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K-putt'e Config 1.4

Created by K-putt
Added May 19, 2015
Updated 7 Sep 20:36 CEST
Shader used: SweetFX 2.0
Preset description:
———————————————————————————————————————————— • You'll need this version to get the same results as me. • (v2.0 Preview 8 by CeeJay.dk | ReShade 0.18.7) • DOWNLOAD HEREsfx.thelazy.net - http://goo.gl/F5onLP • For questions or requests visit the forum - http://sfx.thelazy.net/forum/ • For ReShade support visit the official ReShade forum - http://reshade.me/forum/index • Or visit the official SweetFX subreddit - http://www.reddit.com/r/sweetfx • While you're at it.. why aren't you following me on Twitter or FlickR yet? • Twitter - https://twitter.com/Kputt • FlickR - https://www.flickr.com/photos/k_putt/ ———————————————————————————————————————————— K-putt'e - You're A Wizard, Gerald - Config 1.4 • SMAA • LEVELS • LUMASHARPEN • LIFTGAMMAGAIN • VIBRANCE • TONEMAP • CURVES ———————————————————————————————————————————— • ReShade toggle is currently bugged. So keep it enabled from the start! • Disable the ingame-AA. It's blurry and SMAA does a better job. ———————————————————————————————————————————— Update 1.1 • Small changes to LiftGammaGain. (Less green'ish tint to white areas.) • Slightly desaturated. Update 1.2 • Increased the contrast a bit • Changed Vibrance and Tonemap slightly Update 1.3 • Dialed down Lumasharpen - • Witcher's 1.04 update added a better negative bias which results in a overall sharper image Update 1.4 • Recommended Injector version is now 0.18.7 since that one fixes the ReShade toggle in Witcher 3 • Nothing else apart from that. You could actually still use the "old" config with the new ReShade injector.
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/*===========================================// // Description // //===========================================// Game: Witcher 3 - Wild Hunt Author: K-putt SweetFX/Injector version: v2.0 Preview 8 by CeeJay.dk / ReShade 0.18.7 Description: 888 d8P 888 888 d8b .d8888b. .d888 d8b 888 d8P 888 888 88P d88P Y88b d88P" Y8P 888 d8P 888 888 8P 888 888 888 888d88K 88888b. 888 888 888888 888888 " .d88b. 888 .d88b. 88888b. 888888 888 .d88b. 8888888b 888 "88b 888 888 888 888 d8P Y8b 888 d88""88b 888 "88b 888 888 d88P"88b 888 Y88b 888888 888 888 888 888 888 888 88888888 888 888 888 888 888 888 888 888 888 888 888 Y88b 888 d88P Y88b 888 Y88b. Y88b. Y8b. Y88b d88P Y88..88P 888 888 888 888 Y88b 888 888 Y88b 88888P" "Y88888 "Y888 "Y888 "Y8888 "Y8888P" "Y88P" 888 888 888 888 "Y88888 888 888 888 Y8b d88P 888 "Y88P" K-putt'e - You're A Wizard, Gerald - Config 1.4 • SMAA • LEVELS • LUMASHARPEN • LIFTGAMMAGAIN • VIBRANCE • TONEMAP • CURVES //===========================================// // Optional // //===========================================// • ReShade toggle is currently bugged. So keep it enabled from the start! • Disable the ingame-AA. It's blurry and SMAA does a better job. • You can use SMAA or FXAA. • To enable FXAA set #define USE_FXAA to 1 and #define USE_SMAA to 0 • Image might get a bit too blurry with FXAA enabled. • In that case change • #define sharp_strength 0.50 • To • #define sharp_strength 1.0 //===========================================// // Updates // //===========================================// Update 1.1 • Small changes to LiftGammaGain. (Less green'ish tint to white areas.) • Slightly desaturated. Update 1.2 • Increased the contrast a bit • Changed Vibrance and Tonemap slightly Update 1.3 • Dialed down Lumasharpen - • Witcher's 1.04 update added a better negative bias which results in a overall sharper image Update 1.4 • Recommended Injector version is now 0.18.7 since that one fixes the ReShade toggle in Witcher 3 • Nothing else apart from that. You could actually still use the "old" config with the new ReShade injector. //===========================================// // Miscellaneous // //===========================================// • You'll need this version to get the same results as me. • (v2.0 Preview 8 by CeeJay.dk | ReShade 0.18.7) • DOWNLOAD HERE • sfx.thelazy.net - http://goo.gl/F5onLP • For questions or requests visit the forum - http://sfx.thelazy.net/forum/ • For ReShade support visit the official ReShade forum - http://reshade.me/forum/index • Or visit the official SweetFX subreddit - http://www.reddit.com/r/sweetfx • While you're at it.. why aren't you following me on Twitter or FlickR yet? • Twitter - https://twitter.com/Kputt • FlickR - https://www.flickr.com/photos/k_putt/ //============================================// // Choose // // Effects // //============================================*/ // Effects are listed in the order that they are applied. // Set to 1 for ON or 0 for OFF #define USE_SMAA 1 //[0 or 1] SMAA Anti-aliasing : Smoothens jagged lines using the SMAA technique. #define USE_FXAA 0 //[0 or 1] FXAA Anti-aliasing : Smoothens jagged lines using the FXAA technique. #define USE_ASCII 0 //[0 or 1] Ascii : Converts the image to Ascii-art. #define USE_CARTOON 0 //[0 or 1] Cartoon : "Toon"s the image. #define USE_EXPLOSION 0 //[0 or 1] Explosion : Scatters the pixels, making the image look fuzzy. #define USE_CA 0 //[0 or 1] Chromatic Aberration : Mimics the look of a cheap camera lens, by distorting the colors. #define USE_ADVANCED_CRT 0 //[0 or 1] Advanced CRT : Simulates an old CRT TV display. (has a very high performance cost) #define USE_PIXELART_CRT 0 //[0 or 1] PixelArt CRT : Scanlines for pixel art (high performance cost) #define USE_BLOOM 0 //[0 or 1] Bloom : Makes bright lights bleed their light into their surroundings (relatively high performance cost) #define USE_HDR 0 //[0 or 1] HDR : Not actual HDR - It just tries to mimic an HDR look (relatively high performance cost) #define USE_LUMASHARPEN 1 //[0 or 1] LumaSharpen : Sharpens the image. #define USE_LENS_DISTORTION 0 //[0 or 1] Cubic Lens