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Comfort 1.1 (2560>1920) by Racord

Created by Racord
Added Sept. 17, 2017
Updated 9 Oct 18:45 CEST
Shader used: ReShade
Preset description:
Tested on ReShade Settings for comfort gaming with 1920 resolution on 2560 monitor [LumaSharpen.fx] little more sharpen [Vibrance.fx] add saturation [LiftGammaGane.fx] darker lighter, light darker [Levels.fx] correct balance Installation: 1. Download and install latest ReShade release https://reshade.me/ 2. Copy the preset to game directory 3. Press Shift+F2 in game to add preset in load - OR - 1. Download my ReShade pack from https://cloud.mail.ru/public/Kmpt/7NBhaX3Sk and unpack to game folder (\steamapps\common\PUBG\TslGame\Binaries\Win64) 2. Launch PUBG, press Shift+F2 in game, check effect and texture path to game folder in settings tab -- Русское описание -- Настройки для комфортной игры с разрешением 1920px на мониторе 2560px [LumaSharpen.fx] немного больше четкости [Vibrance.fx] прибавлена насыщенность [LiftGammaGane.fx] темное светлее, светлое темнее [Levels.fx] корректировка баланса Установка: 1. Загрузите ReShade https://reshade.me/ и установите следуя инструкциям 2. Скопируйте мой пресет в папку с игрой 3. Запустите игру, нажмите Shift+F2 и выберете пресет в меню решейда - ИЛИ - 1. Скачайте мою сборку ReShade по ссылке https://cloud.mail.ru/public/Kmpt/7NBhaX3Sk и распакуйте в папку с игрой (\steamapps\common\PUBG\TslGame\Binaries\Win64) 2. Запустите PUBG, нажмите Shift+F2 и во вкладке настроек проверьте пути effect и texture
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#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 - Should sum to 1.000 if you don't wish to change the brightness=0 #define USE_PIXELART_CRT 0 //[0 or 1] PixelArt CRT : Scanlines for pixel art (high performance cost)=0 #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.=0 Game:=0 #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 '------------------------------------------------------------/=0 #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)=0 KeyMagicDOF=0,0,0,0 #define PixelArtCRT_resolution_mode 1 //[1 or 2] 1=Ratio, 2 = Fixed resolution #define USE_CURVES 0 //[0 or 1] Curves : Contrast adjustments using S-curves.=0 Preset:=0 #define USE_MONOCHROME 0 //[0 or 1] Monochrome : Monochrome makes the colors disappear.=0 #define redNegativeAmount 0.87 //[0.00 to 1.00]=0 - CeeJay.dk=0 SweetFX: v2.0 Preview 8 by CeeJay.dk=0 #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.=0 #define USE_FILMGRAIN 0 //[0 or 1] Film Grain : Adds film grain to the image.=0 Hope you enjoy SweetFX and ReShade.=0 API hook: Reshade by Crosire=0 KeyTint=0,0,0,0 This is a preview release meant to allow users to beta test SweetFXs 2.0 new injector called ReShade.=0 #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)=0 More features, bugfixes and performance optimizations will come before release.=0 #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.=0 #define Exposure 0.000 //[-1.000 to 1.000] Adjust exposure=0 '-----------------------------------------------------------*/=0 #define Red 8.0 //[1.0 to 15.0]=0 #define SMAA_EDGE_DETECTION 2 //[1|2|3] 1=Luma edge detection, 2 = Color edge detection, 3 = Depth edge detection #define Green 8.0 //[1.0 to 15.0]=0 #define USE_ASCII 0 //[0 or 1] Ascii : Converts the image to Ascii-art.=0 #define USE_CARTOON 0 //[0 or 1] Cartoon : "Toon"s the image.=0 #define CRTResolution 2.0 //[1.0 to 8.0] Input size coefficent (low values gives the "low-res retro look"). Default is 1.2=0 #define Ascii_font 2 //[1 or 2] 1=5x5 font, 2 = 3x5 font #define USE_HDR 0 //[0 or 1] HDR : Not actual HDR - It just tries to mimic an HDR look (relatively high performance cost)=0 #define CRTOversample 0 //[0 or 1] Enable 3x oversampling of the beam profile (warning : performance hit)=0 #define USE_SMAA 1 //[0 or 1] SMAA Anti-aliasing : Smoothens jagged lines using the SMAA technique.