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davidmi58

Have any of you tried this? (SweetFX)

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Thanks Dave, that did the trick, now I see a difference. It was naming the preset inside the sweetfx_preset text file that was getting me. I used the torchlight2 beta just for testing, but it only made it all lighter and hazy, but at least it did something. :dance:  Now I just have to find the perfect balance preset.


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Preston Van Name

 

PMDG 747-400 PMDG MD-11 PMDG JS41 PMDG 737-NGX

FS2Crew Voice Edition for each, except MD-11

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ROTFL........No wonder its all washed out. Went back and read some earlier post looking for a good preset, and its on by default. No wonder it looked all washed out when I "Enabled it"....HAHAHA....Im an idiot :Doh: 


Banner_FS2Crew_NGX_Driver.jpg

 

Preston Van Name

 

PMDG 747-400 PMDG MD-11 PMDG JS41 PMDG 737-NGX

FS2Crew Voice Edition for each, except MD-11

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ROTFL........No wonder its all washed out. Went back and read some earlier post looking for a good preset, and its on by default. No wonder it looked all washed out when I "Enabled it"....HAHAHA....Im an idiot :Doh: 

Join the club.  Some of the FSX/PC mistakes/errors/oversights I make amaze even myself.  Glad you got it going.  


Dave Skuback - KBLM

'Cause down the shore everything's all right

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Using these settings now and they are looking pretty good :)

 

 

 

/*-----------------------------------------------------------.
/ Description /
'------------------------------------------------------------/

Game: Any
SweetFX version: 1.4
Author: CeeJay.dk
Description:

These are the default settings for SweetFX 1.4
They smoothen jagged edges with SMAA anti-aliasing, sharpen the image with LumaSharpen and make the colors slightly more vibrant with Vibrance.

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/

/*-----------------------------------------------------------.
/ 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 using the SMAA technique.
#define USE_FXAA_ANTIALIASING 1 // [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_CARTOON 0 // [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_TECHNICOLOR 1 // [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_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 (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 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 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_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 0 // [0 or 1] Splitscreen : Enables the before-and-after splitscreen comparison mode.


/*-----------------------------------------------------------.
/ 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 98 // [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 100 // [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.


/*-----------------------------------------------------------.
/ Cartoon settings /
'-----------------------------------------------------------*/
#define CartoonPower 1.0 // [0.1 to 10.0] Amount of effect you want.


/*-----------------------------------------------------------.
/ Advanced CRT settings /
'----------------------------------------------------------*/
#define CRTAmount 1.00 // [0.00 to 1.00] Amount of CRT effect you want

#define CRTResolution 1.2 // [1.0 to 8.O] Input size coefficent (low values gives the "low-res retro look"). Default is 1.2
#define CRTgamma 2.4 // [0.0 to 4.0] Gamma of simulated CRT (default 2.4)
#define CRTmonitorgamma 2.2 // [0.0 to 4.0] Gamma of display monitor (typically 2.2 is correct)
#define CRTBrightness 1.0 // [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 1.5 // [0.0 to 2.0] Curvature Radius (only effective when Curvature is enabled). Default is 1.5
#define CRTCornerSize 0.0010 // [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 -0.10 // [-0.20 to 0.20] Tilt angle in radians (Y coordinates). (Value of -0.15 gives the 'arcade tilt' look)
#define CRTOverScan 1.01 // [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 1.00 // [0.10 to 3.00] Strength of the sharpening
#define sharp_clamp 0.100 // [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)


/*-----------------------------------------------------------.
/ TECHNICOLOR settings /
'-----------------------------------------------------------*/
#define TechniAmount 0.4 // [0.00 to 1.00]
#define TechniPower 4.0 // [0.00 to 8.00]
#define redNegativeAmount 0.90 // [0.00 to 1.00]
#define greenNegativeAmount 0.89 // [0.00 to 1.00]
#define blueNegativeAmount 0.90 // [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 2.0 // [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


/*-----------------------------------------------------------.
/ Tonemap settings /
'-----------------------------------------------------------*/
#define Gamma 1.0 // [0.000 to 2.000] Adjust midtones

#define Exposure 0.00 // [-1.000 to 1.000] Adjust exposure

#define Saturation 0.00 // [-1.000 to 1.000] Adjust saturation

#define Bleach 0.00 // [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 0.80 // [-1.00 to 1.00] Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.


