ED & SweetFX - Screenshots and DL link

The files itself won't work. There is a DLL error when I try to start the game. So I'm stuck with RadeonPro (which is $h17) and there are no "good" options to do anything. So if everyone can post a new instruction to let the game run with better quality graphics it would be appreciated by everyone new to this.
 
Have you tried going to http://reshade.me and downloading the current release (ReShade 0.14.0 + SweetFX 2.0)?

Once downloaded, I followed the directions in the README.txt and everything worked just fine. The biggest difference between the current ReShade / SweetFX 2.0 release and what is provided by OP is the missing gaussian blur. There are some options in the forums at reshade.me to include it, but if you're just looking to blur everything (which I can't stand) you can simply set a negative lumasharpen value.
 
It might just be me, but why would anyone intentionally blur their display like that? It looks like there is only a small circle of "clearness" around the center of your view. Not very realistic compared with how my eyes work.
 

bcat1

Banned
It might just be me, but why would anyone intentionally blur their display like that? It looks like there is only a small circle of "clearness" around the center of your view. Not very realistic compared with how my eyes work.

The sharp focus when using head tracking is always in the center of your view with the blurring in your peripheral vision giving an effect of enhanced depth. If you do not use head tracking then I get your point completely and would not use it.
 
The sharp focus when using head tracking is always in the center of your view with the blurring in your peripheral vision giving an effect of enhanced depth. If you do not use head tracking then I get your point completely and would not use it.

I do use TrackIR, but personally don't see the benefit of blurring the peripheral vision. For me personally, it does nothing to make it look like there's more depth. I'm not knocking the effect, the beauty of all of this is that it's completely configurable for each person. Just like one person's color "enhancements" might not be to another person's liking. Thanks for sharing, though; it's a good thing that the community has lots of people willing to contribute.

Cheers
 
I'm trying to get reshade + mastereffect working at home. I've installed but am getting insane blur upon running the game.

crazy blur.jpg

This is the opening Elite menu... does this look correct before tweaking anything? There seems to be tons of attributes to muck around with in the mastereffect reshade.fx file. I have no idea what's doing what.

PS, stupid choice of toggle for reshade (scroll lock). I have no scroll lock key, so I tried to toggle via the onscreen keyboard. Not working..
 
So I managed to get quite a decent look with Reshade and SweetFX, atleast on my monitor at home, which is far from calibrated and not a great screen.

I've gone for a more 'filmic' look- slightly higher contrast, a bit of vignetting, subtle film grain, Cineon DPX blend, very slight chromatic aberration (very very slight), and a bit more bloom. I even enabled a smidge of guass blur, but extremely subtle as it tends to cause banding if overused. The result is quite a step beyond the default look imo. I love it. :D

PS, hitting 'printscreen' seems to be saving the pictures somewhere, but I'm not sure where! :rolleyes:
 
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The pics should be saved in the game directory where you put your Reshade files (xyz\EliteDangerous\Products\FORC-XYZ\).

Has anyone gotten Reshade to work with Highres-Screenshots? Appears to somehow be circumventing the D3D stuff and therefore not apply any effects.
 
The pics should be saved in the game directory where you put your Reshade files (xyz\EliteDangerous\Products\FORC-XYZ\).

Has anyone gotten Reshade to work with Highres-Screenshots? Appears to somehow be circumventing the D3D stuff and therefore not apply any effects.

Cheers for that- probably the first place I should have looked!

PS- you can get highres shots by using the DSR feature with nVidia cards. My screenshots save out as 2715 x 1527.

Quick comparison shots - nonSweet on left, Sweet on right
 

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Cheers for that- probably the first place I should have looked!

PS- you can get highres shots by using the DSR feature with nVidia cards. My screenshots save out as 2715 x 1527.

Quick comparison shots - nonSweet on left, Sweet on right

Ekar, could you provide you settings ? I have a similar look but want to compare. I too like the old film grain look/noise look.
 
Ekar, could you provide you settings ? I have a similar look but want to compare. I too like the old film grain look/noise look.

Hey, sure thing :)



SweetFX_settings.txt

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

Game:
Preset:
SweetFX: v1.6 by CeeJay.dk
API hook: Reshade by Crosire


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.

Please share your presets and submit them to the SweetFX Settings Database :
http://sfx.thelazy.net/games/

