SweetFX/Reshade Question
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Can someone tell me why SweetFX/Reshade works on my DCS A-10C and not in BMS?
Now to my knowledge there is no SweetFX for DX12, So im a bit confused on why its working for DCS and not BMS?
My System Specs Are
Windows 10 Home 64-bit
IntelCore
i5-6600 @ 3.30Hz 3.30 GHz
16 gigs ram
H170 Pro Gaming Mobo
GForce 970 4GB Card
Direct X 12Tass
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Ok have it working now Windows 10 64 Bit
My Settings
/â---------------------------------------------------------.
/ 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_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 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 - Iâm 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 itâs been converted to DXP Cineon - basically itâs 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
#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 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.
/â---------------------------------------------------------.
/ 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 16 //[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 itâs the default.// â Advanced SMAA settings â
#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 1 //[0 or 1] Using DX9 HARDWARE? (software version doesnât 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./â---------------------------------------------------------.
/ 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./â---------------------------------------------------------.
/ Explosion settings /
'-----------------------------------------------------------/
#define Explosion_Radius 2.5 //[0.2 to 100.0] Amount of effect you want./â---------------------------------------------------------.
/ 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./â--------------------------------------------------------.
/ 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 âlow-res retro lookâ). 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 ânew nongaussian scanlines bloom effectâ. Default is on#define CRTCurvature 1 //[[0 or 1] âBarrel effectâ 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 âarcade tiltâ 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)/â---------------------------------------------------------.
/ Bloom settings /
'-----------------------------------------------------------/
#define BloomThreshold 18//[0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isnât.
#define BloomPower 0.50 //[0.000 to 8.000] Strength of the bloom
#define BloomWidth 0.05 //[0.0000 to 1.0000] Width of the bloom/â---------------------------------------------------------.
/ 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/â---------------------------------------------------------.
/ LumaSharpen settings /
'-----------------------------------------------------------/
// â Sharpening â
#define sharp_strength 1.50 //[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// â Advanced sharpening settings â
#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.// â Debug sharpening settings â
#define show_sharpen 0 //[0 or 1] Visualize the strength of the sharpen (multiplied by 4 to see it better)/â--------------------------------------------------------.
/ 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).
/â---------------------------------------------------------.
/ 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]/â---------------------------------------------------------.
/ 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.
/â---------------------------------------------------------.
/ 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)/â---------------------------------------------------------.
/ Lift Gamma Gain settings /
'-----------------------------------------------------------/
#define RGB_Lift float3(1.3, 1.3, 1.3) //[0.000 to 2.000] Adjust shadows for Red, Green and Blue.
#define RGB_Gamma float3(0.70,0.70, 0.70) //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
#define RGB_Gain float3(1.100, 1.100, 1.100) //[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.
/â---------------------------------------------------------.
/ Tonemap settings /
'-----------------------------------------------------------/
#define Gamma 1.050 //[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 //[-1.000 to 1.000] Adjust exposure
#define Saturation 0.1 //[-1.000 to 1.000] Adjust saturation
#define Bleach 0 //[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/â---------------------------------------------------------.
/ Vibrance settings /
'-----------------------------------------------------------/
#define Vibrance 0.2 //[-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(1.5, 1.5, 1.5) //[-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/â---------------------------------------------------------.
/ 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 0.70//[-1.00 to 1.00] The amount of contrast you want// â Advanced curve settings â
#define Curves_formula 2 //[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 itâs the fastest formula./â---------------------------------------------------------.
/ 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/â---------------------------------------------------------.
/ 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 itâs 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./â---------------------------------------------------------.
/ 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./â---------------------------------------------------------.
/ 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./â---------------------------------------------------------.
/ 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/â---------------------------------------------------------.
/ Custom settings /
'-----------------------------------------------------------/
#define custom_strength 1.0 //[0.00 to 1.00] Adjust the strength of the effect -
Splitscreen of my settings, ofcourse im still tweaking here & there
Left Side OriginalâŚ.Right Side SweetFX & Reshade
If someone has settings they think are better, please PM me iâd love to try them -
I Likey!!!
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Surely very impressive result. and thanx for sharing.
Just one request and one question.
Request for night use and nvg.
Question Fps impact on original? -
Ok Arty, iâll post what you want to see as soon as i can bud.
