Thread: R2:TW GEM - Graphic Enhancement Mod (obsolate)

  1. #7181

    Default Re: R2:TW GEM - Graphic Enhancement Mod (Version 6.1)

    Quote Originally Posted by SASHA1321980777 View Post
    friends how to add more blue tones!? not on the menu, but the game itself!
    I usually do this via the sepia setting:

    Spoiler Alert, click show to read: 
    #define ColorTone float3(1.10, 1.30, 1.60) //[0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to tint the image
    #define GreyPower 0.01 //[0.00 to 1.00] How much desaturate the image before tinting it
    #define SepiaPower 0.20 //[0.00 to 1.00] How much to tint the image

  2. #7182

    Default Re: R2:TW GEM - Graphic Enhancement Mod (Version 6.1)

    how much fps does ssao costs and do i need to disable/enable other certain settings to make work probably

  3. #7183

    Default Re: R2:TW GEM - Graphic Enhancement Mod (Version 6.1)

    does anyone know how to eliminate all bloom? I'm getting this really bad glare on helmets and weapons.


    Spoiler Alert, click show to read: 
    "To say of what is that it is not, or of what is not that it is, is false, while to say of what is that it is, and of what is not that it is not, is true" ~ Aristotle

  4. #7184
    Ganossa's Avatar 최정장군
    Join Date
    Mar 2012
    Location
    Seoul - Korea
    Posts
    2,627

    Default Re: R2:TW GEM - Graphic Enhancement Mod (Version 6.1)

    Quote Originally Posted by Dutch-Balrog View Post
    Club 3D Radeon HD 7870 2GB 925MHz
    It should work just fine then. It may be a problem with some other overlay program or similar.

    Quote Originally Posted by nosuchname View Post
    how much fps does ssao costs and do i need to disable/enable other certain settings to make work probably
    It does not cost any fps if you mean the SSAO like effect of GEM. It is not real SSAO but just named that way, since users referred to it looking similar.

    Quote Originally Posted by Post Hoc View Post
    does anyone know how to eliminate all bloom? I'm getting this really bad glare on helmets and weapons.


    Spoiler Alert, click show to read: 
    Quote Originally Posted by Post Hoc View Post
    I'm using default but i've had a problem for the longest time (too lazy to fix it). I do not like bloom but in every version there is always massive bloom, especially from helmets. How do i get rid of it, i would like for the to be very very very minimal amount of bloom, or barely noticeable. Any help is greatly appreciated.

    Spoiler Alert, click show to read: 
    ??why again??
    The bloom on the helmet is the vanilla bloom by the way.

  5. #7185

    Default Re: R2:TW GEM - Graphic Enhancement Mod (Version 6.1)

    Quote Originally Posted by LuciferHawk View Post
    It should work just fine then. It may be a problem with some other overlay program or similar.



    It does not cost any fps if you mean the SSAO like effect of GEM. It is not real SSAO but just named that way, since users referred to it looking similar.





    ??why again??
    The bloom on the helmet is the vanilla bloom by the way.
    I never got an answer, that is why i asked again. It is really annoying and id like to know if i can remove it somehow, on all of these pictures from other people i don't see it so i assumed there was a way to remove it. Does anyone know how to get rid of it, its blinding me.

    Thanks
    "To say of what is that it is not, or of what is not that it is, is false, while to say of what is that it is, and of what is not that it is not, is true" ~ Aristotle

  6. #7186
    Ganossa's Avatar 최정장군
    Join Date
    Mar 2012
    Location
    Seoul - Korea
    Posts
    2,627

    Default Re: R2:TW GEM - Graphic Enhancement Mod (Version 6.1)


  7. #7187

    Default Re: R2:TW GEM - Graphic Enhancement Mod (Version 6.1)

    Quote Originally Posted by Post Hoc View Post
    I never got an answer, that is why i asked again. It is really annoying and id like to know if i can remove it somehow, on all of these pictures from other people i don't see it so i assumed there was a way to remove it. Does anyone know how to get rid of it, its blinding me.