Hope you enjoy SweetFX.
- CeeJay.dk

/*-----------------------------------------------------------.
/ Choose effects /
'-----------------------------------------------------------*/
// Effects are listed in the order that they are applied.
// Set to 1 for ON or 0 for OFF
#define USE_CARTOON 0 //[0 or 1] Cartoon : "Toon"s the image.
#define USE_SMAA 0 //[0 or 1] SMAA Anti-aliasing : Smoothens jagged lines using the SMAA technique.
#define USE_FXAA 1 //[0 or 1] FXAA Anti-aliasing : Smoothens jagged lines using the FXAA technique.
#define USE_EXPLOSION 0 //[0 or 1] Explosion : Scatters the pixels, making the image look fuzzy.
#define USE_CA 1 //[0 or 1] Chromatic Aberration : Mimics the look of a cheap camera lens, by distorting the colors.
#define USE_ADVANCED_CRT 0 //[0 or 1] Advanced CRT : Simulates an old CRT TV display. (has a very high performance cost)
#define USE_PIXELART_CRT 0 //[0 or 1] PixelArt CRT : Scanlines for pixel art (high performance cost)
#define USE_BLOOM 0 //[0 or 1] Bloom : Makes bright lights bleed their light into their surroundings (relatively high performance cost)
#define USE_HDR 0 //[0 or 1] HDR : Not actual HDR - It just tries to mimic an HDR look (relatively high performance cost)
#define USE_LUMASHARPEN 0 //[0 or 1] LumaSharpen : Sharpens the image.
#define USE_LEVELS 0 //[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 (Techicolor Process 4)
#define USE_DPX 1 //[0 or 1] Cineon DPX : Should make the image look like it's been converted to DXP Cineon - basically it's another movie-like look similar to technicolor.
#define USE_MONOCHROME 0 //[0 or 1] Monochrome : Monochrome makes the colors disappear.
#define USE_COLORMATRIX 0 //[0 or 1] Color Matrix : Allows color modification using a user-defined color matrix.
#define USE_LIFTGAMMAGAIN 0 //[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 0 //[0 or 1] Curves : Contrast adjustments using S-curves.
#define USE_SEPIA 0 //[0 or 1] Sepia : Sepia tones the image.
#define USE_VIGNETTE 1 //[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_FILMGRAIN 1 //[0 or 1] Film Grain : Adds (static) film grain to the image.
#define USE_DITHER 1 //[0 or 1] Dither : Applies dithering to simulate more colors than your monitor can display. This lessens banding artifacts (mostly caused by Vignette)
#define USE_BORDER 0 //[0 or 1] Border : Can be used to create letterbox borders around the image.
#define USE_SPLITSCREEN 0 //[0 or 1] Splitscreen : Enables the before-and-after splitscreen comparison mode.

#define USE_CUSTOM 0 //[0 or 1] Custom : Write your own shader by editing custom.h, and then enable it here.

#define USE_TRANSITION 0 //[0 or 1] Transition : Shows a welcome screen and then transitions to the regularly scheduled programming

/*-----------------------------------------------------------.
/ Transition /
'-----------------------------------------------------------*/

#define Transition_time 5000 //[1 to 60000] Milliseconds the transition lasts (1000 milliseconds is 1 second)
#define Transition_texture "curtain.jpg" //["filename"] Filename for the texture to use. Put your custom textures in SweetFX/Textures/
#define Transition_texture_width 720 //Image width.
#define Transition_texture_height 480 //Image height.
#define Transition_type CurtainOpen //Can be "FadeIn", "FadeOut", "CurtainOpen", "CurtainClose" or "ImageFadeOut"

/*-----------------------------------------------------------.
/ SMAA Anti-aliasing settings /
'-----------------------------------------------------------*/
#define SMAA_THRESHOLD 0.12 //[0.05 to 0.20] Edge detection threshold. If SMAA misses some edges try lowering this slightly. I prefer between 0.08 and 0.12.
#define SMAA_MAX_SEARCH_STEPS 16 //[0 to 98] Determines the radius SMAA will search for aliased edges
#define SMAA_MAX_SEARCH_STEPS_DIAG 16 //[0 to 16] Determines the radius SMAA will search for diagonal aliased edges
#define SMAA_CORNER_ROUNDING 25 //[0 to 100] Determines the percent of antialiasing to apply to corners. 0 seems to affect fine text the least so it's the default.

// -- Advanced SMAA settings --
#define SMAA_EDGE_DETECTION 2 //[1|2|3] 1 = Luma edge detection, 2 = Color edge detection, 3 = Depth edge detection
#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.

// -- SMAA Predication settings --
#define SMAA_PREDICATION 1 //[0 or 1] Enables predication which uses BOTH the color and the depth texture for edge detection to more accurately detect edges.
#define SMAA_PREDICATION_THRESHOLD 0.01 // Threshold to be used in the depth buffer.
#define SMAA_PREDICATION_SCALE 2.0 // How much to scale the global threshold used for luma or color edge detection when using predication
#define SMAA_PREDICATION_STRENGTH 0.4 // How much to locally decrease the threshold.

// -- Debug SMAA settings --
#define SMAA_DEBUG_OUTPUT 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.


/*-----------------------------------------------------------.
/ FXAA Anti-aliasing settings /
'-----------------------------------------------------------*/
#define FXAA_QUALITY__PRESET 9 //[1 to 9] Choose the quality preset. 9 is the highest quality.
#define fxaa_Subpix 0.100 //[0.000 to 1.000] Choose the amount of sub-pixel aliasing removal. Higher values makes the image softer/blurrier.
#define fxaa_EdgeThreshold 0.250 //[0.000 to 1.000] Edge detection threshold. The minimum amount of local contrast required to apply algorithm. Similar to SMAA_THRESHOLD
#define fxaa_EdgeThresholdMin 0.100 //[0.000 to 1.000] Darkness threshold. Pixels darker than this are not processed in order to increase performance.


/*-----------------------------------------------------------.
/ Explosion settings /
'-----------------------------------------------------------*/
#define Explosion_Radius 2.0 //[0.2 to 100.0] Amount of effect you want.