Distortion : Distorts the lens cubicly. (WIP) #define USE_NOSTALGIA 0 //[0 or 1] Nostalgia : Remember when you played that game you always played on that first system of yours? You don't? Well here is a reminder. #define USE_LEVELS 1 //[0 or 1] Levels : Sets a new black and white point. This increases contrast but causes clipping. Use Curves instead if you want to avoid that. #define USE_TECHNICOLOR 0 //[0 or 1] TECHNICOLOR : Attempts to mimic the look of an old movie using the Technicolor three-strip color process (Techicolor Process 4) #define USE_TECHNICOLOR2 0 //[0 or 1] TECHNICOLOR 2 : Yet another Technicolor effect - not sure if this stays or not. Let me know if you like it. #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_COLORMATRIX 0 //[0 or 1] Color Matrix : Allows color modification using a user-defined color matrix. #define USE_LIFTGAMMAGAIN 1 //[0 or 1] Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights. #define USE_TONEMAP 1 //[0 or 1] Tonemap : Adjust gamma, exposure, saturation, bleach and defog. (may cause clipping) #define USE_VIBRANCE 1 //[0 or 1] Vibrance : Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation. #define USE_CURVES 1 //[0 or 1] Curves : Contrast adjustments using S-curves. #define USE_SEPIA 0 //[0 or 1] Sepia : Sepia tones the image. #define USE_VIGNETTE 0 //[0 or 1] Vignette : Darkens the edges of the image to make it look more like it was shot with a camera lens. May cause banding artifacts. #define USE_FILMGRAIN 0 //[0 or 1] Film Grain : Adds film grain to the image. #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 : Can be used to create letterbox borders around the image. #define USE_SPLITSCREEN 0 //[0 or 1] Splitscreen : Enables the before-and-after splitscreen comparison mode. #define USE_TRANSITION 0 //[0 or 1] Transition : Shows a welcome screen and then transitions to the regularly scheduled programming #define USE_DISPLAY_DEPTH 0 //[0 or 1] Display Depth : Enables the possibility to display the depth buffer - You will still need to toogle it on/off with (*) in-game #define USE_CUSTOM 0 //[0 or 1] Custom : Write your own shader by editing custom.h, and then enable it here. //===========================================// // Ascii // // Settings // //===========================================// #define Ascii_input_image 1 //[1 or 2] 1 = Color buffer, 2 = Depth buffer. #define Ascii_spacing 1 //[0 to 9] Determines the spacing between characters. I feel 1 to 3 looks best. #define Ascii_font 1 //[1 or 2] 1 = 5x5 font, 2 = 3x5 font #define Ascii_font_color float3(255, 255, 255) //[0 to 255, 0 to 255, 0 to 255] What color the font should be. In integer RGB colors. #define Ascii_background_color float3(0, 0, 0) //[0 to 255, 0 to 255, 0 to 255] What color the background should be. In integer RGB colors. #define Ascii_swap_colors 0 //Swaps the font and background color when you are too lazy to edit the settings above (I know I am) #define Ascii_invert_brightness 0 //[0 or 1] #define Ascii_font_color_mode 1 //[0 to 2] 0 = font_color, 1 = image color, 2 = colorized grayscale //===========================================// // SMAA Anti Aliasing // // Settings // //===========================================// #define SMAA_THRESHOLD 0.08 //[0.05 to 0.20] Edge detection threshold. If SMAA misses some edges try lowering this slightly. I prefer between 0.08 and 0.12. #define SMAA_MAX_SEARCH_STEPS 25 //[0 to 98] Determines the radius SMAA will search for aliased edges #define SMAA_MAX_SEARCH_STEPS_DIAG 12 //[0 to 16] Determines the radius SMAA will search for diagonal aliased edges #define SMAA_CORNER_ROUNDING 25 //[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 SMAA_EDGE_DETECTION 2 //[1|2|3] 1 = Luma edge detection, 2 = Color edge detection, 3 = Depth edge detection #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. // -- SMAA Predication settings -- #define SMAA_PREDICATION 0 //[0 or 1] Enables predication which uses BOTH the color and the depth texture for edge detection to more accurately detect edges. #define SMAA_PREDICATION_THRESHOLD 0.09 // Threshold to be used in the depth buffer. #define SMAA_PREDICATION_SCALE 1.0 // How much to scale the global threshold used for luma or color edge detection when using predication #define SMAA_PREDICATION_STRENGTH 20.4 // How much to locally decrease the threshold. // -- Debug SMAA settings -- #define SMAA_DEBUG_OUTPUT 0 //[0 to 4] 0 = Normal, 1 = edgesTex, 2 = blendTex, 3 = areaTex, 4 = searchTex - Only for troubleshooting. Users don't need to mess with this. //===========================================// // FXAA Anti Aliasing // // Settings // //===========================================// #define FXAA_QUALITY__PRESET 9 //[1 to 9] Choose the quality preset. 9 is the highest quality. #define fxaa_Subpix 0.35 //[0.000 to 1.000] Choose the amount of sub-pixel aliasing removal. Higher values makes the image softer/blurrier. #define fxaa_EdgeThreshold 0.01 //[0.000 to 1.000] Edge detection threshold. The minimum amount of local contrast required to apply algorithm. Similar to SMAA_THRESHOLD #define fxaa_EdgeThresholdMin 0.01 //[0.000 to 1.000] Darkness threshold. Pixels darker than this are not processed in order to increase performance. //===========================================// // Explosion // // Settings // //===========================================// #define Explosion_Radius 2.0 //[0.2 to 100.0] Amount of effect you want. //===========================================// // Chromatic Aberration // // Settings // //===========================================// #define Chromatic_shift float2(2.5,-0.5) //[-100.0 to 100.0, -100.00 to 100.0] Distance (X,Y) in pixels to shift the color components. //For a slightly blurred look try fractional values (.5) between two pixels. #define Chromatic_strength 0.1 //Adjust the strength of the effect. //===========================================// // Levels // // Settings // //===========================================// #define Levels_black_point 6 //[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 253 //[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. // -- Debug settings -- #define Levels_highlight_clipping 0 //[0 or 1] Highlight the pixels that clip. Red = Some detail is lost in the highlights, Yellow = All detail is lost in the highlights, // Blue = Some detail is lost in the shadows, Cyan = All detail is lost in the shadows. //===========================================// // Cartoon // // Settings // //===========================================// #define CartoonPower 1.5 //[0.1 to 10.0] Amount of effect you want. #define CartoonEdgeSlope 1.5 //[0.1 to 8.0] Raise this to filter out fainter edges. You might need to increase the power to compensate. Whole numbers are faster. //===========================================// // Advanced CRT // // Settings // //===========================================// #define CRTAmount 1.00 //[0.00 to 1.00] Amount of CRT effect you want #define CRTResolution 2.0 //[1.0 to 8.0] Input size coefficent (low values gives the "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 0 //[[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 1 //[0 or 1] Enable 3x oversampling of the beam profile (warning : performance hit) //===========================================// // Pixel-Art CRT // // Settings // //===========================================// // -- Emulated input resolution -- #define PixelArtCRT_resolution_mode 1 //[1 or 2] 1 = Ratio, 2 = Fixed resolution #define PixelArtCRT_resolution_ratio (1.0/4.0) // #define PixelArtCRT_fixed_resolution float2(320.0,160.0) // -- Hardness -- #define PixelArtCRT_hardScan -24.0 // Hardness of scanline : -8.0 = soft, -16.0 = medium #define PixelArtCRT_hardPix -24.0 // Hardness of pixels in scanline : -2.0 = soft, -4.0 = hard // -- Display warp -- #define PixelArtCRT_warp float2(1.0/64.0,1.0/24.0) // Display warp : 0.0 = none , 1.0/8.0 = extreme // -- Type of shadow mask -- #define PixelArtCRT_ShadowMask 3 // Type of shadow mask : 1 = Very compressed TV style shadow mask, 2 = Aperture-grille // 3 = Stretched VGA style shadow mask, 4 = VGA style shadow mask // -- Amount of shadow mask -- #define PixelArtCRT_maskDark 0.5 // #define PixelArtCRT_maskLight 1.5 // // -- Falloff shape -- #define PixelArtCRT_shape 3.0 // Falloff shape : 1.0 = exp(x), 1.25 = in between, 2.0 = gaussian, 3.0 = more square // -- Amp signal -- #define PixelArtCRT_overdrive 1.25 // //===========================================// // 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 0.50 //[0.10 to 3.00] Strength of the sharpening #define sharp_clamp 0.03 //[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 1.7 //[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) //===========================================// // Nostalgia // // Settings // //===========================================// //Nothing here yet, but you will get to set the palette to use and toggle dithering, and maybe pixelate the image .. once the effect is done. //For now it just displays the image with a C64 palette //===========================================// // Technicolor // // Settings // //===========================================// #define TechniAmount 0.40 //[0.00 to 1.00] #define TechniPower 4.00 //[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] //===========================================// // Technicolor2 // // Settings // //===========================================// #define Technicolor2_Red_Strength 0.2 //[0.05 to 1.0] Color Strength of Red channel. Higher means darker and more intense colors. #define Technicolor2_Green_Strength 0.2 //[0.05 to 1.0] Color Strength of Green channel. Higher means darker and more intense colors. #define Technicolor2_Blue_Strength 0.2 //[0.05 to 1.0] Color Strength of Blue channel. Higher means darker and more intense colors. #define Technicolor2_Brightness 1.0 //[0.5 to 1.5] Brightness Adjustment, higher means brighter image. #define Technicolor2_Strength 1.0 //[0.0 to 1.0] Strength of Technicolor effect. 0.0 means original image. #define Technicolor2_Saturation 0.7 //[0.0 to 1.5] Additional saturation control since technicolor tends to oversaturate the image. //===========================================// // Cineon DPX // // Settings // //===========================================// #define Red 8.0 //[1.0 to 15.0] #define Green 8.0 //[1.0 to 15.0] #define Blue 8.0 //[1.0 to 15.0] #define ColorGamma 2.5 //[0.1 to 2.5] Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral. #define DPXSaturation 3.0 //[0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral. #define RedC 0.36 //[0.60 to 0.20] #define GreenC 0.36 //[0.60 to 0.20] #define BlueC 0.34 //[0.60 to 0.20] #define Blend 0.2 //[0.00 to 1.00] How strong the effect should be. //===========================================// // Monochrome // // Settings // //===========================================// #define Monochrome_conversion_values float3(0.21, 0.72, 0.07) //[0.00 to 1.00] Percentage of RGB to include (should sum up to 1.00) #define Monochrome_color_saturation 0.00 //[0.00 to 2.00] Percentage of saturation to keep. Default is 0.00 , values above 1.00 boost saturation above normal. //===========================================// // Color-Matrix // // Settings // //===========================================// // Red Green Blue #define ColorMatrix_Red float3(0.817, 0.183, 0.000) //[0.00 to 1.00] How much of Red, Green and Blue the new red value should contain #define ColorMatrix_Green float3(0.333, 0.667, 0.000) //[0.00 to 1.00] How much of Red, Green and Blue the new green value should contain #define ColorMatrix_Blue float3(0.000, 0.125, 0.875) //[0.00 to 1.00] How much of Red, Green and Blue the new blue value should contain //Should sum to 1.000 if you don't