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by Noirze

K-putt'e Config 1.2

Preset for Thief
Created by K-putt
Added Feb. 24, 2014
Shader used: SweetFX 1.5
Preset description:
••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••• -> CeeJay.dk released a new SweetFX Version. 1.5.1 -> I added all his new and updated Shaders to Boulotaur2024's Injector which has x64 support. -> I also added a Chromatic Aberration Shader to this version. -> You'll need this Version to get the same results as me. -> DOWNLOAD HERE -> Ge.tt - http://ge.tt/4CpDyZt/v/0 -> Dropcanvas - http://dropcanvas.com/iz7s1 -> Dropbox - http://goo.gl/qiXHtr -> For questions or requests visit the forum -> http://sfx.thelazy.net/forum/ ••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••• K-putt'e Thief Config 1.2 •SMAA •LUMASHARPEN •CURVES •GAUSSIAN - UNSHARP MASK •TONEMAP •LIFTGAMMAGAIN •SEPIA ••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••• Update 1.1 •Added Sepia which works a bit better than tonemaping's fogcolor setting. •Tweaked Lumasharpen a bit. •Slight changes in Liftgammagain. •The picture is a bit warmer now. •Shadows should be a tiny bit darker as well. Update 1.2 •Added negativ curves. •Shadows got a bit too dark in my 1.1 preset. Should be fixed now. •A bit more unsharpmask. •Some other changes i can't remember anymore. •For people who think that the preset is to bright, change the gamma ingame. •FXAA should be disabled ingame. ••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••• Thief is a DX11(dxgi) 64bit game. So please use the x64 dxgi.dll if you play with the x64 game.exe I also had some weird problems with this game and sweetfx. It seems like all shaders get totally distorted. For instance. Curves 0.5 looks like 3.0 for some reason. So, if the preset doesn't look similar to my pictures... don't complain. •••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••
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/*-----------------------------------------------------------. / Description / '------------------------------------------------------------/ Game: Thief Author: K-putt SweetFX version: 1.5.1/Boulotaur2024 Injector. +Chromatic Aberration Shader. Description: $$\ $$\ $$\ $$\ $$\ $$$$$$\ $$$$$$\ $$\ $$ | $$ | $$ | $$ | $ | $$ __$$\ $$ __$$\ \__| $$ |$$ / $$$$$$\ $$\ $$\ $$$$$$\ $$$$$$\ \_/ $$$$$$\ $$ / \__| $$$$$$\ $$$$$$$\ $$ / \__|$$\ $$$$$$\ $$$$$ / $$$$$$\ $$ __$$\ $$ | $$ |\_$$ _| \_$$ _| $$ __$$\ $$ | $$ __$$\ $$ __$$\ $$$$\ $$ |$$ __$$\ $$ $$< \______|$$ / $$ |$$ | $$ | $$ | $$ | $$$$$$$$ | $$ | $$ / $$ |$$ | $$ |$$ _| $$ |$$ / $$ | $$ |\$$\ $$ | $$ |$$ | $$ | $$ |$$\ $$ |$$\ $$ ____| $$ | $$\ $$ | $$ |$$ | $$ |$$ | $$ |$$ | $$ | $$ | \$$\ $$$$$$$ |\$$$$$$ | \$$$$ | \$$$$ | \$$$$$$$\ \$$$$$$ |\$$$$$$ |$$ | $$ |$$ | $$ |\$$$$$$$ | \__| \__| $$ ____/ \______/ \____/ \____/ \_______| \______/ \______/ \__| \__|\__| \__| \____$$ | $$ | $$\ $$ | $$ | \$$$$$$ | \__| \______/ K-putt'e Thief Config 1.2 •SMAA •LUMASHARPEN •CURVES •GAUSSIAN - UNSHARP MASK •TONEMAP •LIFTGAMMAGAIN •SEPIA *--------------------------------------------------------* | Optional | *--------------------------------------------------------* Thief is a DX11(dxgi) 64bit game. So please use the x64 dxgi.dll I also had some weird problems with this game and sweetfx. It seems like all shaders get totally distorted. For instance. Curves 0.5 looks like 3.0 for some reason. So, if the preset doesn't look similar to my pictures... don't complain. *--------------------------------------------------------* | Updates | *--------------------------------------------------------* Update 1.1 •Added Sepia which works a bit better than tonemaping's fogcolor setting. •Tweaked Lumasharpen a bit. •Slight changes in Liftgammagain. •The picture is a bit warmer now. •Shadows should be a tiny bit darker as well. Update 1.2 •Added negativ curves. •Shadows got a bit too dark in my 1.1 preset. Should be fixed now. •A bit more unsharpmask. •Some other changes i can't remember anymore. •For people who think that the preset is to bright, change the gamma ingame. •FXAA should be disabled ingame. *--------------------------------------------------------* | Miscellaneous | *--------------------------------------------------------* • CeeJay.dk released a new SweetFX Version. 1.5.1 • I added all his new and updated Shaders to Boulotaur2024's Injector which has x64 support. • I also added a Chromatic Aberration Shader to this version. • You'll need this Version to get the same results as me. • DOWNLOAD HERE • Ge.tt - http://ge.tt/4CpDyZt/v/0 • Dropcanvas - http://dropcanvas.com/iz7s1 • Dropbox - http://goo.gl/qiXHtr /*-----------------------------------------------------------. / 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 #define USE_CA 0 //[0 or 1] Chromatic aberration. You can only use Chromatic Aberration OR the Explosion Shader. Not both at the same time. #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_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_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 1 //[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 0 //[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 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 1 //[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 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 0.05 //[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 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 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 0.5 //[0.000 to 1.000] Choose the amount of sub-pixel aliasing removal. #define fxaa_EdgeThreshold 0.01 //[0.000 to 1.000] Edge detection threshold. The minimum amount of local contrast required to apply algorithm. #define fxaa_EdgeThresholdMin 0.01 //[0.000 to 1.000] Darkness threshold. Trims the algorithm from processing darks. /*-----------------------------------------------------------. / Chromatic aberration / '-----------------------------------------------------------*/ #define