SweetFX Shader Suite Download Version 1.5.1

Software Updates 23 Updated by Hilbert Hagedoorn

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Right... A few questions as I really want to start using SweetFX more as the screens look gorgeous. 1) How do you know SweetFX is working? Is taking screen shots before and after the only way. I used it in Torchlight 2 and I can't tell the difference. I have not edited any of the files in 1.4 just copied over the files as they are. I thought some writing was meant to appear in the top left corner at game start up to verify its enabled like any ENB would do. 2) Is editing the files really necessary? What is enabled by default in 1.4? 3) Does it work with in game AA as well or is it best to turn it off all together and just use SweetFX? 4) Thank you. Im sure I will have more questions, just don't want to have to go through tons of pages to find the answers.
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Any good mafia 2 preset ?
https://forums.guru3d.com/data/avatars/m/242/242471.jpg
Is this only when you try to force two postAA modes or in general, becuase i noticed SMAA doesnt work so good or not at all when I force sharpen on top of it. Even if i try very high SMAA edge search like 85..
bump? I think i didnt have that with SweetFx 1.3., not sure though..
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1) when you start the game it create a log.log in the same folder you can toggle on off with scroll lock key 2) you should try to edit the settings files, enable disable shaders to see what they do, don't forget to press pause to reload the settings in game , you don't have to restart the game 3) yep you have to disable in game anti aliasing 4) read at least the 1st page πŸ˜› and take a look here http://sfx.thelazy.net/games/game/7/ 1.3 preset but you can use thoses values for 1.4
Thanks a bunch mate! Will read the first page to try and get a better understanding but thats my main questions out the way πŸ™‚ Applied a few shader to Torchlight 2, improved SMAA levels only slightly. I like how the settings file basically tells you what each option does. I added bloom and HDR, and thats it. Disabled in game AA and the small text in game is very jaggy/blurry?? Do I need to disabled Bloom and HDR in game as well seen as I enabled them in SweetFX? This program needs a UI! It would be awesome!
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This is a new Settings And whit Effects Might seen in my earlier Settings! So i call this for RE-Final Battlefield 3 Fire The Ice There are a lot of chances i improved Realistic shadows and lights sharpness and Colors!.. Using the TV-Leves Lift Gamma Gain..Ect ect.. Da-Load here http://sfx.thelazy.net/games/preset/327/ Keep It Gangsta // Elajitz http://i45.tinypic.com/24dlh78.jpg http://i48.tinypic.com/2e1hyyw.jpg http://i47.tinypic.com/2i9pmyv.jpg http://i48.tinypic.com/nb8eh.jpg
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^ Yes that would own! πŸ™‚ btw, what am I doing wrong in COD4 and COD5 mp? It says this in log, also when I reload the shader it works (i mean it stalls fps a bit), but i cant toggle it on/off and there isnt any effect at all? full path: G:\Windows 8 games\COD5 WAW\ redirecting CreateDevice initialising shader environment Scrrenshot taken 3219, Multisampling 1
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It's in Battlefield 3. Here's the settings (BF-3 FireTheIce! Updated 13-04-06 by Elajitz, the best config I've ever seen):
   /*-----------------------------------------------------------.   
  /                       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/

   /*-----------------------------------------------------------.
  /                      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       1 //[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           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_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 0 //[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        0 //[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        1 //[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        1 //[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 0.08           //[0.05 to 0.20] Edge detection threshold. If SMAA misses some edges try lowering this slightly. I prefer between 0.08 and 0.12.
#define SMAA_MAX_SEARCH_STEPS 98      //[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. 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 9       //[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 0.5            //[0.1 to 10.0] Amount of effect you want.


   /*-----------------------------------------------------------.
  /                    Advanced CRT settings                   /
  '----------------------------------------------------------*/
#define CRTAmount            0.50    //[0.00 to 1.00]  Amount of CRT effect you want

#define CRTResolution        8.0     //[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         0      //[[0 or 1]          "Barrel effect" enabled (1) or off (0)
#define CRTCurvatureRadius   1.5     //[0.0 to 2.0]       Curvature Radius (only effective when Curvature is enabled). Default is 1.5
#define CRTCornerSize        0.0010  //[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        1      //[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 2.00   //[0.10 to 3.00] Strength of the sharpening
#define sharp_clamp    0.10  //[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 1.25  //[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   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(1.000, 1.000, 1.000)  //[0.000 to 2.000] Adjust shadows for Red, Green and Blue
#define RGB_Gamma float3(1.000, 1.000, 1.000)  //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
#define RGB_Gain  float3(1.000, 1.000, 1.000)  //[0.000 to 2.000] Adjust highlights for Red, Green and Blue


