Jump to content
Dante Unbound: Share Bug Reports and Feedback Here! ×
  • 2

Using Injectors -- Sweetfx


xxx7
 Share

Question

Thought I'd re-write this post since a lot has been answered, solved, etc. and make a single go-to post for quick overview. This thread is about the use of SweetFX for Warframe. Thanks to some very helpful Tenno -- mainly sushidubya, Koyamina, RedDirtTrooper, CeePee, and RawGritz -- we now have a complete set-up guide!

 

Great news everyone: Thanks to U14, Warframe is now compatible with SweetFX in DX11! No more "half-half-grey-glitch"!




IS IT LEGAL?

So, first things first: Can the use of a graphical/shader injector mod ban you? Answer is

Nope, you're good.

and can be found here posted by no one else but DE_Steve himself: https://forums.warframe.com/index.php?/topic/34366-update-781/page-5#entry314666



WHAT'S IT FOR?

Alright, with that out of the way, what does it actually do? Well, in short it enhances the graphics, mainly by sharpening and eliminating the blurries caused by Warframe's FXAA. Here are some comparison shots. Removed pics. Might post a more extreme setting to better showcase the difference ("it's hard to put a movie in an image").

 

 

 

 

INSTALL GUIDE

How do I get and install it? I suggest you follow sushidubya's step-by-step guide here. Please note that for non-Steam users your install directory will be

/Warframe/Downloaded/Public

instead of

/Steam/SteamApps/commons/Warframe

OK. I got a couple of PMs from the other posters in this thread. So if you guys read earlier I recommended to try the "sharp and clean" setting at this link:

http://sfx.thelazy.net/games/preset/445/

on that link he refers people to download a certain build of sweetFX here:

http://forums.guru3d.com/showpost.php?p=4581604&postcount=528

All I did was take the files like in this image here:

1.jpg

and copied them to my install folder (it varies depending on if you used steam or original installer) but basically the folder where Warframe.exe is located. The folder should look like this after you copy the files:

2.jpg

So on that first link I have referred you guys to the "sharp and clean" page looks like this:

3.jpg

Download the text file by clicking "download preset" then take that text file and copy to the warframe install directory:

4.jpg

It should look like the picture above when you're done. you're going to delete the original "SweetFX_Settings" file. After that you're going to take the "SweetFX_Settings_Warframe_Sharp and clean.txt" file and rename it to "SweetFX_Settings" exactly like the original file.

To make sure it's installed correctly there's a way to make half the screen work with SweetFX and the other half not. So you can verify it's running. Open that text file and you should see this:

5.jpg

Change the number 0 that I highlighted in red to a 1 then save the txt file.

Open the warframe launcher and make sure you're using 32bit. You should see a dramatic difference between the right side of the screen (SweetFX active) vs the left side which is normal.

Good luck and enjoy!



Important

If you want to use WF in 64bit mode, just copy the files (d3d9.dll and dxgi.dll) in the SweetFx_64 folder and replace the one in the WarFrame main folder. Make backup of the original file in case you wanna use 32bit later.

If you keep crashing when using the 64bit version, close all overlay you have like Fraps/TS3 overlay. You can run Fraps after the game has been launched. (Thanks for reminding me, Alif. Don't know why I forgot to add this)




I'll keep this updated and will try to add as much as possible. Feedback, questions, etc. welcome!


NOTES:

SMAA does not seem to work with Nvidia cards. SMAA does work on Nvidia cards. If you can't see any difference try lowering the SMAA threshold (I put it on 0.08 along with lowering LumaSharpen to 2.30). Also, be sure to turn off in-game AA or it won't work!

The 64bit version has been tested and found to work on both Nvidia and AMD/ATI cards.

 

SweetFx is now 100% compatible with Warframe in DX11 mode, thanks to U14!


Presets:

 

Here is a collection of presets made for Warframe by the community. Pick to your liking!

 

My own version of "sharp and clean"

https://forums.warframe.com/index.php?/topic/113390-using-injectors-sweetfx/?p=2582421

 

sushidubya's "latest and greatest"

https://forums.warframe.com/index.php?/topic/113390-using-injectors-sweetfx/?p=2270098

 

RawGritz's settings

https://forums.warframe.com/index.php?/topic/113390-using-injectors-sweetfx/?p=2147335

 

RawGritz's alt version

https://forums.warframe.com/index.php?/topic/113390-using-injectors-sweetfx/?p=3096302

 

GunerXX's settings

https://forums.warframe.com/index.php?/topic/113390-using-injectors-sweetfx/?p=2018307

 

"Detailed Warframe v3.2 x64"

https://forums.warframe.com/index.php?/topic/113390-using-injectors-sweetfx/?p=2117363

 

 

 

Original post:

Now I know there have been various talks about this in the past, but not one of them actually answered this question. I tried contacting the DEvs, but they seem busy reading old PMs XD.

So, on to the question: Is the use of graphical/shader injector mods (read SweetFX) allowed to use for Warframe? I'd really like to use it for LumaSharpen, SMAA, and perhaps some color tint changes.

If anyone has an answer to this, please do post and include source if possible. Thanks!

Edited by xxx7
Link to comment
Share on other sites

Recommended Posts

  • 0

Here is a link that should work for all!

http://www.mediafire.com/download/0ccksjjjmc114b1/Place_content_in_Warframe_Public.rar

Here is the Settings for those who have it installed!

 

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

  /                       Description                           /
  '------------------------------------------------------------/
 
Game: Any
SweetFX version: 1.4
Author: CeeJay.dk
Description: 
 
These are the default settings for SweetFX 1.4
They smoothen jagged edges with SMAA anti-aliasing, sharpen the image with LumaSharpen and make the colors slightly more vibrant with Vibrance.
 