wish to change the brightness #define ColorMatrix_strength 1.0 //Adjust the strength //===========================================// // Lift Gamma Gain // // Settings // //===========================================// #define RGB_Lift float3(1.053, 1.04, 1.03) //[0.000 to 2.000] Adjust shadows for Red, Green and Blue. #define RGB_Gamma float3(0.99, 1.00, 0.99) //[0.000 to 2.000] Adjust midtones for Red, Green and Blue #define RGB_Gain float3(0.98, 1.00, 0.99) //[0.000 to 2.000] Adjust highlights for Red, Green and Blue //Note that a value of 1.000 is a neutral setting that leave the color unchanged. //===========================================// // Tonemap // // Settings // //===========================================// #define Gamma 0.94 //[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 0.000 //[-1.000 to 1.000] Adjust exposure #define Saturation -0.64 //[-1.000 to 1.000] Adjust saturation #define Bleach -0.01 //[0.000 to 1.000] Brightens the shadows and fades the colors #define Defog 0.400 //[0.000 to 1.000] How much of the color tint to remove #define FogColor float3(-0.007, 0.0, -0.007) //[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 0.3 //[-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(2.5, 1.0, 1.8) //[-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 other //===========================================// // Curves // // Settings // //===========================================// #define Curves_mode 0 //[0|1|2] Choose what to apply contrast to. 0 = Luma, 1 = Chroma, 2 = both Luma and Chroma. Default is 0 (Luma) #define Curves_contrast 0.4 //[-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|11] 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. 11 = Polynomial split. //Note that Technicolor Cinestyle is practically identical to Sine, but runs slower. //I prefer 2 myself, but 3 is a nice alternative with a little more effect and it's the fastest formula. //===========================================// // Sepia // // Settings // //===========================================// #define ColorTone float3(1.40, 1.10, 0.90) //[0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to tint the image #define GreyPower 0.11 //[0.00 to 1.00] How much desaturate the image before tinting it #define SepiaPower 0.58 //[0.00 to 1.00] How much to tint the image //===========================================// // Daltonize // // Settings // //===========================================// #define Daltonize_type 1 //[1|2|3] Type of colorblindness. 1 = Protanopia (missing red spectrum), 2 = Deuteranopia (missing green spectrum) // 3 = Tritanopia (missing blue spectrum) //===========================================// // Film Grain // // Settings // //===========================================// #define FilmGrain_intensity 0.55 //[0.00 to 1.00] How visible the grain is. Higher is more visible. #define FilmGrain_variance 0.40 //[0.00 to 1.00] Controls the variance of the gaussian noise. Lower values look smoother. #define FilmGrain_SNR 4 //[0 to 16] Higher Signal-to-Noise Ratio values give less grain to brighter pixels. 0 disables this feature. // -- Advanced Film Grain settings -- #define FilmGrain_mean 0.50 //[0.00 to 1.00] The average mean of the gaussian noise. Probably best kept at the middle value (0.50) //A sideeffect of the Film Grain effect is that it also dithers the screen. //You don't need both the Film Grain and the Dither effect enabled at the same time. //===========================================// // 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 -1.00 //[-2.00 to 1.00] Strength of black. -2.00 = Max Black, 1.00 = Max White. #define VignetteSlope 2 //[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 1 //[1 or 2] 1 = Ordered dithering (very good and very fast), 2 = Random dithering (different but slightly slower dithering) //Note that the patterns used by Dither, makes an image harder to compress. //This can make your screenshots and video recordings take up more space. //===========================================// // Border // // Settings // //===========================================// #define border_width float2(0,0) //[0 to 2048, 0 to 2048] (X,Y)-width of the border. Measured in pixels. If this is set to 0,0 then the border_ratio will be used instead #define border_ratio float(3.0 / 4.0) //[0.1000 to 10.0000] Set the desired ratio for the visible area. You MUST use floating point - Integers do not work right. //Examples that work: (1680.0 / 1050.0), (16.0 / 10.0), (1.6) Examples that does NOT work right: (1680 / 1050), (16 / 10) #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] 1 = Vertical 50/50 split, 2 = Vertical 25/50/25 split, 3 = Vertical 50/50 angled split, //[4|5|6] 4 = Horizontal 50/50 split, 5 = Horizontal 25/50/25 split, 6 = Curvy vertical 50/50 split //===========================================// // Transition // // Settings // //===========================================// #define Transition_time 5000 //[1 to 60000] Milliseconds the transition lasts (1000 milliseconds is 1 second) #define Transition_texture "curtain.jpg" //["filename"] Filename for the texture to use. Put your custom textures in SweetFX/Textures/ #define Transition_texture_width 720 //Image width. #define Transition_texture_height 480 //Image height. #define Transition_type CurtainOpen //Can be "FadeIn", "FadeOut", "CurtainOpen", "CurtainClose" or "ImageFadeOut" //===========================================// // Display // // Depth // //===========================================// #define Depth_z_near 0.08 //[0.00001 to 100000.0] Camera z near #define Depth_z_far 100.00 //[0.00001 to 100000.0] Camera z far, must be further than the near value. //===========================================// // Custom // // Settings // //===========================================// #define custom_strength 1.0 //[0.00 to 1.00] Adjust the strength of the effect