    Thanks
    Me too. I have this glowing effect since the Emperor Edition update. Must be added by CA, cause i never had it before (with or without GEM)

  8. #7188
    S.V.K.'s Avatar Civis
    Join Date
    Sep 2013
    Location
    Germany
    Posts
    179

    Default Re: R2:TW GEM - Graphic Enhancement Mod (Version 6.1)

    Quote Originally Posted by Slashas View Post
    How will that work with the UI? I tried downsampling for Rome 2 but the UI got so small it became kinda annoying to play instead :p
    That is normal. DS accounts the entire picture. So the UI will always become smaller, depending on the max. deposited resolution of the UI.
    Rome 2 crashes with G.E.M.? My current settings? Downsampling for Nvidia / AMD Radeon? Klick
    Spoiler Alert, click show to read: 

  9. #7189
    Dutch-Balrog's Avatar Domesticus
    Join Date
    Jun 2010
    Location
    Amsterdam
    Posts
    2,188

    Default Re: R2:TW GEM - Graphic Enhancement Mod (Version 6.1)

    Quote Originally Posted by LuciferHawk View Post
    It should work just fine then. It may be a problem with some other overlay program or similar.
    Well that's just it, there is no other overlays working, only steam, which i disabled to be able to play with GEM (at least i hoped to be able to).

  10. #7190

    Default Re: R2:TW GEM - Graphic Enhancement Mod (Version 6.1)

    Thanks as usual for your mod. Here's a few of my tweaks to the realistic shader (fxaa, sepia, luma, gauss, filmgrain, etc...)

    Spoiler Alert, click show to read: 
    Spoiler Alert, click show to read: 


    Spoiler Alert, click show to read: 


    Spoiler Alert, click show to read: 


    Spoiler Alert, click show to read: 


    Spoiler Alert, click show to read: 


    Spoiler Alert, click show to read: 
    Last edited by tullyccro; October 10, 2014 at 04:32 PM.

  11. #7191

    Default Re: R2:TW GEM - Graphic Enhancement Mod (Version 6.1)

    Quote Originally Posted by tullyccro View Post
    Thanks as usual for your mod. Here's a few of my tweaks to the realistic shader (fxaa, sepia, luma, gauss, filmgrain, etc...)

    Spoiler Alert, click show to read: 
    Spoiler Alert, click show to read: 


    Spoiler Alert, click show to read: 


    Spoiler Alert, click show to read: 


    Spoiler Alert, click show to read: 


    Spoiler Alert, click show to read: 


    Spoiler Alert, click show to read: 
    Nice Pics

  12. #7192
    =Vastator='s Avatar Senator
    Join Date
    Sep 2006
    Location
    Sardinia, Italy
    Posts
    1,284

    Default Re: R2:TW GEM - Graphic Enhancement Mod (Version 6.1)

    @tullyccro
    Nice colors/lighting. Can you post your settings?
    BTW, are those screens downsampled?
    Disclaimer: the post above is way way prealpha, the final version will be way better than this.

  13. #7193

    Default Re: R2:TW GEM - Graphic Enhancement Mod (Version 6.1)

    When I zoom out during a battle it looks like brightness increases. Is there any sweetFX parameter I can change to avoid this? The only sweetFX parameters activated right now are LIFTGAMMAGRAIN and S-CURVES.
    "Courage is about knowing not when to take a life, but when to spare it" -Gandalf


  14. #7194

    Default Re: R2:TW GEM - Graphic Enhancement Mod (Version 6.1)

    does any body got a good present for the Aztec's Environments and Lightings mod


  15. #7195
    Ganossa's Avatar 최정장군
    Join Date
    Mar 2012
    Location
    Seoul - Korea
    Posts
    2,627

    Default Re: R2:TW GEM - Graphic Enhancement Mod (Version 6.1)

    Quote Originally Posted by Spanish Doctor View Post
    When I zoom out during a battle it looks like brightness increases. Is there any sweetFX parameter I can change to avoid this? The only sweetFX parameters activated right now are LIFTGAMMAGRAIN and S-CURVES.
    It happends if there is HDR enabled on the BM. Make sure to load the gem.pack before any other graphical mod and that HDR effect should go away.

  16. #7196

    Default Re: R2:TW GEM - Graphic Enhancement Mod (Version 6.1)

    Any news on Win8.1 users? I still can't use this mod after a clean install of win8.1..

