SweetFX for BMS
-
well then u can always go to windows 7 64 bit… it works there… :lol:
-
perhaps we will meat again in the future
duke
-
My settings
/*-----------------------------------------------------------. / Description / '------------------------------------------------------------/ Game: Author: SweetFX version: 1.5.1 Description: 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/ This description field and the above Game and Author fields are here so you can fill in your own details for the presets you create. Just delete this description and fill in your own and then share it with the world. Hope you enjoy my mod. - CeeJay.dk S3TUP /*-----------------------------------------------------------. / Choose effects / '-----------------------------------------------------------*/ // Set to 1 for ON or 0 for OFF #define USE_SMAA_ANTIALIASING 0 //[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_EXPLOSION 0 //[0 or 1] Explosion : Scatters the pixels, making the image look fuzzy. #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 1 //[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 0 //[0 or 1] LumaSharpen : Also sharpens the antialiased edges which makes them less smooth - I'm working on fixing that. #define USE_LEVELS 0 //[0 or 1] Levels : Sets a new black and white point. This increases contrast but causes clipping. Use Curves instead if you want to avoid 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 #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. #define USE_CUSTOM 0 //[0 or 1] Custom : Write your own shader by editing custom.h, and then enable it here. /*-----------------------------------------------------------. / SMAA Anti-aliasing settings / '-----------------------------------------------------------*/ #define SMAA_THRESHOLD 0.12 //[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 1 //[0 to 98] Determines the radius SMAA will search for aliased edges #define SMAA_MAX_SEARCH_STEPS_DIAG 3 //[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. /*-----------------------------------------------------------. / Explosion settings / '-----------------------------------------------------------*/ #define Explosion_Radius 2.5 //[0.2 to 100.0] Amount of effect you want. /*-----------------------------------------------------------. / Cartoon settings / '-----------------------------------------------------------*/ #define CartoonPower 1.5 //[0.1 to 10.0] Amount of effect you want. #define CartoonEdgeSlope 1.5 //[0.1 to 8.0] Raise this to filter out fainter edges. You might need to increase the power to compensate. Whole numbers are faster. /*----------------------------------------------------------. / Advanced CRT settings / '----------------------------------------------------------*/ #define CRTAmount 1.00 //[0.00 to 1.00] Amount of CRT effect you want #define CRTResolution 2.0 //[1.0 to 8.0] Input size coefficent (low values gives the "low-res retro look"). Default is 1.2 #define CRTgamma 2.2 //[0.0 to 4.0] Gamma of simulated CRT (default 2.2) #define CRTmonitorgamma 2.4 //[0.0 to 4.0] Gamma of display monitor (typically 2.2 is correct) #define CRTBrightness 1.2 //[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 2.0 //[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 1.00 //[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 2.0 //[0.000 to 8.000] Strength of the bloom #define BloomWidth 0.110 //[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 2.87 //[0.00 to 8.00] Raising this seems to make the effect stronger and also brighter /*-----------------------------------------------------------. / LumaSharpen settings / '-----------------------------------------------------------*/ // -- Sharpening -- #define sharp_strength 0.40 //[0.10 to 3.00] Strength of the sharpening #define sharp_clamp 0.035 //[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) /*----------------------------------------------------------. / Levels settings / '----------------------------------------------------------*/ #define Levels_black_point 16 //[0 to 255] The black point is the new black - literally. Everything darker than this will become completely black. Default is 16.0 #define Levels_white_point 235 //[0 to 255] The new white point. Everything brighter than this becomes completely white. Default is 235.0 //Colors between the two points will stretched, which increases contrast, but details above and below the points are lost (this is called clipping). /*-----------------------------------------------------------. / 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(1.010, 1.010, 1.010) //[0.000 to 2.000] Adjust highlights for Red, Green and Blue //Note that a value of 1.000 is a neutral setting that leave the color unchanged. /*-----------------------------------------------------------. / Tonemap settings / '-----------------------------------------------------------*/ #define Gamma 1.000 //[0.000 to 2.000] Adjust midtones. 1.000 is neutral. This setting does exactly the same as the one in Lift Gamma Gain, only with less control. #define Exposure 0.000 //[-1.000 to 1.000] Adjust exposure #define Saturation 0.000 //[-1.000 to 1.000] Adjust saturation #define Bleach 0.000 //[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 0.03 //[-1.00 to 1.00] Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation. #define Vibrance_RGB_balance float3(1.00, 1.00, 1.00) //[-10.00 to 10.00,-10.00 to 10.00,-10.00 to 10.00] A per channel multiplier to the Vibrance strength so you can give more boost to certain colors over others /*-----------------------------------------------------------. / 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 0.25 //[-1.00 to 1.00] The amount of contrast you want // -- Advanced curve settings -- #define Curves_formula 9 //[1|2|3|4|5|6|7|8|9|10] 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, 10 = Half-circles. //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 VignetteType 1 //[1|2|3] 1 = Original, 2 = New, 3 = TV style #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 //[2 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 for VignetteType 1\. 2 and 3 do not obey this setting. /*-----------------------------------------------------------. / Dither settings / '-----------------------------------------------------------*/ #define dither_method 1 //[1 or 2] 1 = Ordered dithering (very good and very fast), 2 = Random dithering (different but slightly slower dithering) //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 / '-----------------------------------------------------------*/ #define border_width float2(1,20) //[0 to 2048, 0 to 2048] (X,Y)-width of the border. Measured in pixels. #define border_color float3(0, 0, 0) //[0 to 255, 0 to 255, 0 to 255] What color the border should be. In integer RGB colors, meaning 0,0,0 is black and 255,255,255 is full white. /*-----------------------------------------------------------. / Splitscreen settings / '-----------------------------------------------------------*/ #define splitscreen_mode 1 //[1|2|3|4|5|6] 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, 6 = Curvy vertical 50/50 split /*-----------------------------------------------------------. / Custom settings / '-----------------------------------------------------------*/ #define custom_strength 1.0 //[0.00 to 1.00] Adjust the strength of the effect /*-----------------------------------------------------------. / 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 = 44 // key_reload_sweetfx = 19
-
My beast of a pc will run FBMS maxed out @60FPS easy in offline campaign.
