ED, the rift and sweetFX

oK.. I've gone over each settings dozens and dozens of times... this took me a good 2 hours of constant tinkering to get it exactly how i think it should look. The key is to get nice colors, without the over-saturated look. To get nice contrast, without ruining details in the darks and lights, great sharpening for the larger objects, without destroying detail in the foreground and creating halos and artifacts. Blue planets tended to look a tiny bit green, and a tiny bit grey to me. I tweaked those mid tones towards blue just a small amount, and it made all the difference in the world. There is a tiny bit more color in the galaxy sky, but everything still looks natural and pops better. (i.e., grey ship interior still looks grey).

(note: one thing to mention... even though SMAA is enabled here, I am now running it off, as I THINK... the in-game AA looks better.


/*-----------------------------------------------------------.
/ 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 0 //[0 or 1] FXAA Anti-aliasing : Smoothens jagged lines using the FXAA technique
#define USE_CARTOON 0 //[0 or 1] Cartoon : "Toon"s the image.
#define USE_ADVANCED_CRT 0 //[0 or 1] Advanced CRT : Simulates an old CRT TV display. Set gaussian blur along with it to get a halation effect
#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_GAUSSIAN 0 //[0 or 1] Gaussian Blur : can be used to... blur, but also bloom/hazy/glowy look, also unsharp masking
#define USE_FILMGRAIN 0 //[0 or 1] Filmgrain effect
#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 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 0.09 //[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 50 //[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 0 //[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 39 //[1 to 39] Choose the quality preset. 39 is the highest quality.
#define fxaa_Subpix 0.100 //[0.000 to 1.000] Choose the amount of sub-pixel aliasing removal.
#define fxaa_EdgeThreshold 0.910 //[0.000 to 1.000] Edge detection threshold. The minimum amount of local contrast required to apply algorithm.
#define fxaa_EdgeThresholdMin 0.950 //[0.000 to 1.000] Darkness threshold. Trims the algorithm from processing darks.


/*-----------------------------------------------------------.
/ Cartoon settings /
'-----------------------------------------------------------*/
#define CartoonPower 0.1 //[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 CRTResolutionX 512 //[1 to 2048] Original input width of the game (ie. 320)
#define CRTResolutionY 304 //[1 to 2048] Original input height of the game (ie. 240)
#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 0.9 //[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 0.0100 //[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 -0.15 //[-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 1.20 //[0.10 to 3.00] Strength of the sharpening
#define sharp_clamp 0.400 //[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)


/*-----------------------------------------------------------.
/ Gaussian Blur settings /
'-----------------------------------------------------------*/
#define GaussEffect 2 //[0|1|2|3] 0 = Blur, 1 = Unsharpmask (expensive), 2 = Bloom, 3 = Sketchy. Default is 2
#define GaussQuality 1 //[0|1|2|3] Warning: 2 and 3 are expensive. Default is 1
#define GaussSigma 4 //[1 to 4] The higher the wider blur/bloom is (only effective when Bloom selected)
#define GaussBloomWarmth 1 //[0|1|2] "Temperature" of the bloom - 0 = neutral, 1 = warm, 2 = hazy/foggy
#define GaussThreshold 0.10 //[0.00 to 1.00] [DX10/11 only] Threshold for what is a bright light (that causes bloom) and what isn't.
#define GaussExposure 10.0 //[0.00 to 100.00] [DX10/11 only] Exposure of the effect (the lower the brighter)
#define GaussStrength 0.50 //[0.00 to 1.00] Amount of effect blended into the final image


/*-----------------------------------------------------------.
/ Film grain settings /
'-----------------------------------------------------------*/
#define FilmGrainIntensity 0.46 //[0.00 to 1.00] Intensity of grain. Default is 0.46
#define FilmGrainExposure 40 //[0 to 100] Grain Exposure. Default is 40 (Lower -> darker noise)
#define FilmGrainSize 2 //[0 to 10] Size of the grain. Default is 2 (Higher -> thinner noise)


/*-----------------------------------------------------------.
/ 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 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 //[0.60 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(0.980, 0.980, 0.980) //[0.000 to 2.000] Adjust shadows for Red, Green and Blue
#define RGB_Gamma float3(1.000, 1.000, 1.025) //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
#define RGB_Gain float3(1.000, 1.000, 1.025) //[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 0.10 //[-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 0.01 //[-1.00 to 1.00] The amount of contrast you want

// -- Advanced curve settings --
#define Curves_formula 1 //[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


/*-----------------------------------------------------------.
/ Key settings /
'-----------------------------------------------------------*/
// This is the section where you can define your own key mapping
// See the following URL to find out what keycode a key has:
// http://www.cambiaresearch.com/articles/15/javascript-char-codes-key-codes

