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E3/VGX Preset Pack v2.0 Final ☑

Created by Razed
Added May 20, 2015
Updated 8 Jun 12:21 CEST
Shader used: MasterEffect
Preset description:
- Game: The Witcher 3: Wild Hunt - Preset: E3/VGX Preset Pack v2.0 Final by Razed - MasterEffect ReBorn: v1.1.190 public beta by Marty McFly - API hook: ReShade by Crosire __________________________________ DOWNLOAD LINK: https://goo.gl/a4NVzJ - v2.0 Final **Pictures below are from Main VGX Preset v2.0 Final. The download includes pictures of the other presets.** Old Versions: v1.8 - https://goo.gl/w4w3BO (Complete Pack) https://goo.gl/otnaNM (Main Preset) https://goo.gl/9lJjXa (Main Preset - DoF) v1.7 - https://goo.gl/wRC5MF v1.6 - https://goo.gl/KPJWMQ __________________________________ Changes in v2.0 Final: • Colors look more like the VGX trailer. More vibrant. • Fixed Depth of Field • Sky looks more blue. The yellow grass looks yellow instead of peach. • Adjusted Bloom, Cineon DPX, Sepia, Technicolor, Colormood, LiftGammaGain, Levels, Vibrance and FishEyeCA • Disabled Lumasharpen (Use in-game sharpening instead) • Changed and adjusted Curves (Now uses Chroma contrast instead of Luma) Overall, this version looks the most like the VGX trailer. I am done working on this preset. I hope you enjoy it! __________________________________ Choose from over three different presets. Each preset is suited for a different visual style. • MAIN PRESET - Regular: My favorite preset. Balanced and very similar to the E3 2014/VGX Trailer look. Includes Depth of Field. • E3 Dull 2013 This looks similar to the old unsaturated Witcher 3 screenshots from E3 2013. • E3 Experimental This preset is similar to E3 Dull but with a lot of red. __________________________________ Install Guide: 1. Select a preset folder of your choice and then copy all files in the directory. 2. Find your Witcher3.exe directory and paste the files there. This is usually located at: "C:\GOG Games\The Witcher 3 Wild Hunt\bin\x64" or "C:\Program Files(X86)\Steam\SteamApps\common\The Witcher 3 Wild Hunt\bin\x64" 3. Make sure you have FRAPS, MSI Afterburner and other programs that conflict with ReShade disabled on your computer. You can only run FRAPS after you launch the game, otherwise it will crash. 4. Run the game and enjoy. Leave some feedback in the comments section. __________________________________ Ultra Config Files: In addition, you can try out the .ini config files that are included with the download but be warned, they push the game beyond ULTRA settings with 4K textures, higher shadow resolution, extra foliage, increased shadow distance etc.. Use them only if you have a high-end PC. • Copy "user.settings" to "C:\Users\PC\Documents\The Witcher 3" and replace it with your existing one. The file is set to READ-ONLY mode so the game does not overwrite the settings. • Copy the /bin/ folder to your Witcher 3 install directory and replace the old files and folders. These files are also set to READ-ONLY mode. __________________________________ What to do if you get an error: - Make sure you have updated your video drivers. - Make sure you have the latest version of DirectX: https://support.microsoft.com/en-us/kb/179113 - Check if you have the programs mentioned in Step 3 open or closed. - Try to search for your exact error on Google and see if you can find a solution. - Open the MasterEffect.h file in a text editor, copy all the text and then paste it into a new document. Save it and rename it to MasterEffect.h and then replace the one that came with the download. Sometimes this may fix an error due to text formatting issues. If you do all of the above and still can't get this preset to work, leave a comment with your Windows/OS version information, list of programs you have running in the background and your computer specs. Feel free to mention any additional information that you think may help debug the problem.
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/*==============================================================================*\ | USE THIS DOWNLOAD LINK: https://goo.gl/a4NVzJ | \*==============================================================================*/ /*==============================================================================*\ | DESCRIPTION | \*==============================================================================*/ // Game: The Witcher 3: Wild Hunt // Preset: E3/VGX Preset Pack v2.0 Final by Razed // MasterEffect ReBorn: v1.1.190 public beta by Marty McFly // API hook: ReShade by Crosire // SCROLL_LOCK toggles the effect ON and OFF but it is currently broken for this game. The effect is enabled from the start. /*==============================================================================*\ | GLOBAL PARAMETERS | \*==============================================================================*/ #define MASTEREFFECT_TOGGLEKEY 0x91 //[depending on keyboard layout] Key used to toggle all MasterEffect effects. See ReShade documentation for more info. #define USE_DEPTHBUFFER_OUTPUT 0 //[0 or 1] Depth Buffer Output: Shows you the pixel depth, this is for debugging or depth map creation only. #define USE_SPLITSCREEN 0 //[0 or 1] Splitscreen: Disables all effects on the right half of the screen to show changes. #define USE_HDR_LEVEL 0 //[0 to 2] HDR Level: Rendering bitrate. 