenC 0.36 //[0.60 to 0.20]
#define BlueC 0.34 //[0.60 to 0.20]
#define Blend 0.2 //[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(1.000, 1.000, 1.000) //[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
//Note that a value of 1.000 is a neutral setting that leave the color unchanged.
/*-----------------------------------------------------------.
/ Tonemap settings /
'-----------------------------------------------------------*/
#define Gamma 1.000 //[0.000 to 2.000] Adjust midtones. 1.000 is neutral. This
setting does exactly the same as the one in Lift Gamma Gain, only with less control.
#define Exposure 0.000 //[-1.000 to 1.000] Adjust exposure
#define Saturation 0.000 //[-1.000 to 1.000] Adjust saturation
#define Bleach 0.000 //[0.000 to 1.000] Brightens the shadows and fades the colors
#define Defog 0.000 //[0.000 to 1.000] How much of the color tint to remove
#define FogColor float3(0.00, 0.00, 2.55) //[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 0.25 //[-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(1.00, 1.00, 1.00) //[-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 0.15 //[-1.00 to 1.00] The amount of contrast you want
// -- Advanced curve settings --
#define Curves_formula 2 //[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(1.40, 1.10, 0.90) //[0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What
color to tint the image
#define GreyPower 0.11 //[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 -1.00 //[-2.00 to 1.00] Strength of black. -2.00 = Max Black, 1.00 =
Max White.
#define VignetteSlope 8 //[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 1 //[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(1,20) //[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
/*-----------------------------------------------------------.
/ Custom settings /
'-----------------------------------------------------------*/
#define custom_strength 1.0 //[0.00 to 1.00] Adjust the strength of the effect
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