Please note when tweaking settings that higher numbers does not always equal better (nor does lower).
Finding the best settings for your game and your taste is about finding just the right amount to apply.
 
If you made a good setttings preset please share it with your friends, on forums and websites,
and/or submit it to the SweetFX Settings Database : http://sfx.thelazy.net/games/
 
 
+++++++++++++++++++++WARFRAME+++++++++++++++++++++++
 
-This preset uses modified shaders and injector
-Scroll lock - Enable / Disable Effects
-Works best with color correction ON(its not just color, there are heat effects on this option)
-In game AA MUST be disabled
-I didnt had any issues with DX11 on, but you may turn it off and run on DX9, you wont notice any graphical difference.
 
 
   /*-----------------------------------------------------------.
  /                      Choose effects                         /
  '-----------------------------------------------------------*/
 
// Set to 1 for ON or 0 for OFF
#define USE_SMAA_ANTIALIASING 1 //[0 or 1] SMAA Anti-aliasing : Smoothens jagged lines using the SMAA technique.
#define USE_FXAA_ANTIALIASING 0 //[0 or 1] FXAA Anti-aliasing : Smoothens jagged lines using the FXAA technique
#define USE_CARTOON           0 //[0 or 1] Cartoon : "Toon"s the image.
#define USE_ADVANCED_CRT      0 //[0 or 1] Advanced CRT : Simulates an old CRT TV display. Set gaussian blur along with it to get a halation effect
#define USE_BLOOM             0 //[0 or 1] Bloom : Makes bright lights bleed their light into their surroundings (relatively high performance cost)
#define USE_HDR               0 //[0 or 1] HDR : Not actual HDR - It just tries to mimic an HDR look (relatively high performance cost)
#define USE_LUMASHARPEN       1 //[0 or 1] LumaSharpen : Also sharpens the antialiased edges which makes them less smooth - I'm working on fixing that.
#define USE_GAUSSIAN          0 //[0 or 1] Gaussian Blur : can be used to... blur, but also bloom/hazy/glowy look, also unsharp masking
#define USE_FILMGRAIN         0 //[0 or 1] Filmgrain effect
#define USE_TECHNICOLOR       0 //[0 or 1] TECHNICOLOR : Attempts to mimic the look of an old movie using the Technicolor three-strip color process (Techicolor Process 4)
#define USE_DPX               0 //[0 or 1] Cineon DPX : Should make the image look like it's been converted to DXP Cineon - basically it's another movie-like look similar to technicolor.
#define USE_MONOCHROME        0 //[0 or 1] Monochrome : Monochrome makes the colors disappear.
#define USE_LIFTGAMMAGAIN     1 //[0 or 1] Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights (avoids clipping)
#define USE_TONEMAP           1 //[0 or 1] Tonemap : Adjust gamma, exposure, saturation, bleach and defog. (may cause clipping)
#define USE_VIBRANCE          1 //[0 or 1] Vibrance : Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
#define USE_CURVES            1 //[0 or 1] Curves : Contrast adjustments using S-curves.
#define USE_SEPIA             0 //[0 or 1] Sepia : Sepia tones the image.
#define USE_VIGNETTE          0 //[0 or 1] Vignette : Darkens the edges of the image to make it look more like it was shot with a camera lens. May cause banding artifacts.
#define USE_DITHER            0 //[0 or 1] Dither : Applies dithering to simulate more colors than your monitor can display. This lessens banding artifacts (mostly caused by Vignette)
#define USE_BORDER            0 //[0 or 1] Border : Makes the screenedge black as a workaround for the bright edge that forcing some AA modes sometimes causes.
#define USE_SPLITSCREEN       0 //[0 or 1] Splitscreen : Enables the before-and-after splitscreen comparison mode.
 
 
   /*-----------------------------------------------------------.
  /                  SMAA Anti-aliasing settings                /
  '-----------------------------------------------------------*/
 
#define SMAA_THRESHOLD         0.12         // [0.05 to 0.20] Edge detection threshold
#define SMAA_MAX_SEARCH_STEPS  30           // [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   0            // [0 to 100] Determines the percent of antialiasing to apply to corners.
 
// -- Advanced SMAA settings --
#define COLOR_EDGE_DETECTION   1            // [0 or 1] 1 Enables color edge detection (slower but slightly more acurate) - 0 uses luma edge detection (faster)
#define SMAA_DIRECTX9_LINEAR_BLEND 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.
 
 
   /*-----------------------------------------------------------.
  /                  FXAA Anti-aliasing settings                /
  '-----------------------------------------------------------*/
#define FXAA_QUALITY__PRESET 39      //[1 to 39] Choose the quality preset. 39 is the highest quality.
#define fxaa_Subpix 0.400            //[0.000 to 1.000] Choose the amount of sub-pixel aliasing removal.
#define fxaa_EdgeThreshold 0.250     //[0.000 to 1.000] Edge detection threshold. The minimum amount of local contrast required to apply algorithm.
#define fxaa_EdgeThresholdMin 0.060  //[0.000 to 1.000] Darkness threshold. Trims the algorithm from processing darks.
 
 
   /*-----------------------------------------------------------.
  /                  Cartoon settings                           /
  '-----------------------------------------------------------*/
#define CartoonPower 1.0             //[0.1 to 10.0] Amount of effect you want.
 