2 Dec 17:08 CET

With mediator included in reshade 1.1.0 I can't set negative values for tonemap's "Vibrance_RGB_balance".

16 Sep 19:54 CEST

Hi, thanks for you preset! Would you update it to ReShade 1.0?

29 Aug 14:34 CEST

This one is the best one. Keeps as close to the original as possible but at the same time improving the image without making over tinted blue like all the other crap. WD K-PUTT!

23 Aug 01:45 CEST

Thanks K-putt! Really appreciated it. :)

23 Aug 00:27 CEST

Sure, go ahead. I don't really care about those kind of things regarding SweetFX presets. =)

22 Aug 14:01 CEST

Hey K-putt; I used some predefined attributes of your preset, and i would like your permission to do so and release it?

the preset for now: https://sfx.thelazy.net/games/preset/4252/

19 Aug 05:03 CEST

And he does it again!

Seriously Mate, you do your presets exactly how I like to do mine. It's PERFECTLY balanced.

Nice enhanced shadows/lighting/bloom. Just the PERFECT amount of desaturation. Most presets out there (even the most popular ones) either insert a huge blue tint or desaturate the game so much that it's light years away from VANILLA... which is just ... bad...

Your presets always feel close enough to the original game content (as the game devs intended the image to look) and yet you always find a way to make it look like it should on PC.

Seriously man, keep up the good work. Awesome preset!

27 Jun 19:39 CEST

Kudos! Best preset I have tried. Keeps the game real with subtle changes, especially exteriors. Great job...endorsed...aw hell, this ain't nexus :)

19 Jun 05:43 CEST

shadows are too dark, too black, what can i modify to make shadows brighter?

18 Jun 18:31 CEST

I updated to the ReShade 0.18.7 from your link and the latest updated 1.4 preset and lost 10+ FPS.

As soon as I went back to 18.4 and the old preset performance was great again. Seems like theres something wrong with ReShade 0.18.7

12 Jun 09:02 CEST

I couldn't figure out why it wasn't working until I learned I had to save the file as ANSI. You Should specify it for the newbs like me!

