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Using Injectors -- Sweetfx


xxx7
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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
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CeePee, would you mind sharing (all of) your settings, please? I think they would go nicely with the comparison pics in OP ;)

 

I'm using pretty much the sharp & clean preset posted in this thread, can't really remember if I saved some tweaks I made. I'm happy with what it looks right now haven't gone around changing much. Changed the screenshot key to "End" button, same as I have in Skyrim and Fallout 3.

 

Oh and don't use the colour correction in game, with it enabled I don't see much of a difference, and I don't like how the colours change with that on.

 

Settings.jpg

 

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

  /                       Description                           /

  '------------------------------------------------------------/

Game: Warframe

SweetFX version: 1.4 boulotaur 64 dx11

Author: CeeJay.dk boulotaur , preset ninjafada

Description: Sharp and clean

These are the default settings for SweetFX 1.4

They smoothen jagged edges with SMAA anti-aliasing, sharpen the image with LumaSharpen and make the colors slightly more vibrant with Vibrance.

Please note when tweaking settings that higher numbers does not always equal better (nor does lower).

Finding the best settings for your game and your taste is about finding just the right amount to apply.

If you made a good setttings preset please share it with your friends, on forums and websites,

and/or submit it to the SweetFX Settings Database : http://sfx.thelazy.net/games/

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

  /                      Choose effects                         /

  '-----------------------------------------------------------*/

// Set to 1 for ON or 0 for OFF

#define USE_SMAA_ANTIALIASING 1 //[0 or 1] SMAA Anti-aliasing : Smoothens jagged lines using the SMAA technique.

#define USE_FXAA_ANTIALIASING 0 //[0 or 1] FXAA Anti-aliasing : Smoothens jagged lines using the FXAA technique. WIP - Currently only works in DX9 and you need to use the FXAA injector dlls.

#define USE_CARTOON             0 //[0 or 1] Cartoon : "Toon"s the image. (Interferes with SMAA, CRT, Bloom, HDR and Lumasharpen)

#define USE_ADVANCED_CRT      0 //[0 or 1] Advanced CRT : Simulates an old CRT TV display. (Interferes with SMAA, Cartoon, Bloom, HDR and Lumasharpen, and it has a very 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               1 //[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_TECHNICOLOR       0 //[0 or 1] TECHNICOLOR : Attempts to mimic the look of an old movie using the Technicolor three-strip color process (Techicolor Process 4)

#define USE_DPX               1 //[0 or 1] Cineon DPX : Should make the image look like it's been converted to DXP Cineon - basically it's another movie-like look similar to technicolor.

#define USE_MONOCHROME        0 //[0 or 1] Monochrome : Monochrome makes the colors disappear.

#define USE_LIFTGAMMAGAIN     1 //[0 or 1] Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights (avoids clipping)

#define USE_TONEMAP           0 //[0 or 1] Tonemap : Adjust gamma, exposure, saturation, bleach and defog. (may cause clipping)

#define USE_VIBRANCE          1 //[0 or 1] Vibrance : Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.

#define USE_CURVES            1 //[0 or 1] Curves : Contrast adjustments using S-curves.

#define USE_SEPIA             0 //[0 or 1] Sepia : Sepia tones the image.

#define USE_VIGNETTE          0 //[0 or 1] Vignette : Darkens the edges of the image to make it look more like it was shot with a camera lens. May cause banding artifacts.

#define USE_DITHER            0 //[0 or 1] Dither : Applies dithering to simulate more colors than your monitor can display. This lessens banding artifacts (mostly caused by Vignette)

#define USE_BORDER            0 //[0 or 1] Border : Makes the screenedge black as a workaround for the bright edge that forcing some AA modes sometimes causes.

#define USE_SPLITSCREEN       0 //[0 or 1] Splitscreen : Enables the before-and-after splitscreen comparison mode.

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

  /                  SMAA Anti-aliasing settings                /

  '-----------------------------------------------------------*/

#define SMAA_THRESHOLD 0.07           //[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 12  //[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 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.

                                      //Enable this only if you use a Geforce 7xxx series or older card, or a Radeon X1xxx series or older card.