0: RGBA8 | 1: RGBA16F | 2: RGBA32F #define USE_HUD_MASKING 0 //[0 or 1] HUD Masking: Uses a texture mask (mcmask.png) to exclude certain screen areas from effects processing. /*==============================================================================*\ | ENABLE EFFECTS | \*==============================================================================*/ //COLOR #define USE_LUT 0 //[0 or 1] Color Lookup Table: Uses a gradient texture to adjust the colors of the image. #define USE_CARTOON 0 //[0 or 1] Cartoon : "Toon"s the image. #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 1 //[0 or 1] Technicolor : Attempts to mimic the look of an old movie using the Technicolor three-strip color process. Algorithm from prod80 #define USE_SWFX_TECHNICOLOR 1 //[0 or 1] Technicolor : Attempts to mimic the look of an old movie using the Technicolor three-strip color process. Algorithm from SweetFX #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. No control values. #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 1 //[0 or 1] Sepia : Sepia tones the image. #define USE_SKYRIMTONEMAP 0 //[0 or 1] Skyrim Tonemap: Applies color correction/tonemapping based on tonemappers of popular Skyrim ENB's. #define USE_COLORMOOD 1 //[0 or 1] Color Mood: Applies a "mood" to the color, tinting mainly the dark colors. #define USE_CROSSPROCESS 0 //[0 or 1] Cross Processing: Simulates wrong chemistry in color processing. #define USE_FILMICPASS 0 //[0 or 1] Filmic Pass: Applies some common color adjustments to mimic a more cinema-like look. #define USE_REINHARD 0 //[0 or 1] Reinhard: This is the Reinhard tonemapping shader, if you are interested, google how it works. #define USE_REINHARDLINEAR 0 //[0 or 1] Reinhard: Reinhard mixed with some linear tonemapping. #define USE_COLORMOD 0 //[0 or 1] Colormod: Contrast, Saturation and Brightness ported from colormod.asi. #define USE_SPHERICALTONEMAP 0 //[0 or 1] Spherical Tonemap: Another approach on tonemapping, uses some sphere algorithms. #define USE_HPD 0 //[0 or 1] Haarm Peter Duiker Filmic Tonemapping: Tonemapping used in Watch Dogs, ripped from the Watch Dogs shaders themselves. #define USE_FILMICCURVE 0 //[0 or 1] Filmic Curve: Improved version of the well-known Uncharted 2 filmic curve, first seen in iCEnhancer 0.3. #define USE_WATCHDOG_TONEMAP 0 //[0 or 1] Watch Dogs Tonemap: Enables one of the numerous watch dogs tonemapping algorithms. No tweaking values. #define USE_SINCITY 0 //[0 or 1] Sin City: Effect from the movie "Sin City" - everything else than red is grey. #define USE_COLORHUEFX 0 //[0 or 1] Color Hue FX: Desaturates everything but colors from a fixed hue mid and the range around it. Similiar to Sin City but much better. Thanks, prod80! //LIGHTING #define USE_LENSDIRT 0 //[0 or 1] Lensdirt: Simulates a dirty camera lens. IMPORTANT: bloom threshold and amount have influence on the intensity of the dirt! #define USE_GAUSSIAN_ANAMFLARE 1 //[0 or 1] Gaussian Anamflare: Applies a horizontal light beam to bright pixels. #define USE_BLOOM 1 //[0 or 1] Bloom: Makes bright lights bleed their light into their surroundings. NOT the SweetFX way to do bloom but a more proper way. #define USE_LENZFLARE 0 //[0 or 1] Lenz Flare: Boris Vorontsov's Skyrim Lensflare with custom offsets, ported to MasterEffect. #define USE_CHAPMAN_LENS 0 //[0 or 1] Chapman's lensflare: Simple lensflare shader with one big halo. #define USE_GODRAYS 0 //[0 or 1] Godrays: Adds some light rays rotating around screen center. #define USE_ANAMFLARE 0 //[0 or 1] Anamorphic Lensflare: adds some horizontal light flare, simulating the use of an anamorphic lens while recording. //DEPTH BASED #define USE_AMBIENTOCCLUSION 0 //[0 or 1] Ambient Occlusion: Enables physically incorrect shading that most newer gen games use. Multiple algorithms available. #define USE_DEPTHOFFIELD 1 //[0 or 1] Depth of Field: Simulates out of focus blur of a camera. Multiple algorithms available. //IMAGE ENHANCEMENTS #define USE_SHARPENING 0 //[0 or 1] Sharpen: Sharps the image but may increase aliasing #define USE_FISHEYE_CA 1 //[0 or 1] Fisheye lens & Chromatic Abberation: Adds some RGB shift in colors and distorts image to look like the "fisheye" effect. #define USE_GRAIN 0 //[0 or 1] Grain: Adds some image grain, looks like when a TV has no signal. #define USE_EXPLOSION 0 //[0 or 1] Explosion : Scatters the pixels, making the image look fuzzy. #define USE_SMAA 1 //[0 or 1] SMAA Anti-aliasing : Smoothens jagged lines using the SMAA technique. #define USE_HEATHAZE 0 //[0 or 1] Heat Haze: Convection in heated air causes the temperature of the air to vary and causes a shimmery effect that distorts whatever is behind. //OVERLAYS #define USE_HD6_VIGNETTE 0 //[0 or 1] HeliosDoubleSix Vignette: Adds some advanced vignette (darkening shader) to lead focus to screen center #define USE_COLORVIGNETTE 0 //[0 or 1] Boris Vorontsov Vignette: Simple colorable version of vignette, darkens/tints the image at the corners #define USE_BORDER 0 //[0 or 1] Border: Can be used to create letterbox borders around the image. #define USE_MOVIEBARS 0 //[0 or 1] Movie Bars: blackens the image on the top and bottom, simulating a higher aspect ratio. Default set to 21:9 aspect ratio. /*==============================================================================*\ | EFFECT PARAMETERS - COLOR | \*==============================================================================*/ //CARTOON #define CartoonPower 4.5 //[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. //LEVELS #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 386 //[0 to 255] The new white point. Everything brighter than this becomes completely white. Default is 235.0 //TECHNICOLOR #define ColStrengthR 0.20 //[0.05 to 1.0] Color Strength of Red channel. Higher means darker and more intense colors. #define ColStrengthG 0.30 //[0.05 to 1.0] Color Strength of Green channel. Higher means darker and more intense colors. #define ColStrengthB 0.50 //[0.05 to 1.0] Color Strength of Blue channel. Higher means darker and more intense colors. #define TechniBrightness 0.7 //[0.5 to 1.5] Brightness Adjustment, higher means brighter image. #define TechniStrength 1.0 //[0.0 to 1.0] Strength of Technicolor effect. 