/*-----------------------------------------------------------.
/ Chromatic Aberration settings /
'-----------------------------------------------------------*/
#define Chromatic_shift float2(0.5,-0.5) //[-100.0 to 100.0, -100.00 to 100.0] Distance (X,Y) in pixels to shift the color components.
//For a slightly blurred look try fractional values (.5) between two pixels.
#define Chromatic_strength 1.0 //Adjust the strength of the effect.



/*-----------------------------------------------------------.
/ Cartoon settings /
'-----------------------------------------------------------*/
#define CartoonPower 1.5 //[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.


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

#define CRTResolution 2.0 //[1.0 to 8.0] Input size coefficent (low values gives the "low-res retro look"). Default is 1.2
#define CRTgamma 2.2 //[0.0 to 4.0] Gamma of simulated CRT (default 2.2)
#define CRTmonitorgamma 2.4 //[0.0 to 4.0] Gamma of display monitor (typically 2.2 is correct)
#define CRTBrightness 1.2 //[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 2.0 //[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 1.00 //[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)

/*-----------------------------------------------------------.
/ Pixel Art CRT /
'-----------------------------------------------------------*/

// -- Emulated input resolution --
#define PixelArtCRT_resolution_mode 1 //[1 or 2] 1 = Ratio, 2 = Fixed resolution
#define PixelArtCRT_resolution_ratio (1.0/4.0) //
#define PixelArtCRT_fixed_resolution float2(320.0,160.0) //

// -- Hardness --
#define PixelArtCRT_hardScan -24.0 // Hardness of scanline : -8.0 = soft, -16.0 = medium
#define PixelArtCRT_hardPix -24.0 // Hardness of pixels in scanline : -2.0 = soft, -4.0 = hard

// -- Display warp --
#define PixelArtCRT_warp float2(1.0/64.0,1.0/24.0) // Display warp : 0.0 = none , 1.0/8.0 = extreme

// -- Type of shadow mask --
#define PixelArtCRT_ShadowMask 3 // Type of shadow mask : 1 = Very compressed TV style shadow mask, 2 = Aperture-grille, 3 = Stretched VGA style shadow mask, 4 = VGA style shadow mask

// -- Amount of shadow mask --
#define PixelArtCRT_maskDark 0.5 //
#define PixelArtCRT_maskLight 1.5 //

// -- Falloff shape --
#define PixelArtCRT_shape 3.0 // Falloff shape : 1.0 = exp(x), 1.25 = in between, 2.0 = gaussian, 3.0 = more square

// -- Amp signal --
#define PixelArtCRT_overdrive 1.25 //

/*-----------------------------------------------------------.
/ Bloom settings /
'-----------------------------------------------------------*/
#define BloomThreshold 47.00 //[0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isn't.
#define BloomPower 5.000 //[0.000 to 8.000] Strength of the bloom
#define BloomWidth 0.5000 //[0.0000 to 1.0000] Width of the bloom


/*-----------------------------------------------------------.
/ HDR settings /
'-----------------------------------------------------------*/
#define HDRPower 1.10 //[0.00 to 8.00] Strangely lowering this makes the image brighter
#define radius2 0.90 //[0.00 to 8.00] Raising this seems to make the effect stronger and also brighter


/*-----------------------------------------------------------.
/ LumaSharpen settings /
'-----------------------------------------------------------*/
// -- Sharpening --
#define sharp_strength 0.450 //[0.10 to 3.00] Strength of the sharpening
#define sharp_clamp 0.015 //[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)


/*----------------------------------------------------------.
/ Levels settings /
'----------------------------------------------------------*/
#define Levels_black_point 2 //[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 255 //[0 to 255] The new white point. Everything brighter than this becomes completely white. Default is 235.0

//Colors between the two points will stretched, which increases contrast, but details above and below the points are lost (this is called clipping).

// -- Debug settings --
#define Levels_highlight_clipping 0 //[0 or 1] Highlight the pixels that clip. Red = Some detail is lost in the highlights, Yellow = All detail is lost in the highlights,
// Blue = Some detail is lost in the shadows, Cyan = All detail is lost in the shadows.


/*-----------------------------------------------------------.
/ TECHNICOLOR settings /
'-----------------------------------------------------------*/
#define TechniAmount 0.20 //[0.00 to 1.00]
#define TechniPower 4.00 //[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 0.8 //[0.1 to 2.5] Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral.
#define DPXSaturation 0.8 //[0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral.

#define RedC 0.34 //[0.60 to 0.20]
#define GreenC 0.40 //[0.60 to 0.20]
#define BlueC 0.40 //[0.60 to 0.20]

#define Blend 0.8 //[0.00 to 1.00] How strong the effect should be.


/*------------------------------------------------------------.
/ Monochrome settings /
'------------------------------------------------------------*/
#define Monochrome_conversion_values float3(0.21, 0.72, 0.07) //[0.00 to 1.00] Percentage of RGB to include (should sum up to 1.00)
#define Monochrome_color_saturation 0.00 //[0.00 to 2.00] Percentage of saturation to keep. Default is 0.00 , values above 1.00 boost saturation above normal.