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

  /                  FXAA Anti-aliasing settings                /

  '-----------------------------------------------------------*/

#define FXAA_QUALITY__PRESET 39      //[1 to 9] Choose the quality preset. 9 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 0.8             //[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 CRTResolution        1.2     //[1.0 to 8.O]    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 2.4)

#define CRTmonitorgamma      2.2     //[0.0 to 4.0]    Gamma of display monitor (typically 2.2 is correct)

#define CRTBrightness        1.0     //[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        0.0010  //[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            -0.10   //[-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 22.25 //[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 0.0122    //[0.0000 to 1.0000] Width of the bloom

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

  /                        HDR settings                         /

  '-----------------------------------------------------------*/

#define HDRPower 1.08  //[0.00 to 8.00] Strangely lowering this makes the image brighter

#define radius2  0.78  //[0.00 to 8.00] Raising this seems to make the effect stronger and also brighter

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

  /                     LumaSharpen settings                    /

  '-----------------------------------------------------------*/

// -- Sharpening --

#define sharp_strength 1.20   //[0.10 to 3.00] Strength of the sharpening

#define sharp_clamp    0.020  //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035

// -- Advanced sharpening settings --

#define pattern 2        //[1|2|3|4] Choose a sample pattern. 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped.

#define offset_bias 1.0  //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern.

                         //I designed the pattern for offset_bias 1.0, but feel free to experiment.

                           

// -- Debug sharpening settings --

#define show_sharpen 0   //[0 or 1] Visualize the strength of the sharpen (multiplied by 4 to see it better)

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

  /                      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   10.0  //[1.0 to 15.0]

#define Green 10.0  //[1.0 to 15.0]

#define Blue  10.0  //[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 1.5  //[0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral.

#define RedC   0.38  //[0.60 to 0.20]

#define GreenC 0.38  //[0.60 to 0.20]

#define BlueC  0.38  //[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(1.010, 1.010, 1.010)  //[0.000 to 2.000] Adjust shadows for Red, Green and Blue

#define RGB_Gamma float3(1.005, 1.005, 1.005)  //[0.000 to 2.000] Adjust midtones for Red, Green and Blue

#define RGB_Gain  float3(0.980, 0.980, 0.980)  //[0.000 to 2.000] Adjust highlights for Red, Green and Blue

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

  /                        Tonemap settings                     /

  '-----------------------------------------------------------*/

#define Gamma 1.0        //[0.000 to 2.000] Adjust midtones

#define Exposure 0.00    //[-1.000 to 1.000] Adjust exposure

#define Saturation 0.00  //[-1.000 to 1.000] Adjust saturation

#define Bleach 0.00      //[0.000 to 1.000] Brightens the shadows and fades the colors

#define Defog 0.000  //[0.000 to 1.000] How much of the color tint to remove

#define FogColor float3(0.00, 0.00, 2.55) //[0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to remove - default is blue

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

  /                       Vibrance settings                     /

  '-----------------------------------------------------------*/

#define Vibrance 0.115 //[-1.00 to 1.00] Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.

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

  /                        Curves settings                      /

  '-----------------------------------------------------------*/

#define Curves_mode 2        //[0|1|2] Choose what to apply contrast to. 0 = Luma, 1 = Chroma, 2 = both Luma and Chroma. Default is 0 (Luma)

#define Curves_contrast 0.10 //[-1.00 to 1.00] The amount of contrast you want

// -- Advanced curve settings --

#define Curves_formula 7     //[1|2|3|4|5|6|7|8|9] The contrast s-curve you want to use.

                             //1 = Sine, 2 = Abs split, 3 = Smoothstep, 4 = Exp formula, 5 = Simplified Catmull-Rom (0,0,1,1), 6 = Perlins Smootherstep

                             //7 = Abs add, 8 = Techicolor Cinestyle, 9 = Parabola.

                             //Note that Technicolor Cinestyle is practically identical to Sine, but runs slower. In fact I think the difference might only be due to rounding errors.

                             //I prefer 2 myself, but 3 is a nice alternative with a little more effect (but harsher on the highlight and shadows) and it's the fastest formula.