 
   /*-----------------------------------------------------------.
  /                  Advanced CRT settings                     /
  '----------------------------------------------------------*/
#define CRTAmount            1.00    //[0.00 to 1.00]  Amount of CRT effect you want
 
#define CRTResolutionX       512     //[1 to 2048]     Original input width of the game (ie. 320)
#define CRTResolutionY       304     //[1 to 2048]     Original input height of the game (ie. 240)
#define CRTgamma             2.4     //[0.0 to 4.0]    Gamma of simulated CRT (default 2.4)
#define CRTmonitorgamma      2.2     //[0.0 to 4.0]    Gamma of display monitor (typically 2.2 is correct)
#define CRTBrightness        0.9     //[1.0 to 3.0]    Used to boost brightness a little. Default is 1.0
#define CRTScanlineIntensity 2.0     //[2.0 to 4.0]    Scanlines intensity (use integer values preferably). Default is 2.0
#define CRTScanlineGaussian  1       //[0 or 1]        Use the "new nongaussian scanlines bloom effect". Default is on
 
#define CRTCurvature         1       //[[0 or 1]          "Barrel effect" enabled (1) or off (0)
#define CRTCurvatureRadius   1.5     //[0.0 to 2.0]       Curvature Radius (only effective when Curvature is enabled). Default is 1.5
#define CRTCornerSize        0.0100  //[0.0000 to 0.0020] Higher values, more rounded corner. Default is 0.001
#define CRTDistance          2.00    //[0.00 to 4.00]     Simulated distance from viewer to monitor. Default is 2.00
#define CRTAngleX            0.00    //[-0.20 to 0.20]    Tilt angle in radians (X coordinates)
#define CRTAngleY            -0.15   //[-0.20 to 0.20]    Tilt angle in radians (Y coordinates). (Value of -0.15 gives the 'arcade tilt' look)
#define CRTOverScan          1.01    //[1.00 to 1.10]     Overscan (e.g. 1.02 for 2% overscan). Default is 1.01
#define CRTOversample        0       //[0 or 1]           Enable 3x oversampling of the beam profile (warning : performance hit)
 
 
   /*-----------------------------------------------------------.
  /                  Bloom settings                             /
  '-----------------------------------------------------------*/
#define BloomThreshold 20.25 //[0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isn't.
#define BloomPower 1.446     //[0.000 to 8.000] Strength of the bloom
#define BloomWidth 0.0142    //[0.0000 to 1.0000] Width of the bloom
 
 
   /*-----------------------------------------------------------.
  /                  HDR settings                               /
  '-----------------------------------------------------------*/
#define HDRPower 1.30  //[0.00 to 8.00] Strangely lowering this makes the image brighter
#define radius2  0.87  //[0.00 to 8.00] Raising this seems to make the effect stronger and also brighter
 
 
   /*-----------------------------------------------------------.
  /                  LumaSharpen settings                       /
  '-----------------------------------------------------------*/
// -- Sharpening --
#define sharp_strength         1.0          // [0.10 to 3.00] Strength of the sharpening
#define sharp_clamp            0.045        // [0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035
 
// -- Advanced sharpening settings --
#define pattern                3            // [1|2|3|4] Choose a sample pattern. 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped.
#define offset_bias            1.0          // [0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern.
                                            // I designed the pattern for offset_bias 1.0, but feel free to experiment.
                           
// -- Debug sharpening settings --
#define show_sharpen           0            // [0 or 1] Visualize the strength of the sharpen (multiplied by 4 to see it better)
 
   /*-----------------------------------------------------------.
  /                  Gaussian Blur settings                     /
  '-----------------------------------------------------------*/
#define GaussEffect 2        //[0|1|2|3]        0 = Blur, 1 = Unsharpmask (expensive), 2 = Bloom, 3 = Sketchy. Default is 2
#define GaussQuality 3       //[0|1|2|3]        Warning: 2 and 3 are expensive. Default is 1
#define GaussSigma 1         //[1 to 4]         The higher the wider blur/bloom is (only effective when Bloom selected)
#define GaussBloomWarmth 1   //[0|1|2]          "Temperature" of the bloom - 0 = neutral, 1 = warm, 2 = hazy/foggy
#define GaussThreshold 0.50  //[0.00 to 1.00]   [DX10/11 only] Threshold for what is a bright light (that causes bloom) and what isn't.
#define GaussExposure 43.0   //[0.00 to 100.00] [DX10/11 only] Exposure of the effect (the lower the brighter)
#define GaussStrength 0.10   //[0.00 to 1.00]   Amount of effect blended into the final image
 
 
   /*-----------------------------------------------------------.
  /                  Film grain settings                        /
  '-----------------------------------------------------------*/
#define FilmGrainIntensity 0.46  //[0.00 to 1.00] Intensity of grain. Default is 0.46
#define FilmGrainExposure 40     //[0 to 100]     Grain Exposure. Default is 40 (Lower -> darker noise)
#define FilmGrainSize 2          //[0 to 10]      Size of the grain. Default is 2 (Higher -> thinner noise)
 
 
   /*-----------------------------------------------------------.
  /                  TECHNICOLOR settings                       /
  '-----------------------------------------------------------*/
#define TechniAmount 0.4         //[0.00 to 1.00]
#define TechniPower  4.0         //[0.00 to 8.00]
#define redNegativeAmount   0.88 //[0.00 to 1.00]
#define greenNegativeAmount 0.88 //[0.00 to 1.00]
#define blueNegativeAmount  0.88 //[0.00 to 1.00]
 
 
   /*-----------------------------------------------------------.
  /                  Cineon DPX settings                        /
  '-----------------------------------------------------------*/
#define Red   8.0  //[1.0 to 15.0]
#define Green 8.0  //[1.0 to 15.0]
#define Blue  8.0  //[1.0 to 15.0]
 
#define ColorGamma    2.5  //[0.1 to 2.5] Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral.
#define DPXSaturation 3.0  //[0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral.
 
