SweetFX official thread
- CeeJay.dk
- Topic Author
It's meant to reduce the color to a specified palette, so you can make the game look like it's a C64, NES, CGA or EGA .. etc game.
I'm not done with it.
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- CeeJay.dk
- Topic Author
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- NotSoSweet
1) If i use sweetfx screenshot feature (with png format) i got some weird black dots everywhere. It happens both in windowed and full-screen modes - please look at windows or cars or on this blue "F" logo: i.imgur.com/4cG5eIa.jpg
But if i use my poor screen-grab program to capture the whole desktop with GTAV in windowed mode, then everything is OK: i.imgur.com/SGRs9Y1.jpg
How to fix it?
2) And second question.... I see almost zero differences between default and maxed out SMAA SEARCH_STEPS settings.
default 16/6 i.imgur.com/5jhrXLW.jpg
maxed 98/16 i.imgur.com/tNIxT9Z.jpg
Is it normal?
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- crosire
Whoops? Is this a GTAV thing only or does this happen in other games too? Do you have MSAA enabled or disabled in-game or the driver?NotSoSweet wrote: If i use sweetfx screenshot feature (with png format) i got some weird black dots everywhere. It happens both in windowed and full-screen modes
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- NotSoSweet
crosire wrote: Do you have MSAA enabled or disabled in-game or the driver?
Whoops indeed... from my side
Tested it a bit and the cause is not a Reshade or SweetFX but Nvidia MFAA alone... Weird things!
Seems like
- if i use Reshade or MSI Afterburner to capture ingame with MSAA+Nvidia MFAA enabled - then i get black dots.
- if i use my old screen grab utility to capture the whole desktop - then everything is OK.
Don't know what to do now... ingame screen-grabs is robust and fast vs my old junk with 1-2 sec delay.
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- NotSoSweet
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- Constantine PC
It said to let you know if you like it.
I like it.
Edit: Sorry that wasn't that descriptive, I like the colour and brightness features it has. It's a nice addition to the SweetFX arsenal.
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- v00d00m4n
Also with my experiments on advanced CRT I managed to find fundamental flaw - Width, if entered with desire to simulate original retro game resolution (for example I was messing with Shantae 2, which original resolution was 256x192) in case of wide screens and centered 4:3 or lesser than native screen width, dost not actually looks right, since simulated width applied to entire width of screen including black pillar boxes at side. so it kinda stretched.
To fix this I changed Width to dynamic value calculated relative to aspect ratio of screen, which actually preserves original size of pixels and all you have to enter is just height.
So I added this:
// CRT / Pixelart related addition
#define CurrentW BUFFER_WIDTH*1.0f //dont touch, just a current screen resolution X
#define CurrentH BUFFER_HEIGHT*1.0f //dont touch, just a current screen resolution y
#define OriginalH 240.0f //enter original pixelated game height here before *1.0f or in format like 480.0f
and changed original values to that:
/*----------------------------------------------------------.
/ Advanced CRT settings /
'----------------------------------------------------------*/
#define CRTAmount 0.5 //[0.00 to 1.00] Amount of CRT effect you want
//#define CRTResolution 0.75 //[1.0 to 8.0] disabled Input size coefficent (low values gives the "low-res retro look"). Default is 1.2
#define CRTResolutionX ((CurrentW/CurrentH)*OriginalH) //[1 to 2048] Original input width of the game (ie. 320), not needed anymore, dynamic now
#define CRTResolutionY (OriginalH) //[1 to 2048] Original input height of the game (ie. 240), dy
did it like that to be sure that X got Y value before Y declared.
Optimized version would be:
/*----------------------------------------------------------.
/ Advanced CRT settings /
'----------------------------------------------------------*/
#define CRTAmount 0.5 //[0.00 to 1.00] Amount of CRT effect you want
//#define CRTResolution 0.75 //[1.0 to 8.0] disabled Input size coefficent (low values gives the "low-res retro look"). Default is 1.2
#define CRTResolutionY 240 //[1 to 2048] Original input height of the game (ie. 240)
#define CRTResolutionX (((BUFFER_WIDTH*1.0f)/(BUFFER_HEIGHT*1.0f ))*CRTResolutionY) //[1 to 2048] Original input width of the game (ie. 320), not needed anymore, dynamic now 1.0.f needed for less distorted look
So, now user only needs to enter number of lines and all should work fine.
Also there is another issue which I partially solved by *1.0f - depending of X value image getting very distorted and has some vertical tears and misalignments of pixels. Only usage of separate gauss filter before CRT makes it more or less correct (if you will watch very carefull you will see that 1 or few pixels displacement even with gauss).
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- KADLex
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- NotSoSweet
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- acknowledge
- crisscross97
But I'm the creator of an ENB for Skyrim called the Dovahlandjas ENB that uses SweetFX.
Some poor people who are non-native non-English speakers are having trouble following my instructions to install my enb relating to getting SweetFX running together with ENB, I was wondering if I could have permission to include the SweetFX files and DLLs in my ENB's download file to make it easier for them to install?
A user posted on my thread and was very sad they couldn't install my ENB successfully so I want to be able to reach out to those folks who want to use it.
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