=0 #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)=0 #define Curves_formula 2 //[1|2|3|4|5|6|7|8|9|10|11] The contrast s-curve you want to use.=0 #define USE_FXAA 0 //[0 or 1] FXAA Anti-aliasing : Smoothens jagged lines using the FXAA technique.=0 #define USE_EXPLOSION 0 //[0 or 1] Explosion : Scatters the pixels, making the image look fuzzy.=0 KeyUIMask_Top=0,0,0,0 #define CRTAngleY -0.15 //[-0.20 to 0.20] Tilt angle in radians (Y coordinates). (Value of -0.15 gives the 'arcade tilt' look)=0 #define USE_CA 0 //[0 or 1] Chromatic Aberration : Mimics the look of a cheap camera lens, by distorting the colors.=0 KeyNonLocalMeans=0,0,0,0 #define SMAA_DEPTH_THRESHOLD 0.001 //[0.001 to 0.100] Depth edge detection threshold. Same as above but for the depth edge detection. This can go insanely low and still look good.=0 #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.=0 #define USE_ADVANCED_CRT 0 //[0 or 1] Advanced CRT : Simulates an old CRT TV display. (has a very high performance cost)=0 #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)=0 #define CartoonPower 1.5 //[0.1 to 10.0] Amount of effect you want.=0 #define USE_BLOOM 0 //[0 or 1] Bloom : Makes bright lights bleed their light into their surroundings (relatively high performance cost)=0 #define USE_LUMASHARPEN 1 //[0 or 1] LumaSharpen : Sharpens the image.=0 #define dither_method 1 //[1 or 2] 1=Ordered dithering (very good and very fast), 2 = Random dithering (different but slightly slower dithering) #define USE_LENS_DISTORTION 0 //[0 or 1] Cubic Lens Distortion : Distorts the lens cubicly. (WIP)=0 #define Ascii_spacing 1 //[0 to 9] Determines the spacing between characters. I feel 1 to 3 looks best.=0 #define FXAA_QUALITY__PRESET 9 //[1 to 9] Choose the quality preset. 9 is the highest quality.=0 #define greenNegativeAmount 0.88 //[0.00 to 1.00]=0 #define USE_SPLITSCREEN 0 //[0 or 1] Splitscreen : Enables the before-and-after splitscreen comparison mode. (Only partially working right now)=0 #define SMAA_MAX_SEARCH_STEPS 16 //[0 to 98] Determines the radius SMAA will search for aliased edges=0 #define Ascii_input_image 1 //[1 or 2] 1=Color buffer, 2 = Depth buffer. #define fxaa_Subpix 0.055 //[0.000 to 1.000] Choose the amount of sub-pixel aliasing removal. Higher values makes the image softer/blurrier.=0 #define Transition_type ImageFadeOut //Can be "FadeIn", "FadeOut", "CurtainOpen", "CurtainClose" or "ImageFadeOut"=0 #define USE_TRANSITION 0 //[0 or 1] Transition : Shows a welcome screen and then transitions to the regularly scheduled programming=0 #define PixelArtCRT_fixed_resolution float2(320.0,160.0) //=0 #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.=0 #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.=0 #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.=0 KeyDeband=0,0,0,0 #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.=0 #define CRTgamma 2.2 //[0.0 to 4.0] Gamma of simulated CRT (default 2.2)=0 #define USE_COLORMATRIX 0 //[0 or 1] Color Matrix : Allows color modification using a user-defined color matrix.=0 Techniques=Levels,LumaSharpen,Vibrance,LiftGammaGain #define USE_LIFTGAMMAGAIN 1 //[0 or 1] Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights.=0 #define GreyPower 0.11 //[0.00 to 1.00] How much desaturate the image before tinting it=0 #define USE_TONEMAP 0 //[0 or 1] Tonemap : Adjust gamma, exposure, saturation, bleach and defog. (may cause clipping)=0 #define USE_VIBRANCE 1 //[0 or 1] Vibrance : Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.