#define RedC   0.36  //[0.60 to 0.20]
#define GreenC 0.36  //[0.60 to 0.20]
#define BlueC  0.34  //[0.60 to 0.20]
 
#define Blend 0.2    //[0.00 to 1.00] How strong the effect should be.
 
 
   /*-----------------------------------------------------------.
  /                  Monochrome settings                        /
  '-----------------------------------------------------------*/
#define Monochrome_conversion_values float3(0.18,0.41,0.41) //[0.00 to 1.00] Percentage of RGB to include (should sum up to 1.00)
 
 
   /*-----------------------------------------------------------.
  /                  Lift Gamma Gain settings                   /
  '-----------------------------------------------------------*/
#define RGB_Lift               float3(1.016, 1.014, 0.97) // [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
 
 
   /*-----------------------------------------------------------.
  /                  Tonemap settings                           /
  '-----------------------------------------------------------*/
#define Gamma                  1.0          // [0.00 to 2.00] Adjust midtones
#define Exposure               0.00         // [-1.00 to 1.00] Adjust exposure
#define Saturation             0.00         // [-1.00 to 1.00] Adjust saturation
#define Bleach                 0.00         // [0.00 to 1.00] Brightens the shadows and fades the colors
#define Defog                  0.008        // [0.00 to 1.00] How much of the color tint to remove
#define FogColor               float3(0.00, 0.00, 1.00) // [0.00 to 1.00, 0.00 to 1.00, 0.00 to 1.00] What color to remove - default is blue
 
 
   /*-----------------------------------------------------------.
  /                  Vibrance settings                          /
  '-----------------------------------------------------------*/
#define Vibrance               -0.00         // [-1.0 to 1.0] Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
 
 
   /*-----------------------------------------------------------.
  /                  Curves settings                            /
  '-----------------------------------------------------------*/
#define Curves_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        0.21         // [-1.0 to 1.0] The amount of contrast you want
 
// -- Advanced curve settings --
#define Curves_formula         4            // [1|2|3|4|5|6|7] The constrast s-curve you want to use. 
 
 
   /*-----------------------------------------------------------.
  /                  Sepia settings                             /
  '-----------------------------------------------------------*/
#define ColorTone float3(1.40, 1.10, 0.90) //[0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to tint the image
#define GreyPower  0.11                    //[0.00 to 1.00] How much desaturate the image before tinting it
#define SepiaPower 0.58                    //[0.00 to 1.00] How much to tint the image
 
 
   /*-----------------------------------------------------------.
  /                  Vignette settings                          /
  '-----------------------------------------------------------*/
#define VignetteRatio 1.00    //[0.15 to 6.00]  Sets a width to height ratio. 1.00 (1/1) is perfectly round, while 1.60 (16/10) is 60 % wider than it's high.
#define VignetteRadius 1.00   //[-1.00 to 3.00] lower values = stronger radial effect from center
#define VignetteAmount -1.00  //[-2.00 to 1.00] Strength of black. -2.00 = Max Black, 1.00 = Max White.
#define VignetteSlope 8       //[1 to 16] How far away from the center the change should start to really grow strong (odd numbers cause a larger fps drop than even numbers)
#define VignetteCenter float2(0.500, 0.500)  //[0.000 to 1.000, 0.000 to 1.000] Center of effect.
 
 
   /*-----------------------------------------------------------.
  /                  Dither settings                            /
  '-----------------------------------------------------------*/
#define dither_method 1  //[1 or 2] 1 = Ordering dithering (good and very fast), 2 = Random dithering (even better dithering but not as fast)
 
//Note that the patterns used by Dither, makes an image harder to compress.
//This can make your screenshots and video recordings take up more space.
 
 
   /*-----------------------------------------------------------.
  /                  Border settings                            /
  '-----------------------------------------------------------*/
//No settings yet, beyond switching it on or off in the top section.
 
 
   /*-----------------------------------------------------------.
  /                  Splitscreen settings                       /
  '-----------------------------------------------------------*/
#define splitscreen_mode 3  //[1|2|3|4|5]  1 = Vertical 50/50 split, 2 = Vertical 25/50/25 split, 3 = Vertical 50/50 angled split, 4 = Horizontal 50/50 split, 5 = Horizontal 25/50/25 split
 
 
   /*-----------------------------------------------------------.
  /                  Key settings                               /
  '-----------------------------------------------------------*/
// This is the section where you can define your own key mapping
// See the following URL to find out what keycode a key has:
 
// key_toggle_sweetfx = 145
// key_screenshot     = 44
// key_reload_sweetfx = 19
 
 
   /*-----------------------------------------------------------.
  /                  Misc settings                              /
  '-----------------------------------------------------------*/
// You can load and chain other DirectX wrappers (ENB, Helix, Windower...)
// If the external wrapper is already named d3d9.dll, rename it into
// something else like "d3d9_enb.dll" (note that even if this is commented it actually works)
 
// external_d3d9_wrapper = none
// external_dxgi_wrapper = none

Edited by Cpt_Atroxium
Link to comment
Share on other sites

  • 0

 

Here is the Settings for those who have it installed!

 

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

  /                       Description                           /
  '------------------------------------------------------------/
 
Game: Any
SweetFX version: 1.4
Author: CeeJay.dk
Description: 
 
These are the default settings for SweetFX 1.4
They smoothen jagged edges with SMAA anti-aliasing, sharpen the image with LumaSharpen and make the colors slightly more vibrant with Vibrance.
 
Please note when tweaking settings that higher numbers does not always equal better (nor does lower).
Finding the best settings for your game and your taste is about finding just the right amount to apply.
 