Just tested the FPS hitâŚ.there was noneâŚmy fps stayed between 80 and 100 over land, and over water as high as 170.
The FPS was the same with SweetFX on as it was when i turned it off.
I will record the Night mission with NVG today & try and post it tonight.
Now mind you,everyoneâs system is differentâŚsomeone running i7 6600 or the K version with a GTX 980 going to have better FPS, And if their running one of the new 10 series cards
i can only imagine
Im running a i5 6600 with a GTX 970
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Sure m8 ok no prob. no harry. take your time.
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Oh one question, do you care whether its fullscreen NVG or the optical version?
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not full the normal.
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OkâŚ.here it is ArtyâŚsorry i couldnât get it in the middle of the night but i remembered the 1st mission of Balkans is at dawn when the sun is right below the horizon. Hope thatâs ok.
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thatâs even more awesome. Thanx.
About FPS have you witnessed any major impact or record it kinda like before after?
Of course this is based also and on your hw specs. -
Tass could you give me a run through on how to use reshade, I canât seem to get that puppy to work with BMS, Iâm sure itâs a case of rtfm but I canât find any guides for using it( I have searched!). Thanks dood!
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I tried to record that for you Arty, I record with Shadow playâŚand the FPS doesnât show up in the recording
I have FRAPS, but thatâs an FPS killer to begin with.
I feel no impact at all Arty, it runs smooth as silk
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snarble⌠Are running 32 Bit or 64 Bit system? Go here http://reshade.me/sweetfx and grab this, scroll down to bottom of page Reshade 2.0.3 SweetFX 2.0. Thereâs an application inside after you extract it called Reshade SetUp. Itâs basically the same as when you install BMSâŚyou must show it where to go. It will ask you to Select Game. Show it to your FalconBMS folder DO NOT SEND IT TO LAUNCHER.exe in Root Folder!!! If your running a 32 Bit systemâŚshow it to C\FalconBMS\Bin\X86 folder and click on the 32 Bit exe, or if your running 64 Bit go to C\FalconBMS\Bin\x64 and click the 64 Bit Falcon BMS exe. After you click either of them depending on 32 Bit or 64 BitâŚthe program will automatically detect the exe and install SweetFX for you. You will see in the box the directx 9 option light up or if it stayâs blank, click on Directx 9 option⌠Then the box will say Run game or Launch Game i forgetâŚAfter you launch game you should see alot of text in top Left corner of your screenâŚIf you see that, your good to go!!! If its working, then go to what ever folder you installed too, X86 or x64, Sweetfx folder\Settings and start changing your colors or whatever you wanna do.
Added Link For My Settings http://www.4shared.com/rar/jaOqwFahce/SweetFX_settings.html
Hope adding this link is ok?
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So let me get this straight.
This is actually SweetFX, probably a newer version with new options - shaders to alter. Your settings are settings for SweetFX.
Right?
:lol: looking at it its a bit fubaredâŚ
Reshade with framework and you run Mediator.
Another one is reshade with sweetfx and you run reshade setupâŚSo it must be basically the same and you inject what you want and then apply the settingsâŚ
Also it must have the same prerequisite to first disable multisampling from Falcon gfx setup UI ?
Finally for guys with SoftTH must require the same trick with hex edit the injected d3d9.dll?
OR
have reshade d3d9.dll file in falcon bin directory. This replaces BMS original d3d9.dll so you might want to back it up first or rename it before you install - apply reshade.
renamed Soft TH dll from d3d9.dll to d3d9_sof.dll and place to same falcon bin directory.
went to reshade or sweetfx ini file (config file) and changed line originalD3D9.Dll=default to originalD3D9.Dll=d3d9_sof.dll
Didnât try it yet but the guys at SoftTh say this is the way for other injectors⌠So the first that tries it please reply. I was doing the hex edit of the dll file trick. -
Well when you download it, it says reshade + sweetfx but yes the settings are for sweetfx. As far as .dlls & hex editors I have no idea, Iâm not that computer literate
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Thanks for getting back to me Tas, I will be a little busy until Friday-so Iâll try it then.
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Yeah Arty, just read the inside of the SweetFX settings⌠fileâŚIt says its SweetFX 2.0, and the new injecter is called Reshade