   /*-----------------------------------------------------------.
  /                        Tonemap settings                     /
  '-----------------------------------------------------------*/
#define Gamma 1.05        //[0.000 to 2.000] Adjust midtones

#define Exposure 0.01    //[-1.000 to 1.000] Adjust exposure

#define Saturation 0.25  //[-1.000 to 1.000] Adjust saturation

#define Bleach -0.01      //[0.000 to 1.000] Brightens the shadows and fades the colors

#define Defog 0.005 //[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 0.30 //[-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 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 0.15 //[-1.00 to 1.00] The amount of contrast you want

// -- Advanced curve settings --
#define Curves_formula 2     //[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

Thanks for looking into this!
Hey LaGolfa! Try to Disable Cartoon effect or lower it a bit! Or try My Updated Settings here! http://sfx.thelazy.net/games/preset/327/ Screens http://i48.tinypic.com/21kmfmg.jpg http://i45.tinypic.com/5yxdoi.jpg http://i45.tinypic.com/331ddf4.jpg
https://forums.guru3d.com/data/avatars/m/246/246080.jpg
Can any recommend good settings for Dishonored? Think i had Marcel or Makens settings but seem to have lost them!!
Hi there, sorry man I didn't made settings for Dishonored. Just wanted to tell you that you know πŸ™‚. greetings.
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I have try that you told me its not so big visual difference as whit LGG enabled, More than that the picture color get a bit wormer, but its getting me absolutely more performance whit LGG disabled thx CeeJay for you help! πŸ™‚ Updated version http://sfx.thelazy.net/games/preset/327/ BTW are there any way to apply FOV features to SweetFX in future?
https://forums.guru3d.com/data/avatars/m/235/235151.jpg
Elajitz, your SMAA settings are insane. Anything over SMAA_MAX_SEARCH_STEPS 32 is madness. Settings that high are for dreamshots only, and not for playing. Try comparing SMAA_MAX_SEARCH_STEPS 98 to my default of SMAA_MAX_SEARCH_STEPS 16 and see if you can spot the difference. It's extremely hard, and it should be near impossible when comparing against SMAA_MAX_SEARCH_STEPS 32. Also when you activate cartoon you overwrite all the work SMAA did - effectively disabling SMAA, more or less. I suggest using other types of AA (in-game or through RadeonPro, or maybe downsampling) when using Cartoon. It probably best with downsampling as this should also help clean up the slightly noise look it gives.
Okay i will test and lower the smaa! or just disable it cuz i have aa in game enabled, and the built in FXAA in some games!.. BTW can i use downsampling whit a built in monitor in my laptop or do i need a Other monitor?
https://forums.guru3d.com/data/avatars/m/235/235151.jpg
It should work AFAIK. There is a good downsampling thread elsewhere on this forum - the people there could probably help you if you have problems.
Okay Thx! I disabled SMAA and use In game AA/FXAA whit battlefield 3 lower sharpening and Cartoon looks much better now πŸ˜€
https://forums.guru3d.com/data/avatars/m/235/235151.jpg
yea i also think sharpening its alot in ur preset but i like the rest πŸ™‚ can u post the modified settings lowered sharpening ? thanks
Hello! thx! yea http://sfx.thelazy.net/games/preset/327/ I Disabled the LGG, And Edit Tonemap & Cartoon Effects Lower Sharpness and SMAA And for those how want the old one as in pictures use this http://www.mediafire.com/?6eknc6in3tbe5uz http://i50.tinypic.com/30c54z8.jpg http://i46.tinypic.com/nqe79t.jpg http://i47.tinypic.com/29xxmo3.jpg
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Hi all, ΒΏanyone knows how to put to work SweetFX 1.4 in Killing Floor using directx8?, i try puting all where the .exe is llocated but not work, or only SweetFX with dx 9,10 and 11. Bye
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I Trying to get some Answers! Any One know if i need a Monitor or can i use down sampling whit my built in display on my laptop? Plz Need Answer! πŸ™‚
https://forums.guru3d.com/data/avatars/m/54/54926.jpg
can we use Sweet on GUILD WARS 2? but now?
https://forums.guru3d.com/data/avatars/m/54/54926.jpg
Considering the most popular preset on the unofficial preset site is a Guild Wars 2 preset and that there are a lot of presets for GW2, I would say yes you can use SweetFX. I would assume you just drop the required files into where gw2 exe is as there are no special instructions on the site. You can download presets for GW2 here: [url]
thank you very much.