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P3D Settings test

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Hey everyone, 


I know there are many different topics regarding settings, but I have been doing some testing and am trying to break down everything and how it affects the sim on my machine. I did these tests at a default airport as well as FSDT KLAX. Here is what I came up with for my optimum settings:


First off my PC Specs:


i7 Haswell 4790K running between 4.0-4.6ghz

16gb DDR3 2400mhz

1TB Seagate 7200RPM

EVGA 970GTX SC (not overclocked)

2 Acer 23" 60hz monitors (3840x1080 resolution)


Ok, so first off, I started at a default airport (KMCI) just to use as a control.




         FXAA: I keep this off, though when running at the default, I noticed no visible drop. However at KLAX, I did see a 1-3FPS drop.

Graphics were slightly better in regards to jagged edges, but not enough to justify having it on.

-I did notice that it was causing a few micro stutters when on



         -both 4 and 8 samples look almost identical and have little to impact on frames


Texture Filtering:

         -I am currently running at 16X but either 8 or 16 seem to be minimal difference with no impact of FPS

         -this setting does help with jagged edges.


Texture resolution:

         -I recommend either 1024 or 2048. At the bigger airports like FSDT, you can see a slight difference between 1024 and 4096, but the FPS impact is too great to keep it that high. I tested with all 3 and was getting about 5fps better with 1024 than 2048 or 4096 (both day and sunset). I did get an OOM with 4096 enabled at LAX.


         VSYNC can stay off.

         -from my tests, there is no difference in off or on and since I have it set in Inspector to ½, I keep it off in the sim. I was noticing a few stutters at the bigger airports as well with it enabled.


         Frame rate limit:

         -this is a tricky one because I have been reading around that it works for some to limit in the sim, but others it kills frames. For my setup, I run unlimited and then limit in Inspector to either 30fps or 58fps to help with the 60hz monitors. Both give my around 30fps constant in the sim. I did test with limiting in the sim to 60fps and didn’t see the impact I used to see, but still prefer to limit outside the sim. I was getting about a 3-5fps drop at KLAX.




         Scenery complexity:

         -I did some testing with normal up through extreme. I seemed to get best results with Dense in regards to frames and load times. I was seeing about a 10-15 second decrease in load times from extreme to dense, which will keep memory usage lower. For vegetation and building, anything higher than normal really doesn’t improve the overall sim look enough and does eat up more frames(1-2).


         -This is a personal choice and I keep mine at ultra. I don’t really do enough flying over the ocean to have a big enough impact. Just some fun coastal flying every so often. If you do a lot of oceanic flying, I would suggest dropping this to medium or high. I know that this does use a lot of memory to keep it looking good.

         Special effects: I keep it at high. I’m not really sure what this pertains to in regards to the effects. I can’t tell a difference in anything.



         -Landing lights on

         -lens flare on(using custom lens flare)

         HDR OFF

                  -I am using mastereffect with reshade, plus P3D HDR just doesn’t look good IMO. I can share my mastereffects file if anyone wants it.


         Shadows: This is a big one!

         -Setting: Medium

                  -I did some testing at both airports and of course at the small airport, not a real impact. At LAX, with high and ultra, frames drop 5-8. It looks a little better, but not enough to justify having that big of an FPS drop. I have been working on the other settings and came up with these, which look good and don’t cause much in the way of FPS drop.

                  -Terrain shadows – 10K

                  -Clouds – 80K

                  -Objects – 3K

                  -All boxes checked (experiment according to your specs)


         -Cloud settings at 80NM

         -volumetric fog – off

         -Cloud coverage – max.

                  -I can achieve a complete OVC layer with this setting and OPUS FSI. I don’t really get an FPS loss since I am running REX DXT5 1024 clouds.



         Airline – 55%

                  -anything between 35-60 should give optimum realism w/o too much FPS impact. I use all custom traffic and has taken years to come up with what I have. If you install custom traffic, you can actually control at what percent the AI shows up, which can allow for better results in regards to international traffic. I have run at as low as 30% and still have good AI results.

         General – 20%

         Airport traffic – 0%

                  -Running GSX at FSDT/Flightbeam airports only

         No road traffic or boats enabled. Too much of an impact on frames and smoothness for me to have this enabled.


Overall, I am very pleased with the results. I did these tests with OPUS running and Partly/Mostly cloudy conditions along with both day and sunset times for testing since this is the most impactful. Regarding my .cfg file, I did take out the Fiber frame tweak and it seems to be running smoother than with it in. I do have Optimized _parts=1 and affinity mask=84. I have tried all kinds of settings for this one, and this gives me the best results. By the end of the tests, I was seeing low to mid 20s at KLAX at sunset with all these settings enabled. I am not really seeing any stutters other than when I switch views, which I am fine with. I will try to post some pics tomorrow of my sim.         


I hope this helps in breaking some of the settings down and how they affect the sim.






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Thanks for the guide, Chris! If it's not too much, can you also test some more settings like the LOD radius, mesh res, texture res, and autogen density?

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This write-up is much appreciated. I might take your methodology and do it with my AMD build. I wonder if there is a noticable difference in where it's weak and strong compared to your setup.

My setup is nearly the same, but I only have 8GB of memory and the AMD CPU.

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What are your inspector settings if you don't mind me asking. I have basically the exact same system. Thanks.

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Thanks for the guide, Chris! If it's not too much, can you also test some more settings like the LOD radius, mesh res, texture res, and autogen density?


Sorry I forgot to mention that part of the test.


I basically started with everything at minimum settings and adjusted each one to see the impacts.


For LOD, I am running max. I didn't notice a real difference in performance.