So the SweetFSX is really only useful for people who can run FBMS maxed out correct?
-
yes and no…
if u load too much in sweetfx needs a monster pc - vga. If not u can have it with a medium pc too.
-
Guys I confirm the following works like a Charm… I’m a happy SoftTH and SweetFX users by now… Wooohooooo!!!
Can someone post a working sweetFX d3d9.dll with the softTH chain in place? Assuming the set up is as described in the Post 107 dialog box.
I have tried the hex edit and simply cannot get it to work. I completed the steps to the letter and when I try to launch BMS, it I see the launcher box, but it goes no further than that. returns peacefully to desktop.
-
Take a look at 214 haven’t seen the one u say… Hope it works.
-
In post 107 there is reference to a number of steps to allow SoftTH and SweetFX to work together. I have each working well individually; however, have not had success with the “chaining” of the dlls to allow them to function together.
Basically, I cut and pasted my SoftTH d3d9.dll (renamed as soft.dll) into Windows\system32\ folder as directed. I then used HexEditor to edit the d3d9.dll from SweetFX to update all references of “d3d9.dll” to “soft.dll” and saved the updated SweetFX d3d9.dll.
However, issue is that now when I attempt to run BMS, I see the launcher and choose “Launch” but the window sits for a second or two and then closes and Falcon does not load. I do not see a log or where the debugging info resides, but my assumption is that the Hex edit in the SweetFX d3d9.dll file is not correctly finding the chain to the soft.dll located in Windows\system32. Note, the sweetFX log.log file generates and includes a single line item noting the file path to BMS, but does not record any other data. Thus, likely a failure is happening in the sweetfx d3d9.dll read with likely culprit being the three changes for chaining softTH via “soft.dll”
All in all, was wondering if someone had a working SweetFX d3d9.dll file (SMAA preferred) with a working chain to the softTH dll renamed as “soft.dll”
thx!
~S~
windSpecs: GTX 670 (latest driver), Vista 64 Ultimate, SweetFX 1.5.1, SoftTH (32bt v3.0.0.0. I also have 64bit v1.0.0.0.0)
-
-
Ha, figured it out! FYI for all out there, be sure to save the dll to system32 folder as Administrator in Windows. I actually, opened the soft.dll on my desktop in HexEdit (opened as Administrator), and then “saved as” into Windows\system32. To confirm it was readable, I verified by opening in HexEdit.
Basically, my issue what that although I could see the file listed in system32 folder, it was not “readable.” I even have UAC always off. Thus when saving files into system32, by sure to only work in there as Administrator, and also verify the file is readable by attempting to open it. Now, BMS looks sweet with SoftTH and SweetFX together!
Next, I need to get this working in my DCS install…. then perhaps my CLOD install?!
Too bad it does not work for IL2
-
IL-2 has gapa gamma, which has IMHO everything colour related which Sweet FX has, if not better. Not the sharpening etc tools, but for gamma, contrast, colour, you can do a lot.
(Guess you know that-common knowledge among IL-2 fans…)Plus you do not need to do anything as for file installment. Works for BMS as well.
PS-hi WindWpn, ;), knew I saw you name from SAS:
-
20 pages of discussions by many people here trying sweetFX successfuly (some after a little help) posting pictures with the exact setup you dare to call “bogus”…
Have you ever tried it yourself , before coming out with your “assurance”??
Want to put some money where your BIG mouth is?
I’ve just wasted 3 minutes of my time on you.
Shame…Your photoshopped image isn’t convincing. I can produce the same image on my own computer. Infact you can find alot of my (better) examples in the screenshots thread.
But fyi, the SweetFX folder must be in the same folder as both Sweetfx’s Dx9 .dll files AND the game executable, not separated in BMS’ “data” folder, smh… When you have the Sweetfx folder “missing” in this manner, because it is essentially, the dll files have no access to the sweetfx shaders nor its presets once the game is running.
