Getting the Best DK2/CV1/Vive VR Experience: Guide/Compendium

Thanks for the info

and @jvan008, thanks so much for win10 info. I'll try and find a way of incorporating it into the op at some point

Update to the latest build (10061) has caused no issues, in fact seems a little faster even.

Interestingly been looking into the stuttering. During normal play I get 75 fps and my GPUs sit around 60% - 80% usage. All cores on CPU sitting around 40%. When the fps drops and the frame render time spikes there's no corresponding spike in CPU or GPU usage, in fact my GPU usage drops as well. I don't think it's waiting to stream something off disk but it's entirely possible. Leads me to believe that it's not a hardware limitation but something else. I can crank my custom resolution to 2880 x 1620 but start to see a lot more stutters, so keeping it at 2560 for now.
 
I only tried OP's point #1 in the first post. What I found, is that Brightness, Contrast and Gamma settings in the nVidia control panel, for the Rift DK2 (with that selected as described), does absolutely nothing. I think these settings are overridden by E: D. Setting e.g Gamma in-game helped (as in changed things visually). Also Digital Vibrance (nVidia control panel) also "helped", but as far as I can see (yeah..), all it does is changing color saturation.

I'm a bit sick of the green haze, since like a couple of months ago (or more) I've never had black space. Just splotches of green haze around nebulaes, stars, and the windscreen of the ship, depending on where I look. And some black smearing btw.

Granted I have a rather minimum GPU for this game I guess, a GTX 470. And a Rift DK2. Also, I haven't really been playing this much ironically since release in December, as I did before and even then not a lot (I can't seem to get into this somehow just fooling around, which is cool enough, for a little time).

Oh yeah, using Oculus runtime 0.4.4, as 0.5.0.1 don't work for me, on my main OS. Got a backup OS where it actually does work, but I'm not about to install E: D there just to test if it's any different (plus I highly doubt it).


Btw I mean no disrespect to the OP for his comprehensive post! I might try some of the other points at a later time.



EDIT: Wops, ment the OP's point #1 in the first post, not #2 :p
 
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Not sure why, works for everyone else. Please try some of the other fixes. It's a night and day affair

Not everyone else. I thought it looked dreadful, and massively increased posterisation. However, I am also one of those people who gets upset seeing monitors running in the wrong colourspace, and badly set-up TVs with too much post-processing and colour, so may be safely regarded as an unpopular eccentric.
 
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Not everyone else. I thought it looked dreadful, and massively increased posterisation. However, I am also one of those people who gets upset seeing monitors running in the wrong colourspace, and badly set-up TVs with too much post-processing and colour, so may be safely regarded as an unpopular eccentric.

Well I meant work as in have an effect, CoilWinder, seems to have nothing happen at all. And on your point, I don't think it's that. I think that it's to do with our setups.

My default is wrong. Youd agree if you came round to my house and had a look. I bet.
 
I'm getting the following error using the reshade cfg file listed in the OP:
reshade_error.PNG

I used the cfg included with the reshade download, and updated it with some of the settings from your cfg file and it worked fine.
Maybe it's some change with the latest version reshade?

Here's what I'm using that's working:
Code:
/*-----------------------------------------------------------.
  /                      Choose effects                         /
  '-----------------------------------------------------------*/
// Effects are listed in the order that they are applied.
// Set to 1 for ON or 0 for OFF
#define USE_ASCII                 0 //[0 or 1] Ascii : Converts the image to Ascii-art.
#define USE_CARTOON               0 //[0 or 1] Cartoon : "Toon"s the image.
#define USE_SMAA                  1 //[0 or 1] SMAA Anti-aliasing : Smoothens jagged lines using the SMAA technique.
#define USE_FXAA                  0 //[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                    0 //[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           1 //[0 or 1] LumaSharpen : Sharpens the image.
#define USE_LENS_DISTORTION            0 //[0 or 1] Cubic Lens Distortion : Distorts the lens cubicly.

#define USE_NOSTALGIA               0 //[0 or 1] Nostalgia : Remember when you played that game you always played on that first system of yours? You don't? Well here is a reminder.
#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_TECHNICOLOR2            0 //[0 or 1] TECHNICOLOR 2 : Yet another Technicolor effect - not sure if this stays or not. Let me know if you like it.
#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_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               0 //[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_FILMICPASS            0 //[0 or 1] Filmic Pass: Applies some common color adjustments to mimic a more cinema-like look.
#define USE_REINHARDLINEAR        0 //[0 or 1] Reinhard: Reinhard mixed with some linear tonemapping.
#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_FILMGRAIN             0 //[0 or 1] Film Grain : Adds film grain to the image.
#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 : 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. (Only partially working right now)
#define USE_Transition            0 //[0 or 1] Transition : Shows transitions to the regularly scheduled programming

   /*-----------------------------------------------------------.
  /                         Ascii settings                      /
  '-----------------------------------------------------------*/
#define Ascii_input_image                         1   //[1 or 2] 1 = Color buffer, 2 = Depth buffer.
#define Ascii_spacing                             1   //[0 to 9] Determines the spacing between characters. I feel 1 to 3 looks best.

#define Ascii_font                                2   //[1 or 2] 1 = 5x5 font, 2 = 3x5 font
#define Ascii_font_color       float3(255, 255, 255)  //[0 to 255, 0 to 255, 0 to 255] What color the font should be. In integer RGB colors.
#define Ascii_background_color float3(0, 0, 0)        //[0 to 255, 0 to 255, 0 to 255] What color the background should be. In integer RGB colors.
#define Ascii_swap_colors                         0   //Swaps the font and background color when you are too lazy to edit the settings above (I know I am)

#define Ascii_invert_brightness                   0   //[0 or 1] 
#define Ascii_font_color_mode                     1   //[0 to 2] 0 = font_color, 1 = image color, 2 = colorized grayscale
 
#define Ascii_ToggleKey        RFX_ToggleKey

   /*-----------------------------------------------------------.
  /                          Transition                         /
  '-----------------------------------------------------------*/
#define Transition_time                5000  //[1 to 60000] Milliseconds the transition lasts (1000 milliseconds is 1 second)
#define Transition_texture         "Winners_Dont_Use_Drugs.png" //["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             ImageFadeOut //Can be "FadeIn", "FadeOut", "CurtainOpen", "CurtainClose" or "ImageFadeOut"

#define Transition_ToggleKey        RFX_ToggleKey

   /*-----------------------------------------------------------.
  /                  SMAA Anti-aliasing settings                /
  '-----------------------------------------------------------*/
#define SMAA_THRESHOLD              0.08  //[0.05 to 0.20] Edge detection threshold. If SMAA misses some edges try lowering this slightly. I prefer between 0.08 and 0.12.
#define SMAA_MAX_SEARCH_STEPS         16  //[0 to 98] Determines the radius SMAA will search for aliased edges
#define SMAA_MAX_SEARCH_STEPS_DIAG     6  //[0 to 16] Determines the radius SMAA will search for diagonal aliased edges
#define SMAA_CORNER_ROUNDING           0  //[0 to 100] Determines the percent of antialiasing to apply to corners. 0 seems to affect fine text the least so it's the default.