// key_toggle_sweetfx = 33
// key_screenshot = 44
// key_reload_sweetfx = 34


/*-----------------------------------------------------------.
/ Misc settings /
'-----------------------------------------------------------*/
// You can load and chain other DirectX wrappers (ENB, Helix, Windower...)
// If the external wrapper is already named d3d9.dll, rename it into
// something else like "d3d9_enb.dll" (note that even if this is commented it actually works)

// external_d3d9_wrapper = none
// external_dxgi_wrapper = none
 
Last edited:
Cpt.America said:
oK.. I've gone over each settings dozens and dozens of times... this took me a good 2 hours of constant tinkering to get it exactly how i think it should look. The key is to get nice colors, without the over-saturated look. To get nice contrast, without ruining details in the darks and lights, great sharpening for the larger objects, without destroying detail in the foreground and creating halos and artifacts. Blue planets tended to look a tiny bit green, and a tiny bit grey to me. I tweaked those mid tones towards blue just a small amount, and it made all the difference in the world. There is a tiny bit more color in the galaxy sky, but everything still looks natural and pops better. (i.e., grey ship interior still looks grey).

This is the one. I honestly can't imagine ED looking any better within the current limitations of the DK2. Sharpness, saturation, color... it's perfect! I know these things are very subjective, but this is the best SweetFX I've seen yet.

Cpt.America, thank you so much for spending the time to dial these in so I didn't have to! You have my gratitude - and some rep :)
 
oK.. I've gone over each settings dozens and dozens of times... this took me a good 2 hours of constant tinkering to get it exactly how i think it should look. The key is to get nice colors, without the over-saturated look. To get nice contrast, without ruining details in the darks and lights, great sharpening for the larger objects, without destroying detail in the foreground and creating halos and artifacts. Blue planets tended to look a tiny bit green, and a tiny bit grey to me. I tweaked those mid tones towards blue just a small amount, and it made all the difference in the world. There is a tiny bit more color in the galaxy sky, but everything still looks natural and pops better. (i.e., grey ship interior still looks grey).

(note: one thing to mention... even though SMAA is enabled here, I am now running it off, as I THINK... the in-game AA looks better.


/*-----------------------------------------------------------.
/ 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 0 //[0 or 1] FXAA Anti-aliasing : Smoothens jagged lines using the FXAA technique
#define USE_CARTOON 0 //[0 or 1] Cartoon : "Toon"s the image.
#define USE_ADVANCED_CRT 0 //[0 or 1] Advanced CRT : Simulates an old CRT TV display. Set gaussian blur along with it to get a halation effect
#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_GAUSSIAN 0 //[0 or 1] Gaussian Blur : can be used to... blur, but also bloom/hazy/glowy look, also unsharp masking
#define USE_FILMGRAIN 0 //[0 or 1] Filmgrain effect
#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 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 0.09 //[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 50 //[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 0 //[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 39 //[1 to 39] Choose the quality preset. 39 is the highest quality.
#define fxaa_Subpix 0.100 //[0.000 to 1.000] Choose the amount of sub-pixel aliasing removal.
#define fxaa_EdgeThreshold 0.910 //[0.000 to 1.000] Edge detection threshold. The minimum amount of local contrast required to apply algorithm.
#define fxaa_EdgeThresholdMin 0.950 //[0.000 to 1.000] Darkness threshold. Trims the algorithm from processing darks.


/*-----------------------------------------------------------.
/ Cartoon settings /
'-----------------------------------------------------------*/
#define CartoonPower 0.1 //[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 CRTResolutionX 512 //[1 to 2048] Original input width of the game (ie. 320)
#define CRTResolutionY 304 //[1 to 2048] Original input height of the game (ie. 240)
#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 0.9 //[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 0.0100 //[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 -0.15 //[-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 1.20 //[0.10 to 3.00] Strength of the sharpening
#define sharp_clamp 0.400 //[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)


/*-----------------------------------------------------------.
/ Gaussian Blur settings /
'-----------------------------------------------------------*/
#define GaussEffect 2 //[0|1|2|3] 0 = Blur, 1 = Unsharpmask (expensive), 2 = Bloom, 3 = Sketchy. Default is 2
#define GaussQuality 1 //[0|1|2|3] Warning: 2 and 3 are expensive. Default is 1
#define GaussSigma 4 //[1 to 4] The higher the wider blur/bloom is (only effective when Bloom selected)
#define GaussBloomWarmth 1 //[0|1|2] "Temperature" of the bloom - 0 = neutral, 1 = warm, 2 = hazy/foggy
#define GaussThreshold 0.10 //[0.00 to 1.00] [DX10/11 only] Threshold for what is a bright light (that causes bloom) and what isn't.
#define GaussExposure 10.0 //[0.00 to 100.00] [DX10/11 only] Exposure of the effect (the lower the brighter)
#define GaussStrength 0.50 //[0.00 to 1.00] Amount of effect blended into the final image