I tried the tessellation factor on low and high and didn't notice really anything. I am running that on medium.


For Mesh Res, I tried each setting and even though the performance hit wasn't much, I really couldn't tell much difference between 19m and 1m, so I am using the ORBX recommended settings of MESH RES: 5m and TEXT RES: 15cm. It looks great and performance its good too.


Autogen is the one thing that will kill frames quickly, depending on your system. 

      Right now I have my settings at Complexity:Dense/Very Dense (depending on where I'm flying), Vegetation and Buildings at normal. Its real enough for me and I am a big advocate for performance over visuals. I noticed that when I tested at KBOS, I tried extreme on all 3 and seemed to get less performance hit than with Very Dense/Dense/Dense settings. This is why I suggest going one at a time to see impact on each individual setting.



What are your inspector settings if you don't mind me asking. I have basically the exact same system. Thanks.



Here are some shots with all the settings discussed. 





Flightbeam KDEN

FlyTampa KBOS


Carenado A36 Bonanza

Opus FSI















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I am a newbie to Master Effects.  I've been playing around with the parameters and have achieved a much better effect with the Master Effects program.  I would be interested in comparing my settings to the ones you've achieved.  If you could share it would be greatly appreciated.  Thank you.  Scott :)


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Thanks Chris for doing the test and posting it. I like to put other Simmer's setting into simstarter and test them on my system. Thanks again.