// -- Advanced SMAA settings --
#define 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 0.001  // 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. 

#define SMAA_ToggleKey            RFX_ToggleKey

   /*-----------------------------------------------------------.
  /                  FXAA Anti-aliasing settings                /
  '-----------------------------------------------------------*/
#define FXAA_QUALITY__PRESET          9  //[1 to 9] Choose the quality preset. 9 is the highest quality.
#define fxaa_Subpix               0.000  //[0.000 to 1.000] Choose the amount of sub-pixel aliasing removal. Higher values makes the image softer/blurrier.
#define fxaa_EdgeThreshold        0.166  //[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     0.000  //[0.000 to 1.000] Darkness threshold. Pixels darker than this are not processed in order to increase performance.

#define FXAA_ToggleKey            RFX_ToggleKey

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

#define Explosion_ToggleKey        RFX_ToggleKey

   /*-----------------------------------------------------------.
  /                 Chromatic Aberration settings               /
  '-----------------------------------------------------------*/
#define Chromatic_shift float2(2.5,-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   0.5         //Adjust the strength of the effect.

#define CA_ToggleKey            RFX_ToggleKey

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

#define Cartoon_ToggleKey        RFX_ToggleKey

   /*----------------------------------------------------------.
  /                    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             2.4     //[0.0 to 4.0]    Gamma of simulated CRT (default 2.2)
#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         0       //[[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            0.00    //[-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        1       //[0 or 1]           Enable 3x oversampling of the beam profile (warning : performance hit)

#define AdvancedCRT_ToggleKey        RFX_ToggleKey

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

#define PixelArt_ToggleKey        RFX_ToggleKey

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

#define Bloom_ToggleKey            RFX_ToggleKey

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

#define HDR_ToggleKey            RFX_ToggleKey

   /*-----------------------------------------------------------.
  /                     LumaSharpen settings                    /
  '-----------------------------------------------------------*/
// -- Sharpening --
#define sharp_strength 1.6   //[0.10 to 3.00] Strength of the sharpening
#define sharp_clamp    0.35  //[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 2.5  //[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)

#define LumaSharpen_ToggleKey        RFX_ToggleKey

   /*----------------------------------------------------------.
  /                  Shared Shaders settings                   /
  '----------------------------------------------------------*/
//Below you can find all shared shader and their settings
#define SharedShader_ToggleKey        RFX_ToggleKey

   /*----------------------------------------------------------.
  /                      Notalgia settings                     /
  '----------------------------------------------------------*/
//Nothing here yet, but you will get to set the palette to use and toggle dithering, and maybe pixelate the image .. once the effect is done.
//For now it just displays the image with a C64 palette

   /*----------------------------------------------------------.
  /                       Levels settings                      /
  '----------------------------------------------------------*/
#define Levels_black_point 16     //[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 235    //[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        0.40 //[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]

   /*-----------------------------------------------------------.
  /                     TECHNICOLOR 2 settings                  /
  '-----------------------------------------------------------*/
#define Technicolor2_Red_Strength     0.2        //[0.05 to 1.0] Color Strength of Red channel. Higher means darker and more intense colors.    
#define Technicolor2_Green_Strength 0.2        //[0.05 to 1.0] Color Strength of Green channel. Higher means darker and more intense colors.
#define Technicolor2_Blue_Strength     0.2        //[0.05 to 1.0] Color Strength of Blue channel. Higher means darker and more intense colors.
#define Technicolor2_Brightness       1.0        //[0.5 to 1.5] Brightness Adjustment, higher means brighter image.
#define Technicolor2_Strength           1.0        //[0.0 to 1.0] Strength of Technicolor effect. 0.0 means original image.
#define Technicolor2_Saturation        0.7        //[0.0 to 1.5] Additional saturation control since technicolor tends to oversaturate the image.

   /*-----------------------------------------------------------.
  /                       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(0.21, 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(0.817, 0.183, 0.000) //[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, 0.667, 0.000) //[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(0.000, 0.125, 0.875) //[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(1.000, 1.000, 1.000)  //[0.000 to 2.000] Adjust shadows for Red, Green and Blue.
#define RGB_Gamma float3(1.000, 1.000, 1.000)  //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
#define RGB_Gain  float3(1.000, 1.000, 1.000)  //[0.000 to 2.000] Adjust highlights for Red, Green and Blue

//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  0.000  //[-1.000 to 1.000] Adjust saturation

#define Bleach      0.000  //[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     0.50  //[-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        0 //[0|1|2] Choose what to apply contrast to. 0 = Luma, 1 = Chroma, 2 = both Luma and Chroma. Default is 0 (Luma)
#define Curves_contrast 0.65 //[-1.00 to 1.00] The amount of contrast you want

// -- Advanced curve settings --
#define Curves_formula     5 //[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


   /*-----------------------------------------------------------.
  /                     FilmicPass settings                     /
  '-----------------------------------------------------------*/
#define Strenght            0.85      //[0.05 to 1.5] Strength of the color curve altering
#define BaseGamma            1.0    //[0.7 to 2.0] Gamma Curve
#define Fade                0.4    //[0.0 to 0.6] Decreases contrast to imitate faded image
#define Contrast            1.0    //[0.5 to 2.0] Contrast.
#define FSaturation            -0.15
#define FBleach                0.00     //[-0.5 to 1.0] More bleach means more contrasted and less colorful image
#define FRedCurve            1.0 
#define FGreenCurve            1.0
#define FBlueCurve            1.0
#define BaseCurve            1.5
#define EffectGammaR            1.0
#define EffectGammaG            1.0
#define EffectGammaB            1.0
#define EffectGamma            0.65
#define Linearization            0.5      //[0.5 to 2.0] Linearizes the color curve
#define LumCoeff             float3(0.212656, 0.715158, 0.072186)

   /*-----------------------------------------------------------.
  /                  ReinhardLinear settings                    /
  '-----------------------------------------------------------*/
#define ReinhardLinearWhitepoint    3.0
#define ReinhardLinearPoint        0.15
#define ReinhardLinearSlope        2.25     //[1.0 to 5.0] how steep the color curve is at linear point. You need color curve understanding to know what this means, just experiment.