Anyway, my favorite. Simple preset that gives a realistic look to the game without any performance loss and that doesn't over do it with special effects. Well done again K-putt!

10 Jun 02:56 CEST

Oh he fixed the toggle? I'll upload the new ReShade version later today. My preset doesn't need a update tho. I doubt CeeJay added new stuff to SweetFX yet. Or maybe he did.. gonna ask him later.

9 Jun 15:53 CEST

Will you update the preset to 1.05 and reshade to 0.18.7 with fixed toggle soon?

8 Jun 12:07 CEST


Did new DLC broke SweetFX and reshade or it is only me? It looks like gog.galaxy overwritten dxgi and d3d11.dll and right now SweetFX doest not work any longer... Some people say to delete d3d11 but I think that ReShade need it if I'm using Win 8.1 64bit. Any tips?

7 Jun 14:59 CEST

I played with that preset for... maybe 60 hours now, and i'm still happy with it. So, no. I don't think i'll update it any further. Looks good as it is. =)

7 Jun 10:34 CEST

Thank you for this awesome preset! Any more updates? Not about color but some graphics improvements?

1 Jun 11:11 CEST

hi k putt need help.. i install this config of yours, should I delete the existing sweetfx.txt on the sweetfx folder and replace with your witcher 3preset>? and should i rename your preset or not???

also, i have to disable in game AA right? no need to force AA via catalyst driver?

1 Jun 07:18 CEST

@negru08 @RichterB why would you guys do that? Just see my post a few comments down.... http://www.reddit.com/r/witcher/comments/37en5x/sweetfx_preset_comparisons_part_2/

30 May 17:41 CEST

Man that is alot of work that I am not wasting my weekend on lol. You can do it really quick. Just save your game in a big area. Load his shaders and preset and take a screenshot, then without downloaded any other shaders or files download the preset for any other person and load it into the sweetfx file. Load game, take screenshot and compare.

30 May 15:28 CEST

I would like to see confrontation screens in towns and cities, please.

29 May 02:27 CEST

Ha interesting, so apparently I have been using your preset but with Fantasys Sweetfx files and exes and dlls. It actually made for a pretty great looking image.

These sweetfx things are interesting. If I use Fantasys sweetfx preset but keep all the files and take a screenshhot then just load your preset without changing the files and taking a screenshot the two are different. Further interesting is if I completely remove everything(aka fresh install) and use only your files from the download it looks different then vanilla but different then your preset threw fantasys files.

SO then those files in the folders are unique to everyone sweetfx preset. I did not know that.

29 May 02:05 CEST

How do I completely remove sweetfx? I downloaded the files and ran the exe program. It worked but even after removing all the files I could think of like SweetFX folder, D3D11.dll, D3D11.log, Reshade setup.exe. Reshade32.dll, Resdade32.dll Sweet.fx but when I start my game I still get that screen message its still active just no presets are present. What file am I missing?

28 May 21:08 CEST

This is the preset I like the most since it follows the game's default colours/tints.

Should I disable ingame Sharpening? With it on something looks weird, specially when I'm moving.

28 May 17:17 CEST

If you are wondering how the other presets look or comparing them to this one see my mega post here.


Over 400 screenshots comparing all the major presets in identical scenarios so you can finally get a real apples to apples comparison.

28 May 16:13 CEST

The other presets aren't bad. They usually only work in just one particular time though. Removing the orange tint at day will give you a very blue tinted night/dark areas for instance.
I just try to keep the original colors because of that.

Fucking around with the tonemap in recent games is never a really good idea anyway. Their tonemapping is so ridiculously dynamic nowadays.

28 May 01:23 CEST

this is the best settings out there. Those other setting all they did was BLUE TINT crap. look like shit.

27 May 23:56 CEST

I recommend this preset over the other popular ones for the Witcher 3.

This preset does a few things differently.

1) Colors are kept mostly intact and are true to the original game

2) The game looks better, but it's subtle and not overdone

The other presets out there change the colors too much, so I like this one.

27 May 21:49 CEST

you have to save the file as ansi instead of utp-8.make it save as and at the bottom there are file type you can choose.

27 May 21:10 CEST

every others preset works but not yours...

27 May 21:09 CEST

it doesn't work i always get a red line at the beginning, saying sweetfx failed, and sweetfxsettings txt 1 unknown etcc

27 May 03:47 CEST

Leave it off.

27 May 03:31 CEST

What is the in-game sharpening recommended to use with this pre-set off/low/high?

27 May 03:27 CEST

K-putt rainynguyen figure out how to fix the toggle key i just dont know how he did it

27 May 03:08 CEST

You're right. The sharpening is a bit much now. And 0.50 is a good value. I'll add that to the preset and call it v1.3. Thanks for letting me know! =)

Also, it's known that the Togglekey is bugged at the moment. Not sure if there is a workaround yet.

26 May 20:49 CEST

I'm running 1.04 GOG and i just installed your FX. My toggle isn't working. I do get the greeting when booting the game, and everything said "successful." What should I do? I want to say the mods are working though. Also, dontpoke is right about the sharpening with 1.04. Tone it down a few and your good guys.