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// ReShade effect file
// visit for news/updates
// MasterEffect ReBorn 1.1.287 public beta by Marty McFly
// Continuation of MasterEffect 1.6.1
// Copyright © 2008-2015 Marty McFly
|                                GLOBAL PARAMETERS                               |
#define MASTEREFFECT_TOGGLEKEY 0x20 //[depending on keyboard layout] Key used to toggle all MasterEffect effects. See ReShade documentation for more info.
#define USE_DEPTHBUFFER_OUTPUT 0 //[0 or 1] Depth Buffer Output: Shows you the pixel depth, this is for debugging or depth map creation only.
#define USE_SPLITSCREEN  0 //[0 or 1] Splitscreen: Disables all effects on the right half of the screen to show changes.
#define USE_HDR_LEVEL  0 //[0 to 2] HDR Level: Rendering bitrate. 0: RGBA8 | 1: RGBA16F | 2: RGBA32F
#define USE_HUD_MASKING  0 //[0 or 1] HUD Masking: Uses a texture mask (mcmask.png) to exclude certain screen areas from effects processing.
|                                 ENABLE EFFECTS                                 |
#define USE_LUT   0 //[0 or 1] Color Lookup Table: Uses a gradient texture to adjust the colors of the image.
#define USE_CARTOON        0  //[0 or 1] Cartoon : "Toon"s the image.
#define USE_LEVELS         1  //[0 or 1] Levels : Sets a new black and white point. This increases contrast but causes clipping. Use Curves instead if you want to avoid that.
#define USE_TECHNICOLOR  0 //[0 or 1] Technicolor : Attempts to mimic the look of an old movie using the Technicolor three-strip color process. Algorithm from prod80
#define USE_SWFX_TECHNICOLOR    0  //[0 or 1] Technicolor : Attempts to mimic the look of an old movie using the Technicolor three-strip color process. Algorithm from SweetFX
#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. No control values.
#define USE_LIFTGAMMAGAIN  1 //[0 or 1] Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights.
#define USE_TONEMAP        1  //[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          0  //[0 or 1] Sepia : Sepia tones the image.
#define USE_SKYRIMTONEMAP 0 //[0 or 1] Skyrim Tonemap: Applies color correction/tonemapping based on tonemappers of popular Skyrim ENB's.
#define USE_COLORMOOD    0       //[0 or 1] Color Mood: Applies a "mood" to the color, tinting mainly the dark colors.
#define USE_CROSSPROCESS  0       //[0 or 1] Cross Processing: Simulates wrong chemistry in color processing.
#define USE_FILMICPASS   0 //[0 or 1] Filmic Pass: Applies some common color adjustments to mimic a more cinema-like look.
#define USE_REINHARD    0 //[0 or 1] Reinhard: This is the Reinhard tonemapping shader, if you are interested, google how it works.
#define USE_REINHARDLINEAR 0 //[0 or 1] Reinhard: Reinhard mixed with some linear tonemapping.
#define USE_COLORMOD  0 //[0 or 1] Colormod: Contrast, Saturation and Brightness ported from colormod.asi.
#define USE_SPHERICALTONEMAP 1 //[0 or 1] Spherical Tonemap: Another approach on tonemapping, uses some sphere algorithms.
#define USE_HPD    0 //[0 or 1] Haarm Peter Duiker Filmic Tonemapping: Tonemapping used in Watch Dogs, ripped from the Watch Dogs shaders themselves.
#define USE_FILMICCURVE  0 //[0 or 1] Filmic Curve: Improved version of the well-known Uncharted 2 filmic curve, first seen in iCEnhancer 0.3.
#define USE_WATCHDOG_TONEMAP 0 //[0 or 1] Watch Dogs Tonemap: Enables one of the numerous watch dogs tonemapping algorithms. No tweaking values.
#define USE_SINCITY  0 //[0 or 1] Sin City: Effect from the movie "Sin City" - everything else than red is grey.
#define USE_COLORHUEFX  0 //[0 or 1] Color Hue FX: Desaturates everything but colors from a fixed hue mid and the range around it. Similiar to Sin City but much better. Thanks, prod80!
#define USE_LENSDIRT  0 //[0 or 1] Lensdirt: Simulates a dirty camera lens. IMPORTANT: bloom threshold and amount have influence on the intensity of the dirt!
#define USE_GAUSSIAN_ANAMFLARE 0 //[0 or 1] Gaussian Anamflare: Applies a horizontal light beam to bright pixels.
#define USE_BLOOM   0 //[0 or 1] Bloom: Makes bright lights bleed their light into their surroundings. NOT the SweetFX way to do bloom but a more proper way.
#define USE_LENZFLARE   0 //[0 or 1] Lenz Flare: Boris Vorontsov's Skyrim Lensflare with custom offsets, ported to MasterEffect.
#define USE_CHAPMAN_LENS 0 //[0 or 1] Chapman's lensflare: Simple lensflare shader with one big halo.
#define USE_GODRAYS  0 //[0 or 1] Godrays: Adds some light rays rotating around screen center.
#define USE_ANAMFLARE  1 //[0 or 1] Anamorphic Lensflare: adds some horizontal light flare, simulating the use of an anamorphic lens while recording.
#define USE_AMBIENTOCCLUSION 0 //[0 or 1] Ambient Occlusion: Enables physically incorrect shading that most newer gen games use. Multiple algorithms available.
#define USE_DEPTHOFFIELD 0 //[0 or 1] Depth of Field: Simulates out of focus blur of a camera. Multiple algorithms available.
#define USE_SHARPENING  0 //[0 or 1] Sharpen: Sharps the image but may increase aliasing
#define USE_FISHEYE_CA  0 //[0 or 1] Fisheye lens & Chromatic Aberration: Adds some RGB shift in colors and distorts image to look like the "fisheye" effect.
#define USE_GRAIN  0 //[0 or 1] Grain: Adds some image grain, looks like when a TV has no signal.
#define USE_EXPLOSION      0  //[0 or 1] Explosion : Scatters the pixels, making the image look fuzzy.
#define USE_SMAA  0 //[0 or 1] SMAA Anti-aliasing : Smoothens jagged lines using the SMAA technique.
#define USE_HEATHAZE   0 //[0 or 1] Heat Haze: Convection in heated air causes the temperature of the air to vary and causes a shimmery effect that distorts whatever is behind.
