Jump to content

Mechwarrior Online + Sweetfx(Modified Shaders)


77 replies to this topic

#61 Ash KA

    Member

  • Pip
  • The Bold
  • The Bold
  • 18 posts
  • LocationAustralia

Posted 14 April 2015 - 08:15 PM

Depends if you run the 64bit or 32bit client but in both wont hurt as far as i know

i used chrismixer "fixed" settings but with the tonemap saturation turned down to 0.50
and these in SMAA for better smaa
#define SMAA_THRESHOLD 0.05 // [0.05 to 0.20] Edge detection threshold
#define SMAA_MAX_SEARCH_STEPS 64 // [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 25 // [0 to 100]

works and looks good on my setup will probably have a bit more if a play later

Edited by Ash KA, 14 April 2015 - 08:16 PM.


#62 SirSlaughter

    Member

  • PipPipPipPipPipPip
  • Veteran Founder
  • Veteran Founder
  • 370 posts
  • LocationItaly

Posted 15 April 2015 - 10:20 AM

Before

Posted Image


After

Posted Image


... with the settings provided by Frytrixa

Edited by SirSlaughter, 15 April 2015 - 10:28 AM.


#63 Kh0rn

    Member

  • PipPipPipPipPipPipPipPip
  • Shredder
  • 1,014 posts

Posted 15 April 2015 - 10:26 AM

Any idea how too get this too run correctly Still crashes tho.

#64 SirSlaughter

    Member

  • PipPipPipPipPipPip
  • Veteran Founder
  • Veteran Founder
  • 370 posts
  • LocationItaly

Posted 15 April 2015 - 10:56 AM

View PostKh0rn, on 15 April 2015 - 10:26 AM, said:

Any idea how too get this too run correctly Still crashes tho.


Download and unpack http://sfx.thelazy.n...ta_8_Vxn52Yh.7z

Follow the readme instructions and run the setup.


If it doesn't work...

1)
Copy the Sweetfx folder from the zip to

C:\Program Files (x86)\Piranha Games\MechWarrior Online\Bin64

and (just to be sure)

C:\Program Files (x86)\Piranha Games\MechWarrior Online\Bin32

2)
Figure whether the game is 32bit or 64bit and copy either ReShade32.dll or
ReShade64.dll to the directory the game executable is in.

3)
Figure out which API the game uses for rendering, or any of the following DLL
names the game loads and rename the DLL you just copied (step 2) to that:
- Direct3D9[Ex] => d3d9.dll
- Direct3D10.X => dxgi.dll
- Direct3D11.X => dxgi.dll

4)
Replace the SweetFX_settings.txt with this:

Spoiler

Edited by SirSlaughter, 15 April 2015 - 11:27 AM.


#65 Kh0rn

    Member

  • PipPipPipPipPipPipPipPip
  • Shredder
  • 1,014 posts

Posted 15 April 2015 - 11:28 AM

Thanks for your assistance works like a charm.

#66 SirSlaughter

    Member

  • PipPipPipPipPipPip
  • Veteran Founder
  • Veteran Founder
  • 370 posts
  • LocationItaly

Posted 15 April 2015 - 12:09 PM

View PostKh0rn, on 15 April 2015 - 11:28 AM, said:

Thanks for your assistance works like a charm.

You are welcome. Remember that you may activate/deactivate sweetfx with Block Scroll

#67 SirSlaughter

    Member

  • PipPipPipPipPipPip
  • Veteran Founder
  • Veteran Founder
  • 370 posts
  • LocationItaly

Posted 16 April 2015 - 11:16 AM

A preset with a bit less contrast and more brightness, saturation and sharpness

Spoiler

Edited by SirSlaughter, 16 April 2015 - 11:34 AM.


#68 ACH75

    Member

  • PipPipPipPipPipPip
  • The Grizzly
  • The Grizzly
  • 251 posts

Posted 17 April 2015 - 01:56 AM

This Program mess up the definition of the game fonts :(

Edited by ACH75, 17 April 2015 - 01:57 AM.


#69 Telmasa

    Member

  • PipPipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 1,548 posts

Posted 17 April 2015 - 02:19 AM

View PostACH75, on 17 April 2015 - 01:56 AM, said:

This Program mess up the definition of the game fonts :(


Nah, you just gotta spend some time tweaking the settings.

#70 rolly

    Member

  • PipPipPipPipPipPipPip
  • Guardian
  • Guardian
  • 995 posts
  • LocationDown the street from the MWO server

Posted 17 April 2015 - 05:34 AM

Looks very pretty and promising. Just not sure I want to spend the hours or so I know it will take me to fiddle with everything to make it work for me.

#71 ACH75

    Member

  • PipPipPipPipPipPip
  • The Grizzly
  • The Grizzly
  • 251 posts

Posted 17 April 2015 - 08:09 AM

View PostTelmasa, on 17 April 2015 - 02:19 AM, said:


Nah, you just gotta spend some time tweaking the settings.


Found that SMAA / FXAA are responsable for the fonts mess-up!!!

...so better using any of the AA options in MWO video menu :)

Edited by ACH75, 17 April 2015 - 08:14 AM.


#72 Telmasa

    Member

  • PipPipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 1,548 posts

Posted 17 April 2015 - 02:03 PM

Well, technically speaking you can achieve similar affects to this using Nvidia's control panel and adjusting settings there; the advantage of this is I don't have to spend time each game tweaking the Nvidia control panel to get the graphics I want: I can just adjust Sweet FX to all the variables I want and boom, no more fiddling.