/*-----------------------------------------------------------.
/ Color Matrix settings /
'-----------------------------------------------------------*/
// Red Green Blue
#define ColorMatrix_Red float3(0.300, 0.333, 0.333) //[0.00 to 1.00] How much of Red, Green and Blue the new red value should contain - Should sum to 1.000 if you don't wish to change the brightness
#define ColorMatrix_Green float3(0.333, 0.333, 0.333) //[0.00 to 1.00] How much of Red, Green and Blue the new green value should contain - Should sum to 1.000 if you don't wish to change the brightness
#define ColorMatrix_Blue float3(0.333, 0.333, 0.333) //[0.00 to 1.00] How much of Red, Green and Blue the new blue value should contain - Should sum to 1.000 if you don't wish to change the brightness

#define ColorMatrix_strength 1.0 //Adjust the strength


/*-----------------------------------------------------------.
/ Lift Gamma Gain settings /
'-----------------------------------------------------------*/
#define RGB_Lift float3(0.980, 0.990, 1.000) //[0.000 to 2.000] Adjust shadows for Red, Green and Blue.
#define RGB_Gamma float3(1.200, 1.250, 1.300) //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
#define RGB_Gain float3(1.200, 1.200, 1.200) //[0.000 to 2.000] Adjust highlights for Red, Green and Blue

//Note that a value of 1.000 is a neutral setting that leave the color unchanged.

/*-----------------------------------------------------------.
/ Tonemap settings /
'-----------------------------------------------------------*/
#define Gamma 1.000 //[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 0.000 //[-1.000 to 1.000] Adjust exposure

#define Saturation -0.180 //[-1.000 to 1.000] Adjust saturation

#define Bleach 0.150 //[0.000 to 1.000] Brightens the shadows and fades the colors

#define Defog 0.050 //[0.000 to 1.000] How much of the color tint to remove
#define FogColor float3(0.45, 0.25, 0.05) //[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 0.00 //[-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(1.00, 1.00, 1.00) //[-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


/*-----------------------------------------------------------.
/ 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 0.25 //[-1.00 to 1.00] The amount of contrast you want

// -- Advanced curve settings --
#define Curves_formula 2 //[1|2|3|4|5|6|7|8|9|10|11] 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. 11 = Polynomial split.
//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


/*-----------------------------------------------------------.
/ Daltonize settings /
'-----------------------------------------------------------*/
#define Daltonize_type 1 //[1|2|3] Type of colorblindness. 1 = Protanopia (missing red spectrum), 2 = Deuteranopia (missing green spectrum), 3 = Tritanopia (missing blue spectrum)

/*-----------------------------------------------------------.
/ Film Grain settings /
'-----------------------------------------------------------*/
#define FilmGrain_intensity 0.45 //[0.00 to 1.00] How visible the grain is. Higher is more visible.
#define FilmGrain_variance 0.35 //[0.00 to 1.00] Controls the variance of the gaussian noise. Lower values look smoother.
#define FilmGrain_SNR 1 //[0 to 16] Higher Signal-to-Noise Ratio values give less grain to brighter pixels. 0 disables this feature.

// -- Advanced Film Grain settings --
#define FilmGrain_mean 0.50 //[0.00 to 1.00] The average mean of the gaussian noise. Probably best kept at the middle value (0.50)

//A sideeffect of the Film Grain effect is that it also dithers the screen.
//You don't need both the Film Grain and the Dither effect enabled at the same time.

/*-----------------------------------------------------------.
/ Vignette settings /
'-----------------------------------------------------------*/
#define VignetteType 1 //[1|2|3] 1 = Original, 2 = New, 3 = TV style
#define VignetteRatio 1.60 //[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 -.30 //[-2.00 to 1.00] Strength of black. -2.00 = Max Black, 1.00 = Max White.
#define VignetteSlope 6 //[2 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 for VignetteType 1. 2 and 3 do not obey this setting.


/*-----------------------------------------------------------.
/ Dither settings /
'-----------------------------------------------------------*/
#define dither_method 1 //[1 or 2] 1 = Ordered dithering (very good and very fast), 2 = Random dithering (different but slightly slower dithering)

//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 /
'-----------------------------------------------------------*/
#define border_width float2(0,1) //[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 border_ratio float(2.35 / 1.0) //[0.1000 to 10.0000] Set the desired ratio for the visible area. You MUST use floating point - Integers do not work right.
//Examples that work: (1680.0 / 1050.0), (16.0 / 10.0), (1.6) Examples that does NOT work right: (1680 / 1050), (16 / 10)
#define border_color float3(180, 0, 0) //[0 to 255, 0 to 255, 0 to 255] What color the border should be. In integer RGB colors, meaning 0,0,0 is black and 255,255,255 is full white.