If you made a good setttings preset please share it with your friends, on forums and websites,
and/or submit it to the SweetFX Settings Database : http://sfx.thelazy.net/games/
 
 
+++++++++++++++++++++WARFRAME+++++++++++++++++++++++
 
-This preset uses modified shaders and injector
-Scroll lock - Enable / Disable Effects
-Works best with color correction ON(its not just color, there are heat effects on this option)
-In game AA MUST be disabled
-I didnt had any issues with DX11 on, but you may turn it off and run on DX9, you wont notice any graphical difference.
 
 
   /*-----------------------------------------------------------.
  /                      Choose effects                         /
  '-----------------------------------------------------------*/
 
// Set to 1 for ON or 0 for OFF
#define USE_SMAA_ANTIALIASING 1 //[0 or 1] SMAA Anti-aliasing : Smoothens jagged lines using the SMAA technique.
#define USE_FXAA_ANTIALIASING 0 //[0 or 1] FXAA Anti-aliasing : Smoothens jagged lines using the FXAA technique
#define USE_CARTOON           0 //[0 or 1] Cartoon : "Toon"s the image.
#define USE_ADVANCED_CRT      0 //[0 or 1] Advanced CRT : Simulates an old CRT TV display. Set gaussian blur along with it to get a halation effect
#define USE_BLOOM             0 //[0 or 1] Bloom : Makes bright lights bleed their light into their surroundings (relatively high performance cost)
#define USE_HDR               0 //[0 or 1] HDR : Not actual HDR - It just tries to mimic an HDR look (relatively high performance cost)
#define USE_LUMASHARPEN       1 //[0 or 1] LumaSharpen : Also sharpens the antialiased edges which makes them less smooth - I'm working on fixing that.
#define USE_GAUSSIAN          0 //[0 or 1] Gaussian Blur : can be used to... blur, but also bloom/hazy/glowy look, also unsharp masking
#define USE_FILMGRAIN         0 //[0 or 1] Filmgrain effect
#define USE_TECHNICOLOR       0 //[0 or 1] TECHNICOLOR : Attempts to mimic the look of an old movie using the Technicolor three-strip color process (Techicolor Process 4)
#define USE_DPX               0 //[0 or 1] Cineon DPX : Should make the image look like it's been converted to DXP Cineon - basically it's another movie-like look similar to technicolor.
#define USE_MONOCHROME        0 //[0 or 1] Monochrome : Monochrome makes the colors disappear.
#define USE_LIFTGAMMAGAIN     1 //[0 or 1] Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights (avoids clipping)
#define USE_TONEMAP           1 //[0 or 1] Tonemap : Adjust gamma, exposure, saturation, bleach and defog. (may cause clipping)
#define USE_VIBRANCE          1 //[0 or 1] Vibrance : Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
#define USE_CURVES            1 //[0 or 1] Curves : Contrast adjustments using S-curves.
#define USE_SEPIA             0 //[0 or 1] Sepia : Sepia tones the image.
#define USE_VIGNETTE          0 //[0 or 1] Vignette : Darkens the edges of the image to make it look more like it was shot with a camera lens. May cause banding artifacts.
#define USE_DITHER            0 //[0 or 1] Dither : Applies dithering to simulate more colors than your monitor can display. This lessens banding artifacts (mostly caused by Vignette)
#define USE_BORDER            0 //[0 or 1] Border : Makes the screenedge black as a workaround for the bright edge that forcing some AA modes sometimes causes.
#define USE_SPLITSCREEN       0 //[0 or 1] Splitscreen : Enables the before-and-after splitscreen comparison mode.
 
 
   /*-----------------------------------------------------------.
  /                  SMAA Anti-aliasing settings                /
  '-----------------------------------------------------------*/
 
#define SMAA_THRESHOLD         0.12         // [0.05 to 0.20] Edge detection threshold
#define SMAA_MAX_SEARCH_STEPS  30           // [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   0            // [0 to 100] Determines the percent of antialiasing to apply to corners.
 
// -- Advanced SMAA settings --
#define COLOR_EDGE_DETECTION   1            // [0 or 1] 1 Enables color edge detection (slower but slightly more acurate) - 0 uses luma edge detection (faster)
#define SMAA_DIRECTX9_LINEAR_BLEND 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.
 
 
   /*-----------------------------------------------------------.
  /                  FXAA Anti-aliasing settings                /
  '-----------------------------------------------------------*/
#define FXAA_QUALITY__PRESET 39      //[1 to 39] Choose the quality preset. 39 is the highest quality.
#define fxaa_Subpix 0.400            //[0.000 to 1.000] Choose the amount of sub-pixel aliasing removal.
#define fxaa_EdgeThreshold 0.250     //[0.000 to 1.000] Edge detection threshold. The minimum amount of local contrast required to apply algorithm.
#define fxaa_EdgeThresholdMin 0.060  //[0.000 to 1.000] Darkness threshold. Trims the algorithm from processing darks.
 
 
   /*-----------------------------------------------------------.
  /                  Cartoon settings                           /
  '-----------------------------------------------------------*/
#define CartoonPower 1.0             //[0.1 to 10.0] Amount of effect you want.
 