/*-----------------------------------------------------------.
/ Curves settings /
'-----------------------------------------------------------*/
#define Curves_mode 2 // [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 0.60 // [-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] 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.
//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 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 // [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) // [0.000 to 1.000, 0.000 to 1.000] Center of effect.


/*-----------------------------------------------------------.
/ Dither settings /
'-----------------------------------------------------------*/
#define dither_method 1 // [1 or 2] 1 = Ordering dithering (good and very fast), 2 = Random dithering (even better dithering but not as fast)

//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 /
'-----------------------------------------------------------*/
//No settings yet, beyond switching it on or off in the top section.


/*-----------------------------------------------------------.
/ Splitscreen settings /
'-----------------------------------------------------------*/
#define splitscreen_mode 1 // [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

 

 

 


Soarbywire - Avionics Engineering

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Nice ill have a play with my setup tomorrow I think. ;)


http://fs2crew.com/banners/Banner_FS2Crew_MJC_Supporter.png

 

 

Wayne HART

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Using these settings now and they are looking pretty good :)

 

 

 

 

I just used yours, but defiantly too yellow.  I noticed sepia was off.

 

Also, looks like you cant run this program in full screen as the frames drop to 1-2.

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Thanks for info, a lot of settings to play with.

Finally dark nights...


i9 10900KF
RTX 3080
32gb ram
SSD

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Thanks David for the heads-up on SweetFX. Imo, it looks better than ENB, adding contrast without darkening too much. A keeper.

 

Here are the settings I used for the screenshots (just SMAA off, Bloom, HDR & Vibrance on)

 

attachicon.gifSweetFX_settings.txt

Could you please repost that. Thx

Manny

Beta tester for SIMStarter 

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I like these two settings

 

A)http://farm9.staticflickr.com/8399/8603923026_5fd4cc39b9_h.jpg

 

 

 

/*-----------------------------------------------------------.

/ Description /

'------------------------------------------------------------/

 

Game: Torchlight 2

SweetFX version: 1.1.1

Author: BetA

Description: "Reduces that Foggy screen almost completely, adds a little more color, sharpen

 

and an HDR effect"

Showcase:

 

 

/*-----------------------------------------------------------.

/ Choose effects /

'-----------------------------------------------------------*/

 

// Set to 1 for ON or 0 for OFF

#define USE_SMAA_ANTIALIASING 1

#define USE_LUMASHARPEN 1 //Also sharpens the antialiased edges which makes them less smooth -

 

I'm working on fixing that.

#define USE_BLOOM 0 // Bloom makes bright lights bleed their light into their surroundings

 

(relatively high performance cost)

#define USE_HDR 1 // Not actual HDR - It just tries to mimic an HDR look (relatively high

 

performance cost)

#define USE_TECHNICOLOR 0

#define USE_TONEMAP 0

#define USE_VIBRANCE 1 //Intelligently saturates (or desaturates if you use negative values)

 

the pixels depending on their original saturation.

#define USE_SEPIA 0

#define USE_VIGNETTE 0 //Darkens the edges of the image to make it more look like it was shot

 

with a camera lens. May cause banding artifacts.

#define USE_DITHER 1 //Applies dithering to simulate more colors than your monitor can display.

 

This lessens banding artifacts.

 

 

/*-----------------------------------------------------------.

/ SMAA Anti-aliasing settings /

'-----------------------------------------------------------*/

 

#define SMAA_THRESHOLD 0.12 // (0.08-0.20) Edge detection threshold

#define SMAA_MAX_SEARCH_STEPS 32 // [0-98] Determines the radius SMAA will search for aliased

 

edges

#define SMAA_MAX_SEARCH_STEPS_DIAG 16 // [0-16] Determines the radius SMAA will search for

 

diagonal aliased edges

#define SMAA_CORNER_ROUNDING 0 // [0-100] Determines the percent of antialiasing to apply to

 

corners.