#define USE_LED_SHADER  0 //[0 or 1] LED: Simulates the look of a LED panel.
#define USE_HD6_VIGNETTE 0 //[0 or 1] HeliosDoubleSix Vignette: Adds some advanced vignette (darkening shader) to lead focus to screen center
#define USE_COLORVIGNETTE 0 //[0 or 1] Boris Vorontsov Vignette: Simple colorable version of vignette, darkens/tints the image at the corners
#define USE_BORDER  0 //[0 or 1] Border: Can be used to create letterbox borders around the image.
#define USE_MOVIEBARS   0 //[0 or 1] Movie Bars: blackens the image on the top and bottom, simulating a higher aspect ratio. Default set to 21:9 aspect ratio.
|                             EFFECT PARAMETERS - COLOR                          |
#define iLookupTableMode  2 //[1 or 2] 1: mclut.png (gradient) | 2: mclut3d (3D Photoshop LUT)
#define fLookupTableMix   1.0 //[0.0 to 1.0] Amount of color change by lookup table. 0.0 means no change, 1.0 means full effect.
#define CartoonPower           4.5     //[0.1 to 10.0] Amount of effect you want.
#define CartoonEdgeSlope       1.5     //[0.1 to 8.0] Raise this to filter out fainter edges. You might need to increase the power to compensate. Whole numbers are faster.
#define Levels_black_point   0.25     //[0 to 255] The black point is the new black - literally. Everything darker than this will become completely black. Default is 16.0
#define Levels_white_point   270    //[0 to 255] The new white point. Everything brighter than this becomes completely white. Default is 235.0
#define ColStrengthR    0.35 //[0.05 to 1.0] Color Strength of Red channel. Higher means darker and more intense colors. 
#define ColStrengthG    0.20 //[0.05 to 1.0] Color Strength of Green channel. Higher means darker and more intense colors.
#define ColStrengthB    0.35 //[0.05 to 1.0] Color Strength of Blue channel. Higher means darker and more intense colors.
#define TechniBrightness   1.0 //[0.5 to 1.5] Brightness Adjustment, higher means brighter image.
#define TechniStrength    1.0 //[0.0 to 1.0] Strength of Technicolor effect. 0.0 means original image.
#define TechniSat    0.7 //[0.0 to 1.5] Additional saturation control since technicolor tends to oversaturate the image.
#define TechniAmount    0.4     //[0.00 to 1.00] Amount of color change you want
#define TechniPower     4.0     //[0.00 to 8.00] Power of color change
#define redNegativeAmount     0.88  //[0.00 to 1.00] controls for different technicolor power on the respective color channels
#define greenNegativeAmount   0.88    //[0.00 to 1.00]
#define blueNegativeAmount    0.88    //[0.00 to 1.00]
#define DPXRed      6.45   //[1.0 to 15.0] Amount of DPX applies on Red color channel
#define DPXGreen    4.95   //[1.0 to 15.0] ""
#define DPXBlue     4.55   //[1.0 to 15.0] ""
#define DPXColorGamma      1.85   //[0.1 to 2.5] Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral.
#define DPXSaturation    1.45   //[0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral.
#define DPXRedC      0.35  //[0.60 to 0.20]
#define DPXGreenC    0.32  //[0.60 to 0.20]
#define DPXBlueC     0.25  //[0.60 to 0.20]
#define DPXBlend    0.65   //[0.00 to 1.00] How strong the effect should be.
#define RGB_Lift    float3(1.015, 0.775, 1.020)  //[0.000 to 2.000] Adjust shadows for Red, Green and Blue.
#define RGB_Gamma   float3(1.020, 1.020, 0.895)  //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
#define RGB_Gain    float3(0.880, 0.800, 0.770)  //[0.000 to 2.000] Adjust highlights for Red, Green and Blue
#define Gamma          1.042   //[0.000 to 2.000] Adjust midtones. 1.000 is neutral. This setting does exactly the same as the one in Lift Gamma Gain, only with less control.
#define Exposure       0.095  //[-1.000 to 1.000] Adjust exposure
#define Saturation     0.060   //[-1.000 to 1.000] Adjust saturation
#define Bleach         0.065   //[0.000 to 1.000] Brightens the shadows and fades the colors
#define Defog          0.045  //[0.000 to 1.000] How much of the color tint to remove
#define FogColor    float3(1.60, 0.80, 1.20) //[0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to remove - default is blue
#define Vibrance        1.30   //[-1.00 to 1.00] Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
#define Vibrance_RGB_balance   float3(6.00, 4.90, 4.75) //[-10.00 to 10.00,-10.00 to 10.00,-10.00 to 10.00] A per channel multiplier to the Vibrance strength so you can give more boost to certain colors over others
#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   .25  //[-1.00 to 1.00] The amount of contrast you want
// -- Advanced curve settings --
#define Curves_formula       4  //[1|2|3|4|5|6|7|8|9|10] The contrast s-curve you want to use.
                                //1 = Sine, 2 = Abs split, 3 = Smoothstep, 4 = Exp formula, 5 = Simplified Catmull-Rom (0,0,1,1), 6 = Perlins Smootherstep
                                //7 = Abs add, 8 = Techicolor Cinestyle, 9 = Parabola, 10 = Half-circles.
                                //Note that Technicolor Cinestyle is practically identical to Sine, but runs slower. In fact I think the difference might only be due to rounding errors.
                                //I prefer 2 myself, but 3 is a nice alternative with a little more effect (but harsher on the highlight and shadows) and it's the fastest formula.
#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
#define POSTPROCESS   6  //[1 to 6] Mode of postprocessing you want. Mode 1 uses V1 values, Mode 2 uses V2 values etc
#define EAdaptationMinV1     0.05
#define EAdaptationMaxV1     0.125
