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Paul J

SweetFX v1.4 released

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Try this a combo of some post I liked - 2nd one is for night flying

 

 

 

 

 

/*-----------------------------------------------------------.
/ 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 0 //[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 1 //[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 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_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 32 // [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 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 0.600 // [0.10 to 3.00] Strength of the sharpening
#define sharp_clamp 0.250 // [0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035
 
// -- Advanced sharpening settings --
#define pattern 4 // [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 1.000 //[0.0000 to 8.0000] Strength of the bloom
#define BloomWidth 0.0002 //[0.0000 to 1.0000] Width of the bloom
 
/*-----------------------------------------------------------.
/ HDR settings /
'-----------------------------------------------------------*/
#define HDRPower 1.30 //[0.0 to 8.0] Strangely lowering this makes the image brighter
#define radius2 0.87 //[0.0 to 8.0] Raising this seems to make the effect stronger and also brighter
 
 
/*-----------------------------------------------------------.
/ TECHNICOLOR settings /
'-----------------------------------------------------------*/
#define TechniAmount 0.01 //[0.0 to 1.0]
#define TechniPower 4.0 //[0.0 to 8.0]
#define redNegativeAmount 0.48 //[0.0 to 1.0]
#define greenNegativeAmount 0.48 //[0.0 to 1.0]
#define blueNegativeAmount 0.48 //[0.0 to 1.0]
 
 
/*-----------------------------------------------------------.
/ Cineon DPX settings /
'-----------------------------------------------------------*/
#define Red 9.0 //[1.0 to 15.0]
#define Green 9.0 //[1.0 to 15.0]
#define Blue 9.0 //[1.0 to 15.0]
 
#define ColorGamma 1.5 //[0.1 to 2.5] Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral.
#define DPXSaturation 2.5 //[0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral.
 
#define RedC 0.55 //[0.6 to 0.2]
#define GreenC 0.55 //[0.6 to 0.2]
#define BlueC 0.55 //[0.6 to 0.2]
 
#define Blend 0.20 //[0.0 to 0.1] How strong the effect should be.
 
 
/*-----------------------------------------------------------.
/ Lift Gamma Gain settings /
'-----------------------------------------------------------*/
#define RGB_Lift float3(1.090, 1.090, 1.090) //[0.000 to 2.000] Adjust shadows for Red, Green and Blue
#define RGB_Gamma float3(1.055, 1.055, 1.055) //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
#define RGB_Gain float3(0.950, 0.950, 0.950) //[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 0.05 //[-1.00 to 1.00] Adjust exposure
 
#define Saturation 0.50 //[-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 0.00 //[0.00 to 1.00] How much of the color tint to remove
 
#define FogColor float3(0.85, 0.85, 1.00) //[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 -0.20 //[-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 0.50 //[-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 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 //[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
 
 
 
 
 
 
 
This one for Night Paul did this one and I like it
 
 
 
   /*-----------------------------------------------------------.
  /                      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           0 //[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        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        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 0.20           // [0.05 to 0.20] Edge detection threshold
#define SMAA_MAX_SEARCH_STEPS 20      // [0 to 98] Determines the radius SMAA will search for aliased edges
#define SMAA_MAX_SEARCH_STEPS_DIAG 10  // [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.
 
// -- 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 0.50   // [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 15.25 //[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 1.30  //[0.0 to 8.0] Strangely lowering this makes the image brighter
#define radius2  0.87  //[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   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  //[0.6 to 0.2]
#define GreenC 0.36  //[0.6 to 0.2]
#define BlueC  0.34  //[0.6 to 0.2]
 
#define Blend 0.2    //[0.0 to 0.1] How strong the effect should be.
 
 
   /*-----------------------------------------------------------.
  /                      Lift Gamma Gain settings               /
  '-----------------------------------------------------------*/
#define RGB_Lift  float3(1.000, 1.000, 1.000)  //[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
 
 
   /*-----------------------------------------------------------.
  /                        Tonemap settings                     /
  '-----------------------------------------------------------*/
#define Gamma 1.0        //[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 0.15 //[-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 0.30  //[-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(1.40, 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 -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 16       //[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
 

 


Rich Sennett

               

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Try this a combo of some post I liked - 2nd one is for night flying

 

 

 

Thanks Richard.  I'll give these a try.  I appreciate it.

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Even after rolling back to 1.3.7, I was still having issues with the SMAA not turning off, making the gauges in the VC look slightly blurry. However, I think I might have found a fix.

 

Hello i made sweetfx 1.4 install today and i notice sweetfx is applying antialiasing automaticly i didnt even tick on it? im only trying to activate Vibrance with 0.15 setting but its adding aa too? i turned off fxaa (wich was im using) ect ect both on inspector and nvidia control panel and untick at game screen also... i even unticking vibrance but its keeps adding aa when a reload and cycle to on/off with sweet fx?

im using SweetFX-Configurator_standalone_1.3.3 to control sweetfx parameters...

 

Try enabling SMAA in the SweetFX_settings file, and then using these settings...

#define SMAA_THRESHOLD 0.50           //[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 0      //[0 to 98] Determines the radius SMAA will search for aliased edges
#define SMAA_MAX_SEARCH_STEPS_DIAG 0  //[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.

That seems to disable the effect.

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Try enabling SMAA in the SweetFX_settings file

 

 

What do you mean by this wouldn't you just copy and paste your text you posted ?


Rich Sennett

               

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Try enabling SMAA in the SweetFX_settings file

 

 

What do you mean by this wouldn't you just copy and paste your text you posted ?

 

I wasn't sure where SweetFX was grabbing whatever SMAA settings it was "forcing" upon me. I was afraid it was pulling it from one of the SMAA presets found in the SMAA.h file, so to be safe I kept it enabled to make it is using my custom settings, which basically has it turned off. :P

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Hey thanks Rob have to check this out when done paying the bills lol 


Rich Sennett

               

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There is an .exe and will install a folder into X:\Program Files (x86) once you have pointed the utility to the FSX.exe you can load a really nice preset for FSX.  It can be found in X:\Program Files (x86)\FlightFX\FX\SweetFX\Presets, the file is called SweetFX-fsx_settings.txt

 

I am trying to find the right balance of SMAA as I have just begun to use a 40" LED as a display.


\Robert Hamlich/

 

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Has anyone tried SweetFX SMAA only and AA disabled in Nvidia Inspector, I find there is way too much pixelation when both are active.


\Robert Hamlich/

 

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Hmmm... my suspicion is the Nvidia 31x -series driver, Brian, but I'm not sure. As mentioned elsewhere - I rolled back to 314.07, then 310.7 and then reconsidered and went down further to the highest I had below the 310's, as these were never a problem, pretty stable. The post 310 are coming out every two to three weeks, it seems...

 

I 'think' its now fixed, I'm sure by posting this it will now decide to crash on me again but after uninstalling windows update KB2670838 it seems to be ok. I've been able to conclude a couple of 2-3 hr flights without a problem. Prior to uninstalling the update it would crash every time within a 30min period, so fingers crossed.

 

I found the fix somewhere on the Internet which was unrelated to fsx and can't for the life of me remember where!

 

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Thank you guys and thank´s god I found this thread ! Uninstalled the KB2670838 update and ~5 hours flying w/o ctd ! -) Yet I was thinking about re-installing FSX (week of work, pffff) !

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