    I recall you:
    -i followed video-instructions to install it (R2-TW-GEMv61-HD-eFX_installer.zip, on main page)
    -i enabled it in the Rome 2 Launcher
    -the game starts and runs flawless, GEM just doesnt start (no .log files into rome 2 folder directory)
    -the game is forced to use Shader 3, and i can't change it (so now graphic is weird)
    -there is no d3d9.dll in my R2 folder
    -i have installed latest .NET Framework and vcredist c++ runtime
    -indeed my directx are up to date
    -i am not running any other overlay program next to GEM
    -i am using a GTX 760, with latest drivers installed by GeForce Experience (344.11 - 18/09/2014)
    -my OS is win 8.1 Pro, 64-bit

    Please i need help. Ask me any information you need and whatever you want.
    I am available to test and report results.
    Thanks!

  17. #7197

    Default Re: R2:TW GEM - Graphic Enhancement Mod (Version 6.1)

    PS.
    -GEM is disabled by default in the R2 launcher
    -i forgot to say i also tried to switch off the in-game antialiasing,i followed the Lucifer's link, and i even tried to close and end tasks of GeForce Experience, of course nothing changed..

  18. #7198
    Ganossa's Avatar 최정장군
    Join Date
    Mar 2012
    Location
    Seoul - Korea
    Posts
    2,627

    Default Re: R2:TW GEM - Graphic Enhancement Mod (Version 6.1)

    Quote Originally Posted by Elveon88 View Post
    Any news on Win8.1 users? I still can't use this mod after a clean install of win8.1..

    I recall you:
    -i followed video-instructions to install it (R2-TW-GEMv61-HD-eFX_installer.zip, on main page)
    -i enabled it in the Rome 2 Launcher
    -the game starts and runs flawless, GEM just doesnt start (no .log files into rome 2 folder directory)
    -the game is forced to use Shader 3, and i can't change it (so now graphic is weird)
    -there is no d3d9.dll in my R2 folder
    -i have installed latest .NET Framework and vcredist c++ runtime
    -indeed my directx are up to date
    -i am not running any other overlay program next to GEM
    -i am using a GTX 760, with latest drivers installed by GeForce Experience (344.11 - 18/09/2014)
    -my OS is win 8.1 Pro, 64-bit

    Please i need help. Ask me any information you need and whatever you want.
    I am available to test and report results.
    Thanks!
    I really need Win8.1 on one of my systems but have no free hard drive at the moment and the other dev pc is far away.
    However, I am still trying to get things done in different ways without knowing if they work or not. If you would try another one::

    1. Be sure to download the GEM for Win7 (best the stand-alone from the optional files section).
    2. Install it in your R2 folder.
    3. Replace the installed dxgi.dll from your R2 folder with the dxgi.dll from this [obsolate] file.

    I tried to include some in Win8.1 depricated libraries and files but not sure if it will have any effect.

    -and thanks for offering your help!
    Last edited by Ganossa; October 13, 2014 at 04:19 AM.

  19. #7199

    Default Re: R2:TW GEM - Graphic Enhancement Mod (Version 6.1)

    Quote Originally Posted by LuciferHawk View Post
    I really need Win8.1 on one of my systems but have no free hard drive at the moment and the other dev pc is far away.
    However, I am still trying to get things done in different ways without knowing if they work or not. If you would try another one::

    1. Be sure to download the GEM for Win7 (best the stand-alone from the optional files section).
    2. Install it in your R2 folder.
    3. Replace the installed dxgi.dll from your R2 folder with the dxgi.dll from this Attachment 315458 file.

    I tried to include some in Win8.1 depricated libraries and files but not sure if it will have any effect.

    -and thanks for offering your help!
    Ok so: i unistalled the win8.1 gem by deleting his 8 files + Sweetfx folder+images and .pack in data folder, then downloaded this R2-TW-GEMv61-HD_installer.zip, installed in R2 folder, and replaced the dxgi.dll with the one in your link.

    Unfortunately nothing changed: GEM doesn't work, no .log files, and Shader Model is forced to 3 only.

    -Thanks to you for trying helping us! ^^

  20. #7200

    Default Re: R2:TW GEM - Graphic Enhancement Mod (Version 6.1)

    Here's a few more with my tweaks to FXAA, Gaus, Luma, Sepia, etc... Settings are below too for any interested. Cheers.