#define EContrastV1      1.0
#define EColorSaturationV1     1.0
#define EToneMappingCurveV1     6.0
#define EAdaptationMinV2   0.36
#define EAdaptationMaxV2   0.29
#define EToneMappingCurveV2   8.0
#define EIntensityContrastV2   2.5
#define EColorSaturationV2  3.2
#define EToneMappingOversaturationV2  180.0
#define EAdaptationMinV3     0.001
#define EAdaptationMaxV3     0.025
#define EToneMappingCurveV3     30.0 
#define EToneMappingOversaturationV3    111160.0
#define EAdaptationMinV4     0.2
#define EAdaptationMaxV4    0.125
#define EBrightnessCurveV4    0.7
#define EBrightnessMultiplierV4   0.45
#define EBrightnessToneMappingCurveV4   0.3
#define EAdaptationMinV5     0.08
#define EAdaptationMaxV5     0.20 
#define EToneMappingCurveV5     8 
#define EIntensityContrastV5     3.475 
#define EColorSaturationV5     4
#define HCompensateSatV5     2 
#define EToneMappingOversaturationV5    180.0
#define EBrightnessV6Day     2.5        
#define EIntensityContrastV6Day    1.5      
#define EColorSaturationV6Day     2.0       
#define HCompensateSatV6Day     3.0       
#define EAdaptationMinV6Day     0.64       
#define EAdaptationMaxV6Day     0.24       
#define EToneMappingCurveV6Day   8
#define EToneMappingOversaturationV6Day  2500.0
#define fRatio    0.4  //[0.00 to 3.00] Amount of moody coloring you want
#define moodR    1.0  //[0.0 to 2.0] How strong dark red colors shall be boosted
#define moodG    1.1  //[0.0 to 2.0] How strong dark green colors shall be boosted
#define moodB    0.5  //[0.0 to 2.0] How strong dark blue colors shall be boosted
#define CrossContrast   0.95   //[0.5 to 2.00] The names of these values should explain their functions
#define CrossSaturation   1.12   //[0.5 to 2.00]
#define CrossBrightness   -0.052  //[-0.3 to 0.30]
#define CrossAmount   1.0  //[0.05 to 1.5]
#define Strenght   0.725   //[0.05 to 1.5] Strength of the color curve altering
#define BaseGamma   1.6 //[0.7 to 2.0] Gamma Curve
#define Fade    0.2 //[0.0 to 0.6] Decreases contrast to imitate faded image
#define Contrast   1.0 //[0.5 to 2.0] Contrast.
#define FSaturation   -0.15
#define FBleach    0.005  //[-0.5 to 1.0] More bleach means more contrasted and less colorful image
#define FRedCurve   6.0
#define FGreenCurve   6.0
#define FBlueCurve   6.0
#define BaseCurve   1.5
#define EffectGammaR   1.0
#define EffectGammaG   1.0
#define EffectGammaB   1.0
#define EffectGamma   0.75
#define Linearization   1.3   //[0.5 to 2.0] Linearizes the color curve
#define ReinhardWhitepoint  4.0  //[1.0 to 10.0] Point above which everything is pure white
#define ReinhardScale   0.5  //[0.0 to 2.0] Amount of applied tonemapping
#define ReinhardLinearWhitepoint 4.4
#define ReinhardLinearPoint  0.06
#define ReinhardLinearSlope  2.25  //[1.0 to 5.0] how steep the color curve is at linear point. You need color curve understanding to know what this means, just experiment.
#define ColormodChroma    0.78   // Saturation
#define ColormodGammaR    1.05   // Gamma for Red color channel
#define ColormodGammaG    1.05   // Gamma for Green color channel
#define ColormodGammaB    1.05   // Gamma for Blue color channel
#define ColormodContrastR   0.50   // Contrast for Red color channel
#define ColormodContrastG   0.50   // ...
#define ColormodContrastB   0.50   // ...
#define ColormodBrightnessR   -0.08   // Brightness for Red color channel
#define ColormodBrightnessG   -0.08   // ...
#define ColormodBrightnessB   -0.08   // ...
#define sphericalAmount   0.12 //[0.0 to 2.0] Amount of spherical tonemapping applied...sort of
#define USE_COLORSAT    0    //[0 or 1] This will use original color saturation as an added limiter to the strength of the effect
#define hueMid     0.6 //[0.0 to 1.0] Hue (rotation around the color wheel) of the color which you want to keep
#define hueRange     0.1 //[0.0 to 1.0] Range of different hue's around the hueMid that will also kept. Using a max range of 1.0 will allow the reverse of the effect where it will only filter a specific hue to B&W
#define satLimit    2.9 //[0.0 to 4.0] Saturation control, better keep it higher than 0 for strong colors in contrast to the gray stuff around
#define fxcolorMix    0.8 //[0.0 to 1.0] Interpolation between the original and the effect, 0 means full original image, 1 means full grey-color image.
|                           EFFECT PARAMETERS - LIGHTING                         |
#define fLensdirtIntensity   3.0 //[0.0 to 2.0] Intensity of lensdirt.
#define fLensdirtSaturation  4.0 //[0.0 to 2.0] Color saturation of lensdirt.
#define fLensdirtTint  float3(1.0,1.0,1.0) //[0.0 to 1.0] R, G and B components of lensdirt tintcolor the lensdirt color gets shifted to.
#define iLensdirtMixmode  2 //[1 to 4] 1: Linear add | 2: Screen add | 3: Screen/Lighten/Opacity | 4: Lighten
#define fAnamFlareThreshold  0.90 //[0.1 to 1.0] Every pixel brighter than this value gets a flare.
#define fAnamFlareWideness  0.50 //[1.0 to 2.5] Horizontal wideness of flare. Don't set too high, otherwise the single samples are visible
#define fAnamFlareAmount  0.15 //[1.0 to 20.0] Intensity of anamorphic flare.
#define fAnamFlareCurve   1.2 //[1.0 to 2.0] Intensity curve of flare with distance from source
#define fAnamFlareColor  float3(0.012,0.313,0.588) //[0.0 to 1.0] R, G and B components of anamorphic flare. Flare is always same color.
#define iBloomMixmode   3 //[1 to 4] 1: Linear add | 2: Screen add | 3: Screen/Lighten/Opacity | 4: Lighten
#define fBloomThreshold   1.65 //[0.1 to 1.0] Every pixel brighter than this value triggers bloom.
#define fBloomAmount   10.5 //[1.0 to 20.0] Intensity of bloom.