0.0 means original image. #define TechniSat 0.8 //[0.0 to 1.5] Additional saturation control since technicolor tends to oversaturate the image. //SWEETFX TECHNICOLOR #define TechniAmount 0.46 //[0.00 to 1.00] Amount of color change you want #define TechniPower 8.0 //[0.00 to 8.00] Power of color change #define redNegativeAmount 1.00 //[0.00 to 1.00] controls for different technicolor power on the respective color channels #define greenNegativeAmount 1.94 //[0.00 to 1.00] #define blueNegativeAmount 1.55 //[0.00 to 1.00] //DPX #define DPXRed 15.0 //[1.0 to 15.0] Amount of DPX applies on Red color channel #define DPXGreen 14.0 //[1.0 to 15.0] "" #define DPXBlue 14.4 //[1.0 to 15.0] "" #define DPXColorGamma 0.02 //[0.1 to 2.5] Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral. #define DPXSaturation 0.19 //[0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral. #define DPXRedC 0.60 //[0.60 to 0.20] #define DPXGreenC 0.16 //[0.60 to 0.20] #define DPXBlueC 0.56 //[0.60 to 0.20] #define DPXBlend 0.06 //[0.00 to 1.00] How strong the effect should be. //LIFTGAMMAGAIN #define RGB_Lift float3(0.950, 0.930, 0.905) //[0.000 to 2.000] Adjust shadows for Red, Green and Blue. #define RGB_Gamma float3(1.440, 1.856, 1.836) //[0.000 to 2.000] Adjust midtones for Red, Green and Blue #define RGB_Gain float3(0.926, 1.100, 1.100) //[0.000 to 2.000] Adjust highlights for Red, Green and Blue //TONEMAP #define Gamma 1.320 //[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 0.340 //[-1.000 to 1.000] Adjust exposure #define Saturation -0.925 //[-1.000 to 1.000] Adjust saturation #define Bleach 0.38 //[0.000 to 1.000] Brightens the shadows and fades the colors #define Defog 0.008 //[0.000 to 1.000] How much of the color tint to remove #define FogColor float3(1.25, 3.00, 0.1) //[0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to remove - default is blue //VIBRANCE #define Vibrance 1.50 //[-1.00 to 1.00] Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation. #define Vibrance_RGB_balance float3(1.40, 1.80, 1.50) //[-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 #define Curves_mode 1 //[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 0.20 //[-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 #define ColorTone float3(1.60, 1.00, 0.80) //[0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to tint the image #define GreyPower 0.32 //[0.00 to 1.00] How much desaturate the image before tinting it #define SepiaPower 0.40 //[0.00 to 1.00] How much to tint the image //SKYRIM TONEMAPPING #define POSTPROCESS 5 //[1 to 6] Mode of postprocessing you want. Mode 1 uses V1 values, Mode 2 uses V2 values etc // #define EAdaptationMinV1 0.05 #define EAdaptationMaxV1 0.125 #define EContrastV1 1.0 #define EColorSaturationV1 1.0 #define EToneMappingCurveV1 6.0 // #define EAdaptationMinV2 0.36 #define EAdaptationMaxV2 0.29 #define EToneMappingCurveV2 8.0 #define EIntensityContrastV2 2.5 #define EColorSaturationV2 3.2 #define EToneMappingOversaturationV2 180.0 // #define EAdaptationMinV3 0.001 #define EAdaptationMaxV3 0.025 #define EToneMappingCurveV3 30.0 #define EToneMappingOversaturationV3 111160.0 // #define EAdaptationMinV4 0.2 #define EAdaptationMaxV4 0.125 #define EBrightnessCurveV4 0.7 #define EBrightnessMultiplierV4 0.45 #define EBrightnessToneMappingCurveV4 0.3 // #define EAdaptationMinV5 0.08 #define EAdaptationMaxV5 0.20 #define EToneMappingCurveV5 8 #define EIntensityContrastV5 3.475 #define EColorSaturationV5 4 #define HCompensateSatV5 2 #define EToneMappingOversaturationV5 180.0 // #define EBrightnessV6Day 2.5 #define EIntensityContrastV6Day 1.5 #define EColorSaturationV6Day 2.0 #define HCompensateSatV6Day 3.0 #define EAdaptationMinV6Day 0.64 #define EAdaptationMaxV6Day 0.24 #define EToneMappingCurveV6Day 8 #define EToneMappingOversaturationV6Day 2500.0 //COLORMOOD #define fRatio 0.34 //[0.00 to 3.00] Amount of moody coloring you want #define moodR 1.0 //[0.0 to 2.0] How strong dark red colors shall be boosted #define moodG 0.4 //[0.0 to 2.0] How strong dark green colors shall be boosted #define moodB 0.6 //[0.0 to 2.0] How strong dark blue colors shall be boosted //CROSSPROCESS #define CrossContrast 0.95 //[0.5 to 2.00] The names of these values should explain their functions #define CrossSaturation 1.12 //[0.5 to 2.00] #define CrossBrightness -0.052 //[-0.3 to 0.30] #define CrossAmount 1.0 //[0.05 to 1.5] //FILMICPASS #define Strenght 0.725 //[0.05 to 1.5] Strength of the color curve altering #define BaseGamma 1.6 //[0.7 to 2.0] Gamma Curve #define Fade 0.2 //[0.0 to 0.6] Decreases contrast to imitate faded image #define Contrast 1.0 //[0.5 to 2.0] Contrast. #define FSaturation -0.15 #define FBleach 0.005 //[-0.5 to 1.0] More bleach means more contrasted and less colorful image #define FRedCurve 6.0 #define FGreenCurve 6.0 #define FBlueCurve 6.0 #define BaseCurve 1.5 #define EffectGammaR 1.0 #define EffectGammaG 1.0 #define EffectGammaB 1.0 #define EffectGamma 0.75 #define Linearization 1.3 //[0.5 to 2.0] Linearizes the color curve //REINHARD TONEMAP #define ReinhardWhitepoint 4.0 //[1.0 to 10.0] Point above which everything is pure white #define ReinhardScale 0.5 //[0.0 to 2.0] Amount of applied tonemapping //REINHARD LINEAR TONEMAP #define ReinhardLinearWhitepoint 4.4 #define ReinhardLinearPoint 0.06 #define ReinhardLinearSlope 2.25 //[1.0 to 5.0] how steep the color curve is at linear point. You need color curve understanding to know what this means, just experiment. //COLORMOD #define ColormodChroma 0.78 // Saturation #define ColormodGammaR 1.05 // Gamma for Red color channel #define ColormodGammaG 1.05 // Gamma for Green color channel #define ColormodGammaB 1.05 // Gamma for Blue color channel #define ColormodContrastR 0.50 // Contrast for Red color channel #define ColormodContrastG 0.50 // ... #define ColormodContrastB 0.50 // ... #define ColormodBrightnessR -0.08 // Brightness for Red color channel #define ColormodBrightnessG -0.08 // ... #define ColormodBrightnessB -0.08 // ... //SPHERICAL TONEMAP #define sphericalAmount 1.0 //[0.0 to 2.0] Amount of spherical tonemapping applied...sort of //COLOR HUE FX #define USE_COLORSAT 0 //[0 or 1] This will use original color saturation as an added limiter to the strength of the effect #define hueMid 0.6 //[0.0 to 1.0] Hue (rotation around the color wheel) of the color which you want to keep #define hueRange 0.1 //[0.0 to 1.0] Range of different hue's around the hueMid that will also kept. Using a max range of 1.0 will allow the reverse of the effect where it will only filter a specific hue to B&W #define satLimit 2.9 //[0.0 to 4.0] Saturation control, better keep it higher than 0 for strong colors in contrast to the gray stuff around #define fxcolorMix 0.8 //[0.0 to 1.0] Interpolation between the original and the effect, 0 means full original image, 1 means full grey-color image. /*==============================================================================*\ | EFFECT PARAMETERS - LIGHTING | \*==============================================================================*/ //LENSDIRT #define fLensdirtIntensity 3.0 //[0.0 to 2.0] Intensity of lensdirt. #define fLensdirtSaturation 4.0 //[0.0 to 2.0] Color saturation of lensdirt. #define fLensdirtTint float3(1.0,1.0,1.0) //[0.0 to 1.0] R, G and B components of lensdirt tintcolor the lensdirt color gets shifted to. #define iLensdirtMixmode 2 //[1 to 4] 1: Linear add | 2: Screen add | 3: Screen/Lighten/Opacity | 4: Lighten //GAUSSIAN ANAMORPHIC LENSFLARE #define fAnamFlareThreshold 0.99 //[0.1 to 1.0] Every pixel brighter than this value gets a flare. #define fAnamFlareWideness 1.1 //[1.0 to 2.5] Horizontal wideness of flare. Don't set too high, otherwise the single samples are visible #define fAnamFlareAmount 3.0 //[1.0 to 20.0] Intensity of anamorphic flare. #define fAnamFlareCurve 1.1 //[1.0 to 2.0] Intensity curve of flare with distance from source #define fAnamFlareColor float3(0.462,0.313,0.108) //[0.0 to 1.0] R, G and B components of anamorphic flare. Flare is always same color. //BLOOM #define iBloomMixmode 2 //[1 to 4] 1: Linear add | 2: Screen add | 3: Screen/Lighten/Opacity | 4: Lighten #define fBloomThreshold 0.36 //[0.1 to 1.0] Every pixel brighter than this value triggers bloom. #define fBloomAmount 0.08 //[1.0 to 20.0] Intensity of bloom. #define fBloomSaturation 2.0 //[0.0 to 2.0] Bloom saturation. 0.0 means white bloom, 2.0 means very very colorful bloom. #define fBloomTint float3(0.2,0.5,0.6) //[0.0 to 1.0] R, G and B components of bloom tintcolor the bloom color gets shifted to. //LENZ FLARE #define LENZDEPTHCHECK 1 //[0 or 1] if 1, only pixels with depth = 1 get lens flare, this prevents white objects from getting flare source which would normally happen in LDR #define fLenzIntensity 1.0 //[0.2 to 3.0] power of lens flare effect #define fLenzThreshold 0.8 //[0.6 to 1.0] Minimum brightness an object must have to cast lensflare //CHAPMAN LENS #define CHAPMANDEPTHCHECK 1 //[0 or 1] if 1, only pixels with depth = 1 get lensflares, this prevents white objects from getting lensflare source which would normally happen in LDR #define ChapFlareTreshold 0.9 //[0.7 to 0.99] Brightness threshold for lensflare generation. Everything brighter than this value gets a flare. #define ChapFlareCount 15 //[1 to 20] Number of single halos to be generated. If set to 0, only the curved halo around is visible. #define ChapFlareDispersal 0.25 //[0.25 to 1.0] Distance from screen center (and from themselves) the flares are generated. #define ChapFlareSize 0.45 //[0.2 to 0.8] Distance (from screen center) the halo and flares are generated. #define ChapFlareCA float3(0.0,0.02,0.02) //[-0.5 to 0.5] Offset of RGB components of flares as modifier for Chromatic abberation. Same 3 values means no CA. #define ChapFlareIntensity 100.0 //[5.0 to 20.0] Intensity of flares and halo, remember that higher threshold lowers intensity, you might play with both values to get desired result. //GODRAYS #define bGodrayDepthCheck 1 //[0 or 1] if 1, only pixels with depth = 1 get godrays, this prevents white objects from getting godray source which would normally happen in LDR #define iGodraySamples 128 //[2^x format] How many samples the godrays get #define fGodrayDecay 0.99 //[0.5 to 0.9999] How fast they decay. It's logarithmic, 1.0 means infinite long rays which will cover whole screen #define fGodrayExposure 1.0 //[0.7 to 1.5] Upscales the godray's brightness #define fGodrayWeight 1.25 //[0.8 to 1.7] weighting #define fGodrayDensity 1.0 //[0.2 to 2.0] Density of rays, higher means more and brighter rays #define fGodrayThreshold 0.9 //[0.6 to 1.0] Minimum brightness an object must have to cast godrays //ANAMORPHIC LENSFLARE #define bFlareDepthCheckEnable 1 //[0 or 1] if 1, only pixels with depth = 1 get an anamflare, this prevents white objects from getting flare source which would normally happen in LDR #define fFlareLuminance 0.95 //[0.6 to 1.0] bright pass luminance value #define fFlareBlur 200.0 // [1.0 to 9999999] manages the size of the flare #define fFlareIntensity 2.07 // [0.2 to 5.0] effect intensity #define fFlareTint float3(0.137, 0.216, 1.0) // [0.0 to 2.0] effect tint RGB /*==============================================================================*\ | EFFECT PARAMETERS - DEPTH BASED EFFECTS | \*==============================================================================*/ /*==============================================================================*/ //AMBIENT OCCLUSION - GLOBAL PARAMETERS #define AO_METHOD 1 //[1 to 2] 1: SSAO | 2: Raymarch AO | 3: HBAO | 4: SSGI #define AO_SHARPNESS 0.7 //[0.05 to 2.0] 1: AO sharpness, higher means more sharp geometry edges but noisier AO, less means smoother AO but blurry in the distance. #define AO_DEBUG 0 //[0 to 2] Enables raw debug output. 