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RealityFX 1.3

Preset for The Crew
Created by Magog
Added Dec. 11, 2014
Updated 23 Dec 13:52 CET
Shader used: SweetFX 1.5
Preset description:
1.3 is released! ------------------------------------------------------------------------------------------------------------------------------------------------- REALITYFX FEATURES: • improved light reflection • more natural shadows • orange filter removed • realistic colors • bluish atmosphere on the horizon ------------------------------------------------------------------------------------------------------------------------------------------------- WY THIS PRESET ? If modeling environment is very good, rendering is unrealistic. The excessive brightness associated with too dark shadows gives an unpleasant contrast. Also, the colors of THE CREW overall saw too orange. So I tried to correct what I could. ------------------------------------------------------------------------------------------------------------------------------------------------- WAT I WANT My goal is to have a render that approaches photorealism and provide a more enjoyable gaming experience. ------------------------------------------------------------------------------------------------------------------------------------------------- SETTINGS INGAME I suggest you to use ambient occlusion SSAO or SSAO+ instead of HBAO+. Because HBOA+ makes too dark vegetation. Set the brightness in the middle to have the same render as the screenshots. ------------------------------------------------------------------------------------------------------------------------------------------------- SWEETFX DOES NOT WORK ? 1. First, download this version of SweetFX (Work for me on Windows 7 x64 - Nvidia GPU): http://www.mediafire.com/download/hunu8us4mnun8q8/RealityFX_1.3.zip 2. Try to run the game in compatibility mod: http://www.online-tech-tips.com/windows-8/run-a-program-in-compatibility-mode-in-windows-8/ 3. For windows 8 users, try this tutorial: http://www.overclock.net/t/1485750/how-to-use-sweetfx-in-windows-8-1 4. For ATI Radeon users, try this tutorial: http://gamebanana.com/tuts/11582 5. For 64bits users, try this files: http://sfx.thelazy.net/static/media/downloads/Boulotaur2024.Injector_CeeJay.dks.1.5.1.ChromaticAberration.7z or http://sfx.thelazy.net/static/media/downloads/Boulotaur2024.Injector_CeeJay.dks.1.4.7z ------------------------------------------------------------------------------------------------------------------------------------------------- UPDATE CHANGELOG • 1.3 - [Major update] - DPX shader added - Fix shadows, now they have a deep black - Fix colors, now they are stronger - darker night - Vegetation color was amplified separately - The atmosphere has a deeper blue - General Contrast increased • 1.2 - [Major update] - Vibrance shader added - New curves mod - Curves contrast adjustment - Color adjustment - Exposure adjustment • 1.1 - [Major update] - Curves shader added • 1.0 - First upload
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/*-----------------------------------------------------------. / Description / '------------------------------------------------------------/ Game: The Crew Author: Magog Preset version: 1.3 SweetFX version: 1.5.1 /*-----------------------------------------------------------. / Choose effects / '-----------------------------------------------------------*/ // Set to 1 for ON or 0 for OFF #define USE_SMAA_ANTIALIASING 0 // [0 or 1] SMAA Anti-aliasing : Smoothens jagged lines using the SMAA technique. #define USE_FXAA_ANTIALIASING 0 // [0 or 1] FXAA Anti-aliasing : Smoothens jagged lines using the FXAA technique #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 0 // [0 or 1] LumaSharpen : Also sharpens the antialiased edges which makes them less smooth - I'm working on fixing that. #define USE_GAUSSIAN 0 // [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 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 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 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 32 // [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 50 // [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 0.1 // [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 0.3 // [0.000 to 1.000] Darkness threshold. Trims the algorithm from processing darks. /*-----------------------------------------------------------. / Chromatic aberration / '-----------------------------------------------------------*/ #define outfocus 0.016 // [0.00 to 1.000] How strong the effect should be. /*-----------------------------------------------------------. / Explosion settings / '-----------------------------------------------------------*/ #define Explosion_Radius 1.0 // [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 6.0 // [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 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). /*----------------------------------------------------------. / 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 0.65 // [0.10 to 3.00] Strength of the sharpening #define sharp_clamp 0.035 // [0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035 // -- Advanced sharpening settings -- #define pattern 2 // [1|2|3|4] Choose a sample pattern. 