=0 #define VignetteType 1 //[1|2|3] 1=Original, 2 = New, 3 = TV style #define SMAA_PREDICATION_SCALE 2.0 // How much to scale the global threshold used for luma or color edge detection when using predication=0 #define Technicolor2_Strength 1.0 //[0.0 to 1.0] Strength of Technicolor effect. 0.0 means original image.=0 #define Ascii_invert_brightness 0 //[0 or 1]=0 #define USE_SEPIA 0 //[0 or 1] Sepia : Sepia tones the image.=0 #define Curves_contrast 0.15 //[-1.00 to 1.00] The amount of contrast you want=0 #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.=0 #define fxaa_EdgeThreshold 0.443 //[0.000 to 1.000] Edge detection threshold. The minimum amount of local contrast required to apply algorithm. Similar to SMAA_THRESHOLD=0 #define USE_BORDER 0 //[0 or 1] Border : Can be used to create letterbox borders around the image.=0 #define USE_CUSTOM 0 //[0 or 1] Custom : Write your own shader by editing custom.h, and then enable it here.=0 #define USE_DEPTH 0 //[0 or 1] Depth : Enables the possibility to display the depth buffer - You will still need to toogle it on/off with (*) in-game=0 #define Ascii_font_color_mode 1 //[0 to 2] 0=font_color, 1 = image color, 2 = colorized grayscale #define Technicolor2_Saturation 0.7 //[0.0 to 1.5] Additional saturation control since technicolor tends to oversaturate the image.=0 #define SMAA_THRESHOLD 0.10 //[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.=0 #define PixelArtCRT_resolution_ratio (1.0/4.0) //=0 #define SMAA_MAX_SEARCH_STEPS_DIAG 6 //[0 to 16] Determines the radius SMAA will search for diagonal aliased edges=0 #define SMAA_CORNER_ROUNDING 50 //[0 to 100] Determines the percent of antialiasing to apply to corners. 0 seems to affect fine text the least so it's the default.=0 #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.=0 #define FogColor float3(0.00, 0.00, 2.55) //[0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to remove - default is blue=0 #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.=0 #define SMAA_PREDICATION_THRESHOLD 0.001 // Threshold to be used in the depth buffer.=0 #define SMAA_PREDICATION_STRENGTH 0.4 // How much to locally decrease the threshold.=0 #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. #define fxaa_EdgeThresholdMin 0.000 //[0.000 to 1.000] Darkness threshold. Pixels darker than this are not processed in order to increase performance.=0 KeyBorder=0,0,0,0 #define CRTmonitorgamma 2.4 //[0.0 to 4.0] Gamma of display monitor (typically 2.2 is correct)=0 #define Explosion_Radius 0.2 //[0.2 to 100.0] Amount of effect you want.=0 KeyColourfulness=0,0,0,0 #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) #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.=0 #define Chromatic_strength 1.0 //Adjust the strength of the effect.=0 KeyKNearestNeighbors=0,0,0,0 #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.=0 '----------------------------------------------------------*/=0 #define CRTAmount 1.00 //[0.00 to 1.00] Amount of CRT effect you want=0 #define CRTBrightness 1.2 //[1.0 to 3.0] Used to boost brightness a little. Default is 1.0=0 #define CRTScanlineIntensity 2.0 //[2.0 to 4.0] Scanlines intensity (use integer values preferably). Default is 2.0=0 #define CRTScanlineGaussian 1 //[0 or 1] Use the "new nongaussian scanlines bloom effect". Default is on=0 #define CRTCurvature 1 //[[0 or 1] "Barrel effect" enabled (1) or off (0)=0 KeyEmphasize=0,0,0,0 #define CRTCurvatureRadius 2.0 //[0.0 to 2.0] Curvature Radius (only effective when Curvature is enabled). Default is 1.5=0 #define CRTCornerSize 0.0100 //[0.0000 to 0.0020] Higher values, more rounded corner. Default is 0.001=0 #define CRTDistance 2.00 //[0.00 to 4.00] Simulated distance from viewer to monitor. Default