    Spoiler Alert, click show to read: 
    Spoiler Alert, click show to read: 


    Spoiler Alert, click show to read: 


    Spoiler Alert, click show to read: 


    Spoiler Alert, click show to read: 


    Settings:
    Spoiler Alert, click show to read: 
    GEM:
    Spoiler Alert, click show to read: 
    /*-----------------------------------------------------------. / Description /
    '------------------------------------------------------------/


    Game: Win7 & DX11
    GEM version: 6.1
    Author: Luciferhawk
    Description: Here you can adjust your GEM-Settings.


    These are the default settings for GEM 6.1


    /-------------------------------------------------------------.
    / Choose effects /
    '-----------------------------------------------------------*/


    // Set to 1 for ON or 0 for OFF
    #define USE_GEMHD_Realistic 1 //[0 or 1] GEM : Applies basic, realistic GEMShader (TrueColor shader has to be 0).
    #define USE_GEMHD_TrueColor 0 //[0 or 1] GEM : Applies basic, true color GEMShader (Realistic shader has to be 0).
    #define USE_GEMHBO 0 //[0 or 1] GEM : Applies HBO like GEMShader.


    /*----------------------------------------------------------------------------.
    / GEM Graphic-Enhancement-Mod settings /
    '----------------------------------------------------------------------------*/


    // -- GEM HD Realistic settings --
    #if (USE_GEMHD_Realistic == 1) //If GEMHD_Realistic shader is selected tweak here::
    #define GQuality 3 //[0 or 1 or 2 or 3] Adjust GEM Quality (performance hit on 2).
    #define SSAO 1 //[0 or 1] Applies SSAO like shadowing effect.
    #define GSceneDepth 1.22 //[1.00 to 2.00] Adjust Darkness of Scenery (standard 1.02) Higher -> darker.
    #define GShadowDepth 0.6 //[0.00 to 2.00] Adjust Darkness of Shadows (standard 0.2) Lower -> darker.
    #define GSat 0.795 //[0.00 to 1.00] Adjust GEM-Saturation (standard 0.925).
    #define GTBright 1.76 //[1.00 to 1.36] Adjust GEM-TextureBrightness (standard 1.26) Lower -> darker.
    #define GCBright 0.88 //[0.00 to 2.00] Adjust GEM-Contrast (standard 0.9) Lower -> darker.
    #define GAmbienteLight 19.75 //[0.00 to 20.00] Adjust GEM-AmbienteLight power (standard 12.75).
    #define GColorBoost 1 //[0 or 1] Applies color boost effect.


    // -- GEM HD TrueColor settings --
    #else //If GEMHD_TrueColor or NO basic shader is selected tweak here::
    #define GQuality 3 //[0 or 1 or 2 or 3] Adjust GEM Quality (performance hit on 2).
    #define SSAO 0 //[0 or 1] Applies SSAO like shadowing effect.
    #define GSceneDepth 1.0275 //[1.00 to 2.00] Adjust Darkness of Scenery (standard 1.0275) Higher -> darker.
    #define GShadowDepth 0.6 //[0.00 to 2.00] Adjust Darkness of Shadows (standard 0.6) Lower -> darker.
    #define GSat 0.95 //[0.00 to 1.00] Adjust GEM-Saturation (standard 0.95).
    #define GTBright 1.26 //[1.00 to 1.36] Adjust GEM-TextureBrightness (standard 1.26) Lower -> darker.
    #define GCBright 0.86 //[0.00 to 2.00] Adjust GEM-Contrast (standard 0.86) Lower -> darker.
    #define GAmbienteLight 15 //[0.00 to 20.00] Adjust GEM-AmbienteLight power (standard 15.0).
    #define GColorBoost 1 //[0 or 1] Applies color boost effect.
    #endif


    // -- GEM HBO settings --
    #define GHBOSharpRange 0.74 //[0.00 to 2.00] Width of HBO sharpening (standard 0.74).
    #define GHBOSharp 4.2 //[0.00 to 10.00] Amount of HBO sharpening (standard 4.2).
    #define GHBOBlur 0.18 //[0.00 to 1.00] Amount of HBO blur (standard 1.8).
    #define GHBOShift 2.95 //[0.00 to 5.00] Amount of HBO color shift (standard 2.95).


    // -- GEM general settings --
    #define GaussStrength 0.20 //[0.00 to 1.00] Amount of blur effect blended into the final image.
    #define GDavinci 0 //[0 or 1] Applies painting effect to the final image.
    #define GClearVision 1 //[0 or 1] Disables artificial texture detail.