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped. #define offset_bias 1.0 // [0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern. //I designed the pattern for offset_bias 1.0, but feel free to experiment. // -- Debug sharpening settings -- #define show_sharpen 0 // [0 or 1] Visualize the strength of the sharpen (multiplied by 4 to see it better) /*-----------------------------------------------------------. / Gaussian Blur settings / '-----------------------------------------------------------*/ #define GaussEffect 2 // [0|1|2|3] 0 = Blur, 1 = Unsharpmask (expensive), 2 = Bloom, 3 = Sketchy. Default is 2 #define GaussQuality 2 // [0|1|2|3] Warning: 2 and 3 are expensive. Default is 1 #define GaussSigma 3 // [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 0.15 // [0.00 to 1.00] Amount of effect blended into the final image /*-----------------------------------------------------------. / Film grain settings / '-----------------------------------------------------------*/ #define FilmGrainIntensity 0.6 // [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 6 // [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 0.74 // [0.00 to 1.00] #define greenNegativeAmount 0.83 // [0.00 to 1.00] #define blueNegativeAmount 0.9 // [0.00 to 1.00] /*-----------------------------------------------------------. / Cineon DPX settings / '-----------------------------------------------------------*/ #define Red 15.0 // [1.0 to 15.0] #define Green 15.0 // [1.0 to 15.0] #define Blue 15.0 // [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 2.0 // [0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral. #define RedC 0.2 // [0.60 to 0.20] #define GreenC 0.2 // [0.60 to 0.20] #define BlueC 0.2 // [0.60 to 0.20] #define Blend 0.2 // [0.00 to 1.00] How strong the effect should be /*-----------------------------------------------------------. / Monochrome settings / '-----------------------------------------------------------*/ #define Monochrome_conversion_values float3(0.18,0.41,0.41) // [0.00 to 1.00] Percentage of RGB to include (should sum up to 1.00) /*-----------------------------------------------------------. / Lift Gamma Gain settings / '-----------------------------------------------------------*/ #define RGB_Lift float3(1.000, 1.000, 1.000) // [0.000 to 2.000] Adjust shadows for Red, Green and Blue #define RGB_Gamma float3(1.000, 1.000, 1.000) // [0.000 to 2.000] Adjust midtones for Red, Green and Blue #define RGB_Gain float3(1.000, 1.000, 1.000) // [0.000 to 2.000] Adjust highlights for Red, Green and Blue /*-----------------------------------------------------------. / Tonemap settings / '-----------------------------------------------------------*/ #define Gamma 1.15 // [0.000 to 2.000] Adjust midtones #define Exposure 0.00 // [-1.000 to 1.000] Adjust exposure #define Saturation 0.0 // [-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 0.0 // [0.000 to 1.000] How much of the color tint to remove #define FogColor float3(0.0, 0.0, 0.0) // [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 0.100 // [-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(0.00, 2.00, 0.20) // [-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 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 it's the fastest formula. /*-----------------------------------------------------------. / Sepia settings / '-----------------------------------------------------------*/ #define ColorTone float3(0.90, 1.00, 1.10) // [0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to tint the image #define GreyPower 0.0 // [0.00 to 1.00] How much desaturate the image before tinting it #define SepiaPower 1.0 // [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 6 // [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(1,100) // [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 3 // [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 = 145 ; 145 = SCROLL_LOCK // key_screenshot = 44 ; 44 = PRINTSCREEN // key_reload_sweetfx = 19 ; 19 = PAUSE key /*-----------------------------------------------------------. / 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