/*-----------------------------------------------------------.
/ Splitscreen settings /
'-----------------------------------------------------------*/
#define splitscreen_mode 1 //[1|2|3|4|5|6] 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, 6 = Curvy vertical 50/50 split


/*-----------------------------------------------------------.
/ Custom settings /
'-----------------------------------------------------------*/
#define custom_strength 1.0 //[0.00 to 1.00] Adjust the strength of the effect


GAUSS.fx settings

// Implementation based on the article "Efficient Gaussian blur with linear sampling"
// http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/

//#include "SweetFX/GAUSS_settings.txt" //load SweetFX settings

texture frameTex2D : SV_TARGET;
texture blurframeTex2D : SV_TARGET;
texture origframeTex2D
{
Width = BUFFER_WIDTH;
Height = BUFFER_HEIGHT;
};
/*-----------------------------------------------------------.
/ Gaussian Blur settings /
'-----------------------------------------------------------*/
//GaussEffect
//0 = off, 1 = Blur, 2 = Unsharpmask (expensive), 3 = Bloom, 4 = Sketchy.
#define GaussEffect 1

//GaussStrength
//[0.00 to 1.00] Amount of effect blended into the final image.
#define GaussStrength 0.16

//addBloom
//Set to 1 to add bloom to Blur or Unsharpmask. 0 = off. Set GaussEffect to 0 for bloom only.
#define addBloom 0

//Bloom Strength
//[0.00 to 1.00] Amount of addBloom added to the final image.
#define BloomStrength 0.06

//Bloom Intensity *also affects blur and unsharpmask*
//Makes bright spots brighter. Only works when BrightPass is set to 1.
#define BloomIntensity 1.0

//GaussBloomWarmth
//0 = neutral, 1 = warm, 2 = hazy/foggy
#define GaussBloomWarmth 2

//BrightPass *also affects blur and unsharpmask* *Recommend off for blur*
//Doesn't seem to be working right but it makes bloom look better. 1 = on, 0 = off.
#define USE_BP 0

//Bloom / Blur direction
//The direction the pixels are being shifted during the gaussian passes. 1 = on, 0 = off.
#define USE_HorizontalGauss 1
#define USE_VerticalGauss 1
#define USE_SlantGauss 1

//Bloom Width *also affects blur and unsharpmask*
//HW is Horizontal, VW is Vertical, SW is Slant. Higher numbers = wider bloom.
#define HW 2.00
#define VW 2.00
#define SW 2.00

//GaussQuality
//0 = original, 1 = new. New is the same as original but has additional sample points in-between.
//When using 1, setting N_PASSES to 9 can help smooth wider bloom settings.
#define GaussQuality 1

//N_PASSES
//Number of gaussian passes. When GaussQuality = 0, N_PASSES must be set to 3, 4, or 5.
//When using GaussQuality = 1, N_PASSES must be set to 3,4,5,6,7,8, or 9.
//Still fine tuning this. Changing the number of passes can affect brightness.
#define N_PASSES 9

//Not Working
#define USE_addBlur 0
#define BlurStrength 0.80



#define PIXEL_SIZE float2(BUFFER_RCP_WIDTH,BUFFER_RCP_HEIGHT)
#define CoefLuma_G float3(0.2126, 0.7152, 0.0722) // BT.709 & sRBG luma coefficient (Monitors and HD Television)
#define sharp_strength_luma_G (CoefLuma_G * GaussStrength + 0.2)
#define sharp_clampG 0.035

sampler frameSampler
{
Texture = frameTex2D;
//AddressU = Clamp; AddressV = Clamp;
//MipFilter = None; MinFilter = Linear; MagFilter = Linear;
//SRGBTexture = false;
};

sampler blurframeSampler
{
Texture = blurframeTex2D;
};

sampler origframeSampler
{
Texture = origframeTex2D;
//AddressU = Clamp; AddressV = Clamp;
//MipFilter = None; MinFilter = Linear; MagFilter = Linear;
//SRGBTexture = false;
};

void FrameVS(in uint id : SV_VertexID, out float4 pos : SV_Position, out float2 tex : TEXCOORD)
{
tex.x = (id == 2) ? 2.0 : 0.0;
tex.y = (id == 1) ? 2.0 : 0.0;
pos = float4(tex * float2(2.0, -2.0) + float2(-1.0, 1.0), 0.0, 1.0);
}

float4 BrightPassFilterPS(in float4 pos : SV_Position, in float2 coord : TEXCOORD) : SV_TARGET
{
float4 color = tex2D(frameSampler, coord);
return float4 (color.rgb * pow (abs (max (color.r, max (color.g, color.b))), 2.0), 2.0f)*BloomIntensity;
}

float4 HGaussianBlurPS(in float4 pos : SV_Position, in float2 coord : TEXCOORD) : SV_TARGET
{
#if (GaussQuality == 0)
float sampleOffsets[5] = { 0.0, 1.4347826, 3.3478260, 5.2608695, 7.1739130 };
float sampleWeights[5] = { 0.16818994, 0.27276957, 0.11690125, 0.024067905, 0.0021112196 };
#else
float sampleOffsets[9] = { 0.0, 1.43*.50, 1.43, 2, 3.35, 4, 5.26, 6, 7.17 };
float sampleWeights[9] = { 0.168, 0.273, 0.273, 0.117, 0.117, 0.024, 0.024, 0.002, 0.002};
#endif

float4 color = tex2D(frameSampler, coord) * sampleWeights[0];
for(int i = 1; i < N_PASSES; ++i) {
color += tex2D(frameSampler, coord + float2(sampleOffsets*HW * PIXEL_SIZE.x, 0.0)) * sampleWeights;
color += tex2D(frameSampler, coord - float2(sampleOffsets*HW * PIXEL_SIZE.x, 0.0)) * sampleWeights;
}
return color;
}