26 May 19:49 CEST

after the 1.04 patch I noticed that the sharpening on this seemed to be way more annoying and noticable rather than helpful. I toned it down to .50 from .64 and that seemed to do that job

25 May 18:08 CEST

i placed sweetfx files in the main game folder and and even where the executable file is located still , sweetfx isnt working in this game, but working with the rest of the games fine

25 May 16:33 CEST

Not without making the days even brighter. Besides, the nights look fine on my display.
Though, you can use the ingame gamma to adjust the brightness to your liking of course.

25 May 15:10 CEST

Nights kinda bit darker, can you make brighter?.

25 May 13:53 CEST

Thanks man, that was the problem.

25 May 13:07 CEST

Check that you don't save the file in UTF-8 or Unicode format. It needs to be ANSI format.

25 May 12:58 CEST

Sorry, I mean SMAA, not SSAO

25 May 12:17 CEST

K-putt, I want to remove SSAO because it seems it costs some fps on my rig, but if I put "0" instead of "1" in the settings, when I startup the game in the upper left of the screen an error in red appears. Why?

25 May 11:04 CEST

Ultra everything? Except ingame AA and the sharpening. SweetFX takes care of that.

25 May 06:07 CEST

recommended ingame settings ?

24 May 19:42 CEST

ok sorry for the bother,i just read your settings again and everything listed there by you.thanks man!

24 May 19:40 CEST

hi kputt.first of all,thanks for the great work.i tried alot of preset but yours are the best so far from what i seen in game. However,my fps down heavily due to smaa activated in your preset,is there anyway to reduce the smaa somehow with no quality loss?i play at 1080p on r9 290.

24 May 16:18 CEST

Sure, i won't kill your PC if you do. Just use my presets as a starting point to do your own thing. In the end you need to decide what you prefer and what don't. =)

24 May 16:13 CEST

Dear K putt
may I turn on the FXAA in your SFX settings ???
with SMAA on

24 May 13:16 CEST

Probably not @Ghoster. Check the official ReShade forum to see if he made progress or not.

I'm pretty happy with the preset right now @Osoito. So i don't think i'll update it anytime soon.

24 May 12:58 CEST

When does another update will be released? @K-putt

23 May 16:00 CEST

IS ReShade toggle fixed yet?

23 May 13:21 CEST

Solved, thanks K-putt

23 May 11:59 CEST

Save the preset in ANSI format. Not UTF-8, Unicode or whatever.

23 May 11:32 CEST

If set OFF SMAA and FXAA I get reshade error: x3000.

23 May 00:46 CEST

As always.. you're spot on! thanks!

22 May 18:58 CEST

Oops. Must have skipped that part. Kind regards. I knew it was working but just could not toggle on or off. Thanks

22 May 07:22 CEST

Read the description, shafat77.

22 May 06:42 CEST

For me it shows that it has succeeded but its not applying any effect. When i press Scroll nothing shows up on the screen, Any help would be appreciated

21 May 21:17 CEST

Alright, thanks. Yea your sweetfx settings look nice. The others made it way to blue hue for my taste but I was hating how much orange hue was implemented.

21 May 19:39 CEST

Good settings K-Putt. Like always.

21 May 15:24 CEST

In the end, you can always decide that stuff for yourself. And the Bloom isn't enabled in SweetFX.
The Bloom in SweetFX doesn't even work like proper bloom at the moment.

As long as you disable the sharpening and the AA ingame, you're set.
But then again, it's up to you man.

21 May 14:49 CEST

SO you turn on bloom even though it is in the Sweetfx?Also you keep sharpening on? Doesnt that make what you have sharpened look weird or does it help your sweetfx settings?

I have Motion blur off, blur on, AA of, Sharpening on, Chromo off, Vintage off, Light shafts off, Bloom on, SSAO , DOF is off.

21 May 13:06 CEST


K- putt . You use what witchers 3 in the Graphic Options ? write it down. thank you

21 May 07:20 CEST

Wrong. It always works. Well, except in OpenGL games. It's still bugged there with SweetFX.

With ReShade there is no need for RadeonPro anymore. I know some people used it to get sFX working on windows 8 machines. Maybe that's why you think you need that tool to get SMAA working. But then again, SMAA was working since SweetFX 1.3 or so. That's already 2-3 years ago now. Man time flies..

21 May 06:34 CEST

I thought smaa didn't hook unless you use radeon pro correct?

21 May 05:55 CEST

I disabled the vignette effect, the chromatic aberration and the ingame AA since the SMAA i'm using here is a bit more accurate and not as blurry.

21 May 05:04 CEST

SO I am curious what settings did you turn off and what settings did you keep on in the post process menu? Does it automatically cancel out the games settings when it loads?

Normally I could just toggle the setting on and off and visually see the difference but since that doesnt work in the currently preview build I cant tell if my ingame settings are trying to overwite or mesh with sweetfx.

20 May 22:26 CEST

I like the image smoothness (doesn't seem artificially sharpened) but prefer the saturation and colours of this preset


since it seems a bit more rich looking than what you have. I think yours would look better with a slight tweak to the colour/saturation level like he is using.