   /*-----------------------------------------------------------.
  /                      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 0.50 //[0.00 to 1.00] How visible the grain is. Higher is more visible.
#define FilmGrain_variance  0.40 //[0.00 to 1.00] Controls the variance of the gaussian noise. Lower values look smoother.
#define FilmGrain_SNR          6 //[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   1.00  //[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  2.00  //[-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      2  //[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
Whether these settings are optimal or not, i have no idea. A lot of this is beyond me. :(
 
Last edited:
Thanks for letting us know, but I don't see the issue, maybe something went wrong in the copying?

Seems to be throwing errors in the shader file for LumaSharpen. Beyond me too. If all you did was change the config file to fix it then I'm truly at a loss.

EDIT: I can see you've taken out the LumaSharpen altogether which probably explains why it's fixed. Which means you are missing the most important and fundamental part of this tweak. Here's what the LumaSharpen.h file should look like, try right clicking it, clicking "edit" and pasting this and saving, then use my .cfg settings and see if that fixes it:

EDIT2: I take it back, you HAVE got LumaSharpen still in, so basically I don't know what your problem was, but at least it's fixed!

Code:
NAMESPACE_ENTER(SFX)

#include SFX_SETTINGS_DEF


#if (USE_LUMASHARPEN == 1)


/*
   _____________________


     LumaSharpen 1.5.0
   _____________________


  by Christian Cann Schuldt Jensen ~ CeeJay.dk


  It blurs the original pixel with the surrounding pixels and then subtracts this blur to sharpen the image.
  It does this in luma to avoid color artifacts and allows limiting the maximum sharpning to avoid or lessen halo artifacts.


  This is similar to using Unsharp Mask in Photoshop.


  Compiles with 3.0
*/


   /*-----------------------------------------------------------.
  /                      Developer settings                     /
  '-----------------------------------------------------------*/
#define CoefLuma float3(0.2126, 0.7152, 0.0722)      // BT.709 & sRBG luma coefficient (Monitors and HD Television)
//#define CoefLuma float3(0.299, 0.587, 0.114)       // BT.601 luma coefficient (SD Television)
//#define CoefLuma float3(1.0/3.0, 1.0/3.0, 1.0/3.0) // Equal weight coefficient


   /*-----------------------------------------------------------.
  /                          Main code                          /
  '-----------------------------------------------------------*/


float3 LumaSharpenPass(float2 tex)
{
  // -- Get the original pixel --
  float3 ori = myTex2D(s0, tex).rgb;       // ori = original pixel


  // -- Combining the strength and luma multipliers --
  float3 sharp_strength_luma = (CoefLuma * sharp_strength); //I'll be combining even more multipliers with it later on


   /*-----------------------------------------------------------.
  /                       Sampling patterns                     /
  '-----------------------------------------------------------*/
  //   [ NW,   , NE ] Each texture lookup (except ori)
  //   [   ,ori,    ] samples 4 pixels
  //   [ SW,   , SE ]


  // -- Pattern 1 -- A (fast) 7 tap gaussian using only 2+1 texture fetches.
  #if pattern == 1


    // -- Gaussian filter --
    //   [ 1/9, 2/9,    ]     [ 1 , 2 ,   ]
    //   [ 2/9, 8/9, 2/9]  =  [ 2 , 8 , 2 ]
    //   [    , 2/9, 1/9]     [   , 2 , 1 ]


    float3 blur_ori = myTex2D(s0, tex + (float2(px,py) / 3.0) * offset_bias).rgb;  // North West
    blur_ori += myTex2D(s0, tex + (float2(-px,-py) / 3.0) * offset_bias).rgb; // South East


    //blur_ori += myTex2D(s0, tex + float2(px,py) / 3.0 * offset_bias); // North East
    //blur_ori += myTex2D(s0, tex + float2(-px,-py) / 3.0 * offset_bias); // South West


    blur_ori /= 2;  //Divide by the number of texture fetches


    sharp_strength_luma *= 1.5; // Adjust strength to aproximate the strength of pattern 2


  #endif


  // -- Pattern 2 -- A 9 tap gaussian using 4+1 texture fetches.
  #if pattern == 2


    // -- Gaussian filter --
    //   [ .25, .50, .25]     [ 1 , 2 , 1 ]
    //   [ .50,   1, .50]  =  [ 2 , 4 , 2 ]
    //   [ .25, .50, .25]     [ 1 , 2 , 1 ]




    float3 blur_ori = myTex2D(s0, tex + float2(px,-py) * 0.5 * offset_bias).rgb; // South East
    blur_ori += myTex2D(s0, tex + float2(-px,-py) * 0.5 * offset_bias).rgb;  // South West
    blur_ori += myTex2D(s0, tex + float2(px,py) * 0.5 * offset_bias).rgb; // North East
    blur_ori += myTex2D(s0, tex + float2(-px,py) * 0.5 * offset_bias).rgb; // North West


    blur_ori *= 0.25;  // ( /= 4) Divide by the number of texture fetches


  #endif


  // -- Pattern 3 -- An experimental 17 tap gaussian using 4+1 texture fetches.
  #if pattern == 3


    // -- Gaussian filter --
    //   [   , 4 , 6 ,   ,   ]
    //   [   ,16 ,24 ,16 , 4 ]
    //   [ 6 ,24 ,   ,24 , 6 ]
    //   [ 4 ,16 ,24 ,16 ,   ]
    //   [   ,   , 6 , 4 ,   ]


    float3 blur_ori = myTex2D(s0, tex + float2(0.4*px,-1.2*py)* offset_bias).rgb;  // South South East
    blur_ori += myTex2D(s0, tex + float2(-1.2*px,-0.4*py) * offset_bias).rgb; // West South West
    blur_ori += myTex2D(s0, tex + float2(1.2*px,0.4*py) * offset_bias).rgb; // East North East
    blur_ori += myTex2D(s0, tex + float2(-0.4*px,1.2*py) * offset_bias).rgb; // North North West


    blur_ori *= 0.25;  // ( /= 4) Divide by the number of texture fetches


    sharp_strength_luma *= 0.51;
  #endif


  // -- Pattern 4 -- A 9 tap high pass (pyramid filter) using 4+1 texture fetches.
  #if pattern == 4


    // -- Gaussian filter --
    //   [ .50, .50, .50]     [ 1 , 1 , 1 ]
    //   [ .50,    , .50]  =  [ 1 ,   , 1 ]
    //   [ .50, .50, .50]     [ 1 , 1 , 1 ]


    float3 blur_ori = myTex2D(s0, tex + float2(0.5 * px,-py * offset_bias)).rgb;  // South South East
    blur_ori += myTex2D(s0, tex + float2(offset_bias * -px,0.5 * -py)).rgb; // West South West
    blur_ori += myTex2D(s0, tex + float2(offset_bias * px,0.5 * py)).rgb; // East North East
    blur_ori += myTex2D(s0, tex + float2(0.5 * -px,py * offset_bias)).rgb; // North North West


    //blur_ori += (2 * ori); // Probably not needed. Only serves to lessen the effect.


    blur_ori /= 4.0;  //Divide by the number of texture fetches


    sharp_strength_luma *= 0.666; // Adjust strength to aproximate the strength of pattern 2
  #endif


   /*-----------------------------------------------------------.
  /                            Sharpen                          /
  '-----------------------------------------------------------*/


  // -- Calculate the sharpening --
  float3 sharp = ori - blur_ori;  //Subtracting the blurred image from the original image


  #if 0 //older SweetFX 1.4 code (included here because the new code while faster can be difficult to understand)
    // -- Adjust strength of the sharpening --
    float sharp_luma = dot(sharp, sharp_strength_luma); //Calculate the luma and adjust the strength


    // -- Clamping the maximum amount of sharpening to prevent halo artifacts --
    sharp_luma = clamp(sharp_luma, -sharp_clamp, sharp_clamp);  //TODO Try a curve function instead of a clamp
  
  #else //new code
    // -- Adjust strength of the sharpening and clamp it--
    float4 sharp_strength_luma_clamp = float4(sharp_strength_luma * (0.5 / sharp_clamp),0.5); //Roll part of the clamp into the dot


    //sharp_luma = saturate((0.5 / sharp_clamp) * sharp_luma + 0.5); //scale up and clamp
    float sharp_luma = saturate(dot(float4(sharp,1.0), sharp_strength_luma_clamp)); //Calculate the luma, adjust the strength, scale up and clamp
    sharp_luma = (sharp_clamp * 2.0) * sharp_luma - sharp_clamp; //scale down
  #endif


  // -- Combining the values to get the final sharpened pixel    --
  float3 outputcolor = ori + sharp_luma;    // Add the sharpening to the the original.


   /*-----------------------------------------------------------.
  /                     Returning the output                    /
  '-----------------------------------------------------------*/
  #if show_sharpen == 1
    //outputcolor = abs(sharp * 4.0);
    outputcolor = saturate(0.5 + (sharp_luma * 4.0)).rrr;
  #endif


  return saturate(outputcolor);


}


float3 LumaSharpenWrap(float4 position : SV_Position, float2 texcoord : TEXCOORD0) : SV_Target
{
    float3 color = LumaSharpenPass(texcoord);


#if (SFX_PIGGY == 1)
    #undef SFX_PIGGY
    color.rgb = SharedPass(texcoord, float4(color.rgbb)).rgb;
#endif


    return color;
}


technique LumaSharpen_Tech < enabled = true; >
{
    pass
    {
        VertexShader = RFX_VS_PostProcess;
        PixelShader = LumaSharpenWrap;
    }
}


#include "ReShade\SweetFX\PiggyCount.h"
#endif


#include SFX_SETTINGS_UNDEF


NAMESPACE_LEAVE()



I'm getting the following error using the reshade cfg file listed in the OP:
View attachment 34863

I used the cfg included with the reshade download, and updated it with some of the settings from your cfg file and it worked fine.
Maybe it's some change with the latest version reshade?

Here's what I'm using that's working:
Code:
/*-----------------------------------------------------------.
  /                      Choose effects                         /
  '-----------------------------------------------------------*/
// Effects are listed in the order that they are applied.
// Set to 1 for ON or 0 for OFF
#define USE_ASCII                 0 //[0 or 1] Ascii : Converts the image to Ascii-art.
#define USE_CARTOON               0 //[0 or 1] Cartoon : "Toon"s the image.
#define USE_SMAA                  1 //[0 or 1] SMAA Anti-aliasing : Smoothens jagged lines using the SMAA technique.
#define USE_FXAA                  0 //[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                    0 //[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           1 //[0 or 1] LumaSharpen : Sharpens the image.
#define USE_LENS_DISTORTION            0 //[0 or 1] Cubic Lens Distortion : Distorts the lens cubicly.

#define USE_NOSTALGIA               0 //[0 or 1] Nostalgia : Remember when you played that game you always played on that first system of yours? You don't? Well here is a reminder.
#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_TECHNICOLOR2            0 //[0 or 1] TECHNICOLOR 2 : Yet another Technicolor effect - not sure if this stays or not. Let me know if you like it.
#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_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               0 //[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_FILMICPASS            0 //[0 or 1] Filmic Pass: Applies some common color adjustments to mimic a more cinema-like look.
#define USE_REINHARDLINEAR        0 //[0 or 1] Reinhard: Reinhard mixed with some linear tonemapping.
#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_FILMGRAIN             0 //[0 or 1] Film Grain : Adds film grain to the image.
#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 : 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. (Only partially working right now)
#define USE_Transition            0 //[0 or 1] Transition : Shows transitions to the regularly scheduled programming

   /*-----------------------------------------------------------.
  /                         Ascii settings                      /
  '-----------------------------------------------------------*/
#define Ascii_input_image                         1   //[1 or 2] 1 = Color buffer, 2 = Depth buffer.
#define Ascii_spacing                             1   //[0 to 9] Determines the spacing between characters. I feel 1 to 3 looks best.

#define Ascii_font                                2   //[1 or 2] 1 = 5x5 font, 2 = 3x5 font
#define Ascii_font_color       float3(255, 255, 255)  //[0 to 255, 0 to 255, 0 to 255] What color the font should be. In integer RGB colors.
#define Ascii_background_color float3(0, 0, 0)        //[0 to 255, 0 to 255, 0 to 255] What color the background should be. In integer RGB colors.
#define Ascii_swap_colors                         0   //Swaps the font and background color when you are too lazy to edit the settings above (I know I am)

#define Ascii_invert_brightness                   0   //[0 or 1] 
#define Ascii_font_color_mode                     1   //[0 to 2] 0 = font_color, 1 = image color, 2 = colorized grayscale
 
#define Ascii_ToggleKey        RFX_ToggleKey

   /*-----------------------------------------------------------.
  /                          Transition                         /
  '-----------------------------------------------------------*/
#define Transition_time                5000  //[1 to 60000] Milliseconds the transition lasts (1000 milliseconds is 1 second)
#define Transition_texture         "Winners_Dont_Use_Drugs.png" //["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             ImageFadeOut //Can be "FadeIn", "FadeOut", "CurtainOpen", "CurtainClose" or "ImageFadeOut"

#define Transition_ToggleKey        RFX_ToggleKey

   /*-----------------------------------------------------------.
  /                  SMAA Anti-aliasing settings                /
  '-----------------------------------------------------------*/
#define SMAA_THRESHOLD              0.08  //[0.05 to 0.20] Edge detection threshold. If SMAA misses some edges try lowering this slightly. I prefer between 0.08 and 0.12.
#define SMAA_MAX_SEARCH_STEPS         16  //[0 to 98] Determines the radius SMAA will search for aliased edges
#define SMAA_MAX_SEARCH_STEPS_DIAG     6  //[0 to 16] Determines the radius SMAA will search for diagonal aliased edges
#define SMAA_CORNER_ROUNDING           0  //[0 to 100] Determines the percent of antialiasing to apply to corners. 0 seems to affect fine text the least so it's the default.

// -- Advanced SMAA settings --
#define 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 0.001  // 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. 

#define SMAA_ToggleKey            RFX_ToggleKey

   /*-----------------------------------------------------------.
  /                  FXAA Anti-aliasing settings                /
  '-----------------------------------------------------------*/
#define FXAA_QUALITY__PRESET          9  //[1 to 9] Choose the quality preset. 9 is the highest quality.
#define fxaa_Subpix               0.000  //[0.000 to 1.000] Choose the amount of sub-pixel aliasing removal. Higher values makes the image softer/blurrier.
#define fxaa_EdgeThreshold        0.166  //[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     0.000  //[0.000 to 1.000] Darkness threshold. Pixels darker than this are not processed in order to increase performance.

#define FXAA_ToggleKey            RFX_ToggleKey

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

#define Explosion_ToggleKey        RFX_ToggleKey

   /*-----------------------------------------------------------.
  /                 Chromatic Aberration settings               /
  '-----------------------------------------------------------*/
#define Chromatic_shift float2(2.5,-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   0.5         //Adjust the strength of the effect.

#define CA_ToggleKey            RFX_ToggleKey

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

#define Cartoon_ToggleKey        RFX_ToggleKey

   /*----------------------------------------------------------.
  /                    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             2.4     //[0.0 to 4.0]    Gamma of simulated CRT (default 2.2)
#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         0       //[[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            0.00    //[-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        1       //[0 or 1]           Enable 3x oversampling of the beam profile (warning : performance hit)

#define AdvancedCRT_ToggleKey        RFX_ToggleKey

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

#define PixelArt_ToggleKey        RFX_ToggleKey

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

#define Bloom_ToggleKey            RFX_ToggleKey

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

#define HDR_ToggleKey            RFX_ToggleKey

   /*-----------------------------------------------------------.
  /                     LumaSharpen settings                    /
  '-----------------------------------------------------------*/
// -- Sharpening --
#define sharp_strength 1.6   //[0.10 to 3.00] Strength of the sharpening
#define sharp_clamp    0.35  //[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 2.5  //[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)

#define LumaSharpen_ToggleKey        RFX_ToggleKey

   /*----------------------------------------------------------.
  /                  Shared Shaders settings                   /
  '----------------------------------------------------------*/
//Below you can find all shared shader and their settings
#define SharedShader_ToggleKey        RFX_ToggleKey

   /*----------------------------------------------------------.
  /                      Notalgia settings                     /
  '----------------------------------------------------------*/
//Nothing here yet, but you will get to set the palette to use and toggle dithering, and maybe pixelate the image .. once the effect is done.
//For now it just displays the image with a C64 palette

   /*----------------------------------------------------------.
  /                       Levels settings                      /
  '----------------------------------------------------------*/
#define Levels_black_point 16     //[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 235    //[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        0.40 //[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]

   /*-----------------------------------------------------------.
  /                     TECHNICOLOR 2 settings                  /
  '-----------------------------------------------------------*/
#define Technicolor2_Red_Strength     0.2        //[0.05 to 1.0] Color Strength of Red channel. Higher means darker and more intense colors.    
#define Technicolor2_Green_Strength 0.2        //[0.05 to 1.0] Color Strength of Green channel. Higher means darker and more intense colors.
#define Technicolor2_Blue_Strength     0.2        //[0.05 to 1.0] Color Strength of Blue channel. Higher means darker and more intense colors.
#define Technicolor2_Brightness       1.0        //[0.5 to 1.5] Brightness Adjustment, higher means brighter image.
#define Technicolor2_Strength           1.0        //[0.0 to 1.0] Strength of Technicolor effect. 0.0 means original image.
#define Technicolor2_Saturation        0.7        //[0.0 to 1.5] Additional saturation control since technicolor tends to oversaturate the image.

   /*-----------------------------------------------------------.
  /                       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(0.21, 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(0.817, 0.183, 0.000) //[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, 0.667, 0.000) //[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(0.000, 0.125, 0.875) //[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(1.000, 1.000, 1.000)  //[0.000 to 2.000] Adjust shadows for Red, Green and Blue.
#define RGB_Gamma float3(1.000, 1.000, 1.000)  //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
#define RGB_Gain  float3(1.000, 1.000, 1.000)  //[0.000 to 2.000] Adjust highlights for Red, Green and Blue

//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  0.000  //[-1.000 to 1.000] Adjust saturation

#define Bleach      0.000  //[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     0.50  //[-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        0 //[0|1|2] Choose what to apply contrast to. 0 = Luma, 1 = Chroma, 2 = both Luma and Chroma. Default is 0 (Luma)
#define Curves_contrast 0.65 //[-1.00 to 1.00] The amount of contrast you want

// -- Advanced curve settings --
#define Curves_formula     5 //[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


   /*-----------------------------------------------------------.
  /                     FilmicPass settings                     /
  '-----------------------------------------------------------*/
#define Strenght            0.85      //[0.05 to 1.5] Strength of the color curve altering
#define BaseGamma            1.0    //[0.7 to 2.0] Gamma Curve
#define Fade                0.4    //[0.0 to 0.6] Decreases contrast to imitate faded image
#define Contrast            1.0    //[0.5 to 2.0] Contrast.
#define FSaturation            -0.15
#define FBleach                0.00     //[-0.5 to 1.0] More bleach means more contrasted and less colorful image
#define FRedCurve            1.0 
#define FGreenCurve            1.0
#define FBlueCurve            1.0
#define BaseCurve            1.5
#define EffectGammaR            1.0
#define EffectGammaG            1.0
#define EffectGammaB            1.0
#define EffectGamma            0.65
#define Linearization            0.5      //[0.5 to 2.0] Linearizes the color curve
#define LumCoeff             float3(0.212656, 0.715158, 0.072186)

   /*-----------------------------------------------------------.
  /                  ReinhardLinear settings                    /
  '-----------------------------------------------------------*/
#define ReinhardLinearWhitepoint    3.0
#define ReinhardLinearPoint        0.15
#define ReinhardLinearSlope        2.25     //[1.0 to 5.0] how steep the color curve is at linear point. You need color curve understanding to know what this means, just experiment.


   /*-----------------------------------------------------------.
  /                      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 0.50 //[0.00 to 1.00] How visible the grain is. Higher is more visible.
#define FilmGrain_variance  0.40 //[0.00 to 1.00] Controls the variance of the gaussian noise. Lower values look smoother.
#define FilmGrain_SNR          6 //[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   1.00  //[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  2.00  //[-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      2  //[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
Whether these settings are optimal or not, i have no idea. A lot of this is beyond me. :(
 
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The latest iteration of Reshade is coded slightly different in that it expects togglekeys to be defined. What I did to work around this was use the default reshade version of the sweetfx cfg file, then manual update the changes from the OP's cfg file. Basically all you are doing is using the same 1 flags for SMAA and Lumasharp, then defining the same settings for each to the relevant sub-sections. I will create and post a correct version for you, once I'm back on my gaming Rig (my own cfg settings are slightly different than OP's atm as I'm testing). Give me about 1/2 hour to an hour...

Edit: Apologies @Andovar, I misread your post, I see you were offering a modified cfg for "ReShade 0.18.0 Public Beta with Framework", and that you were addressing another persons issue, not your own.
 
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Perhaps I have missed the post. But I haven't seen anyone discuss proper FOV in E-D for the Oculus DK2. My understanding is Oculus defines the best FOV for the DK2 as 120 degrees horizontal.
I used the following formula to work out the Vertical FOV: 2 * ATAN( (9/16) * TAN(((120*PI)/180) / 2) )
Where 9/16 relates to the 16:9 aspect ratio used by the DK2, and 120 is the horizontal degrees. Result is 88.507155
I then manually update the settings.xml file:
C:\Users\username\AppData\Local\Frontier Developments\Elite Dangerous\Options\Graphics\settings.xml
Change the FOV line setting to:
FOV>88.507155</FOV>
I strongly suggest you backup the settings.xml file first.

for reference:
I use the same formula when I switch to my triple screen setup, which has an aspect ratio of 16:3.2, and with my preferred 100 degree horizontal FOV the formula becomes:
2 * ATAN( (3.2/16) * TAN(((100*PI)/180) / 2) ) = 26.812699 Vertical FOV

Both of these work well for me, your mileage may very.
 
Edit: Apologies @Andovar, I misread your post, I see you were offering a modified cfg for "ReShade 0.18.0 Public Beta with Framework", and that you were addressing another persons issue, not your own.
I guess my post was confusing, but I was just addressing an issue I found when trying to use the cfg file supplied in the OP.
I did a full copy/paste three times just to make sure I wasn't munging something up somewhere, but it still threw the errors.
I have to assume that there's something new in the version I'm using that would cause this.

I'm still not sure if I have mine configured optimally, but to be honest, the trial-and-error method of seeing what's best with all those options gets tiresome. Plus I'm testing on my monitor, which is probably somewhat pointless.
 
I guess my post was confusing, but I was just addressing an issue I found when trying to use the cfg file supplied in the OP.
I did a full copy/paste three times just to make sure I wasn't munging something up somewhere, but it still threw the errors.
I have to assume that there's something new in the version I'm using that would cause this.

I'm still not sure if I have mine configured optimally, but to be honest, the trial-and-error method of seeing what's best with all those options gets tiresome. Plus I'm testing on my monitor, which is probably somewhat pointless.

The cfg offered by the OP is specific to improving the DK2 i.e. use of SMAA to improve anti-aliasing, and Lumasharpen to make text more legible. Using these settings with a monitor, the lumasharpen would make things look worse, especially text. Both Sweetfx and Reshade are pretty subjective to the end-user as to what looks good or not. Your not going to see huge differences with SMAA and Lumasharpen settings alone, mostly for our purposes here, we are just looking for the sweet spot to enhance DK2 clarity, in which case the OP's settings should be sufficient for most people, and unless your into tweaking, I would leave them as they are. It sounds like you got Reshade 0.18.00 to work in the end. so kudos for finding the workaround. There are indeed some changes in the most recent versions of Reshade that require a different cfg be used, as you found out, to work properly.
 
...in which case the OP's settings should be sufficient for most people, and unless your into tweaking, I would leave them as they are.
The problem is I don't know what part his cfg it was bombing on, so I can't leave them exactly as they they are. I had to take the default cfg file that comes with reshade and pull over different values I saw in his file. But I doubt I got everything.

Anyway, I'll have to wait until my IPD adjusters arrive to see if the settings I have are actually helping or not.
 
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The problem is I don't know what part his cfg it was bombing on, so I can't leave them exactly as they they are. I had to take the default cfg file that comes with reshade and pull over different values I saw in his file. But I doubt I got everything.

Anyway, I'll have to wait until my IPD adjusters arrive to see if the settings I have are actually helping or not.

Below is the OP's Reshade settings, but for "ReShade 0.18.0 Public Beta with Framework" format. Replace below in the SweetFX_settings.cfg found in X:\Games\Frontier\EDLaunch\Products\FORC-FDEV-D-1002\ReShade folder (your Path may be different), Alternatively copy below into Notepad (I prefer Notepad++ myself), save file as SweetFX_settings.cfg and overwrite the file in your Path above. Always backup your files prior to modifying, so you can always revert back to original.

Only thing missing from the OP's settings is the #define SMAA_DEPTH_THRESHOLD setting, as this setting is not included in latest Reshade. I haven't tried adding it to see what happens, so left out.

Code:
   /*-----------------------------------------------------------.
  /                      Choose effects                         /
  '-----------------------------------------------------------*/
// Effects are listed in the order that they are applied.
// Set to 1 for ON or 0 for OFF
#define USE_ASCII         		0 //[0 or 1] Ascii : Converts the image to Ascii-art.
#define USE_CARTOON       		0 //[0 or 1] Cartoon : "Toon"s the image.
#define USE_SMAA          		1 //[0 or 1] SMAA Anti-aliasing : Smoothens jagged lines using the SMAA technique.
#define USE_FXAA          		0 //[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            		0 //[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   		1 //[0 or 1] LumaSharpen : Sharpens the image.
#define USE_LENS_DISTORTION    		0 //[0 or 1] Cubic Lens Distortion : Distorts the lens cubicly.

#define USE_PALETTE         		0 //[0 or 1] Palette : Matches the color to a constrained palette.
#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           		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_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       		0 //[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_FILMICPASS			0 //[0 or 1] Filmic Pass: Applies some common color adjustments to mimic a more cinema-like look.
#define USE_REINHARDLINEAR		0 //[0 or 1] Reinhard: Reinhard mixed with some linear tonemapping.
#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_FILMGRAIN     		0 //[0 or 1] Film Grain : Adds film grain to the image.
#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 : 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. (Only partially working right now)
#define USE_Transition    		0 //[0 or 1] Transition : Shows transitions to the regularly scheduled programming

   /*-----------------------------------------------------------.
  /                         Ascii settings                      /
  '-----------------------------------------------------------*/
#define Ascii_input_image                         1   //[1 or 2] 1 = Color buffer, 2 = Depth buffer.
#define Ascii_spacing                             1   //[0 to 9] Determines the spacing between characters. I feel 1 to 3 looks best.

#define Ascii_font                                2   //[1 or 2] 1 = 5x5 font, 2 = 3x5 font
#define Ascii_font_color       float3(255, 255, 255)  //[0 to 255, 0 to 255, 0 to 255] What color the font should be. In integer RGB colors.
#define Ascii_background_color float3(0, 0, 0)        //[0 to 255, 0 to 255, 0 to 255] What color the background should be. In integer RGB colors.
#define Ascii_swap_colors                         0   //Swaps the font and background color when you are too lazy to edit the settings above (I know I am)

#define Ascii_invert_brightness                   0   //[0 or 1] 
#define Ascii_font_color_mode                     1   //[0 to 2] 0 = font_color, 1 = image color, 2 = colorized grayscale
 
#define Ascii_ToggleKey		RFX_ToggleKey

   /*-----------------------------------------------------------.
  /                          Transition                         /
  '-----------------------------------------------------------*/
#define Transition_time            	5000  //[1 to 60000] Milliseconds the transition lasts (1000 milliseconds is 1 second)
#define Transition_texture 		"Winners_Dont_Use_Drugs.png" //["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     		ImageFadeOut //Can be "FadeIn", "FadeOut", "CurtainOpen", "CurtainClose" or "ImageFadeOut"

#define Transition_ToggleKey		RFX_ToggleKey

   /*-----------------------------------------------------------.
  /                  SMAA Anti-aliasing settings                /
  '-----------------------------------------------------------*/
#define SMAA_THRESHOLD              0.08  //[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         32  //[0 to 98] Determines the radius SMAA will search for aliased edges
#define SMAA_MAX_SEARCH_STEPS_DIAG     16  //[0 to 16] Determines the radius SMAA will search for diagonal aliased edges
#define SMAA_CORNER_ROUNDING           70  //[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 0.001  // 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. 

#define SMAA_ToggleKey			RFX_ToggleKey

   /*-----------------------------------------------------------.
  /                  FXAA Anti-aliasing settings                /
  '-----------------------------------------------------------*/
#define FXAA_QUALITY__PRESET          9  //[1 to 9] Choose the quality preset. 9 is the highest quality.
#define fxaa_Subpix               0.000  //[0.000 to 1.000] Choose the amount of sub-pixel aliasing removal. Higher values makes the image softer/blurrier.
#define fxaa_EdgeThreshold        0.166  //[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     0.000  //[0.000 to 1.000] Darkness threshold. Pixels darker than this are not processed in order to increase performance.

#define FXAA_ToggleKey			RFX_ToggleKey

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

#define Explosion_ToggleKey		RFX_ToggleKey

   /*-----------------------------------------------------------.
  /                 Chromatic Aberration settings               /
  '-----------------------------------------------------------*/
#define Chromatic_shift float2(2.5,-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   0.5         //Adjust the strength of the effect.

#define CA_ToggleKey			RFX_ToggleKey

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

#define Cartoon_ToggleKey		RFX_ToggleKey

   /*----------------------------------------------------------.
  /                    Advanced CRT settings                   /
  '----------------------------------------------------------*/
#define CRTAmount            0.07    //[0.00 to 1.00]  Amount of CRT effect you want

#define CRTResolution        1.15     //[1.0 to 8.0]    Input size coefficent (low values gives the "low-res retro look"). Default is 1.2
#define CRTgamma             2.4     //[0.0 to 4.0]    Gamma of simulated CRT (default 2.2)
#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         0       //[[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            0.00    //[-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        1       //[0 or 1]           Enable 3x oversampling of the beam profile (warning : performance hit)

#define AdvancedCRT_ToggleKey		RFX_ToggleKey

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

#define PixelArt_ToggleKey		RFX_ToggleKey

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

#define Bloom_ToggleKey			RFX_ToggleKey

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

#define HDR_ToggleKey			RFX_ToggleKey

   /*-----------------------------------------------------------.
  /                     LumaSharpen settings                    /
  '-----------------------------------------------------------*/
// -- Sharpening --
#define sharp_strength 1.6   //[0.10 to 3.00] Strength of the sharpening
#define sharp_clamp    0.035  //[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 2.5  //[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)

#define LumaSharpen_ToggleKey		RFX_ToggleKey

   /*----------------------------------------------------------.
  /                  Shared Shaders settings                   /
  '----------------------------------------------------------*/
//Below you can find all shared shader and their settings
#define SharedShader_ToggleKey		RFX_ToggleKey

   /*----------------------------------------------------------.
  /                       Levels settings                      /
  '----------------------------------------------------------*/
#define Levels_black_point 16     //[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 235    //[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        0.40 //[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    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(0.21, 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(0.817, 0.183, 0.000) //[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, 0.667, 0.000) //[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(0.000, 0.125, 0.875) //[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(1.000, 1.000, 1.000)  //[0.000 to 2.000] Adjust shadows for Red, Green and Blue.
#define RGB_Gamma float3(1.000, 1.000, 1.000)  //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
#define RGB_Gain  float3(1.000, 1.000, 1.000)  //[0.000 to 2.000] Adjust highlights for Red, Green and Blue

//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  0.000  //[-1.000 to 1.000] Adjust saturation

#define Bleach      0.000  //[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     0.20  //[-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        0 //[0|1|2] Choose what to apply contrast to. 0 = Luma, 1 = Chroma, 2 = both Luma and Chroma. Default is 0 (Luma)
#define Curves_contrast 0.65 //[-1.00 to 1.00] The amount of contrast you want

// -- Advanced curve settings --
#define Curves_formula     5 //[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


   /*-----------------------------------------------------------.
  /                     FilmicPass settings                     /
  '-----------------------------------------------------------*/
#define Strenght			0.85  	//[0.05 to 1.5] Strength of the color curve altering
#define BaseGamma			1.0	//[0.7 to 2.0] Gamma Curve
#define Fade				0.4	//[0.0 to 0.6] Decreases contrast to imitate faded image
#define Contrast			1.0	//[0.5 to 2.0] Contrast.
#define FSaturation			-0.15
#define FBleach				0.00 	//[-0.5 to 1.0] More bleach means more contrasted and less colorful image
#define FRedCurve			1.0 
#define FGreenCurve			1.0
#define FBlueCurve			1.0
#define BaseCurve			1.5
#define EffectGammaR			1.0
#define EffectGammaG			1.0
#define EffectGammaB			1.0
#define EffectGamma			0.65
#define Linearization			0.5  	//[0.5 to 2.0] Linearizes the color curve
#define LumCoeff 			float3(0.212656, 0.715158, 0.072186)

   /*-----------------------------------------------------------.
  /                  ReinhardLinear settings                    /
  '-----------------------------------------------------------*/
#define ReinhardLinearWhitepoint	3.0
#define ReinhardLinearPoint		0.15
#define ReinhardLinearSlope		2.25 	//[1.0 to 5.0] how steep the color curve is at linear point. You need color curve understanding to know what this means, just experiment.


   /*-----------------------------------------------------------.
  /                      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 0.50 //[0.00 to 1.00] How visible the grain is. Higher is more visible.
#define FilmGrain_variance  0.40 //[0.00 to 1.00] Controls the variance of the gaussian noise. Lower values look smoother.
#define FilmGrain_SNR          6 //[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   1.00  //[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  2.00  //[-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      2  //[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
 
Thanks for this, I see you have tech blogger in your soul like me. Adding to the OP. +rep to you

Edit: speaking of rep, this thread has had 28,000 views and I still have less than 50 rep from this thread. Just sayin'

Not that ive done this for the rep, its just filling those green bars under my name is a bit like fuel scooping
 
Last edited:
Below is the OP's Reshade settings, but for "ReShade 0.18.0 Public Beta with Framework" format.
That one worked.
Thanks Lonewolf!

- - - Updated - - -

Edit: speaking of rep, this thread has had 28,000 views and I still have less than 50 rep from this thread. Just sayin'
If people are like me, you sometimes forget about the rep system. Especially with a post like this, where you read something, then immediately run off to try it.
...anyway, you've been repped! :)
 
@drkaii thanks for the Rep. As you can probably tell from my handle I'm not much a social butterfly (or blogger for that matter), LoL. Just looking to be of assistance to my fellow CMDR's. Great thread btw and you should definitely be getting more Rep for it as OP, rather than Rep'ing a hijacker like myself :)

@Andovar, I'm pleased the script worked out for you. I thought you had fixed it yourself, or I would have provided it earlier...

Fly safe gentlemen.
 
@Andovar, I'm pleased the script worked out for you. I thought you had fixed it yourself, or I would have provided it earlier...
I had a working script, but wouldn't call it a 'fix', as i piece-mealed it together, and don't know if I had all the optimal settings in there.
What I was trying to get (which is what I think you provided), was one with the all the settings from drkaii's original post, that would work on the version of reshade i'm using.

...again, thanks for that.
 
Thanks Drkaii
I made most of the tweaks you described in your first post. And it's now running even smoother as before!
One thing I'm not sure about trying is the supersampling.

Will a i7 4770 with gtx 780 be enough to run it smoothy, without setting everything to low?
Now running everything on high. And runs smoothly even in the stations.
 
Depends which ss and what your prefered way of play is.

I don't know what your rig will do with each one - you have to try.

I've given lots of detail about the visual and performance difference between the three ways. I suspect a 780 will very likely struggle with them - for sure in star ports and asteroid fields - but very weak ss while exploring will probably work fine.

You have to try!
 
Lates nvidia drivers broke bad for me. Could not get stable at 70 where before I was pegged at 75. Turned settings down and nothing helped. Reverted back to older driver and that didn't work. In desparation went to to 347.88 (which I've never used before). Did a custom install and wiped previous settings. That worked. Rolled forward to latest driver and did a custom install with wiped settings. Re-applied my settings and now seems fine. Sigh, 5 hours of mucking around just to be back to where I was.

I see there's a new OR runtime out (0.6.0.0). Anybody tried it yet and willing to report back?

Cheers
 
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