1: occlusion | 2: color bouncing (SSGI only!) #define AO_LUMINANCE_CONSIDERATION 1 //[0 or 1] Enables dampening of AO intensity on bright pixels, to preserve bright light sprites or beter lit areas. Not for GI! #define AO_LUMINANCE_LOWER 0.3 //[0.0 to 1.0] Lower brightness threshold where AO starts to fade out. Below this threshold AO has full power. #define AO_LUMINANCE_UPPER 0.6 //[0.0 to 1.0] Upper brightness threshold where AO starts to fade out. Above this threshold AO is 0. //AMBIENT OCCLUSION - SSAO #define iSSAOSamples 16 //[32 to 128] Amount of samples. Don't set too high or shader compilation time goes through the roof. #define fSSAOSamplingRange 50.0 //[10.0 to 50.0] SSAO sampling range. High range values might need more samples so raise both. #define fSSAODarkeningAmount 1.5 //[0.0 to 5.0] Amount of SSAO corner darkening #define fSSAOBrighteningAmount 1.0 //[0.0 to 5.0] Amount of SSAO edge brightening //AMBIENT OCCLUSION - RAYMARCH AO #define iRayAOSamples 24 //[10 to 78] Amount of sample "rays" Higher means more accurate AO but also less performance. #define fRayAOSamplingRange 0.0005 //[0.0001 to 0.02] Range of AO sampling. Higher values ignore small geometry details and shadow more globally. #define fRayAOMaxDepth 0.02 //[0.01 to 0.2] Range clip factor to avoid far objects to occlude close objects just because they are besides each other on screen. #define fRayAOMinDepth 0.00003 //[0.000 to 0.001] Minimum depth difference cutoff to prevent (almost) flat surfaces to occlude themselves. #define fRayAOPower 2.0 //[0.2 to 5.0] Amount of darkening. //AMBIENT OCCLUSION - HBAO #define iHBAOSamples 9 //[7 to 36] Amount of samples. Higher means more accurate AO but also less performance. #define fHBAOSamplingRange 2.6 //[0.5 to 5.0] Range of HBAO sampling. Higher values ignore small geometry details and shadow more globally. #define fHBAOAmount 3.0 //[1.0 to 10.0] Amount of HBAO shadowing. #define fHBAOClamp 0.1 //[0.0 to 1.0] Clamps HBAO power. 0.0 means full power, 1.0 means no HBAO. #define fHBAOAttenuation 0.02 //[0.001 to 0.2] Affects the HBAO range, prevents shadowing of very far objects which are close in screen space. //AMBIENT OCCLUSION - SSGI #define iSSGISamples 9 //[5 to 24] Amount of SSGI sampling iterations, higher means better GI but less performance. #define fSSGISamplingRange 0.4 //[5.0 to 80.0] Radius of SSGI sampling. #define fSSGIIlluminationMult 4.5 //[1.0 to 8.0] Multiplier of SSGI illumination (color bouncing/reflection). #define fSSGIOcclusionMult 0.4 //[1.0 to 10.0] Multiplier of SSGI occlusion. #define fSSGIModelThickness 10.0 //[0.5 to 100.0] Amount of unit spaces the algorithm assumes the model's thickness. Lower if scene only contains small objects. #define fSSGISaturation 1.8 //[0.2 to 2.0] Saturation of bounced/reflected colors. /*==============================================================================*/ //DEPTH OF FIELD - GLOBAL PARAMETERS #define DOF_METHOD 1 //[1 to 4] 1: Ring DOF(Petka/martinsh) 2: Magic DOF 3: GP65CJ042 DOF 4: Matso DOF #define DOF_FOCUSPOINT float2(1.0,1.00) //[0.0 to 1.0] Screen coordinates of focus point. First value is horizontal, second value is vertical position. 0 is left/upper, 1 is right/lower. #define DOF_NEARBLURCURVE 10.00819 //[0.4 to X] Power of blur of closer-than-focus areas. #define DOF_FARBLURCURVE 7.5 //[0.4 to X] Elementary, my dear Watson: Blur power of areas behind focus plane. #define DOF_BLURRADIUS 10.0 //[5.0 to 50.0] Blur radius approximately in pixels. Radius, not diameter. #define DOF_MANUALFOCUS 1 //[0 or 1] Enables manual focus. #define DOF_MANUALFOCUSDEPTH 0.852479 //[0.0 to 1.0] Manual focus depth. 0.0 means camera is focus plane, 1.0 means sky is focus plane. //Used mortiscausa's DoF settings and slightly adjusted //DEPTH OF FIELD - RING DOF #define iRingDOFSamples 6 //[5 to 30] Samples on the first ring. The other rings around have more samples #define iRingDOFRings 8 //[1 to 8] Ring count #define fRingDOFThreshold 0.8 //[0.8 to 2.0] Threshold for bokeh brightening. Above this value, everything gets much much brighter. 1.0 is maximum value for LDR games like GTASA, higher values work only on HDR games like Skyrim etc. #define fRingDOFGain 2.00 //[0.1 to 2.0] Amount of brightening for pixels brighter than threshold. #define fRingDOFBias 2.0 //[0.1 to 2.0] bokeh bias. #define fRingDOFFringe 1.0 //[0.0 to 1.0] Amount of chromatic abberation //DEPTH OF FIELD - MAGIC DOF #define iMagicDOFBlurQuality 15 //[1 to 30] Blur quality as control value over tap count. Quality 15 produces 721 taps, impossible with other DOF shaders by far, most they can do is about 150. #define fMagicDOFColorCurve 1.0 //[1.0 to 10.0] DOF weighting curve. //DEPTH OF FIELD - GP65CJ042 DOF #define iGPDOFQuality 6 //[0 to 7] 0: only slight gaussian farblur but no bokeh. 1-7 bokeh blur, higher means better quality of blur but less fps. #define bGPDOFPolygonalBokeh 1 //[0 or 1] Enables polygonal bokeh shape, e.g. POLYGON_NUM 5 means pentagonal bokeh shape. Setting this value to 0 results in circular bokeh shape. #define iGPDOFPolygonCount 5 //[3 to 9] Controls the amount pf polygons for polygonal bokeh shape. 3 = triangular, 4 = square, 5 = pentagonal etc. #define fGPDOFBias 0.00 //[0.0 to 20.0] Shifts bokeh weighting to bokeh shape edge. Set to 0 for even bright bokeh shapes, raise it for darker bokeh shapes in center and brighter on edge. #define fGPDOFBiasCurve 0.0 //[0.0 to 3.0] Power of Bokeh Bias. Raise for more defined bokeh outlining on bokeh shape edge. #define fGPDOFBrightnessThreshold 1.8 //[0.6 to 2.0] Threshold for bokeh brightening. Above this value, everything gets much much brighter. 