#define fBloomSaturation   0.60 //[0.0 to 2.0] Bloom saturation. 0.0 means white bloom, 2.0 means very very colorful bloom.
#define fBloomTint   float3(0.95,0.25,0.40) //[0.0 to 1.0] R, G and B components of bloom tintcolor the bloom color gets shifted to.
#define LENZDEPTHCHECK    1     //[0 or 1] if 1, only pixels with depth = 1 get lens flare, this prevents white objects from getting flare source which would normally happen in LDR
#define fLenzIntensity    1.0  //[0.2 to 3.0] power of lens flare effect
#define fLenzThreshold    0.8  //[0.6 to 1.0] Minimum brightness an object must have to cast lensflare
#define CHAPMANDEPTHCHECK  1 //[0 or 1] if 1, only pixels with depth = 1 get lensflares, this prevents white objects from getting lensflare source which would normally happen in LDR
#define ChapFlareTreshold  0.9 //[0.7 to 0.99] Brightness threshold for lensflare generation. Everything brighter than this value gets a flare.
#define ChapFlareCount    15 //[1 to 20] Number of single halos to be generated. If set to 0, only the curved halo around is visible.
#define ChapFlareDispersal   0.25 //[0.25 to 1.0] Distance from screen center (and from themselves) the flares are generated.   
#define ChapFlareSize    0.45 //[0.2 to 0.8] Distance (from screen center) the halo and flares are generated.
#define ChapFlareCA    float3(0.0,0.01,0.02) //[-0.5 to 0.5] Offset of RGB components of flares as modifier for Chromatic abberation. Same 3 values means no CA.
#define ChapFlareIntensity   100.0 //[5.0 to 20.0] Intensity of flares and halo, remember that higher threshold lowers intensity, you might play with both values to get desired result.
#define bGodrayDepthCheck  1 //[0 or 1] if 1, only pixels with depth = 1 get godrays, this prevents white objects from getting godray source which would normally happen in LDR
#define iGodraySamples    32 //[2^x format] How many samples the godrays get
#define fGodrayDecay      0.99   //[0.5 to 0.9999] How fast they decay. It's logarithmic, 1.0 means infinite long rays which will cover whole screen
#define fGodrayExposure   0.94 //[0.7 to 1.5] Upscales the godray's brightness
#define fGodrayWeight   0.65 //[0.8 to 1.7] weighting
#define fGodrayDensity   0.37 //[0.2 to 2.0] Density of rays, higher means more and brighter rays
#define fGodrayThreshold  0.95    //[0.6 to 1.0] Minimum brightness an object must have to cast godrays
#define bFlareDepthCheckEnable  1 //[0 or 1] if 1, only pixels with depth = 1 get an anamflare, this prevents white objects from getting flare source which would normally happen in LDR
#define fFlareLuminance   0.05 //[0.6 to 1.0] bright pass luminance value
#define fFlareBlur    45.0 // [1.0 to 9999999] manages the size of the flare
#define fFlareIntensity   0.05 // [0.2 to 5.0] effect intensity
#define fFlareTint   float3(0.025, 0.100, 0.75) // [0.0 to 2.0] effect tint RGB
|                     EFFECT PARAMETERS - DEPTH BASED EFFECTS                    |
#define AO_METHOD   6 //[1 to 2] 1: SSAO | 2: Raymarch AO | 3: HBAO | 4: SSGI | 5: Raymarch HBAO | 6: Alchemy SAO
#define AO_TEXSCALE      1.00 //[0.25 to 1.0] Scale of AO resolution, 1.0 means fullscreen. Lower resolution means less pixels to process and more performance but also less quality.
#define AO_SHARPNESS   0.8 //[0.05 to 2.0] 1: AO sharpness, higher means more sharp geometry edges but noisier AO, less means smoother AO but blurry in the distance.
#define AO_SHARPNESS_DETECT  2 //[1 or 2] AO must not blur over object edges. 1 : edge detection by depth (old) 2 : edge detection by normal (new). 2 is better but produces some black outlines.
#define AO_BLUR_STEPS   11 //[5 to 15] Offset count for AO smoothening. Higher means more smooth AO but also blurrier AO.
#define AO_DEBUG   0 //[0 to 2] Enables raw debug output. 1: occlusion | 2: color bouncing (SSGI only!)
#define AO_LUMINANCE_CONSIDERATION 1 //[0 or 1] Enables dampening of AO intensity on bright pixels, to preserve bright light sprites or beter lit areas. Not for GI!
#define AO_LUMINANCE_LOWER  0.3 //[0.0 to 1.0] Lower brightness threshold where AO starts to fade out. Below this threshold AO has full power.
#define AO_LUMINANCE_UPPER  0.8 //[0.0 to 1.0] Upper brightness threshold where AO starts to fade out. Above this threshold AO is 0.
#define AO_FADE_START   0.4 //[0.0 to 1.0] Distance from camera where AO starts to fade out. 0.0 means camera itself, 1.0 means infinite distance.
#define AO_FADE_END   0.9 //[0.0 to 1.0] Distance from camera where AO fades out completely. 0.0 means camera itself, 1.0 means infinite distance.
#define iSSAOSamples      16 //[32 to 128] Amount of samples. Don't set too high or shader compilation time goes through the roof.
#define fSSAOSamplingRange  80.0 //[10.0 to 50.0] SSAO sampling range. High range values might need more samples so raise both.
#define fSSAODarkeningAmount   1.5 //[0.0 to 5.0] Amount of SSAO corner darkening
#define fSSAOBrighteningAmount   1.0 //[0.0 to 5.0] Amount of SSAO edge brightening
#define iRayAOSamples     24 //[10 to 78] Amount of sample "rays" Higher means more accurate AO but also less performance.
#define fRayAOSamplingRange     0.0005 //[0.0001 to 0.02] Range of AO sampling. Higher values ignore small geometry details and shadow more globally.
#define fRayAOMaxDepth    0.02 //[0.01 to 0.2] Range clip factor to avoid far objects to occlude close objects just because they are besides each other on screen.
#define fRayAOMinDepth    0.0003 //[0.000 to 0.001] Minimum depth difference cutoff to prevent (almost) flat surfaces to occlude themselves.
