Jump to content
Sign in to follow this  
davidmi58

Have any of you tried this? (SweetFX)

Recommended Posts

I've just spent an hour or so messing around with SweetFX trying to get something I am happy with. I'm a DX10 simmer and many of the configs out there gave me way too much bloom and exposure. What I've come up with is something which adds a bit of contrast and some saturation to get over the washed out colours of the default. I've also added some subtle bloom, HDR, and a touch of the luma sharpen. I really missed some of the better ENB configs out there which made FSX night time much darker and more. To this end I've also messed around with the shadow gamma to make night time dark enough that you can't make out ground features or the horizon.

 

Some screenshots in split screen mode - default FSX on the left and my SweetFX settings on the right:

 

1_zps2ff65e4f.jpg

 

3_zpsdf816347.jpg

 

2_zpsdddd8001.jpg

 

4_zps833a7dc9.jpg

 

5_zps0a349a6c.jpg

 

6_zpsb0bd8c53.jpg

 

7_zps13f3bd30.jpg

 

 

As I said earlier, this is running under DX10 without Shade. I might try Shade later to see how it effects things. The sky textures are from this thread and are highly recommended for their awesome dawn/dusk transitions: http://forum.avsim.net/topic/409867-guys-do-you-have-interest-in-this-set-of-sky-textures-for-using-with-enb-series-warn-heavy-topic/

 

SweetFX settings:

 

 

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

  /                      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_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              1            // [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_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        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      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             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  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.
 
 
   /*-----------------------------------------------------------.
  /                      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             1.1          // [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               0.95         // [0.00 to 8.00] Strangely lowering this makes the image brighter
#define radius2                0.80         // [0.00 to 8.00] Raising this seems to make the effect stronger and also brighter
 
   /*-----------------------------------------------------------.
  /                     LumaSharpen settings                    /
  '-----------------------------------------------------------*/
// -- Sharpening --
#define sharp_strength         0.3          // [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      0.88         // [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                    3            // [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(0.965, 0.965, 0.965) // [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                  1.1          // [0.000 to 2.000] Adjust midtones
 
#define Exposure               0.08         // [-1.000 to 1.000] Adjust exposure
 
#define Saturation             0.0          // [-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               0.15         // [-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            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        0.22         // [-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

 

Let me know what you think and if anyone has got any suggestions, particularly with regards to the night time darkening please let me know.

  • Upvote 1

Share this post


Link to post
Share on other sites

 

 


I've just spent an hour or so messing around with SweetFX trying to get something I am happy with. I'm a DX10 simmer and many of the configs out there gave me way too much bloom and exposure. What I've come up with is something which adds a bit of contrast and some saturation to get over the washed out colours of the default. I've also added some subtle bloom, HDR, and a touch of the luma sharpen. I really missed some of the better ENB configs out there which made FSX night time much darker and more. To this end I've also messed around with the shadow gamma to make night time dark enough that you can't make out ground features or the horizon.

 

Looks nice! I will definitely give this one a try since I am also a DX10er. Thanks for sharing!

  • Upvote 1

Share this post


Link to post
Share on other sites

I always use and it works fine for me, leave a couple of samples.

w7jw.jpg

scn5.jpg

 

 

What settings are you using for Sweetfx and Shade on this?

Share this post


Link to post
Share on other sites

What settings are you using for Sweetfx and Shade on this?

first of all I must clarify that this is in DX9 in a setting that I do not use because I'm running FSX in DX10 and the setting can not be applied in both and with the same result, if you think I can help with anything just let me know.

Share this post


Link to post
Share on other sites

Sounds a bit off topic I guess, but I'm also thinking about shifting to DX10 mode... But my system is a bit old (bought 4 years ago. See my specs). Hence my hesitation re: FSP. So, any input will be highly appreciated!


Regards,


Victor Quebec

Share this post


Link to post
Share on other sites

I flew a flight from TJIG to a town on western most edge of Dominican Republic, which was surrounded by hills and mountains and got a CTD.  It was my first long haul flight (well C208 for 350 miles), parts at 16x speed.  Any hints?


10700k / Gigabyte 3060

Share this post


Link to post
Share on other sites

first of all I must clarify that this is in DX9 in a setting that I do not use because I'm running FSX in DX10 and the setting can not be applied in both and with the same result, if you think I can help with anything just let me know.

 

Im running FSX in DX9 atm but after seeing this Steve dx10 fixer i think ill migrate to it.

 

Im a ENB user and since it wont work in DX10 i have to use sweetfx, any good settings for dx10? i also have shade and looking for a great combo setting for shade and sweetfx!

 

Should i keep all my settings in nvidia inspector for use with dx10 also? need your help guys!

Share this post


Link to post
Share on other sites

Has anyone tried to see what it does when you run it with an external FPS limiter ?

For some reason, after using SweetFX, my external FPS limiter has stopped working.

Suggestions?

 

Hi all,

 

I just replaced my ENB with SweetFX and got the same issue as above with FPS_Limiter. Is there an explanation, or better, a fix for this?

 

Thanks,

 

Marconi


MSFS 2020
Windows 10-64 Home
Intel i9-9900K @ 4.7 GHz OC
NVIDIA GeForce RTX 3080
RAM 32.0 GB

Share this post


Link to post
Share on other sites

Hi all,

 

I just replaced my ENB with SweetFX and got the same issue as above with FPS_Limiter. Is there an explanation, or better, a fix for this?

 

Thanks,

 

Marconi

 

You don't need the external limiter if you're using sweetfx as it has one built in on the tweaks tab.

Share this post


Link to post
Share on other sites

You don't need the external limiter if you're using sweetfx as it has one built in on the tweaks tab.

 

Thanks Krwynn... but I can't find any frames limiter in SweetFX's settings, at least not in the way it's showed in FlightFX, which I'm using for tweaks. Any specific key or file you can point at?

 

Otherwise, what I found searching around is that we can use the Nvidia's limiter, through Nvidia Inspector. I'll test this tonight.

 

Regards,

 

Marconi


MSFS 2020
Windows 10-64 Home
Intel i9-9900K @ 4.7 GHz OC
NVIDIA GeForce RTX 3080
RAM 32.0 GB

Share this post


Link to post
Share on other sites

I'm so sorry. I misinformed you. I use Radeon Pro and the limiter is in it and not sweetfx. I apologize for the confusion.

 

 

Thanks Krwynn... but I can't find any frames limiter in SweetFX's settings, at least not in the way it's showed in FlightFX, which I'm using for tweaks. Any specific key or file you can point at?

 

Otherwise, what I found searching around is that we can use the Nvidia's limiter, through Nvidia Inspector. I'll test this tonight.

 

Regards,

 

Marconi

Share this post


Link to post
Share on other sites

I'm so sorry. I misinformed you. I use Radeon Pro and the limiter is in it and not sweetfx. I apologize for the confusion.

 

No worries, thanks for trying, anyway.

 

If anyone is interested, I just tested the limiter from Nvidia and it works fine with SweetFX. That solves my problem about FPS Limiter not working with SweetFX, allowing me to use SweetFX again.

 

Regards,

 

Marconi


MSFS 2020
Windows 10-64 Home
Intel i9-9900K @ 4.7 GHz OC
NVIDIA GeForce RTX 3080
RAM 32.0 GB

Share this post


Link to post
Share on other sites

first of all I must clarify that this is in DX9 in a setting that I do not use because I'm running FSX in DX10 and the setting can not be applied in both and with the same result, if you think I can help with anything just let me know

Your pics are like real photos so yes we need your settings! I use both DX9 and DX10. So you can post settings for both formats. Thanks!

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  

  • Tom Allensworth,
    Founder of AVSIM Online


  • Flight Simulation's Premier Resource!

    AVSIM is a free service to the flight simulation community. AVSIM is staffed completely by volunteers and all funds donated to AVSIM go directly back to supporting the community. Your donation here helps to pay our bandwidth costs, emergency funding, and other general costs that crop up from time to time. Thank you for your support!

    Click here for more information and to see all donations year to date.
×
×
  • Create New...