                             

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

  /                         Sepia settings                      /

  '-----------------------------------------------------------*/

#define ColorTone float3(1.40, 1.10, 0.90) //[0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to tint the image

#define GreyPower  0.11                    //[0.00 to 1.00] How much desaturate the image before tinting it

#define SepiaPower 0.58                    //[0.00 to 1.00] How much to tint the image

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

  /                       Vignette settings                     /

  '-----------------------------------------------------------*/

#define VignetteRatio 1.00    //[0.15 to 6.00]  Sets a width to height ratio. 1.00 (1/1) is perfectly round, while 1.60 (16/10) is 60 % wider than it's high.

#define VignetteRadius 1.00   //[-1.00 to 3.00] lower values = stronger radial effect from center

#define VignetteAmount -1.00  //[-2.00 to 1.00] Strength of black. -2.00 = Max Black, 1.00 = Max White.

#define VignetteSlope 8       //[1 to 16] How far away from the center the change should start to really grow strong (odd numbers cause a larger fps drop than even numbers)

#define VignetteCenter float2(0.500, 0.500)  //[0.000 to 1.000, 0.000 to 1.000] Center of effect.

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

  /                        Dither settings                      /

  '-----------------------------------------------------------*/

#define dither_method 1  //[1 or 2] 1 = Ordering dithering (good and very fast), 2 = Random dithering (even better dithering but not as fast)

//Note that the patterns used by Dither, makes an image harder to compress.

//This can make your screenshots and video recordings take up more space.

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

  /                        Border settings                      /

  '-----------------------------------------------------------*/

//No settings yet, beyond switching it on or off in the top section.

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

  /                     Splitscreen settings                    /

  '-----------------------------------------------------------*/

#define splitscreen_mode 1  //[1|2|3|4|5]  1 = Vertical 50/50 split, 2 = Vertical 25/50/25 split, 3 = Vertical 50/50 angled split, 4 = Horizontal 50/50 split, 5 = Horizontal 25/50/25 split

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

  /                      Key settings                           /

  '-----------------------------------------------------------*/

// This is the section where you can define your own key mapping

// See the following URL to find out what keycode a key has:

// http://www.cambiaresearch.com/articles/15/javascript-char-codes-key-codes

// key_toggle_sweetfx = 145

// key_screenshot     = 35

// key_reload_sweetfx = 19

 

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This should stay on the first page of the forum. It's simply astounding how much better this makes the game look.

 

^

 

I'm still playing around with it, though I use CeePee's setting when just playing Warframe ;D

 

@Sushidubya: I heard you finally found your settings sweetspot...come on, post it, you know you want to (or is it me wanting you to? :P).

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i have a serious problem.

i used those sharp and clear presets, and im getting some textures issues.

 

as anexample, bith my sentinel and my loki have some of their parts with pure wither textures, which looks quite bad. any idea anyone why this happens? i have an AMD card, and im using 64 bit mode

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that seems like a TINY difference in quality

 

Did you try it ingame? The screenshots show only a tiny portion of the improvement.

 

What's best is that you can feel the game looks so much better, nothing a few screenshots can show.

 

If you don't like it, just remove the files and go on like nothing happened.

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Did you try it ingame? The screenshots show only a tiny portion of the improvement.

 

What's best is that you can feel the game looks so much better, nothing a few screenshots can show.

 

If you don't like it, just remove the files and go on like nothing happened.

 

on second thought, I don't think its working. I enabled split screen and there is no difference. used the 64 bit files too, not sure whats up

 

the on/off, reload and screenshot keys don't do anything either. Is the SweetFX zip the only thing you need to download? well other than the alternate settings

Edited by FlyDungas
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I can't get this to work no matter what I do. Is there something left out of the installation? I copied all the files to my warframe folder, copied the two 64 bit files, and nothing.

 

Finally got it to work. I reinstalled the game without using steam and it works great all of a sudden. No idea why, unless the overlay has some effect even when steam isn't running. Reinstalling was weird too, the first time it was instantaneous, like the game was still installed, launcher just came right up. The second time I had to actually specify an install folder and re download all the files. I'm not the only one who tried using this with the game installed through steam, am I?

