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TOPIC: SweetFX official thread

SweetFX official thread 1 year 8 months ago #1

  • CeeJay.dk
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It occurred to me that SweetFX should also have an official thread here on the Reshade forums.

I can start with some news - Beta 8 was just released along with Reshade 0.16

It adds :
Cubic Lens Distortion - WIP
Nostalgia - WIP
Tweaks to the ascii shader
TECHNICOLOR 2 - the prod80 technicolor from ME. WickedSick asked for this. I'm not sure this gets to stay .. I'm evaluating it.

It also added support for the new Reshade features in 0.16 - the FPS and Clock, and some other I forgot now
And several changes behind the scene .. cleaning and organising code.

Other than that I've been busy with helping Crosire develop and test Reshade.
Among other things we tried to find a way to avoid clashing with the optimzations and rewrites that the AMD drivers do the Wolfenstein : The New Order.
So far it looks like delaying initialization for a few frames works, but further work will be needed. These changes might come in a future version of reshade.
Also been discussing shader ideas and techniques with the other shader developers - having an ongoing chat is a great motivator. I like socialising with other developers a lot.
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SweetFX official thread 1 year 8 months ago #2

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Do throw me any suggestions and bug reports you have in this thread.

As long as the bug reports are shader related and not reshade related - thats another thread.
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SweetFX official thread 1 year 8 months ago #3

Thanks CeeJay!
I tried so hard to get Wolf TNO and ReShade to work with my 290x crossfire setup =D
I thought I was crazy!! haha
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SweetFX official thread 1 year 8 months ago #4

  • Wicked Sick
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OH MY GOD THE LEGEND ITSELF WROTE MY NAME OH MY GOD!
Finding relief somewhere between a tree's branch and its shade.
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SweetFX official thread 1 year 8 months ago #5

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Yeah, support broke with 0.14 , but it should be back now with 0.16

I still can't get the depth buffer to show though on my AMD 6870, which I could with some of the early alphas, so there is still work to be done there.
Also there is now an issue with Rage that wasn't there in the early alphas - Crosire is also looking into this.
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SweetFX official thread 1 year 8 months ago #6

  • Follo
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Hey thx for the new update to version 0.16.0!!

I am playing Age of Conan and with this new build it is working, kind off.
The Game is starting as it should and reshade +sweetfx is working. However Depth buffer seems not to work. When I try to switch to DepthBuffer view (VK Multiply) nothing happens. When I change the sweetfxsettings file to

#define SMAA_EDGE_DETECTION 3
or
#define SMAA_PREDICATION 1

the settings cant be load. See log.

With normal settings (without above) everything is working, only the Ingame font seems to be fuzzy/blurred.

Warning: Spoiler! [ Click to expand ]
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SweetFX official thread 1 year 8 months ago #7

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Yeah - I should probably have clarified that .. or better yet made the code adapt to that...
But in order to use Depth based effects USE_DEPTH must be enabled (set to 1)

Also setting SMAA_EDGE_DETECTION 3 and SMAA_PREDICATION 1 at the same time, makes it use the depth buffer twice for edge detection which is no better than using it once, just slower.

These are SMAAs own settings so that how it was originally designed, but I should probably change that because it can be confusing to users.
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SweetFX official thread 1 year 8 months ago #8

  • Follo
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Hey Thx, didn´t know that. I enabled Depth (USE_DEPTH 1) and enableed SMAA_EDGE_DETECTION 3. Know the Font looks good.

Bit I don´t know if Depth Buffer really works with "Age of Conan" because when I press * (VK_Multiply) The message in the upper left ssays Depth Buffe enabled but the creen stays Black.
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SweetFX official thread 1 year 8 months ago #9

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Follo wrote:
but the creen stays Black.
Then there is no depth access. Which makes sense, since that game seems to be a multiplayer game, which forces ReShade into disabling access to prevent exploitation.
Cheers, crosire =)
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SweetFX official thread 1 year 8 months ago #10

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So that meens if I set SMAA_EDGE_DETECTION to 3 smaa isn´t working at all? And I have to use color or Luma Edge detection? Both of them are making the fuzzy, how can I get a clear font?
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SweetFX official thread 1 year 8 months ago #11

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Yes.
Yes.
Don't use SMAA or FXAA. Use the games own antialiasing.
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SweetFX official thread 1 year 8 months ago #12

I'm new to this so bare with me when I ask my question.

Is it possible to add SweetFX settings to the Reshade mod? This database of SweetFX settings is pretty comprehensive and adds a LOT of stuff to games but sometimes they don't work without some bizarre work-around: sfx.thelazy.net/games/

Reshade seems to do a lot in the way making a game once not compatible, compatible, example would the "The Golf Club" game, so if I could get some sweetFX settings to work alongside Reshade would be really awesome.

(Perhaps I just don't know what I'm doing yet and don't know how to add SweetFX settings into Reshade yet)

Thanks for any tips, help or replies!
Last Edit: 1 year 8 months ago by vackillers.
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SweetFX official thread 1 year 8 months ago #13

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ReShade is the injector, SweetFX the shader suite which runs on ReShade:
The settings file for SweetFX 2.0 is found under "SweetFX/SweetFX_settings.txt" and since it is backwards compatible you just have to copy your preset into it.
Cheers, crosire =)
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SweetFX official thread 1 year 8 months ago #14

Thank you very much! that is extremely helpful... so what is the advantage of changing anything for the Reshade itself? does it have a lot of other stuff that SweetFX doesn't?
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SweetFX official thread 1 year 8 months ago #15

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vackillers wrote:
so what is the advantage of changing anything for the Reshade itself? does it have a lot of other stuff that SweetFX doesn't?
ReShade is a lot more powerful than the previous injector SweetFX used (InjectSMAA). Builtin D3D8 to D3D9 wrapper, OpenGL support, generic depthbuffer access, its own shader compiler for cross-API shaders and much much more.
Most of this is mainly of interest for shader developers, the end user mainly profitates from the increased game compatibility and all the new post processing effects now possible (DOF, SSAO etc.: note that SweetFX does not come with them yet, you'd need a different shader pack for ReShade for that).
Cheers, crosire =)
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SweetFX official thread 1 year 8 months ago #16

  • Evan20xx
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I found out that when I tried using the config file from 1.5 on ReShade that SMAA didn't work. I was doing it for testing purposes only when my GW2 preset.
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SweetFX official thread 1 year 8 months ago #17

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crosire wrote:
ReShade is the injector, SweetFX the shader suite which runs on ReShade:
The settings file for SweetFX 2.0 is found under "SweetFX/SweetFX_settings.txt" and since it is backwards compatible you just have to copy your preset into it.

Well it's mostly compatible - I think.
Before a final release I test older presets from earlier versions and implement workarounds if I broke anything. But we are not final yet.

But should it break then manually copy your settings from the old file to the new one.
Currently I don't think all settings are completely compatible because I've renamed a few SMAA settings among other things.

I also think compability with Terrasques configurator is broken again and I think I'm going to leave it at that - I can't keep rewriting the settings because his configurator haven't been updated for ages.
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SweetFX official thread 1 year 8 months ago #18

  • MrBeer
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Is there a way to enable or disable sweetfx with the new ReShade 17.
It used to work ..

THanks
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SweetFX official thread 1 year 8 months ago #19

Same here. Seems the toggle key for sweetfx was removed.

How to add it again?
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SweetFX official thread 1 year 8 months ago #20

  • Mike Gous
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Do not worry. :) I have full convidence in CeeJay to find a way. However, If it is not possible then we will have to accept it. :lol:
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