1.0 is maximum value for LDR games like GTASA, higher values work only on HDR games like Skyrim etc. #define fGPDOFBrightnessMultiplier 2.00 //[0.0 to 2.0] Amount of brightening for pixels brighter than fGPDOFBrightnessThreshold. #define fGPDOFChromaAmount 0.0 //[0.00 to 0.4] Amount of color shifting applied on blurred areas. //DEPTH OF FIELD - MATSO DOF #define bMatsoDOFChromaEnable 0 //[0 or 1] Enables Chromatic Abberation. #define bMatsoDOFBokehEnable 1 //[0 or 1] Enables Bokeh weighting do define bright light spots and increase bokeh shape definiton. #define fMatsoDOFChromaPow 0.00 //[0.2 to 3.0] Amount of chromatic abberation color shifting. #define fMatsoDOFBokehCurve 0.0 //[0.5 to 20.0] Bokeh curve. #define fMatsoDOFBokehLight 0.000 //[0.0 to 2.0] Bokeh brightening factor. #define iMatsoDOFBokehQuality 10 //[1 to 10] Blur quality as control value over tap count. #define fMatsoDOFBokehAngle 3 //[0 to 360] Rotation angle of bokeh shape. /*==============================================================================*\ | EFFECT PARAMETERS - IMAGE ENHANCEMENTS | \*==============================================================================*/ //SHARPEN #define fSharpBias 0.42 //[0.05 to 1.0] How big the sharpen offset is (used to compare neighbor pixels to get sharpen amount #define fSharpStrength 0.40 //[0.05 to 1.0] Amount of sharpening you want. #define fSharpClamp 0.22 //[0.2 to 2.0] Clamps the sharpening to a maximum amount to prevent aliasing //FISHEYE, CHROMATIC ABBERATION #define fFisheyeZoom 0.50 //[0.5 to 1.0] some lens zoom to hide bugged edges due to texcoord modification #define fFisheyeDistortion 0.0 //[-0.3 to 0.3] distortion of image, fish eye effect #define fFisheyeDistortionCubic 0.0 //[-0.3 to 0.3] distortion of image, fish eye effect, cube based #define fFisheyeColorshift 0.00040 //[-0.1 to 0.1] Amount of color shifting //IMAGE GRAIN #define fGrainSaturation 1.0 //[0.0 to 2.0] Saturation of Grain. Higher means more colored noise, 0.0 means blacknwhite no TV signal noise. #define fGrainIntensityBright 0.0 //[0.0 to 2.0] Intensity of Grain in bright areas. #define fGrainIntensityMid 0.0 //[0.0 to 2.0] Intensity of Grain in midtone areas. #define fGrainIntensityDark 0.1 //[0.0 to 2.0] Intensity of Grain in dark areas. //EXPLOSION #define fExplosionRadius 0.3 //[0.2 to 100.0] Amount of effect you want. //SMAA #define fSMAAThreshold 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 iSMAAMaxSearchSteps 32 //[0 to 98] Determines the radius SMAA will search for aliased edges #define iSMAAMaxSearchStepsDiag 16 //[0 to 32] Determines the radius SMAA will search for diagonal aliased edges #define iSMAACornerRounding 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. #define iSMAAEdgeDetectionMode 2 //[1 to 3] 1: Luma edge detection 2: Color edge detection 3: Depth edge detection #define bSMAAPredication 1 //[0 or 1] Enables predication which uses BOTH the color and the depth texture for edge detection to more accurately detect edges. #define fSMAAPredicationThreshold 0.09 //[0.001 to 0.2] Threshold to be used in the depth buffer. #define fSMAAPredicationScale 1.0 //[0.5 to 4.0] How much to scale the global Threshold used for luma or color edge detection when using predication #define fSMAAPredicationStrength 20.4 //[0.1 to 1.0] How much to locally decrease the Threshold. #define iSMAADebugOutput 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. //HEAT HAZE #define fHeatHazeSpeed 2.0 //[0.5 to 10.0] Speed of heathaze waves #define fHeatHazeOffset 5.0 //[0.5 to 20.0] Amount of image distortion caused by heathaze effect #define fHeatHazeTextureScale 1.0 //[0.5 to 5.0] Scale of source texture, affecting the tile size. Use Heathaze debug effect for better visible effect. #define fHeatHazeChromaAmount 0.6 //[0.0 to 2.0] Amount of color shift caused by heat haze. Linearly scales with fHeatHazeOffset. #define bHeatHazeDebug 0 //[0 or 1] Enables raw texture output for debugging purposes. Useful for texture experiments. /*==============================================================================*\ | EFFECT PARAMETERS - OVERLAYS | \*==============================================================================*/ //HD6VIGNETTE #define fHD6VignetteMode 1 //[1 to 3] Vignette Alignment 1: Left and right | 2: top and bottom | 3: corners. #define fHD6VignetteTop 0.7 //[0.3 to 1.5] Top/left (depending on mode) height of bar. #define fHD6VignetteBottom 0.7 //[0.3 to 1.5] Bottom/right (depending on mode) height of bar. #define fHD6VignetteRoundness 0.0 //[0.0 to 100000.0] Amount of circularism (new word invented hoho), 0 means linear vignette, 100000.0 means rougly total circle. #define fHD6VignetteColorDistort 0.0 //[0.0 to 5.0] Distorts the colors. #define fHD6VignetteContrast 6.6 //[0.0 to 20.0] Contrast of vignette curve. #define fHD6VignetteBorder 6.5 //[0.0 to 5.0] Vignette Border factor. //STANDARDVIGNETTE #define fVignetteAmount 5.9 //[0.0 to 5.0] Amount of vignette color change. #define fVignetteCurve 1.5 //[0.0 to 5.0] Curve of vignette color change. #define fVignetteRadius 0.25 //[0.0 to 5.0] Radius from center where vignette color change kicks in. #define fVignetteColor float3(0.0, 0.0, 0.0) //[0.0 to 1.0] RGB vignette color. //BORDER #define fBorderWidth float2(10,10) //[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 fBorderRatio float(1920.0 / 1080.0) //[0.1 to 10.0] Set the desired ratio for the visible area. You MUST use floating point - Integers do not work right. #define fBorderColor float3(1.0, 0.0, 0.0) //[0.0 to 1.0] What color the border should be. In RGB colors, 0,0,0 is black, 1,1,1 is pure white. //END #define DISABLESPLASH 1 //[0 or 1] Disables the "MasterEffect" splash screen everytime