Comments

YOEL_44
8 Mar 09:58 CET

I like the idea, but don't the result, it seems like you added a blue tint everywhere, this kind of corrections seems better when using color matrix + lift gamma gain, keep working on it and you'll get a photorealistic effect

tumitaj
20 Apr 17:44 CEST

istall?

Arcticgamez
2 Apr 03:22 CEST

WAY! to much blue tint on this crap looks like BF3s blue tint crap that everyone hated

AziD
26 Jan 17:54 CET

Awesome preset. This was just what I wanted. :) For those having issues in windows 8/81 Get Reshade with swetfx 2.0 (beta) from www.reshade.me Install to game then replace this settings file with the one in sweetfx subfolder in game root folder. Also remember to disable statistic overlay #define ReShade_ShowStatistics 0 in reshade_settings.txt unoess you want the fps counter and other stuff to be visible. :)

Signex
10 Jan 00:11 CET

Agree with the others, removes the warmth completely from the game wich looks weird sometimes.
But overall i love it, gonna try it.

ExpiredLifetime
9 Jan 09:44 CET

I like the idea, but I think you would be better off using the DPX filter to enhance the colors and bring them out versus trying to remove the "orange filter". You've altered the white point on the images and everything is far too cool now. (look at your clouds. They're no longer white)
Possibly a slight decrease to the mid gamma for red as compared to vanilla, but not too much.
Keep up the work!

SweetJusticeFX
26 Dec 07:28 CET

I'm enjoying the progress of your work, Magog.

I've been testing 1.3 for a while now so here's my opinion.

With 1.3, night's have improved greatly.
Daytime in the cities look great.
Grass looks great.
The desert lost a lot of it's color from the vanilla game and at time's the vanilla game looks better.

I'm guessing we're getting close to the final version so I do have 1 suggestion. Please don't be afraid to add some more color saturation. We obviously don't want this game looking like "Trine" but I've noticed a lot of times that the colors (often red and yellow and probably others) are less saturated than the vanilla of the game. I notice a lot more emphasis on blue than anything else.

I'm sure it's a tough balancing act especially when you have to work with a 24 day/night cycle. So far it's been great and deeper colors are the only thing I could ask for. It might not be what you're aiming for, and if so, I would beg for 2 versions of the final preset, 1 with ~10% more color.

Keep us up to date, I'm a fan.

Magog
22 Dec 01:21 CET

@tscooper
Hi, I had the same problem, I have upload the file again and now it works correctly.
Sorry for the inconvenience.

@CrazyEnd
Try these files:
http://www.mediafire.com/download/zrnxdqzlhahebx9/RealityFX_1.2.zip

or try to run the game in win7 compatibility mod

I do not have Windows 8, so I can not help you more.
If it still does not work, try to ask the question on Guru3D forum or see tutorials on Google.

@SweetJusticeFX
Thanks for your comment.
Version 1.3 should meet your expectations.

@All
Version 1.3 is almost finished, I hope to upload tomorrow.

tscooper
21 Dec 23:16 CET

hi, v 1.2 is not working on win7, everytime i start the game it just crashes with program stopped working error, previous version was ok, can you pls check it and repair it, thank you

CrazyEnd
21 Dec 22:23 CET

Don't work on Win8.1.

SweetJusticeFX
21 Dec 06:07 CET

Hey. Fantastic work you're doing on this preset. Really, I mean that.

I actually downloaded this the same night you uploaded it (ver.1) and have been using it ever since. I always turn it on and off to see the difference in different areas and it really is, already, far better than the orange-y effect the game has. I was going to suggest a few improvements (stronger colors, deeper blacks), but you're already on it :)

Can't wait for the final ver.

Oh and thanks for the zip files. I direct radeonpro's SweetFX "root location" to your zip files in order for it to work. I don't know any other way to do it, if there is any other way?

ChinaTercel
19 Dec 05:06 CET

@Meridius

Thanks for your help but it is in 32/64bit mode

Meridius
18 Dec 10:06 CET

Check the lower right corner of Radeonpro. It should be in 32/64bit mode. If it shows 32bit, it won't work.

ChinaTercel
18 Dec 04:16 CET

@Magog

Thank you for the help man but I've had no luck with any of the 3 methods under Windows 7 compatibility mode...

Magog
18 Dec 03:39 CET

@ChinaTercel
Try running the game in Windows 7 compatibility mod.

ChinaTercel
18 Dec 03:29 CET

I forgot to mention I'm trying to get it work in Windows 8.1 x64

ChinaTercel
18 Dec 03:29 CET

I have literally tried everything on the Internet, from modified SweetFX to eFX Loader to RadeonPro, none works. The modified SweetFX does not work at all; eFX Loader loads itself but does not load SweetFX; when I use RadeonPro, the game's process appears for a few brief seconds then ends itself before anything pops up(even before the CPU gets to 100%).

For eFX I have tried different versions of it, none works.

For RadeonPro, it does not matter if I have SweetFX enabled or not, as long as I'm launching from RadeonPro I cannot get the game to run at all. I also have the API thing disabled.

I have already set everything to run as admin(Steam, uPlay, Crew and the Crew Launcher)

PC Specs:
Windows 8.1
i7-4790K
MSI GTX980 3GB
16GB RAM
250GB SSD

HELP PLEASE... I am SO SO tired of trying to make it work...

Meridius
17 Dec 16:13 CET

Love it! This preset is exactly what I was looking for.

geoman88
12 Dec 05:46 CET

I like it, nice job.

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