outfocus 0.01 //[0.00 to 1.000] How strong the effect should be. /*-----------------------------------------------------------. / Explosion settings / '-----------------------------------------------------------*/ #define Explosion_Radius 3.0 //[0.2 to 100.0] Amount of effect you want. /*-----------------------------------------------------------. / Cartoon settings / '-----------------------------------------------------------*/ #define CartoonPower 8.0 //[0.1 to 10.0] Amount of effect you want. #define CartoonEdgeSlope 2.0 //[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. /*----------------------------------------------------------. / Levels settings / '----------------------------------------------------------*/ #define Levels_black_point 0 //[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 255 //[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). /*----------------------------------------------------------. / Advanced CRT settings / '----------------------------------------------------------*/ #define CRTAmount 1.00 //[0.00 to 1.00] Amount of CRT effect you want #define CRTResolution 1.0 //[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 20.25 //[0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isn't. #define BloomPower 1.446 //[0.000 to 8.000] Strength of the bloom #define BloomWidth 0.0142 //[0.0000 to 1.0000] Width of the bloom /*-----------------------------------------------------------. / HDR settings / '-----------------------------------------------------------*/ #define HDRPower 1.30 //[0.00 to 8.00] Strangely lowering this makes the image brighter #define radius2 0.87 //[0.00 to 8.00] Raising this seems to make the effect stronger and also brighter /*-----------------------------------------------------------. / LumaSharpen settings / '-----------------------------------------------------------*/ // -- Sharpening -- #define sharp_strength 0.1 //[0.10 to 3.00] Strength of the sharpening #define sharp_clamp 0.02 //[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 0.5 //[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 1 //[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 1 //[1 to 4] The higher the wider blur/bloom is (only effective when Bloom selected) #define GaussBloomWarmth 2 //[0|1|2] "Temperature" of the bloom - 0 = neutral, 1 = warm, 2 = hazy/foggy #define GaussThreshold 0.50 //[0.00 to 1.00] [DX10/11 only] Threshold for what is a bright light (that causes bloom) and what isn't. #define GaussExposure 43.0 //[0.00 to 100.00] [DX10/11 only] Exposure of the effect (the lower the brighter) #define GaussStrength 0.25 //[0.00 to 1.00] Amount of effect blended into the final image /*-----------------------------------------------------------. / Film grain settings / '-----------------------------------------------------------*/ #define FilmGrainIntensity 1.0 //[0.00 to 1.00] Intensity of grain. Default is 0.46 #define FilmGrainExposure 20 //[0 to 100] Grain Exposure. Default is 40 (Lower -> darker noise) #define FilmGrainSize 9 //[0 to 10] Size of the grain. Default is 2 (Higher -> thinner noise) /*-----------------------------------------------------------. / TECHNICOLOR settings / '-----------------------------------------------------------*/ #define TechniAmount 0.46 //[0.00 to 1.00] #define TechniPower 4.0 //[0.00 to 8.00] #define redNegativeAmount 0.7 //[0.00 to 1.00] #define greenNegativeAmount 0.8 //[0.00 to 1.00] #define blueNegativeAmount 0.8 //[0.00 to 1.00] /*-----------------------------------------------------------. / Cineon DPX settings / '-----------------------------------------------------------*/ #define Red 7.0 //[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 3.5 //[0.1 to 2.5] Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral. #define DPXSaturation 6.6 //[0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral. #define RedC 0.55 //[0.60 to 0.20] #define GreenC 0.55 //[0.60 to 0.20] #define BlueC 0.55 //[0.60 to 0.20] #define Blend 0.1 //[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(0.9975, 0.9975, 0.9975) //[0.000 to 2.000] Adjust shadows for Red, Green and Blue #define RGB_Gamma float3(1.0, 1.0, 1.0) //[0.000 to 2.000] Adjust midtones for Red, Green and Blue #define RGB_Gain float3(1.0, 1.0, 0.96) //[0.000 to 2.000] Adjust highlights for Red, Green and Blue /*-----------------------------------------------------------. / Tonemap settings / '-----------------------------------------------------------*/ #define Gamma 1.04 //[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 -0.14 //[-1.000 to 1.000] Adjust exposure #define Saturation 0.5 //[-1.000 to 1.000] Adjust saturation #define Bleach 0.0 //[0.000 to 1.000] Brightens the shadows and fades the colors #define Defog 0.4 //[0.000 to 1.000] How much of the color tint to remove #define FogColor float3(-0.0022, -0.001, -0.0016) //[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 1.5 //[-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(0.1, 0.0, 0.4) //[-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 -0.2 //[-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(1.3, 1.02, 1.) //[0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to tint the image #define GreyPower 0.67 //[0.00 to 1.00] How much desaturate the image before tinting it #define SepiaPower 0.6 //[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 -0.40 //[-2.00 to 1.00] Strength of black. -2.00 = Max Black, 1.00 = Max White. #define VignetteSlope 1 //[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 2 //[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(0,80) //[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 /*-----------------------------------------------------------. / 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 = 45 ; 45 = Einfg // key_screenshot = 35 ; 35 = Ende-> // key_reload_sweetfx = 46 ; 46 = Entf /*-----------------------------------------------------------. / 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 = // external_dxgi_wrapper =