27 Dec 19:37 CET

It just won't work for me. I follow everything you've said but when my game pops up it's just stuck at 'Compiling succeeded'

15 Oct 09:37 CEST

@Atraha - Delete d3d9.dll from the directory located at '\The Witcher 3 Wild Hunt\bin\x64\'

12 Oct 21:56 CEST

when I update to patch 1.10 the preset not to lad and the game does not start;/
what I doing now?

2 Oct 08:06 CEST

@Rumcayz - I get the same error but the preset still works regardless. I'm not sure what causes it but I would say just ignore it.

29 Sep 23:53 CEST

First of all hey, and thanks for such a great work you've done!
I've got a weird problem witch v2.0 - I'm getting an error "warning integer divides may be much slower, try using uints if possible" with C:\...\bin\Shader0x000000AA24225020 (1347,104) and (1348,39). Do you have any idea what can cause it? I was trying to edit MasterEffect.h file, but it doesnt change anything. Funny thing is that issue comes only with VGX PRESET, OLD VERSIONS are okay. Anyway - thanks for any help!

Windows 10 64bit
Core i7 6700K
2x EVGA 670GTX 2GB
in background: OneDrive, Outlook, Asus AI Suite. Also I'm running MSI Afterburner, but switching it off doesn't change anything at all

PS: sorry for double post, I've forgotten to post my specs ;)

29 Sep 00:41 CEST

First of all hey, and thanks for such a great work you've done!
I've got a weird problem witch v2.0 - I'm getting an error "warning integer divides may be much slower, try using uints if possible" with C:\...\bin\Shader0x000000AA24225020 (1347,104) and (1348,39). Do you have any idea what can cause it? I was trying to edit MasterEffect.h file, but it doesnt change anything. Funny thing is that issue comes only with VGX PRESET, OLD VERSIONS are okay. Anyway - thanks for any help!

8 Jun 21:30 CEST

@ Razed
I think I figured it out. I had a weight mod installed (dlls) and ever since removing it, I've been crash free (v2.0). Thanks for your help. Keep up the good work!

8 Jun 00:04 CEST

@mushpit - I haven't changed anything except the MasterEffect.h file so I'm not sure why you would crash specifically with the new version. Can you try to use your 1.8 files but with the new MasterEffect.h file and tell me if you still crash?

7 Jun 21:55 CEST

Forgot to mention I was completely crash free with v1.8, and that I'm not running any apps that might clash with ReShade.

7 Jun 21:53 CEST

First of all, great work on this preset. It's my favourite by far. Since I've updated to v2.0, however, the game is frequently crashing (like every 5 minutes). No error messages, just pops out to desktop and closes Witcher 3. I've heard old versions of ReShade has issues with Windows 8.1. Do you think this is the problem? Any help would be appreciated.

7 Jun 10:27 CEST

v2.0 Final is out. More information in the preset description. Video coming soon.

@Captain_Freedom - Not without messing up the colors and postprocess effects.

@Snieblo - New version has fixed DoF

5 Jun 08:19 CEST

Hey there razed, like the preset, love the shades and colors used. Is there a way to tweak the preset and eliminate all the gpu power taxing features while still keeping the shades and colors? I'm running the game on a gtx 550 ti, getting 50 fps on vanilla but about 35 on your preset.

2 Jun 09:27 CEST

Still waiting for your fixed dof release..

1 Jun 14:01 CEST

@Bytecode - Try this preset here: http://pastie.org/pastes/10217495/text

Replace everything in your MasterEffect.h file and then use the one from the pastie link. I also made the colors more like the original game but removed the yellow tint and left everything else. Also changed some Levels. Not an official release yet, I'd like for you (and anyone else) to test it out and leave me feedback.

31 May 19:00 CEST

Excellent work thank you man !!

30 May 15:45 CEST

@Razed - here, http://i.imgur.com/tH3zf2k.png . Not very noticeable here actually, but as soon as you enter the pause menu you can see the black background is red tinted. I've rolled back to 1.6: the gamma looks great (no overly bright areas) and there is no red tint. Only thing I'd change is the sunset red filter, too pink-ish for my tastes. Either way, kudos!

30 May 10:41 CEST

hi,thanks for the great work.how do i enable fps counter with this?or you cant?

30 May 02:34 CEST

@Bytecode - I'll look into the White Orchard brightness. I made the preset while mostly in Velen and I know that each area has it's own atmosphere. I can also look into the red mixing into the blacks. If you can attach a screenshot then that would greatly help.

@TexanWarlord - That's good to hear. I fixed DoF some more and the huge framerate drop it created. Haven't released it yet, maybe I can fix a few other things before doing so.