 
   /*-----------------------------------------------------------.
  /                  Advanced CRT settings                     /
  '----------------------------------------------------------*/
#define CRTAmount            1.00    //[0.00 to 1.00]  Amount of CRT effect you want
 
#define CRTResolutionX       512     //[1 to 2048]     Original input width of the game (ie. 320)
#define CRTResolutionY       304     //[1 to 2048]     Original input height of the game (ie. 240)
#define CRTgamma             2.4     //[0.0 to 4.0]    Gamma of simulated CRT (default 2.4)
#define CRTmonitorgamma      2.2     //[0.0 to 4.0]    Gamma of display monitor (typically 2.2 is correct)
#define CRTBrightness        0.9     //[1.0 to 3.0]    Used to boost brightness a little. Default is 1.0
#define CRTScanlineIntensity 2.0     //[2.0 to 4.0]    Scanlines intensity (use integer values preferably). Default is 2.0
#define CRTScanlineGaussian  1       //[0 or 1]        Use the "new nongaussian scanlines bloom effect". Default is on
 
#define CRTCurvature         1       //[[0 or 1]          "Barrel effect" enabled (1) or off (0)
#define CRTCurvatureRadius   1.5     //[0.0 to 2.0]       Curvature Radius (only effective when Curvature is enabled). Default is 1.5
#define CRTCornerSize        0.0100  //[0.0000 to 0.0020] Higher values, more rounded corner. Default is 0.001
#define CRTDistance          2.00    //[0.00 to 4.00]     Simulated distance from viewer to monitor. Default is 2.00
#define CRTAngleX            0.00    //[-0.20 to 0.20]    Tilt angle in radians (X coordinates)
#define CRTAngleY            -0.15   //[-0.20 to 0.20]    Tilt angle in radians (Y coordinates). (Value of -0.15 gives the 'arcade tilt' look)
#define CRTOverScan          1.01    //[1.00 to 1.10]     Overscan (e.g. 1.02 for 2% overscan). Default is 1.01
#define CRTOversample        0       //[0 or 1]           Enable 3x oversampling of the beam profile (warning : performance hit)
 
 
   /*-----------------------------------------------------------.
  /                  Bloom settings                             /
  '-----------------------------------------------------------*/
#define BloomThreshold 20.25 //[0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isn't.
#define BloomPower 1.446     //[0.000 to 8.000] Strength of the bloom
#define BloomWidth 0.0142    //[0.0000 to 1.0000] Width of the bloom
 
 
   /*-----------------------------------------------------------.
  /                  HDR settings                               /
  '-----------------------------------------------------------*/
#define HDRPower 1.30  //[0.00 to 8.00] Strangely lowering this makes the image brighter
#define radius2  0.87  //[0.00 to 8.00] Raising this seems to make the effect stronger and also brighter
 
 
   /*-----------------------------------------------------------.
  /                  LumaSharpen settings                       /
  '-----------------------------------------------------------*/
// -- Sharpening --
#define sharp_strength         1.0          // [0.10 to 3.00] Strength of the sharpening
#define sharp_clamp            0.045        // [0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035
 
// -- Advanced sharpening settings --
#define pattern                3            // [1|2|3|4] Choose a sample pattern. 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped.
#define offset_bias            1.0          // [0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern.
                                            // I designed the pattern for offset_bias 1.0, but feel free to experiment.
                           
// -- Debug sharpening settings --
#define show_sharpen           0            // [0 or 1] Visualize the strength of the sharpen (multiplied by 4 to see it better)
 
   /*-----------------------------------------------------------.
  /                  Gaussian Blur settings                     /
  '-----------------------------------------------------------*/
#define GaussEffect 2        //[0|1|2|3]        0 = Blur, 1 = Unsharpmask (expensive), 2 = Bloom, 3 = Sketchy. Default is 2
#define GaussQuality 3       //[0|1|2|3]        Warning: 2 and 3 are expensive. Default is 1
#define GaussSigma 1         //[1 to 4]         The higher the wider blur/bloom is (only effective when Bloom selected)
#define GaussBloomWarmth 1   //[0|1|2]          "Temperature" of the bloom - 0 = neutral, 1 = warm, 2 = hazy/foggy
#define GaussThreshold 0.50  //[0.00 to 1.00]   [DX10/11 only] Threshold for what is a bright light (that causes bloom) and what isn't.
#define GaussExposure 43.0   //[0.00 to 100.00] [DX10/11 only] Exposure of the effect (the lower the brighter)
#define GaussStrength 0.10   //[0.00 to 1.00]   Amount of effect blended into the final image
 
 
   /*-----------------------------------------------------------.
  /                  Film grain settings                        /
  '-----------------------------------------------------------*/
#define FilmGrainIntensity 0.46  //[0.00 to 1.00] Intensity of grain. Default is 0.46
#define FilmGrainExposure 40     //[0 to 100]     Grain Exposure. Default is 40 (Lower -> darker noise)
#define FilmGrainSize 2          //[0 to 10]      Size of the grain. Default is 2 (Higher -> thinner noise)
 
 
   /*-----------------------------------------------------------.
  /                  TECHNICOLOR settings                       /
  '-----------------------------------------------------------*/
#define TechniAmount 0.4         //[0.00 to 1.00]
#define TechniPower  4.0         //[0.00 to 8.00]
#define redNegativeAmount   0.88 //[0.00 to 1.00]
#define greenNegativeAmount 0.88 //[0.00 to 1.00]
#define blueNegativeAmount  0.88 //[0.00 to 1.00]
 
 
   /*-----------------------------------------------------------.
  /                  Cineon DPX settings                        /
  '-----------------------------------------------------------*/
#define Red   8.0  //[1.0 to 15.0]
#define Green 8.0  //[1.0 to 15.0]
#define Blue  8.0  //[1.0 to 15.0]
 
#define ColorGamma    2.5  //[0.1 to 2.5] Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral.
#define DPXSaturation 3.0  //[0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral.
 
#define RedC   0.36  //[0.60 to 0.20]
#define GreenC 0.36  //[0.60 to 0.20]
#define BlueC  0.34  //[0.60 to 0.20]
 
#define Blend 0.2    //[0.00 to 1.00] How strong the effect should be.
 