That is, once the fiddling is done. :P

#73 Frytrixa

    Member

  • PipPipPipPipPipPip
  • 347 posts

Posted 24 April 2015 - 10:00 AM

ahw, I can't get enough of that beauty :)
I really like to do art, taking screenshots and photos ^^

original
Posted Image

reshade
Posted Image

EDIT: A new tutorial for "reshade" is almost done, I just have to do some more writing, screenshots and finalizing the "ready to download" presets...

Edited by Frytrixa, 24 April 2015 - 10:05 AM.


#74 LORD ORION

    Member

  • PipPipPipPipPipPipPipPip
  • Heavy Lifter
  • Heavy Lifter
  • 1,070 posts

Posted 15 August 2015 - 08:49 AM

Here are the SweetFX 2.0 settings I use. The differences may look subtle, but once you are looking at them for awhile, when you turn them off you're like... "bleack!"
Costs no FPS for me.

PGI really needs to make a "colorful mode" option, because now that I have used SweetFX 2.0 for 2 weeks, I am loathe to return to the old washed out colours.

#define USE_SMAA 1 //[0 or 1]
#define USE_LUMASHARPEN 1 //[0 or 1]
#define USE_VIBRANCE 1 //[0 or 1]
#define USE_CURVES 1 //[0 or 1]
#define USE_DITHER 1 //[0 or 1]

// -- LumaSharpen --
#define sharp_strength 1.22
#define sharp_clamp 0.10
#define pattern 1

// -- Vibrance settings --
#define Vibrance 0.60

// -- Curves settings --
#define Curves_mode 0
#define Curves_contrast 0.30
#define Curves_formula 2

// -- Dither settings --
#define dither_method 1

Before and After Screenshots

Posted Image

Posted Image


Posted Image

Posted Image

Edited by LORD ORION, 15 August 2015 - 08:54 AM.


#75 M T

    Member

  • PipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 351 posts
  • LocationGouda, South Holland

Posted 20 September 2015 - 08:01 AM

Looks good. I strongly dis-advise using SMAA or any Post Processing AA because its great on non moving pictures and screenshots, but (IMHO) its horrible for real time movement.

Imho PostAA looks way better and (despite what PostAA may think you to believe is another post processing like shader FXAA/SMAA) it actually uses 2x Supersampling but only applied to edges rather than the full screen. At least no real pixel deformations there.

r_PostAA = 1 ;Enables amortized super sampling. Usage: r_PostAA 1: 2x SSAA
r_PostAAMode = 1 ;1 to enable 2x distributed SSAA,
;r_PostAAEdgeFilter = 0 ;0 disables SMAA/FXAA crap.
;r_PostAAStencilCulling = 0 ;Doesnt seem to do much neither in performance nor quality.


### Just a note, i think the in-game PostAA simply enables SMAA/FXAA to edges only, whereas this config uses Supersampling for edges. Its still relatively light compared to any other option. Best bang for buck.


I strongly recommend you try this in your user.cfg and disable FXAA/SMAA anywhere. It looks WAY better and not the crappy shimmering everywhere. I would recommend MSAA on top but Cryengine seems to suck everyone's GPU dry, partly because Cryengine also enables Transparency AA at the same time on alpha blended objects. Unfortunately I havent found a way in cryengine to just enable MSAA while not using the taxing Transparency AA.

Edited by MTs Cavia Porcellus, 20 September 2015 - 08:08 AM.


#76 Goose

    Member

  • PipPipPipPipPipPipPipPipPip
  • Civil Servant
  • Civil Servant
  • 3,463 posts
  • Twitch: Link
  • LocationThat flattop, up the well, overhead

Posted 20 September 2015 - 11:03 AM

And just like that, we find both SMAA T2x, and SMAA 4x.

Thanks, MTs! Posted Image

#77 Goose

    Member

  • PipPipPipPipPipPipPipPipPip
  • Civil Servant
  • Civil Servant
  • 3,463 posts
  • Twitch: Link
  • LocationThat flattop, up the well, overhead

Posted 23 November 2015 - 08:21 AM

Who here would like to take a crack at proofing
 r_AntialiasingTAAMode
0: no subsamples
1: 2x
2: 4x
3: 8x
4: sparse grid 8x8
for me? It's supposed to be an adjustment to PostAA, so that has to be selected in settings.

Also: Anyone know the trick to getting internal SMAA T2x up and running? I can have PostAA and SMAA via ReShade, or internal SMAA† and some DSR, but not SMAA T2x without outside intervention …






† Pick FXAA in settings, then add
r_PostAAStencilCulling = 1
r_PostMSAAEdgeFilterNV = 0
to your user.cfg

… And don't set "r_PostAAEdgeFilter" to two if you're not SLI/ CrossFire!

Edited by Goose, 23 November 2015 - 09:12 AM.


#78 Censio

    Member

  • PipPipPipPipPipPipPip
  • FP Veteran - Beta 1
  • FP Veteran - Beta 1
  • 909 posts

Posted 20 December 2015 - 11:37 AM

i have windows 10 and SweetFX dont work with DX11....

Any think i can do?

Edited by Censio, 21 December 2015 - 07:42 AM.






1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users