I have no idea what secret sauce you're using to get the image to not seem artificially sharpened since I can't get other presets to match even when I use the same lumasharpen and some other settings. Yours seems just as sharp as theirs without that artificial look. Kudos.

20 May 18:48 CEST

@K-putt dowloaded notepad ++ and works fine thx for the support mate :)

20 May 02:38 CEST

@derrame @PILLAT - You guys need to save the file in ANSI format. Not UTS-8, Unicode or whatever. Check your editor saving settings.

@BetA I used Afterburner. It won't capture SweetFX's effects with the right setting.

20 May 02:05 CEST

Nice preset as always but you might wanna read this. Seems FXAA is better for W3.

19 May 23:07 CEST

Thanks, great game, but my worst suspicions came true ... witcher is to colorful and bright. With this, I can enjoy this game a bit closer to what it should look like.

19 May 22:37 CEST

i change some values just a little bit to add more vibrance and an red error message appears un launch sweetfx- settings (1, 1)synntax error unexpected: unknown

19 May 21:38 CEST

It was writing permission issue however the sweetfx isn't changing anything in game. So reshade is running however the sweetfx portion doesn't seem to want to..

19 May 21:27 CEST

everything works fine :)
changed some stuff abit to De saturate it more..anyway, THX for teh preset..

just one question...
How in the HELL did you take screenshots?????

i tried afterburner, fraps and reshade(sweetfx), none of em worked. teh key just didnt react at all, its like The witcher 3 blocks those keys that arent in use..duno if that makes sense....

but somehow u made screenshots, so i guess i can just ask, how u did it? :)


19 May 17:53 CEST

@K-putt great sweet fx you are the best but i have a problem i don't want AA from sweet fx with in-game AA im fine, but when i overwrite your sweet fx settings i run the game and it says error what should i do ?

19 May 14:57 CEST

@K-putt - Yess, ReShade_0.18.4_Public_Beta_with_SweetFX_2.0_Beta_8 is the folder.

When I run it, I think it says 0.18.5, I think. Still, don't understand why it's making everything so dark. I need to get rid of that warm look in TW3 :/

19 May 14:18 CEST

@K-putt & @dragoncb234 It's caused by fraps and similar programs.

19 May 13:30 CEST

@dragoncb234 - Seems like you don't have writing permission in that path.

@eclap - You're on the latest ReShade version?

19 May 13:13 CEST

Hey K-Putt, installed ok, no crashes, only this makes my screen really dark, I can hardly see what's on the screen. when I take a screenshot (with prtscn), the screenshot looks good. My monitor is calibrated, if that helps.

I've tried another preset too, same result.

19 May 11:33 CEST

Crash reason: EXCEPTION_ACCESS_VIOLATION (3221225477), Error writing location 0x00000001

19 May 11:27 CEST

So I have the GOG Version of the game however no matter what I do the game crashes instantly with reshade/sweetfx etc. Any idea how to fix this? I have tried using both 32 and 64 bit versions for renaming ReShade64.dll into dxgi.dll. I place the sweetfx preset in the sweetfx folder and install here \The Witcher 3 Wild Hunt\bin\x64 Please Help

19 May 09:46 CEST

Update ReShade. You also can't toggle the effect in Witcher 3. It's a bug. Maybe that is why you don't see a change?

19 May 09:18 CEST

i have a little problem, the sweetfx/reshade is activated, i see the message on launch, but there is no effect, no difference in-game

19 May 03:02 CEST

You can't at the moment. Seems like the ReShade toggle is bugged yet again with this game. I'm sure Crosire will fix it soon.

19 May 03:02 CEST

Ok video helped me, at the beginning there is something on my screen, but how can i turn it on and off?

19 May 03:01 CEST

Video does not exist.

Ok, but how can I turn SweetFX on and off in the game?

19 May 02:44 CEST

You only need the ReShade.fx, SweetFX.fx and ReShade64.dll files. And the SweetFX folder. Nothing else. Put those into this folder - \Steam\steamapps\common\The Witcher 3\bin\x64

Rename the ReShade64.dll into dxgi.dll and you're good to go.
Don't forget to swap out the SweetFX_settings.txt in the SweetFX folder. Don't rename that file though!

19 May 02:44 CEST


Follow this video https://www.youtube.com/watch?v=HRmnpmTKG3s

I'm using K-putt's GTAV and W3 presets just fine, so you're installing something goofy. Hope this helps. =)

19 May 02:23 CEST

I still don't know how to install this, it didn't work in GTAV, it didn't work for other games, I'm just able to install the old SweetFX which is not here anymore.

Is there a installguide for your preset?
I don't know how to work with this, I installed it, I started the Reshade.exe and clicked on The Witcher 3 exe, and changed the sweetfx preset and it still doesnt work!
Is there a installguide which explains me exactly what to do?

19 May 01:58 CEST

Thank you K-putt!

19 May 01:46 CEST

I'll add more screenshots as i progress.

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