Comments

eroldru
15 Jun 15:36 CEST

Fatal Error: Failed to initialize direct3D. I have the steam game on Win 8.1 x64. What shall I do?

Thanks

K-putt
9 Apr 12:10 CEST

I don't know. Why not just use downsampling? It's pretty simple with nvidia cards. There are tons of how to's on forums everywhere.

Verrenus
7 Apr 00:25 CEST

I know the game has SSAA, but it's too costly for my taste and FXAA doesn't seem to do much. Is there any way to force something like MSAA through the control panel?

K-putt
6 Apr 23:47 CEST

The game has SSAA. You can also use downsampling.

Verrenus
6 Apr 00:18 CEST

Got the preset to work and the game looks much better now! However, I can't for the life of me get rid of the annoying jaggies. SMAA is alright, but doesn't cover everything. Does anyone know some Nvidia Inspector tweaks to improve the anti-aliasing? Thanks a lot!

kratos101
8 Mar 11:36 CET

Using notepad++ solved it, thanks. That was the weirdest type of error i've ever met lol.

K-putt
8 Mar 01:04 CET

Try to re-save the the file with wordpad instead of notepad. I'm using Notepad++ to change the config. Maybe your system has some problems with that. The log files says that there are some illigal characters. Saving the file with another editor could help there.

kratos101
7 Mar 19:09 CET

the only preset i didn't manage to make work.
disabled FXAA in-game. downloaded the injector. extracted all (x64 files) in the win64 folder. added the preset from here. started the game,"thief.exe stopped working".

i even tried to use the x32 files (in the x64 folder). in this case the game started but sweetfx was obviously not working. i think that the injectors it's the cause of this because even your the walking dead S2 preset didn't work for me.

content of the log file:

[18:53:24] D3D11CreateDeviceAndSwapChain redirected successfully
[18:53:24] Hooking swapchain...
[18:53:26] D3D11CreateDeviceAndSwapChain redirected successfully
[18:53:38] Created DeferredContext successfully !
[18:53:38] Initializing SMAA (width: 1920, height: 1080)...
[18:53:38] Unable to load 'SMAA_DX11.fx': ..\..\SweetFX_settings.txt(1,1): error X3000: Illegal character in shader file

K-putt
7 Mar 01:14 CET

No problem. Glad i could help! And no, i'm using different hotkeys. You can change them in the SweetFX_preset.txt. The options for this are all the way down. Toggle on/off should be insert above the arrow keys.