float4 VGaussianBlurPS(in float4 pos : SV_Position, in float2 coord : TEXCOORD) : SV_TARGET
{
#if (GaussQuality == 0)
float sampleOffsets[5] = { 0.0, 1.4347826, 3.3478260, 5.2608695, 7.1739130 };
float sampleWeights[5] = { 0.16818994, 0.27276957, 0.11690125, 0.024067905, 0.0021112196 };
#else
float sampleOffsets[9] = { 0.0, 1.4347826*.50, 1.4347826, 2, 3.3478260, 4, 5.2608695, 6, 7.1739130 };
float sampleWeights[9] = { 0.16818994, 0.27276957, 0.27276957, 0.11690125, 0.11690125, 0.024067905, 0.024067905, 0.0021112196 , 0.0021112196};
#endif

float4 color = tex2D(frameSampler, coord) * sampleWeights[0];
for(int i = 1; i < N_PASSES; ++i) {
color += tex2D(frameSampler, coord + float2(0.0, sampleOffsets*VW * PIXEL_SIZE.y)) * sampleWeights;
color += tex2D(frameSampler, coord - float2(0.0, sampleOffsets*VW * PIXEL_SIZE.y)) * sampleWeights;
}
return color;
}

float4 SGaussianBlurPS(in float4 pos : SV_Position, in float2 coord : TEXCOORD) : SV_TARGET
{
#if (GaussQuality == 0)
float sampleOffsets[5] = { 0.0, 1.4347826, 3.3478260, 5.2608695, 7.1739130 };
float sampleWeights[5] = { 0.16818994, 0.27276957, 0.11690125, 0.024067905, 0.0021112196 };
#else
float sampleOffsets[9] = { 0.0, 1.4347826*.50, 1.4347826, 2, 3.3478260, 4, 5.2608695, 6, 7.1739130 };
float sampleWeights[9] = { 0.16818994, 0.27276957, 0.27276957, 0.11690125, 0.11690125, 0.024067905, 0.024067905, 0.0021112196 , 0.0021112196};
#endif

float4 color = tex2D(frameSampler, coord) * sampleWeights[0];
for(int i = 1; i < N_PASSES; ++i) {
color += tex2D(frameSampler, coord + float2(sampleOffsets*SW * PIXEL_SIZE.x, sampleOffsets * PIXEL_SIZE.y)) * sampleWeights;
color += tex2D(frameSampler, coord - float2(sampleOffsets*SW * PIXEL_SIZE.x, sampleOffsets * PIXEL_SIZE.y)) * sampleWeights;
color += tex2D(frameSampler, coord + float2(-sampleOffsets*SW * PIXEL_SIZE.x, sampleOffsets * PIXEL_SIZE.y)) * sampleWeights;
color += tex2D(frameSampler, coord + float2(sampleOffsets*SW * PIXEL_SIZE.x, -sampleOffsets * PIXEL_SIZE.y)) * sampleWeights;
}
return color * 0.50;
}

float4 BGaussianBlurPS(in float4 pos : SV_Position, in float2 coord : TEXCOORD) : SV_TARGET
{
float sampleOffsets[5] = { 0.0, 1.4347826, 3.3478260, 5.2608695, 7.1739130 };
float sampleWeights[5] = { 0.16818994, 0.27276957, 0.11690125, 0.024067905, 0.0021112196 };

float4 color = tex2D(blurframeSampler, coord) * sampleWeights[0];
for(int i = 1; i < 5; ++i) {
//color += tex2D(blurframeSampler, coord + float2(sampleOffsets * PIXEL_SIZE.x, sampleOffsets * PIXEL_SIZE.y)) * sampleWeights;
//color += tex2D(blurframeSampler, coord - float2(sampleOffsets * PIXEL_SIZE.x, sampleOffsets * PIXEL_SIZE.y)) * sampleWeights;
//color += tex2D(blurframeSampler, coord + float2(-sampleOffsets * PIXEL_SIZE.x, sampleOffsets * PIXEL_SIZE.y)) * sampleWeights;
//color += tex2D(blurframeSampler, coord + float2(sampleOffsets * PIXEL_SIZE.x, -sampleOffsets * PIXEL_SIZE.y)) * sampleWeights;
color += tex2D(blurframeSampler, coord + float2(0.0, sampleOffsets * PIXEL_SIZE.y)) * sampleWeights;
color += tex2D(blurframeSampler, coord - float2(0.0, sampleOffsets * PIXEL_SIZE.y)) * sampleWeights;
color += tex2D(blurframeSampler, coord + float2(sampleOffsets * PIXEL_SIZE.x, 0.0)) * sampleWeights;
color += tex2D(blurframeSampler, coord - float2(sampleOffsets * PIXEL_SIZE.x, 0.0)) * sampleWeights;
}
return color * 0.5;
}

float4 CombinePS(in float4 pos : SV_Position, in float2 coord : TEXCOORD) : SV_TARGET
{
// Unsharpmask ( Ref. http://www.bigano.com/index.php/en/...ide-barranca-notes-on-sharpening.html?start=1 )
// return tex2D(origframeTex2D, coord); // Unprocessed image
// return tex2D(frameSampler, coord); // Blurred image

float4 orig = tex2D(origframeSampler, coord);
float4 blur = tex2D(frameSampler, coord);
float4 blur2 = tex2D(blurframeSampler, coord);
float3 sharp;
#if (GaussEffect == 0)
orig = orig;
#elif (GaussEffect == 1)
// Blur...
orig = lerp(orig, blur, GaussStrength);
#elif (GaussEffect == 2)
// Sharpening
sharp = orig.rgb - blur.rgb;
float sharp_luma = dot(sharp, sharp_strength_luma_G);
sharp_luma = clamp(sharp_luma, -sharp_clampG, sharp_clampG);
orig = orig + sharp_luma;
#elif (GaussEffect == 3)
// Bloom
#if (GaussBloomWarmth == 0)
orig = lerp(orig, blur *4, GaussStrength);
// Neutral
#elif (GaussBloomWarmth == 1)
orig = lerp(orig, max(orig *1.8 + (blur *5) - 1.0, 0.0), GaussStrength); // Warm and cheap
#else
orig = lerp(orig, (1.0 - ((1.0 - orig) * (1.0 - blur *1.0))), GaussStrength); // Foggy bloom
#endif
#elif (GaussEffect == 4)
// Sketchy
sharp = orig.rgb - blur.rgb;
orig = float4(1.0, 1.0, 1.0, 0.0) - min(orig, dot(sharp, sharp_strength_luma_G)) *3;
// orig = float4(1.0, 1.0, 1.0, 0.0) - min(blur, orig); // Negative
#elif (GaussEffect == 5)
//Sharp2
sharp = orig.rgb - blur.rgb;
float4 sharp_strength_luma_clamp = float4(sharp_strength_luma_G * (0.5 / sharp_clampG),0.5);
float sharp_luma = saturate(dot(float4(sharp,1.0),sharp_strength_luma_clamp));
sharp_luma = (sharp_clampG * 2.0) * sharp_luma - sharp_clampG;
orig = orig + sharp_luma;
#else
orig = blur;
#endif

#if (addBloom == 1)
#if (GaussBloomWarmth == 0)
orig += lerp(orig, blur *4, BloomStrength);
orig = orig * 0.5;
#elif (GaussBloomWarmth == 1)
orig += lerp(orig, max(orig *1.8 + (blur *5) - 1.0, 0.0), BloomStrength);
orig = orig * 0.5;
#else
orig += lerp(orig, (1.0 - ((1.0 - orig) * (1.0 - blur *1.0))), BloomStrength);
orig = orig * 0.5;
#endif
#else
orig = orig;
#endif

#if (USE_addBlur == 1)
orig += lerp(orig, blur2, BlurStrength);
//orig = blur2;
#endif

return orig;
}

float4 PassThrough(in float4 pos : SV_Position, in float2 coord : TEXCOORD) : SV_TARGET
{
return tex2D(frameSampler, coord);
}

technique t0 < enabled = true; >
{
pass
{
VertexShader = FrameVS;
PixelShader = PassThrough;
RenderTarget = origframeTex2D;
}

#if (USE_BP == 1)
pass P0
{
VertexShader = FrameVS;
PixelShader = BrightPassFilterPS;
}
#endif

#if (USE_HorizontalGauss == 1)
pass P1
{
VertexShader = FrameVS;
PixelShader = HGaussianBlurPS;
}
#endif

#if (USE_VerticalGauss == 1)
pass P2
{
VertexShader = FrameVS;
PixelShader = VGaussianBlurPS;
}
#endif

#if (USE_SlantGauss == 1)
pass P3
{
VertexShader = FrameVS;
PixelShader = SGaussianBlurPS;
}
#endif

#if (USE_addBlur == 1)
pass P4
{
VertexShader = FrameVS;
PixelShader = BGaussianBlurPS;
}
#endif

pass P5
{
VertexShader = FrameVS;
PixelShader = CombinePS;
}
}



I'm really happy with these settings at the moment, but will still play around a bit. Check out the 'bleach' parameters under 'Tonemap'. I normally don't like a bleachy look, but the setting here gives a bit more punch to the lights in stations and tones down the colours a bit- you should tweak that to your liking (I'm still tweaking this value). The main effect driving things here is 'Use DPX', which really changes the colours to a warmer, slightly more purpleish tone. The other few effects are really subtle, but help to convey a more filmlike image.

In the Gauss.fx settings, I've tweaked and tweaked to get something which I'm happy with. It's really subtle, but gives the image that tiny bit of colour bleed. The gauss effect happens at the start of the processing chain so all the grain which comes later isn't being blurred. One thing is- the grain will look different depending on what kind of supersampling method you use. When using DSR for eg, the grain effect is more subtle than by using the supersampling option in the ingame gfx settings. This is my preffered method. I also use a bit of FXAA via SweetFX.

Make sure you your sweetFx recognises Guass.fx by including it in the Sweet.fx file in your main game dir.

/*-----------------------.
| :: Globals :: |
'-----------------------*/

#include "SweetFX/GAUSS.fx"
#include "SweetFX/Shaders/Globals.h" //define global contants and uniforms

Cheers :)

notsweet3.jpgsweet3.jpg
 
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Thank you good sir, I will try them out after work today!