/*-----------------------------------------------------------.
/ Film grain settings /
'-----------------------------------------------------------*/
#define FilmGrainIntensity 0.46 //[0.00 to 1.00] Intensity of grain. Default is 0.46
#define FilmGrainExposure 40 //[0 to 100] Grain Exposure. Default is 40 (Lower -> darker noise)
#define FilmGrainSize 2 //[0 to 10] Size of the grain. Default is 2 (Higher -> thinner noise)


/*-----------------------------------------------------------.
/ 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 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 //[0.60 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(0.980, 0.980, 0.980) //[0.000 to 2.000] Adjust shadows for Red, Green and Blue
#define RGB_Gamma float3(1.000, 1.000, 1.025) //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
#define RGB_Gain float3(1.000, 1.000, 1.025) //[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 0.10 //[-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 0.01 //[-1.00 to 1.00] The amount of contrast you want

// -- Advanced curve settings --
#define Curves_formula 1 //[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


/*-----------------------------------------------------------.
/ Key settings /
'-----------------------------------------------------------*/
// This is the section where you can define your own key mapping
// See the following URL to find out what keycode a key has:
// http://www.cambiaresearch.com/articles/15/javascript-char-codes-key-codes

// key_toggle_sweetfx = 33
// key_screenshot = 44
// key_reload_sweetfx = 34


/*-----------------------------------------------------------.
/ Misc settings /
'-----------------------------------------------------------*/
// You can load and chain other DirectX wrappers (ENB, Helix, Windower...)
// If the external wrapper is already named d3d9.dll, rename it into
// something else like "d3d9_enb.dll" (note that even if this is commented it actually works)

// external_d3d9_wrapper = none
// external_dxgi_wrapper = none

Updating the OP for your settings, thx for your work!
 
Thanks Cpt America for your last settings.

Did you kept NVidia change like described below?
Nvidia panel for the rift:
brightness: 37%
contrast: 0%
digital vibrance: 65%

Also, I understand we should turn off SMAA in your settings (define still value 1), and set SMAA in game?

I'll test that tonight! :)

 
Can't get this to work. I am running Win 8.1.
The original version produced an error message when starting ED. At least that indicates I was placing it in the correct folder.
The "possible fix for 8.1" solution doesn't seem to do anything. No change when pressing PGUP. I was using the setup presented first in the OP.

I have a GTX 980 so I guess there is no point installing RadeonPro.

Khaldur - I don't usually post on here, but thought I break my lurker's silence for a moment to help you out. I have a Windows 8.1/Nvidia set up, and managed to get SweetFx working last night.

RadeonPro seems to be the only answer, and it does indeed work with Nvidia. Just download it and follow the instructions posted elsewhere in this thread. Once you have done all that, I found there were still problems. If I started the game from the Elite launcher as normal, it would immediately crash. If I started it from within RadeonPro, the game would refuse to let me play because I had not logged onto the Elite server.

Eventually, after trawling various forum posts, I found the answer. First of all, you have to tell RadeonPro that Elite has a launcher. To do this, click on the Launcher tab and select 'Games for WindowsLive/StarcraftII' from the drop down. Underneath, for the executable, direct once more to the Elite32 exe (not to the launcher itself, confusingly).

Even after you've done all that, it still won't work! There is one last step - open your Elite folder and right click on the Elite32 exe. Select Properties - Compatibility - then activate the option to run the program in Windows 7 compatibility mode.

That was what finally cracked it for me. Now it is working fine - I can toggle SweetFx on and off in the game, and the difference is very obvious.

Hope that all made some kind of sense...
 
Thanks Cpt America for your last settings.

Did you kept NVidia change like described below?
Nvidia panel for the rift:
brightness: 37%
contrast: 0%
digital vibrance: 65%

Also, I understand we should turn off SMAA in your settings (define still value 1), and set SMAA in game?

I'll test that tonight! :)


I left these settings totally default. I did not set these. I think these Nvidia settings were changes needed to help undo some of the blown out sweetfx setting from a different over-done setting file. I tuned my settings file from a default set Nvidia control panel. And yes, I ultimately turned off the AA in sweetfx (set initial value up top to 0 )and turned on AA in-game. But feel free to try it both ways and see which looks better and which has more of a performance hit. Just make sure you don't run both :)

And you guys are very welcome. I am a little picky with these kinds of things, so it was my pleasure to spend the time and share.
 
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Capt America, Well done, i am quite the perfectionist and you have pleased my eyes with youre setttings. Awsome work. You have rep from me. need to try get osd with precission x to work in rift nw so i can see which smaa setting is best for performance.

Fish
 
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Khaldur - I don't usually post on here, but thought I break my lurker's silence for a moment to help you out. I have a Windows 8.1/Nvidia set up, and managed to get SweetFx working last night.

RadeonPro seems to be the only answer, and it does indeed work with Nvidia. Just download it and follow the instructions posted elsewhere in this thread. Once you have done all that, I found there were still problems. If I started the game from the Elite launcher as normal, it would immediately crash. If I started it from within RadeonPro, the game would refuse to let me play because I had not logged onto the Elite server.

Eventually, after trawling various forum posts, I found the answer. First of all, you have to tell RadeonPro that Elite has a launcher. To do this, click on the Launcher tab and select 'Games for WindowsLive/StarcraftII' from the drop down. Underneath, for the executable, direct once more to the Elite32 exe (not to the launcher itself, confusingly).

Even after you've done all that, it still won't work! There is one last step - open your Elite folder and right click on the Elite32 exe. Select Properties - Compatibility - then activate the option to run the program in Windows 7 compatibility mode.

That was what finally cracked it for me. Now it is working fine - I can toggle SweetFx on and off in the game, and the difference is very obvious.

Hope that all made some kind of sense...

Awesome, thanks for this gonna try it.
 
Updated OP:
added notes for 1440p res for the rift
tweaked settings (color and sharp) for the 1.2 patch
added notes for Cpt.America settings to not use the Nvidia panel tweak for more fidelity to his color tweaks.
 
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For me it doesn't work at all (GTX970 user).
I followed the instructions for using radeonpro, and at some point I did get SweetFX to work. However, it looks completely bad (Radeonpro somehow removes the anti-aliasing options from SweetFX). So at the moment I guess I'll have to do without :(
 
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For me it doesn't work at all (GTX970 user).
I followed the instructions for using radeonpro, and at some point I did get SweetFX to work. However, it looks completely bad (Radeonpro somehow removes the anti-aliasing options from SweetFX). So at the moment I guess I'll have to do without :(

It it remove the sweetfx aa then you can activate it in game.
 
You guys with Windows 8 take a look at this.


Did you make it to run on Win 8.1?
Yes, I followed the instructions and it's running now.

For Win 8.1 users:
Be careful not to put the files in the ED folder like the OP said.
You need an extra program (RadeonPro) and some more steps to configure it. This program must be runnig to detect the start of ED, and then everything should be working.

Here is another good article for reference:
http://www.overclock.net/t/1485750/h...in-windows-8-1

Windows 8.1 here with GTX 980. The above worked for me.

I tried everything else, nothing worked. But the above did it.

Another user mentioned having to run ED in Win7 compatibility mode but I didn't have to. Worked great.

FYI, I also removed everything that I thought might impact such as FRAPS, RivaTuner OSD, and I even removed Nvidia DSR (I thought the smoothing factor might have an impact) to replace with a simple custom resolution for the Rift.

The RadeonPro app is also quite practical because you can edit the SweetFX settings straight from the app without having to muck around with the setting file (and risking messing up with it).
 
Khaldur - I don't usually post on here, but thought I break my lurker's silence for a moment to help you out. I have a Windows 8.1/Nvidia set up, and managed to get SweetFx working last night.

RadeonPro seems to be the only answer, and it does indeed work with Nvidia. Just download it and follow the instructions posted elsewhere in this thread. Once you have done all that, I found there were still problems. If I started the game from the Elite launcher as normal, it would immediately crash. If I started it from within RadeonPro, the game would refuse to let me play because I had not logged onto the Elite server.

Eventually, after trawling various forum posts, I found the answer. First of all, you have to tell RadeonPro that Elite has a launcher. To do this, click on the Launcher tab and select 'Games for WindowsLive/StarcraftII' from the drop down. Underneath, for the executable, direct once more to the Elite32 exe (not to the launcher itself, confusingly).

Even after you've done all that, it still won't work! There is one last step - open your Elite folder and right click on the Elite32 exe. Select Properties - Compatibility - then activate the option to run the program in Windows 7 compatibility mode.

That was what finally cracked it for me. Now it is working fine - I can toggle SweetFx on and off in the game, and the difference is very obvious.

Hope that all made some kind of sense...

or Win 8.1 users:
Be careful not to put the files in the ED folder like the OP said.
You need an extra program (RadeonPro) and some more steps to configure it. This program must be runnig to detect the start of ED, and then everything should be working.

Here is another good article for reference:
http://www.overclock.net/t/1485750/h...in-windows-8-1

I tried all that but I can't get this to work in Win 8.1. First of all I have to select the EDLaunch.exe as launcher in RadeonPro, not the EliteDangerous32.exe (I don't have a Elite32.exe) as Quixote said, otherwise the game would give me a login failure.

After starting via the launcher Elite starts up in it's usual beauty - but whatever key I assign as SweetFX hotkey it doesn't change my graphics in any way.

Btw. what version of SweetFX do I need to install? The one from the OP, the one linked by atheelen or the newest 1.5.1 version available at various websites?
 
I tried all that but I can't get this to work in Win 8.1. First of all I have to select the EDLaunch.exe as launcher in RadeonPro, not the EliteDangerous32.exe (I don't have a Elite32.exe) as Quixote said, otherwise the game would give me a login failure.

After starting via the launcher Elite starts up in it's usual beauty - but whatever key I assign as SweetFX hotkey it doesn't change my graphics in any way.

Btw. what version of SweetFX do I need to install? The one from the OP, the one linked by atheelen or the newest 1.5.1 version available at various websites?

You must have a EliteDangerous32.exe. If you use EDLaunch.exe it will NOT work.

EliteDangerous32.exe is usually placed either in C:\users\yourname\AppData\Local\Frontier_Developments\Products\FORC-FDEV-D-1002

or in C:\Program Files (x86) in the frontier folder (not sure exactly where)

If you can't find "AppData", make sure that your windows explorer is set to show hidden files and folders.

As for the version of SweetFX to use, it depends. If you have Windows 7, go ahead and use the one from the OP. If you have Windows 8.1, you should use the one linked in this tutorial: http://www.overclock.net/t/1485750/how-to-use-sweetfx-in-windows-8-1

In the tutorial, when it tells you to pickup some preset for your game, just take one of the presets in this thread and follow the instruction to import it into RadeonPro.

- - - - - Additional Content Posted / Auto Merge - - - - -

Will Cpt.America's settings work with SweetFX version 1.5.1?

Yes it should.

SweetFX 1.5.x seems to have more tweaks than 1.4 so all tweaks from 1.4 will work on 1.5.x.

I haven't tried Cpt.America's settings yet but when I do I will report back.
 
I got this working on windows 8.1 with GTX980 by following this guide to the letter:
http://www.overclock.net/t/1485750/h...in-windows-8-1

Followed by this from Quixote:
Eventually, after trawling various forum posts, I found the answer. First of all, you have to tell RadeonPro that Elite has a launcher. To do this, click on the Launcher tab and select 'Games for WindowsLive/StarcraftII' from the drop down. Underneath, for the executable, direct once more to the Elite32 exe (not to the launcher itself, confusingly).

Even after you've done all that, it still won't work! There is one last step - open your Elite folder and right click on the Elite32 exe. Select Properties - Compatibility - then activate the option to run the program in Windows 7 compatibility mode.

That was what finally cracked it for me. Now it is working fine - I can toggle SweetFx on and off in the game, and the difference is very obvious.

No need to put any files in any of the ED folders. Make sure you choose the correct file for both the profile and the launcher which is here:
C:\users\yourname\AppData\Local\Frontier_Developme nts\Products\FORC-FDEV-D-1002\EliteDangerous32.exe

If you are playing the beta then you need to create a separate profile for that too.

Then I copied the settings in the OP and deleted the top lines of code as described in the overclock.net link above (remember to import the settings and apply now to profile each time you make a change)

I found that cpt America's settings didn't do very much for me so I'm using the second set of settings with minor colour changes.
I don't change the HUD to green though, I don't get on with that very well.

Then I did some experimenting using the NVCP settings in this thread: https://forums.frontier.co.uk/showthread.php?t=121355 but I found the image too soft for my liking and turning the contrast down to zero got rid of my nice inky blacks.

SweetFX certainly does help so Rep to all those involved in bringing this to the forum.

EDIT to add: After getting this working, I spent some time in a station tweaking the in game settings at 1440p DSR up to the point where the judder (frame rate below 75) was acceptable. I then went on the BETA server to play with wings and went and bought a Lakon type 6. This is the first time i've flown anything that isn't an Eagle or a Sidewinder, wanted to see what it was like. The view is amazing but judder was unbearable pretty much everywhere. It certainly seems as though some ships tax the GPU more than others.
 
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