@THE280X - Don't paste them into reshade.fx, paste them into the MasterEffect.h file. It should already come with the main preset though and you don't need to do any of that. Just copy and paste the files to your Witcher bin folder and run the game.

29 May 21:22 CEST

Hey Razed. The preset is great but sometimes the game looks overly bright (like in White Orchard sometimes) and blacks are bit too red-ish I think. It might be just my eyes, but could you look into it?

28 May 17:27 CEST

If you are wondering how this preset looks compared to other presets, see my mega comparisons 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 17:25 CEST

So it seems I can still use it I just turned off fisheye and I don't drop fps in combat or when surrounded by tons of trees.

28 May 17:07 CEST

i copied downloaded main preset files to bin folder.should i copy the downloaded preset contents and paste those into reshade.fx file??

28 May 08:52 CEST

@TexanWarlord currently not possible unless you try to edit replicate the settings in SweetFX since they share the same variables but it won't be completely accurate. Additionally MasterEffect has better shaders and additional features such as FISHEYE_CA.

I noticed Depth of Field turned on makes the framerate decrease a lot so I am going to upload a fix for that soon, because I myself want to use it without such a major framerate loss.

28 May 04:46 CEST

Hey is it possible to use your preset with sweetfx 2.0 instead of mastereffect? Cause I love your preset it's the best on here in my opinion Just the performance in game is pretty bad in certain areas using mastereffect.

27 May 01:10 CEST

@billtaco - v1.8 DoF is much better and the blur is farther away. If you want to make the blur go farther than what it currently is then open up MasterEffect.h and go down to LINE #360 and change "#define DOF_MANUALFOCUSDEPTH 0.852492" to a lower number such as 0.852488.

26 May 17:46 CEST

Master the distant trees are all blurred
any fix ways ???

26 May 17:24 CEST

DOWNLOAD LINKS: Complete Preset Pack: https://goo.gl/w4w3BO
May just download this as the complete pack for 1.8 ??
I dont need to download "Download preset" ??????

26 May 17:23 CEST

Dear master ....
You meant : ver. 1.7 or 1.8 DOF is much better now ?
and can combined with Sweetfx
just copy " Sweet.fx and SweetFX fold of others " ?????????????

26 May 09:00 CEST

Just tried out 1.8 it looks exactly or better than the vgx trailer. Also hopefully there will be a mod that improves igni.

26 May 07:25 CEST

Version 1.8 is now out. Another big improvement in my eyes. Gamma and Colors are better looking now. I think this is the last version for this preset. There is only so much I can do without messing up a certain time of day/color.

@TexanWarlord - I cannot do that specifically for Igni without messing up the other colors. Need REDKit to achieve this. When CDProjekt releases the REDKit for Witcher 3, then we can do a lot more.

26 May 03:34 CEST

Here's a better link

26 May 00:43 CEST

I wonder if it would be possible to get the igni fire to look like this color?

26 May 00:13 CEST

Well donw Razed with this present but the gamma is too much for me how would lower it thanks.

25 May 23:09 CEST

@Bytecode - No that is not normal but I can look into raising the overall gamma or something. Can you link me a screenshot of this?

25 May 21:34 CEST

A thing, while I'm in Velen, sometimes when it's raining the screen just goes very dark. Normal?

25 May 21:08 CEST

@Bytecode - Thanks Bytecode. I will add links for separate presets. Currently the "Download Preset" button will always show the MasterEffect.h file for the newest main preset.

25 May 20:55 CEST

Razed, I love your work, but it would be very nice to have separate "update" packages for those who have the preset already installed and wish to change only MasterEffect.h, without re-downloading the whole package with the beautiful screenies again.

25 May 14:24 CEST

Are you not updating GTA V preset too?
Me and my friends are waiting for it :D

25 May 10:45 CEST

Just updated the preset to version 1.7 which is a huge improvement in my eyes. I think you will like it more. Thanks for any feedback.

@Nik_Darkstorm - I use 'Low' sharpening in-game. The screenshots used Low as well but they were also downsampled from 4k.

@billtaco - Try the DoF version in v1.7, it is much better now. You can use ReShade Framework to combine MasterEffect and SweetFX.

25 May 03:01 CEST

Gorgeous preset.
Absolutely my favorite so far but, what's the recommended sharpening in-game?
Idk if i prefer low or off w/the Master Effect added sharpening or not.
What was used in the screenshots?

24 May 17:56 CEST

How Could I make combined your
MasterEffect with Sweet fx ????
just copy : Sweet.fx and SweetFX fold of others ???

24 May 17:55 CEST

really great
but sir
the distant area seems blur such as trees
will u make it more sharp ???
your present will make SMAA +

24 May 07:59 CEST

I agree with RheaCrossy too purple with both 2013 and vgx

23 May 10:06 CEST

I feel like you need to focus on balancing red pink and purple together, it seems like toning them down separately is resulting in having an over abundance of the other, as right now mine is too purple and dark.

23 May 04:22 CEST

@Tsyr - Thanks for the feedback. I have toned down the red/pink colors and also added another folder with a Depth of Field preset. Version 1.6 is now up for download.

22 May 21:46 CEST

Love the main preset, but would prefer it be less purple/pink.

22 May 13:12 CEST

Entire preset has been updated. New screenshots, multiple presets, config tweak file etc.

21 May 22:51 CEST

its too purple and bright now. your old preset from your video looks better tbh.

21 May 21:27 CEST

@Pyerre - Link updated

21 May 19:20 CEST

Link dead

21 May 14:07 CEST

@moe339k - Seems like a bug that could be caused by numerous things. You can delete dxgi.dll to change your game back to normal. What OS are you running? Do you use Fraps or Afterburner? Do you have the latest DirectX?

21 May 11:33 CEST

it doesnt work and its annoying me. can you please help? im having an error when i launch the game :
compiling effect failed
dxgi.fx(91,1): error x3000: syntax error: unexpected 'identifier'

20 May 18:26 CEST

Lol that bird in 2nd pic

20 May 14:46 CEST

Damn, looking pretty good. Thanks for sharing.

20 May 13:44 CEST

God i miss my 21:9 monitor. :(

Wich one do you have? if i get the money i want the 34inch version from LG, i know the pixel density will suck big time.

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