#define fRayAOPower   2.0 //[0.2 to 5.0] Amount of darkening.
#define iHBAOSamples   9 //[7 to 36] Amount of samples. Higher means more accurate AO but also less performance.
#define fHBAOSamplingRange  2.6 //[0.5 to 5.0] Range of HBAO sampling. Higher values ignore small geometry details and shadow more globally.
#define fHBAOAmount   3.0 //[1.0 to 10.0] Amount of HBAO shadowing.
#define fHBAOClamp   0.1 //[0.0 to 1.0] Clamps HBAO power. 0.0 means full power, 1.0 means no HBAO.
#define fHBAOAttenuation  0.02 //[0.001 to 0.2] Affects the HBAO range, prevents shadowing of very far objects which are close in screen space.
#define iSSGISamples   24 //[5 to 24] Amount of SSGI sampling iterations, higher means better GI but less performance.
#define fSSGISamplingRange   0.4 //[5.0 to 80.0] Radius of SSGI sampling.
#define fSSGIIlluminationMult   4.5 //[1.0 to 8.0] Multiplier of SSGI illumination (color bouncing/reflection).
#define fSSGIOcclusionMult   0.8 //[1.0 to 10.0] Multiplier of SSGI occlusion.
#define fSSGIModelThickness   50.0 //[0.5 to 100.0] Amount of unit spaces the algorithm assumes the model's thickness. Lower if scene only contains small objects.
#define fSSGISaturation   1.8 //[0.2 to 2.0] Saturation of bounced/reflected colors.
#define iRayHBAO_StepCount    9 //[5 to 32] Amount of steps to march per direction to check for occluders.
#define iRayHBAO_StepDirections   10 //[5 to 25] Amount of rays / directions to march to check for occluders.
#define fRayHBAO_SampleRadius    0.005 //[0.001 to 0.01] Range of AO sampling. Higher values ignore small geometry details and shadow more globally.
#define fRayHBAO_Attenuation    2.0 //[0.4 to 5.0] Sampling attenuation. Used for ignoring objects that are close onscreen but actually far away (i.e. sky and player).
#define fRayHBAO_AngleBiasTan   0.0 //[0.0 to 1.0] Angle bias in tangent space. Used for ignoring occluders that don't have a big angle difference to the source, i.e. flat surfaces that may shadoe themselves.
#define fSAOIntensity    6.0 //[1.0 to 10.0] Linearly multiplies AO intensity. 
#define fSAOClamp    2.5 //[1.0 to 10.0] Higher values shift AO more into black. Useful for light gray AO caused by high SAO radius.
#define fSAORadius    2.3 //[1.0 to 10.0] SAO sampling radius. Higher values also lower AO intensity extremely because of Alchemy's extremely retarded falloff formula.
#define fSAOBias    0.2 //[0.001 to 0.05] Minimal surface angle for AO consideration. Useful to prevent self-occlusion of flat surfaces caused by floating point inaccuracies.
#define iSAOSamples    18 //[10 to 96] Amount of SAO Samples. Maximum of 96 is defined by formula.
#define DOF_METHOD   4 //[1 to 4] 1: Ring DOF(Petka/martinsh) 2: Magic DOF 3: GP65CJ042 DOF 4: Matso DOF
#define DOF_FOCUSPOINT    float2(0.5,0.5) //[0.0 to 1.0] Screen coordinates of focus point. First value is horizontal, second value is vertical position. 0 is left/upper, 1 is right/lower.
#define DOF_NEARBLURCURVE   10.0 //[0.4 to X] Power of blur of closer-than-focus areas.
#define DOF_FARBLURCURVE   0.5 //[0.4 to X] Elementary, my dear Watson: Blur power of areas behind focus plane.
#define DOF_BLURRADIUS    4.0 //[5.0 to 50.0] Blur radius approximately in pixels. Radius, not diameter.
#define DOF_MANUALFOCUS     1 //[0 or 1] Enables manual focus.  
#define DOF_MANUALFOCUSDEPTH   0.1 //[0.0 to 1.0] Manual focus depth. 0.0 means camera is focus plane, 1.0 means sky is focus plane.
#define iRingDOFSamples     6   //[5 to 30] Samples on the first ring. The other rings around have more samples
#define iRingDOFRings     4   //[1 to 8] Ring count
#define fRingDOFThreshold    2.5  //[0.8 to 2.0] Threshold for bokeh brightening. Above this value, everything gets much much brighter. 1.0 is maximum value for LDR games like GTASA, higher values work only on HDR games like Skyrim etc.
#define fRingDOFGain      0.1  //[0.1 to 2.0] Amount of brightening for pixels brighter than threshold.
#define fRingDOFBias      0.0  //[0.1 to 2.0] bokeh bias.
#define fRingDOFFringe     0.5  //[0.0 to 1.0] Amount of chromatic abberation
#define iMagicDOFBlurQuality   2 //[1 to 30] Blur quality as control value over tap count. Quality 15 produces 721 taps, impossible with other DOF shaders by far, most they can do is about 150.
#define fMagicDOFColorCurve   3.0 //[1.0 to 10.0] DOF weighting curve.
#define iGPDOFQuality    2 //[0 to 7] 0: only slight gaussian farblur but no bokeh. 1-7 bokeh blur, higher means better quality of blur but less fps.
#define bGPDOFPolygonalBokeh   1 //[0 or 1] Enables polygonal bokeh shape, e.g. POLYGON_NUM 5 means pentagonal bokeh shape. Setting this value to 0 results in circular bokeh shape.
#define iGPDOFPolygonCount   5 //[3 to 9] Controls the amount pf polygons for polygonal bokeh shape. 3 = triangular, 4 = square, 5 = pentagonal etc. 
#define fGPDOFBias    0.00 //[0.0 to 20.0] Shifts bokeh weighting to bokeh shape edge. Set to 0 for even bright bokeh shapes, raise it for darker bokeh shapes in center and brighter on edge.
#define fGPDOFBiasCurve   0.0 //[0.0 to 3.0] Power of Bokeh Bias. Raise for more defined bokeh outlining on bokeh shape edge.
#define fGPDOFBrightnessThreshold  1.8 //[0.6 to 2.0] Threshold for bokeh brightening. Above this value, everything gets much much brighter. 1.0 is maximum value for LDR games like GTASA, higher values work only on HDR games like Skyrim etc.
#define fGPDOFBrightnessMultiplier  2.00 //[0.0 to 2.0] Amount of brightening for pixels brighter than fGPDOFBrightnessThreshold.
#define fGPDOFChromaAmount   0.0 //[0.00 to 0.4] Amount of color shifting applied on blurred areas.
#define bMatsoDOFChromaEnable  1 //[0 or 1] Enables Chromatic Abberation.
#define bMatsoDOFBokehEnable  1 //[0 or 1] Enables Bokeh weighting do define bright light spots and increase bokeh shape definiton. 
#define fMatsoDOFChromaPow  1.4 //[0.2 to 3.0] Amount of chromatic abberation color shifting.
#define fMatsoDOFBokehCurve  8.0 //[0.5 to 20.0] Bokeh curve.
#define fMatsoDOFBokehLight  0.012  //[0.0 to 2.0] Bokeh brightening factor.
#define iMatsoDOFBokehQuality  2 //[1 to 10] Blur quality as control value over tap count.
#define fMatsoDOFBokehAngle  0 //[0 to 360] Rotation angle of bokeh shape.
|                      EFFECT PARAMETERS - IMAGE ENHANCEMENTS                    |
#define fSharpBias          0.35 //[0.05 to 1.0] How big the sharpen offset is (used to compare neighbor pixels to get sharpen amount
#define fSharpStrength    1.0 //[0.05 to 1.0] Amount of sharpening you want.
#define fSharpClamp    0.5 //[0.2 to 2.0] Clamps the sharpening to a maximum amount to prevent aliasing
#define fFisheyeZoom   0.5    //[0.5 to 1.0] some lens zoom to hide bugged edges due to texcoord modification
#define fFisheyeDistortion   0.15   //[-0.3 to 0.3] distortion of image, fish eye effect
#define fFisheyeDistortionCubic  0.15 //[-0.3 to 0.3] distortion of image, fish eye effect, cube based
#define fFisheyeColorshift  -0.03   //[-0.1 to 0.1] Amount of color shifting
#define fGrainSaturation   1.0 //[0.0 to 2.0] Saturation of Grain. Higher means more colored noise, 0.0 means blacknwhite no TV signal noise.
#define fGrainIntensityBright   0.0 //[0.0 to 2.0] Intensity of Grain in bright areas.
#define fGrainIntensityMid   0.0 //[0.0 to 2.0] Intensity of Grain in midtone areas.
#define fGrainIntensityDark   0.1 //[0.0 to 2.0] Intensity of Grain in dark areas.
#define fExplosionRadius      10.5    //[0.2 to 100.0] Amount of effect you want.
#define fSMAAThreshold   0.05 //[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 iSMAAMaxSearchSteps  64 //[0 to 98] Determines the radius SMAA will search for aliased edges
#define iSMAAMaxSearchStepsDiag  32 //[0 to 32] Determines the radius SMAA will search for diagonal aliased edges
#define iSMAACornerRounding  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.
#define iSMAAEdgeDetectionMode  2 //[1 to 3] 1: Luma edge detection 2: Color edge detection 3: Depth edge detection
#define bSMAAPredication  0 //[0 or 1] Enables predication which uses BOTH the color and the depth texture for edge detection to more accurately detect edges.
#define fSMAAPredicationThreshold 0.01 //[0.001 to 0.2] Threshold to be used in the depth buffer.                                     
#define fSMAAPredicationScale  2.0 //[0.5 to 4.0] How much to scale the global Threshold used for luma or color edge detection when using predication
#define fSMAAPredicationStrength 0.4 //[0.1 to 1.0] How much to locally decrease the Threshold.
#define iSMAADebugOutput  0 //[0 to 4] 0: Normal | 1: edgesTex | 2: blendTex | 3: areaTex | 4: searchTex - Only for troubleshooting. Users don't need to mess with this.
#define fHeatHazeSpeed    2.0 //[0.5 to 10.0] Speed of heathaze waves
#define fHeatHazeOffset   5.0 //[0.5 to 20.0] Amount of image distortion caused by heathaze effect
#define fHeatHazeTextureScale   1.0 //[0.5 to 5.0] Scale of source texture, affecting the tile size. Use Heathaze debug effect for better visible effect.
#define fHeatHazeChromaAmount   0.6     //[0.0 to 2.0] Amount of color shift caused by heat haze. Linearly scales with fHeatHazeOffset.
#define bHeatHazeDebug   0 //[0 or 1] Enables raw texture output for debugging purposes. Useful for texture experiments.
#define fLEDCircleSize   25.0 //[10.0 to 50.0] Size of the single LED's
#define fLEDBackgroundColor   float3(0.2,0.2,0.2) //[0.0 to 1.0] R G and B components of background color between LED's.
|                           EFFECT PARAMETERS - OVERLAYS                         |
#define fHD6VignetteMode   1 //[1 to 3] Vignette Alignment 1: Left and right | 2: top and bottom | 3: corners.  
#define fHD6VignetteTop   0.7 //[0.3 to 1.5] Top/left (depending on mode) height of bar.
#define fHD6VignetteBottom  0.7 //[0.3 to 1.5] Bottom/right (depending on mode) height of bar.
#define fHD6VignetteRoundness  0.0 //[0.0 to 100000.0] Amount of circularism (new word invented hoho), 0 means linear vignette, 100000.0 means rougly total circle.
#define fHD6VignetteColorDistort 0.0     //[0.0 to 5.0] Distorts the colors.
#define fHD6VignetteContrast  11.6 //[0.0 to 20.0] Contrast of vignette curve.
#define fHD6VignetteBorder  6.5 //[0.0 to 5.0] Vignette Border factor.
#define fVignetteAmount   2.9 //[0.0 to 5.0] Amount of vignette color change.
#define fVignetteCurve   1.5 //[0.0 to 5.0] Curve of vignette color change.
#define fVignetteRadius   0.95 //[0.0 to 5.0] Radius from center where vignette color change kicks in.
#define fVignetteColor   float3(0.0, 0.0, 0.0) //[0.0 to 1.0] RGB vignette color.
#define fBorderWidth float2(10,10)         //[0 to 2048, 0 to 2048] (X,Y)-width of the border. Measured in pixels. If this is set to 0,0 then the border_ratio will be used instead
#define fBorderRatio float(1920.0 / 1080.0)   //[0.1 to 10.0] Set the desired ratio for the visible area. You MUST use floating point - Integers do not work right.
#define fBorderColor float3(1.0, 0.0, 0.0)   //[0.0 to 1.0] What color the border should be. In RGB colors, 0,0,0 is black, 1,1,1 is pure white.

These are my most current settings. I am using P3D v3 now.

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