    // -- GEM optional settings --
    #define GEMBlur 1 //[0.00 or 1.00] Additional blur on the edges when pressing K
    #define GBlurPwr 395 //[300 to 600] Additional blur on the edges when pressing K (standard 395).
    #define GBlurRad 0.00285 //[0.00 to 1.00] Additional blur radius on the edges when pressing K (standard 0.00585).
    #define GBlurFocus 0.5 //[0.00 to 1.00] Additional blur focus position on the y-axis when pressing K (standard 0.5).


    #define ExpEffects 1 //[0.00 or 1.00] Activates memory management and GEMBlur effect.
    //(disable if you do not use GEMBlur and have no fps problems)


    // DO NOT UNCOMMENT THOSE LINES;;THEY ARE ACTIVATED ANYWAY
    // -- GEM advanced settings -- // only touch these values if you know what you are doing
    // key_toggle_GEMBlur = 75 //K
    // key_toggle_ExpEffects = 122 //F11
    // GEMFpsThresh = 2 //[1 to 4] Defines multiplier at what fps to start memory optimization.
    //3x = under 5fps, 2x = under 10fps, 1x = under 20fps



    Spoiler Alert, click show to read: 
    SWEETFX
    Spoiler Alert, click show to read: 
    /*-----------------------------------------------------------. / Description /
    '------------------------------------------------------------/


    Game:
    SweetFX version: 1.5/1.4/Next
    Author: CeeJay.dk, Luciferhawk
    Description:


    /*-----------------------------------------------------------.
    / 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 1 //[0 or 1] FXAA Anti-aliasing : Smoothens jagged lines using the FXAA technique
    #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. Set gaussian blur along with it to get a halation effect
    #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 0 //[0 or 1] LumaSharpen : Also sharpens the antialiased edges which makes them less smooth - I'm working on fixing that.
    #define USE_GAUSSIAN 1 //[0 or 1] Gaussian Blur : can be used to... blur, but also bloom/hazy/glowy look, also unsharp masking
    #define USE_FILMGRAIN 1 //[0 or 1] Filmgrain effect
    #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 1 //[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 0 //[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 1 //[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 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.


    /*-----------------------------------------------------------.
    / Film grain settings /
    '-----------------------------------------------------------*/
    #define FilmGrainIntensity 0.99 //[0.00 to 1.00] Intensity of grain. Default is 0.46
    #define FilmGrainExposure 85 //[0 to 100] Grain Exposure. Default is 40 (Lower -> darker noise)
    #define FilmGrainSize 1.15 //[0 to 10] Size of the grain. Default is 2 (Higher -> thinner noise)




    /*-----------------------------------------------------------.
    / SMAA Anti-aliasing settings /
    '-----------------------------------------------------------*/


    #define SMAA_THRESHOLD 0.05 //[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 100 //[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 39 //[1 to 39] Choose the quality preset. 39 is the highest quality.
    #define fxaa_Subpix 0.825 //[0.000 to 1.000] Choose the amount of sub-pixel aliasing removal.
    #define fxaa_EdgeThreshold 0.500 //[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 0.5 //[0.2 to 100.0] Amount of effect you want.


    /*-----------------------------------------------------------.
    / Cartoon settings /
    '-----------------------------------------------------------*/
    #define CartoonPower 4.0 //[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 0.08 //[0.00 to 1.00] Amount of CRT effect you want


    #define CRTResolutionX 512 //[1 to 2048] Original input width of the game (ie. 320)
    #define CRTResolutionY 304 //[1 to 2048] Original input height of the game (ie. 240)
    #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 0.9 //[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 0.0100 //[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 1.01 //[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 1.02 //[0.00 to 8.00] Strangely lowering this makes the image brighter
    #define radius2 0.75 //[0.00 to 8.00] Raising this seems to make the effect stronger and also brighter




    /*-----------------------------------------------------------.
    / LumaSharpen settings /
    '-----------------------------------------------------------*/
    // -- Sharpening --
    #define sharp_strength 1.12 //[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 4 //[1|2|3|4] Choose a sample pattern. 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped.
    #define offset_bias 0.8 //[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)