I notice that you are using Sweet FX 1.6, therefore you must have changed up which files you used to install Reshade/SweetFX so can you share also those files or where to get the proper ones? If I use your settings with my SweetFX 2.0 + Reshade, it's going to error out.
 
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I notice that you are using Sweet FX 1.6, therefore you must have changed up which files you used to install Reshade/SweetFX so can you share also those files or where to get the proper ones? If I use your settings with my SweetFX 2.0 + Reshade, it's going to error out.

Try this download link- it has all the relevant files in it- just extract everything into your game dir (the one containing 'EliteDangerous32.exe'), but backup any existing SweetFx stuff first.

http://s000.tinyupload.com/index.php?file_id=47658658803999395464

edit: toggle effects key is now 'tilda' (~)
edit 2: filmgrain look is best suited to using DSR supersampling. You might want to reduce the grain a bit if you're not using this method.
 
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I just realized the main ReShade archive from this thread uses 1.6 too. I think I was using 2.0 because it was the only one I could get to work without jumping through hoops, but Reshade worked so I should have no problems. thanks again, I can't wait to try it out tonight I really like the look in your screenshots.

A friend of mine hates the noise/grain and blur effects but I dunno why it just appeals to me. I used to use similar even in other games like Skyrim and such. I guess it gives a sorta..cinematic, rough feel to it.

I am kinda fond of your UI colors too, would you share those as well :)
 
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I just realized the main ReShade archive from this thread uses 1.6 too. I think I was using 2.0 because it was the only one I could get to work without jumping through hoops, but Reshade worked so I should have no problems. thanks again, I can't wait to try it out tonight I really like the look in your screenshots.

A friend of mine hates the noise/grain and blur effects but I dunno why it just appeals to me. I used to use similar even in other games like Skyrim and such. I guess it gives a sorta..cinematic, rough feel to it.

I am kinda fond of your UI colors too, would you share those as well :)

Sure :) Here is my GraphicsConfigurationOverride.xml for ED. I've included the whole thing as it increases the resolution of planets as well as the background skybox.

<?xml version="1.0" encoding="UTF-8" ?>

<GraphicsConfig>
<GUIColour>
<Default>
<LocalisationName>Standard</LocalisationName>
<MatrixRed> 0.46, 0.99, 0.49 </MatrixRed>
<MatrixGreen> 1, 1, 0.41 </MatrixGreen>
<MatrixBlue> 1, -0.27, -0.38 </MatrixBlue>
</Default>
</GUIColour>


<Planets>
<Low>
<LocalisationName>$QUALITY_LOW;</LocalisationName>
<TextureSize>512</TextureSize>
<AtmosphereSteps>4</AtmosphereSteps>
<CloudsEnabled>true</CloudsEnabled>
<WorkPerFrame>96</WorkPerFrame>
</Low>
<Medium>
<LocalisationName>$QUALITY_MEDIUM;</LocalisationName>
<TextureSize>1024</TextureSize>
<AtmosphereSteps>5</AtmosphereSteps>
<CloudsEnabled>true</CloudsEnabled>
<WorkPerFrame>128</WorkPerFrame>
</Medium>
<High>
<LocalisationName>$QUALITY_HIGH;</LocalisationName>
<TextureSize>4096</TextureSize>
<AtmosphereSteps>6</AtmosphereSteps>
<CloudsEnabled>true</CloudsEnabled>
<WorkPerFrame>192</WorkPerFrame>
</High>
<Ultra>
<LocalisationName>$QUALITY_ULTRA;</LocalisationName>
<TextureSize>4096</TextureSize>
<AtmosphereSteps>6</AtmosphereSteps>
<CloudsEnabled>true</CloudsEnabled>
<WorkPerFrame>256</WorkPerFrame>
</Ultra>
</Planets>
<GalaxyBackground>
<Low>
<LocalisationName>$QUALITY_LOW;</LocalisationName>
<TextureSize>512</TextureSize>
</Low>
<Medium>
<LocalisationName>$QUALITY_MEDIUM;</LocalisationName>
<TextureSize>1024</TextureSize>
</Medium>
<High>
<LocalisationName>$QUALITY_HIGH;</LocalisationName>
<TextureSize>4096</TextureSize>
</High>
</GalaxyBackground>

</GraphicsConfig>

If you just want the GUI colour values:

<MatrixRed> 0.46, 0.99, 0.49 </MatrixRed>
<MatrixGreen> 1, 1, 0.41 </MatrixGreen>
<MatrixBlue> 1, -0.27, -0.38 </MatrixBlue>

(it's a bit illegible at times, such as when selecting an item in outfitting, or differentiating between normal commodities/rares in the commodities list. But I do like the colours in general).
 
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Thanks! Can't wait to try it out all tonight :) I was going to do those planetary changes as well just never got around to it, so this works out well ;)
 
Thanks! Can't wait to try it out all tonight :) I was going to do those planetary changes as well just never got around to it, so this works out well ;)

No probs! :) Ah btw, I changed the toggle effects key from pageup(?) to the tilda key, since pageup is already being used ingame.
 
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