 

// -- Advanced SMAA settings --

#define COLOR_EDGE_DETECTION 1 // 1 Enables color edge detection (slower but more acurate) - 0

 

uses luma edge detection (faster)

#define SMAA_DIRECTX9_LINEAR_BLEND 0 // 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 0.6 // (0.2-2.0)Strength of the sharpening

#define sharp_clamp 0.040 // [0.0-1.0]Limits maximum amount of sharpening a pixel recieves -

 

Default is 0.050

 

// -- Advanced sharpening settings --

#define pattern 2 // Choose a sample pattern [ 1, 2, 3 or 4 ] - I suggest 2

#define offset_bias 1.0 // [0.0-6.0](1.0) Offset bias adjusts the radius of the sampling

 

pattern.

// I designed the pattern for offset_bias 1.0, but feel free to experiment.

 

// -- Debug settings --

#define splitscreen 0 // Enables the before-and-after splitscreen comparison mode. Left side is

 

before.

#define show_sharpen 0 // Visualize the strength of the sharpen (multiplied by 4 to see it

 

better)

 

 

/*-----------------------------------------------------------.

/ Bloom settings /

'-----------------------------------------------------------*/

#define BloomThreshold 20.25

#define BloomPower 1.446

#define BloomWidth 0.0142

 

/*-----------------------------------------------------------.

/ HDR settings /

'-----------------------------------------------------------*/

#define HDRPower 1.20 //Strangely lowering this makes the image brighter

#define radius2 0.87 //Raising this seems to make the effect stronger and also brighter

 

 

/*-----------------------------------------------------------.

/ TECHNICOLOR settings /

'-----------------------------------------------------------*/

#define TechniAmount 0.11

#define TechniPower 2.8

#define redNegativeAmount 0.88

#define greenNegativeAmount 0.88

#define blueNegativeAmount 0.88

 

 

/*-----------------------------------------------------------.

/ Tonemap settings /

'-----------------------------------------------------------*/

#define Gamma 1.0

#define Exposure -0.1

#define Saturation 0

#define Bleach 0

#define Defog 0.01

#define FogColor float4(2.55, 2.55, 0, 0)

 

 

/*-----------------------------------------------------------.

/ Vibrance settings /

'-----------------------------------------------------------*/

#define Vibrance 0.1 //Intelligently saturates (or desaturates if you use negative values) the

 

pixels depending on their original saturation.

 

 

/*-----------------------------------------------------------.

/ Sepia settings /

'-----------------------------------------------------------*/

#define ColorTone float3(1.12, 0.66, 0.20)

#define SepiaPower 0.11

#define GreyPower 0.88

 

 

/*-----------------------------------------------------------.

/ Vignette settings /

'-----------------------------------------------------------*/

#define VignetteRadius 1.05 // lower values = stronger radial effect from center

#define VignetteAmount -1.0 // Strength of black. -2.00 = Max Black, 1.00 = Max White.

#define VignetteSlope 8 // 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) // Center of screen for effect.

 

 

/*-----------------------------------------------------------.

/ Dither settings /

'-----------------------------------------------------------*/

//No settings yet, beyond switching it on or off in the top section.

 

 

/*====================================================================

And then this

 

B)

 

http://farm9.staticflickr.com/8363/8368582610_c0c4f27673_h.jpg

 

 

/*-----------------------------------------------------------.

/ 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.

#define USE_LUMASHARPEN 0 //[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 1 //[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 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 0 //[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 1 //[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 0.12 // [0.05 to 0.20] Edge detection threshold

#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.

 

// -- 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 0.60 // [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 10.25 //[0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isn't.

#define BloomPower 0.446 //[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 1.18 //[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 0.1 //[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 0.40 //[-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 0.01 //[0.0 to 1.0] How much desaturate the image before tinting it

#define SepiaPower 0.48 //[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 4 //[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

  • Upvote 1

Manny

Beta tester for SIMStarter 

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Are there any particular Lumasharpen or SMAA Anti-aliasing settings within Sweet FX that will help reduce the jaggies a little?  It's neat playing around with all the colors, hues, etcl, but seeing the jagged lines on my aircraft kinda sucks.  They're not super noticeable, however it would be nice to knock em down a bit.


Chris Sunseri

 

 

 

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@@Manny,

Wow, what screen setup are you pushing here?

 

I didn't understand your Q. :)


Manny

Beta tester for SIMStarter 

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