-
First and foremost a big thank you to Ron533 for starting this thread and for continuing to offer help and advice throughout. I must admit that I had trouble getting this to work but can confirm that it actually does - I have seen it with my own eyes! This is what I did…
1. Uninstalled and then reinstalled Falcon BMS into the root folder of my C drive. I had previously put it in the “Program Files (x86)” folder which may have caused some issues. Not sure that it did but thought it best to install to its default location.
BTW I am using Falcon BMS 432 with updates 1 through 7 applied.
2. Read all the posts by ron533 in this thread. In particular #35 and #196 the latter of which contains an archive file of SweetFX 1.5.1 and the correct locations/folders for the files to be extracted to.
3. Turned off AA Multisampling from within the game’s graphics settings
4. Ensured the SweetFX settings file had splitscreen enabled and vibrance set to 1.00 (see ron553 posts for info) which gives very good visual feedback that SweetFX is working/enabled.I then ran BMS and instantly found that SweetFX was working. With vibrance set to 1.00 you’ll see a very noticeable difference between each side of the splitscreen even in the game’s menus. Toggle SweetFX off/on via the Scroll-Lock key.
I am now going to experiment to see what suits me best in terms of visuals and FPS.
All the best.
Taff.
-
Just decided to take a look at this. Installed as directed, and effects look pretty good. Only issue/question I have is… states split screen is default, and mine appears to be full screen. From near bottom of “SweetFX_settings.txt” -->
#define splitscreen_mode 1 //[1|2|3|4|5|6] 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, 6 = Curvy vertical 50/50 splitAnybody know what I’m missing here?
-
There’s another entry towards the top of the settings file that you need to check and modify. Look for…
#define USE_SPLITSCREEN 1 //[0 or 1] Splitscreen : Enables the before-and-after splitscreen comparison mode.
The entry you found defines what type of splitscreen to use e.g. 50:50 vertical, 50:50 horizontal etc.
The entry above toggles splitscreen mode on/off 1=on 0=off
Taff
-
First and foremost a big thank you to Ron533 for starting this thread and for continuing to offer help and advice throughout.
Thanks for the kind words I’m glad you like it…
Cheers,
Ron -
WOW Falcon BMS is engrossing. I cannot believe it’s taken me so long to find out about it. FSX, RoF and CoD will be taking a back seat for a long while me thinks.
Also having fun testing and tweaking SweetFX. I personally like the more vibrant colours and, from my experience, the AA provided by SweetFX incurs less of a hit on FPS than the in-game AA.
I think I will have a go at creating some presets; one to offer vibrance with no AA and the other to offer both.
Once again, thanks to Ron533 for advising us of this utility and for sticking at it.
Taff
-
Heads UP to Nvidia users.
Updating Geforce experience to GFE 2.1.2 causes error Direct3DCreate9Ex not found in dynamic link library… and gives u a hell of clicking OK’s.
I’ve been strangling with it for hours… the only solutions I found in the Internet is not to install GFE 2.1.2.
Remains to test it.
In case someone installed GFE 2.1.2 and wants to go back to 2.1.1 here is a download link in this forum: http://forums.videocardz.com/topic/736-nvidia-geforce-experience-2110/
//Nvidia caused more troubles with the release of 9xx series drivers and GFE then solve… once cut support for older HW and now causing troubles to sweetfx…
Edit: Just unistalled GFE 2.1.2 and all are back to normal… fewww…
-
hi
sorry for my englishfor Nvidia user, someone test with GFE 2.1.3.0 ?
http://forums.videocardz.com/topic/784-nvidia-geforce-experience-2130/thanks
-
I’ve contributed on the sweetfx skyrim shaders in part and I can tell you this doesn’t work, as with any and all sweetfx installations, the sweetfx directory has to be in the same directory as the games executable. Not separate in BMS’s data directory. Also d3d9.fx, shader.fx and the relevant settings files all have to be in the executables directory too. That’s how it works. The ‘sharpness’ function only works in the menu, not the game, as that was a throwback from it’s Enb origins.
When it’s setup properly, BMS doesn’t load. That’s because BMS conflicts with the wrappers shaders, which is too big to load. Only ENB 0.76 works with BMS but the bloom fx is buggy and washes out the screen, it’s difficult to switch off
Totally bogus, that sample picture was not done by sweetfx, I can assure you
I believe this poster. What he says makes perfect sense.
Why would all these files go into the BMS\Data folder? How can a generic DX9 utility know the specific folder structure of BMS? It can’t. Putting these files in the \Data\ folder is the same as putting them in the \PinkElephant\ folder or just deleting them entirely.
The reason SweetFX loads in BMS is because it can’t find some parts. If you install it correctly it loads all parts and has a problem. So it “works” because it’s partially working. Obviously there is an effect seen in screenshots but it’s not 100% of the SweetFX features.