Edited by FlyDungas
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i have a serious problem.

i used those sharp and clear presets, and im getting some textures issues.

 

as anexample, bith my sentinel and my loki have some of their parts with pure wither textures, which looks quite bad. any idea anyone why this happens? i have an AMD card, and im using 64 bit mode

There are issues with SweetFX and DX11, turn DX11 off in the launcher and the texture issues should be gone.

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There are issues with SweetFX and DX11, turn DX11 off in the launcher and the texture issues should be gone.

 

Strange...I run it in DX11 and don't have that issue unless I play Saryn, Vauban, or Volt in black and white colors...all other frames seem to be fine.

 

 

I can't get this to work no matter what I do. Is there something left out of the installation? I copied all the files to my warframe folder, copied the two 64 bit files, and nothing.

 

Finally got it to work. I reinstalled the game without using steam and it works great all of a sudden. No idea why, unless the overlay has some effect even when steam isn't running. Reinstalling was weird too, the first time it was instantaneous, like the game was still installed, launcher just came right up. The second time I had to actually specify an install folder and re download all the files. I'm not the only one who tried using this with the game installed through steam, am I?

 

Are you sure you copied the files and not the folders with the files in them? I made that same mistake at first.

Edited by xxx7
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As far as I'm aware, memory is a grey area. The contents of a program residing in memory can be interpreted as both being part of the program (thus files) and as being a separate copy from it and being technically an illegal copy.

According to the US Federal Courts copies in memory that are modified are unlicensed uses.  See the WOW Glyder trial.

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According to the US Federal Courts copies in memory that are modified are unlicensed uses.  See the WOW Glyder trial.

 

Guys, please read what we posted before...this isn't changing ANYTHING in the memory, it is merely a shaders-overlay on your screen...smart, fantastic results, but it DOES NOT mess with any Warframe files...

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According to the US Federal Courts copies in memory that are modified are unlicensed uses.  See the WOW Glyder trial.

OMG we even have the lead developer telling us it's no problem to use SweetFX with Warframe. I hope all the fearmongering stops.

 

 

Guys, please read what we posted before...this isn't changing ANYTHING in the memory, it is merely a shaders-overlay on your screen...smart, fantastic results, but it DOES NOT mess with any Warframe files...

Pretty much. Running SweetFX is as intrusive as changing video cards and/or video card drivers. It's not even specifically designed for warframe and runs on most other DirectX games.

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unless you play nova then you look awful lol

 

Really...I'll have to check on that.

 

Also, thanks for bringing this up again, CeePee. It enhances everything so much (that "oomph"), I could not go back and play without this on.

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EOu7gra.png

My settings consist only of having HDR (High Dynamic Range) and Lumasharpen enabled. Helps give the game that extra bit of visual oomph.

 

 

 

 

 

You dont need SweetFX, Just to prove a point:

- I modified your "Sweet FX OFF" part in GIMP

- +10 contrast, +3 brightness, +10 saturation

 

k4oq.jpg

 

Looks exactly the same as the above.

You can achieve exactly the same visual quality just by changing the ingame settings, and saturation settings in Nvidia control panel. You'll save no end of performance.

 

You guys with your overkill, performance intensive injectors, dear me :P

Edited by Fourdee
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Looks exactly the same as the above.

You can achieve exactly the same visual quality just by changing the ingame settings, and saturation settings in Nvidia control panel. You'll save no end of performance.

 

You guys with your overkill, performance intensive injectors, dear me :P

 

Yes, but you missed a few points, "dear me" ;)

 

For one, SweetFX does a whole heap more than just saturation, contrast, etc. The big fish here is, in my opinion, SMAA. None of the screenshots here do it justice, you simply have to experience it in-game. Along with LUMA sharpen, custom bloom, HDR, pixel-based saturation (not just monitor), dither...do I need say more? :3

 

Some changes are subtle and matter of taste, but SMAA along with LUMA sharpen...wouldn't play Warframe without it anymore.

Edited by xxx7
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