    /*-----------------------------------------------------------.
    / Gaussian Blur settings /
    '-----------------------------------------------------------*/
    #define GaussEffect 0 //[0|1|2|3] 0 = Blur, 1 = Unsharpmask (expensive), 2 = Bloom, 3 = Sketchy. Default is 2
    #define GaussQuality 0 //[0|1|2|3] Warning: 2 and 3 are expensive. Default is 1
    #define GaussSigma 0 //[1 to 4] The higher the wider blur/bloom is (only effective when Bloom selected)
    #define GaussBloomWarmth 0 //[0|1|2] "Temperature" of the bloom - 0 = neutral, 1 = warm, 2 = hazy/foggy
    #define GaussThreshold 0.00 //[0.00 to 1.00] [DX10/11 only] Threshold for what is a bright light (that causes bloom) and what isn't.
    #define GaussExposure 150.0 //[0.00 to 100.00] [DX10/11 only] Exposure of the effect (the lower the brighter)
    #define GaussStrength 0.17 //[0.00 to 1.00] Amount of effect blended into the final image




    /*-----------------------------------------------------------.
    / TECHNICOLOR settings /
    '-----------------------------------------------------------*/
    #define TechniAmount 0.1 //[0.00 to 1.00]
    #define TechniPower 6.0 //[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 1.0 //[1.0 to 15.0]
    #define Green 1.0 //[1.0 to 15.0]
    #define Blue 1.0 //[1.0 to 15.0]


    #define ColorGamma 1.8 //[0.1 to 2.5] Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral.
    #define DPXSaturation 1.2 //[0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral.


    #define RedC 0.35 //[0.60 to 0.20]
    #define GreenC 0.36 //[0.60 to 0.20]
    #define BlueC 0.37 //[0.60 to 0.20]


    #define Blend 0.22 //[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(1.00, 1.00, 1.00) //[0.000 to 2.000] Adjust shadows for Red, Green and Blue
    #define RGB_Gamma float3(1.00, 1.00, 1.00) //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
    #define RGB_Gain float3(1.00, 1.00, 1.00) //[0.000 to 2.000] Adjust highlights for Red, Green and Blue




    /*-----------------------------------------------------------.
    / Tonemap settings /
    '-----------------------------------------------------------*/
    #define Gamma 1.2 //[0.000 to 2.000] Adjust midtones
    #define Exposure 0.0 //[-1.000 to 1.000] Adjust exposure
    #define Saturation 0.000 //[-1.000 to 1.000] Adjust saturation
    #define Bleach 0.00 //[0.000 to 1.000] Brightens the shadows and fades the colors
    #define Defog 0.030 //[0.000 to 1.000] How much of the color tint to remove
    #define FogColor float3(1.55, 1.55, 1.55) //[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 -0.00 //[-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 0.465 //[-1.00 to 1.00] The amount of contrast you want


    // -- Advanced curve settings --
    #define Curves_formula 8 //[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(1.10, 1.30, 1.60) //[0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to tint the image
    #define GreyPower 0.01 //[0.00 to 1.00] How much desaturate the image before tinting it
    #define SepiaPower 0.20 //[0.00 to 1.00] How much to tint the image




    /*-----------------------------------------------------------.
    / Vignette settings /
    '-----------------------------------------------------------*/
    #define VignetteRatio 30.00 //[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 12.68 //[-1.00 to 3.00] lower values = stronger radial effect from center
    #define VignetteAmount -2.00 //[-2.00 to 1.00] Strength of black. -2.00 = Max Black, 1.00 = Max White.
    #define VignetteSlope 28 //[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 2 //[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 /
    '-----------------------------------------------------------*/
    #define border_width float2(0,89) //[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] 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




    /*-----------------------------------------------------------.
    / 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/articl...odes-key-codes


    // key_toggle_sweetfx = 145
    // key_screenshot = 44 ; 44 = PrtSrc
    // key_reload_sweetfx = 19




    /*-----------------------------------------------------------.
    / Misc settings /
    '-----------------------------------------------------------*/
    // You can load and chain other DirectX wrappers (ENB, Helix, Windower...)
    // If the external wrapper is already named d3d9.dll, rename it into
    // something else like "d3d9_enb.dll" (note that even if this is commented it actually works)


    // external_d3d9_wrapper = none
    // external_dxgi_wrapper = none


Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •