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SweetFX causing jaged edges on text and 3d model under dx10.

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I thought I was having issues with DX10 AA not working but I shut off sweet fx by accident and the AA was perfect. I tired changing settings in sweetfx but nothing made the jaged edges go away when sweet fx was enabled. It not only effected text in the VC but also on the menus. Im running sweetfx1.4 anyone else having this issue? and just an FYI lumasharpen is off as I know it causes bad edges!

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Im having the same problem, its like soon as I turn on SweetFX my AA just instantly sucks!

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Im having the same problem, its like soon as I turn on SweetFX my AA just instantly sucks!

Exactly I liked sweetfx for night flying as it made the sky and ground darker. I've found I can do the same using programs on my moniter called magic angle and magic bright if your moniter is a samsung it should have these aswell.

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Even using Steve's DX10 fixer , I had AA issues (Jaggies) , so goodbye SweetFX for now .

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Steve's DX10 fixer and SweetFX 1.5.1 work together extremely well with very good AA. You just have not configured the settings properly.

 

Have you set up the Nvidia Inspector profile as per the "How to" doc?

 

You need to have AA ticked within FSX.

 

Have you added the lines to the fsx config file? (depending on your Nvidia Inspector settings):

 

MultiSampleQuality=8
MultiSamplesPerPixel=4

 

The following sweetFX (for version 15.1) work really well for me but feel free to tweak for your own taste:

 

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

 

 

Good Luck!

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Thanks Matt for your settings , I should have clarified that my trouble was with my Gateway rig with the ATI card .

On my older HP and Nvidia card Steve's DX10 fix works fine . I will use your settings to put SweetFX on my HP .

 

Thanks again for your help .

 

John

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Thanks Matt for your settings , I should have clarified that my trouble was with my Gateway rig with the ATI card .

On my older HP and Nvidia card Steve's DX10 fix works fine . I will use your settings to put SweetFX on my HP .

 

Thanks again for your help .

 

John

Never use MultiSampleQuality=8 in the fsx.cfg with ATI. It causes crawlies along edges. In fact, I would not use MultisampleQuality line at all on ATI systems.

 

If you need 4xAA (MultiSamplesPerPixel=4) set to 4xAA in the fixer and want it sharper, enable SuperSample in your driver (CCC or RadeonPro Utility). If you need Sharper still, go to 8xAA in the Fixer which adds MultiSamplesPerPixel=8 in the cfg.

 

Just tried it again and "MultisampleQuality" added to cfg seems to make all the edges in the scene move and crawl.

 

Charles.

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anybody knows why when SMAA is DISABLED in SweetFX, FSX becomes extremely dark?

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I tried the setting from the guy above and it still sucks, so in my set-up its either have good AA + blurry picture or SweetFX + terrible AA + bad picture, really ###### me off, I want to have a sim that has a crystal clear picture AND has no jaggy edges!

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I want to have a sim that has a crystal clear picture AND has no jaggy edges!

 

Regarding SweetFX:

 

Nothing which SweetFX does will improve your AA, Ron, and willl not result in 'Crystal Clear'.  At its very best, all it does is to make FSX look 'softer', and that destroys any attempts at high IQ, with sharp ground textures. Disable the AA and LumaSharpen altogether, at the "Choose effects" section, and also in their respective SMAA Anti-aliasing and SMAA Anti-aliasing settings sections.

  

The functions which can improve FSX are - Vibrance, HDR, Bloom, with Tonemap, Gamma Gain, Curve possible added, for experimental improvement, and the movie settings being played with for 'special photographic effects".

 

 

I want to have a sim that has a crystal clear picture AND has no jaggy edges!

 

Regarding 'Crystal Clear':

:- this is not possible, Ron: a). with a dot-matrix monitor, and b). when using FSX in any compatible DX mode. 

 

We all wish it could be, but the very best is still a compromise. 

 

All the Best,

 

pj

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I followed the manual for the uninstall of Steve's fixer and I did it to the letter and now fsx won't start unless I'm in dx10 mode with his libraries installed, I really screwed something up. Anyone know how to contact him?

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What exactly happens? It doesn't touch anything that could stop fsx starting.

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Well I uninstalled per manual and I start fsx and it stop responding. Then I reinstalled dx10 fixer and it works but only in dx10

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What precisely does stop responding mean? Did you get an error, did it crash?

Note that since all dx10sf changes are the shaders used in dx10 mode it cannot affect dx9. 

 

What happens if you select dx9 mode when the libraries are installed?

 

Did you change anything whilst dx10sf was installed?

 

Did you remove any dlls in the FSX directory to get DX10 to work?

 

When its uninstalled will it run in DX10 mode?

 

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OK, so I downloaded a new DX10 Fixer from FSS, the key I was givin by them doesn't fit into the fixer, why not, i didnt have this problem before.

and my FSX doesnt give me an error code, it just never gets into the menu and it quits itself.


Ok , now its returning an error code Window.dll. Never had this problem until I tried to uninstall Fixer


Ok,  I screwed up, I forgot to remove some SweetFX d3d9.dll, once I removed it starts fine.

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OK, so I downloaded a new DX10 Fixer from FSS, the key I was givin by them doesn't fit into the fixer, why not, i didnt have this problem before.

and my FSX doesnt give me an error code, it just never gets into the menu and it quits itself.

Ok , now its returning an error code Window.dll. Never had this problem until I tried to uninstall Fixer

Ok,  I screwed up, I forgot to remove some SweetFX d3d9.dll, once I removed it starts fine.

Lol... Thanks for following up! Phew!

 

C.

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The key entry issue was because the Flight Sim Store installer occasionally fails when installing or reinstalling. 

 

When this happens DX10SF thinks it has been installed with  a different installer and asks for the key for that.  

This step is skipped  if the FSS installer works properly.

 

If this does occur then  uninstall and reinstall seems to fix it.

 

I am sorry that this happens, I will see if I find a way to add some text to the other license entry dialog to say that it shouldn't appear if the FSS installer was used.  I have had 3 queries related to this so far this week.

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