 
   /*-----------------------------------------------------------.
  /                  Monochrome settings                        /
  '-----------------------------------------------------------*/
#define Monochrome_conversion_values float3(0.18,0.41,0.41) //[0.00 to 1.00] Percentage of RGB to include (should sum up to 1.00)
 
 
   /*-----------------------------------------------------------.
  /                  Lift Gamma Gain settings                   /
  '-----------------------------------------------------------*/
#define RGB_Lift               float3(1.016, 1.014, 0.97) // [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
 
 
   /*-----------------------------------------------------------.
  /                  Tonemap settings                           /
  '-----------------------------------------------------------*/
#define Gamma                  1.0          // [0.00 to 2.00] Adjust midtones
#define Exposure               0.00         // [-1.00 to 1.00] Adjust exposure
#define Saturation             0.00         // [-1.00 to 1.00] Adjust saturation
#define Bleach                 0.00         // [0.00 to 1.00] Brightens the shadows and fades the colors
#define Defog                  0.008        // [0.00 to 1.00] How much of the color tint to remove
#define FogColor               float3(0.00, 0.00, 1.00) // [0.00 to 1.00, 0.00 to 1.00, 0.00 to 1.00] What color to remove - default is blue
 
 
   /*-----------------------------------------------------------.
  /                  Vibrance settings                          /
  '-----------------------------------------------------------*/
#define Vibrance               -0.00         // [-1.0 to 1.0] Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
 
 
   /*-----------------------------------------------------------.
  /                  Curves settings                            /
  '-----------------------------------------------------------*/
#define Curves_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        0.21         // [-1.0 to 1.0] The amount of contrast you want
 
// -- Advanced curve settings --
#define Curves_formula         4            // [1|2|3|4|5|6|7] The constrast s-curve you want to use. 
 
 
   /*-----------------------------------------------------------.
  /                  Sepia settings                             /
  '-----------------------------------------------------------*/
#define ColorTone float3(1.40, 1.10, 0.90) //[0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to tint the image
#define GreyPower  0.11                    //[0.00 to 1.00] How much desaturate the image before tinting it
#define SepiaPower 0.58                    //[0.00 to 1.00] How much to tint the image
 
 
   /*-----------------------------------------------------------.
  /                  Vignette settings                          /
  '-----------------------------------------------------------*/
#define VignetteRatio 1.00    //[0.15 to 6.00]  Sets a width to height ratio. 1.00 (1/1) is perfectly round, while 1.60 (16/10) is 60 % wider than it's high.
#define VignetteRadius 1.00   //[-1.00 to 3.00] lower values = stronger radial effect from center
#define VignetteAmount -1.00  //[-2.00 to 1.00] Strength of black. -2.00 = Max Black, 1.00 = Max White.
#define VignetteSlope 8       //[1 to 16] How far away from the center the change should start to really grow strong (odd numbers cause a larger fps drop than even numbers)
#define VignetteCenter float2(0.500, 0.500)  //[0.000 to 1.000, 0.000 to 1.000] Center of effect.
 
 
   /*-----------------------------------------------------------.
  /                  Dither settings                            /
  '-----------------------------------------------------------*/
#define dither_method 1  //[1 or 2] 1 = Ordering dithering (good and very fast), 2 = Random dithering (even better dithering but not as fast)
 
//Note that the patterns used by Dither, makes an image harder to compress.
//This can make your screenshots and video recordings take up more space.
 
 
   /*-----------------------------------------------------------.
  /                  Border settings                            /
  '-----------------------------------------------------------*/
//No settings yet, beyond switching it on or off in the top section.
 
 
   /*-----------------------------------------------------------.
  /                  Splitscreen settings                       /
  '-----------------------------------------------------------*/
#define splitscreen_mode 3  //[1|2|3|4|5]  1 = Vertical 50/50 split, 2 = Vertical 25/50/25 split, 3 = Vertical 50/50 angled split, 4 = Horizontal 50/50 split, 5 = Horizontal 25/50/25 split
 
 
   /*-----------------------------------------------------------.
  /                  Key settings                               /
  '-----------------------------------------------------------*/
// This is the section where you can define your own key mapping
// See the following URL to find out what keycode a key has:
 
// key_toggle_sweetfx = 145
// key_screenshot     = 44
// key_reload_sweetfx = 19
 
 
   /*-----------------------------------------------------------.
  /                  Misc settings                              /
  '-----------------------------------------------------------*/
// You can load and chain other DirectX wrappers (ENB, Helix, Windower...)
// If the external wrapper is already named d3d9.dll, rename it into
// something else like "d3d9_enb.dll" (note that even if this is commented it actually works)
 
// external_d3d9_wrapper = none
// external_dxgi_wrapper = none

 

 

I just went through your settings very quickly.  Very elegant approach.   Thanks for sharing them.  =)

Link to comment
Share on other sites

  • 0

I just went through your settings very quickly.  Very elegant approach.   Thanks for sharing them.  =)

 

This is a preset i found on the presets for warframe, havent done any changes to the settings yet. New to sweetFX and all credits go to the author and owner of the preset. But spread the word! A quite elegant and realistic preset that I cant live without from now on! =)

 

 Detailed Warframe v3.1 x64

http://sfx.thelazy.net/games/game/155/

 

Edited by Cpt_Atroxium
Link to comment
Share on other sites

  • 0

i discovered yesterday that sweetfx works on warframe (i used it only on skyrim), yeah ^^. so i went to search for some presets ( i don't really have the patience to modify and test things XD)

 

until now i tried these 2 presets:

 

http://sfx.thelazy.net/games/preset/1277/ . this one, added yesterday, it's very loyal to the game. practically it just makes colors more vivid and make the antialiasing better.