Verrenus
6 Mar 14:00 CET

Wow, so that was the explanation I needed! Thanks a lot for taking your time to explain this to me! Despite reading the FAQ, I was confused by the fact that you used less files than CeeJay's release and I didn't know exactly which ones were needed and which ones were not. I am really excited to try out all of your presets now that I know what to do, they're just that awesome! One final question though: do you still use the "Scroll Lock" button to switch SweetFX ON or OFF in-game? That way I can test if it's working or not!

K-putt
6 Mar 00:44 CET

I'm using another injector provided by Boulotaur2024. All files you need are in this archive i provide in my links.
The only difference with the setup is that you need less files. There are no .fx files anymore. Nor a injector.txt.
So, only use the files you find in this archive.
For a dx9 game you'll need the SweetFX folder, the SweetFX_settings.txt,SweetFX_preset.txt and the d3d9.dll.
For DX10/11 it's the same only with the dxgi.dll instead of the d3d9.dll.
If you had SweetFX installed previously, deinstal it and use only Boulotaur2024's files.

And thanks for the compliment! :)

Verrenus
5 Mar 19:59 CET

Hey there, K-putt! I think you make some of the most amazing presets but, sadly, I have never been able to figure out how to use your specific version of SweetFX? With CeeJay's official releases I just extract everything in the folder containing the .exe file for the game and that's it! However, I never got any game to work by doing the same thing with your specific version, THIEF included! In the download links above, are providing literally every file you need to run your presets, or does one need to add your files on top of CeeJay's official release (1.5.1)? Thanks in advance!

K-putt
5 Mar 00:47 CET

What does the log.log say? Are you sure you installed sweetfx properly?

LambertoKevlar
3 Mar 09:24 CET

sweetfx doesn't work for me,i followed all the instructions,i put the x64 dll in the 64 directory,i can't understand...
windows 7

sealb
27 Feb 10:13 CET

And so I won! I happened to get to work in the 32 version. Applied program Radeon pro and it worked! Cool!

K-putt
27 Feb 09:38 CET

Again, you need to use the x32 dll's for an x32 executable. Don't use the .dll's from the x64 folder.

sealb
27 Feb 09:00 CET

I tried to run this one pereset!

http://www.youtube.com/watch?v=Nrrsn9bnzH0

But here is the same story in 64 is activated, and in 32 no. Sadly overall. Original soap picture even do not want to play. Eyes get tired! A Sweet quite another thing in perception and good eyes.

K-putt
27 Feb 08:47 CET

That's the problem. SweetFX doesn't work on Win 8.1 yet. eFX could work.. but this preset probably doesn't work with eFX.

sealb
27 Feb 08:47 CET

The game lags and slows in x64 version. So I have to run it in 32, in this version the game does not lags. But sweet fx for some reason is not activated, and 64 works fine.

sealb
27 Feb 08:23 CET

Yes 8.1! I forgot to write "1".

K-putt
27 Feb 08:17 CET

Are you sure that you aren't using Win8.1 sealb?

sealb
27 Feb 07:12 CET

K-put Where can I find normal Dll?

In all embodiments a sweet fx, when I run it 32 version thief, climbs error "createdxgifactory2"

sorry for my bad english

System: Win 8 x64, Gtx 650ti boost

Say
26 Feb 23:54 CET

IMPORTANT FOR WIN8.1 64bit USERS... NEED INSTALL LATEST Visual C++ Redistributable for Visual Studio 2012!

K-putt
26 Feb 20:14 CET

You'll need the normal .dll files for the x32 version. x64 dll's are only for x64 games.

sealb
26 Feb 20:09 CET

Please tell me,and how to make it work in x68 version thief? In version x64 thief effect works, and if these files are copied to the 86 version, the game starts, but the effect does not work.

kaicooper
26 Feb 15:22 CET

K_putt..exactly bro it seems
need alot of time to rape this game
with sweetfx..and at least u did it
with 1.1..big thanx bro

u r always my hero

K-putt
26 Feb 07:55 CET

Win 8.1 and SweetFX dx11 doesn't work.

@Kaycooper. The game is an a**hole with sweetFX. It's bit bugged and all shaders get totally overblown. The colors change in each level as well. And to be fair, the game looks awesome as it is. it's just a bit sharper now. And i adjusted the darkness levels.

Say
26 Feb 00:50 CET

Not work on Win 8.1. Game start normally, but without any changes.

kaicooper
25 Feb 21:12 CET

i was hoping big nice change as useual bro..but thanx anyway

punk909
25 Feb 17:32 CET

Fuk...

K-putt
25 Feb 13:46 CET

It's released in Japan.

punk909
25 Feb 13:26 CET

4 days before it comes out... Good Job!

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