 

http://sfx.thelazy.net/games/preset/1193/ . this one makes colors and antialising really magnificient, but it's not that loyal to the original colors of the game and in open spaces sometimes it makes colors too much... yellowish? kinda don't know how to say it. like if sepia option is activated, when instead in the settings it is not. aaaand i don't really know what to touch in the settings to try to modify this.

Edited by xKratos_Aurion
Link to comment
Share on other sites

  • 0

Hey Everybody!

 

I updated my "Metallic Glow" settings for Warframe and SweetFX:

 

https://www.dropbox.com/s/yzzn99upeu8a7io/SweetFX_settings%20-%20Metallic%20Glow%203.txt

 

I took a look at the settings Cpt_Atroxium was using in the video he shared with us earlier in this thread, and then added some of my own color tweaks, etc.

 

So we now have the clarity of the settings from the "Detailed Warframe 3.1" by Kuelho(which I found to be a bit too green/brown/muddy, though highly realisitc.)  fused together with my "over the top" color tweaks.

 

Here's a screenshot of Warframe without SweetFX:

 

Warframex64exe_DX9_20140220_132102.jpg

 

now here's one with Metallic Glow 3:

 

Warframex64exe_DX9_20140220_132052.jpg

 

Enjoy!

 

=)

 

EDIT: The Original Metallic Glow file was posted here:

 

https://forums.warframe.com/index.php?/topic/113390-using-injectors-sweetfx/page-10#entry2012552

Edited by sushidubya
Link to comment
Share on other sites

  • 0

Greetings Tenno,

 

Upon further testing of the color settings I used above, I found it to be too colorful/exaggerated.  I've updated the file in the post before this and it looks much better now.

 

Here's the link again anyways:

 

https://www.dropbox.com/s/yzzn99upeu8a7io/SweetFX_settings%20-%20Metallic%20Glow%203.txt

 

Give it a try.  Feedback is appreciated.

 

Enjoy!

 

=)

Link to comment
Share on other sites

  • 0

Greetings Tenno,

 

Upon further testing of the color settings I used above, I found it to be too colorful/exaggerated.  I've updated the file in the post before this and it looks much better now.

 

Here's the link again anyways:

 

https://www.dropbox.com/s/yzzn99upeu8a7io/SweetFX_settings%20-%20Metallic%20Glow%203.txt

 

Give it a try.  Feedback is appreciated.

 

Enjoy!

 

=)

I like that, but it's still a bit too saturated for my liking. Can you make another version with it toned down a little more? (I have no idea how to use that stuff since this is the first I've found out about it.) I think I'd prefer it just as a slight increase in saturation or something, make the colours stand out a little more.

 

Also would it be possible to combine your one, and the sharpness preset that was posted in the OP?

Edited by DecapitatingJim
Link to comment
Share on other sites

  • 0

I like that, but it's still a bit too saturated for my liking. Can you make another version with it toned down a little more? (I have no idea how to use that stuff since this is the first I've found out about it.) I think I'd prefer it just as a slight increase in saturation or something, make the colours stand out a little more.

 

Also would it be possible to combine your one, and the sharpness preset that was posted in the OP?

 

Hey DecapitatingJim!

 

Thanks for trying it out.  Sure I can make a different one for you.  My original intentions with "metallic glow" were to make exaggerated colors and a more stylized experience with Warframe.

 

I originally used the sharpness preset that was in the OP, actually most of us here in this thread started off with the "clear and sharp" settings in the OP.

 

I won't be able to get onto my machine to tweak settings until later this evening.  I'll be sure to post them here in the thread and send a PM to you when I've done so.

 

Thanks for the feedback.

 

=)

 

EDIT:  I do prefer "cooler" colors (that usually means a bit more blue) and I wanted to ask you.  Is the color balance correct to you?  Is it too blue on your screen?  Lemme know.  Thx again.

Edited by sushidubya
Link to comment
Share on other sites

  • 0

Well...  Why not Zoidberg?  Why do people do Yoga?  XD

 

It's a personal preference.  There are many of us doing it.  We don't owe you any explanations.

 

Considering I don't understand it nor are there any examples, I would like to see why someone would do this without doing it myself.

Link to comment
Share on other sites

  • 0

No problem, just you seem to know what you're doing xD

And no rush, I'm not in any hurry so just do it whenever it's convenient for you. Thanks for the help. :>

 

Hey DecapitatingJim!

 

I made a new SweetFX per your request:

 

https://www.dropbox.com/s/7x1gsi921ldublb/SweetFX_settings%20-%20Clear%20and%20Crisp.txt

 

Try that one out.  This is basically just a hint of added color, but a bit sharper and clearer than the original image without SweetFX.

 

Here's without SweetFX:

 

Warframex64exe_DX9_20140221_225537.jpg

 

This is with the settings I adjusted for you:

 

Warframex64exe_DX9_20140221_225540.jpg

 

Hope you enjoy them!

Link to comment
Share on other sites

  • 0

Why would you WANT to do this?

 

If you're referring to why we want to use SweetFX, you should give it a try...you'll see why ;)

 

If you're asking why we want to help...well...because we like to help? Also, sorry for not staying on top of this fellow Tenno, I've been super busy lately :S

Link to comment
Share on other sites

  • 0

Yeah, only seems to happen on some computers, I'm playing on a laptop, with an 660M. Might be optimus or something.

 

If only I could do that, borderless fullscreen kills my frames. 

Update your Geforce drivers?? Current is 334.89

Edited by RawGritz
Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

×
×
  • Create New...