is 2.00=0 #define CRTAngleX 0.00 //[-0.20 to 0.20] Tilt angle in radians (X coordinates)=0 #define CRTOverScan 1.00 //[1.00 to 1.10] Overscan (e.g. 1.02 for 2% overscan). Default is 1.01=0 #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 #define PixelArtCRT_warp float2(1.0/64.0,1.0/24.0) // Display warp : 0.0=none , 1.0/8.0 = extreme #define PixelArtCRT_maskDark 0.5 //=0 KeyAdaptiveFog=0,0,0,0 #define PixelArtCRT_maskLight 1.5 //=0 #define PixelArtCRT_shape 3.0 // Falloff shape : 1.0=exp(x), 1.25 = in between, 2.0 = gaussian, 3.0 = more square #define PixelArtCRT_overdrive 1.25 //=0 #define BloomThreshold 21.28 //[0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isn't.=0 #define BloomPower 1.446 //[0.000 to 8.000] Strength of the bloom=0 #define BloomWidth 0.5574 //[0.0000 to 1.0000] Width of the bloom=0 #define Blue 8.0 //[1.0 to 15.0]=0 #define HDRPower 1.30 //[0.00 to 8.00] Strangely lowering this makes the image brighter=0 #define radius2 1.87 //[0.00 to 8.00] Raising this seems to make the effect stronger and also brighter=0 #define sharp_strength 0.70 //[0.10 to 3.00] Strength of the sharpening=0 #define sharp_clamp 0.035 //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035=0 #define pattern 1 //[1|2|3|4] Choose a sample pattern. 1=Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped. KeyVignette=0,0,0,0 #define offset_bias 1.0 //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern.=0 #define show_sharpen 0 //[0 or 1] Visualize the strength of the sharpen (multiplied by 4 to see it better)=0 #define Levels_black_point 0 //[0 to 255] The black point is the new black - literally. Everything darker than this will become completely black. Default is 16.0=0 #define Levels_white_point 240 //[0 to 255] The new white point. Everything brighter than this becomes completely white. Default is 235.0=0 #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 #define TechniAmount 0.42 //[0.00 to 1.00]=0 #define TechniPower 4.00 //[0.00 to 8.00]=0 #define blueNegativeAmount 0.91 //[0.00 to 1.00]=0 #define Technicolor2_Red_Strength 0.2 //[0.05 to 1.0] Color Strength of Red channel. Higher means darker and more intense colors.=0 #define Technicolor2_Green_Strength 0.2 //[0.05 to 1.0] Color Strength of Green channel. Higher means darker and more intense colors.=0 #define Technicolor2_Blue_Strength 0.2 //[0.05 to 1.0] Color Strength of Blue channel. Higher means darker and more intense colors.=0 #define Technicolor2_Brightness 1.0 //[0.5 to 1.5] Brightness Adjustment, higher means brighter image.=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.=0 #define DPXSaturation 3.9 //[0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral.=0 #define RedC 0.20 //[0.60 to 0.20]=0 #define GreenC 0.36 //[0.60 to 0.20]=0 #define BlueC 0.34 //[0.60 to 0.20]=0 #define Blend 0.2 //[0.00 to 1.00] How strong the effect should be.=0 '------------------------------------------------------------*/=0 #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)=0 #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.=0 #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 - Should sum to 1.000 if you don't wish to change the brightness=0 #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=0 KeyLevels=0,0,0,0 KeyHighPassSharp=0,0,0,0 #define ColorMatrix_strength 1.0 //Adjust the strength=0 #define RGB_Lift float3(1.720, 1.720, 1.720) //[0.000 to 2.000] Adjust shadows for Red, Green and Blue.=0 #define border_width float2(43.6,1) //[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=0 #define RGB_Gamma float3(0.450, 0.450, 0.450) //[0.000 to 2.000] Adjust midtones for Red, Green and Blue=0 #define RGB_Gain float3(1.000, 1.000, 1.000) //[0.000 to 2.000] Adjust highlights for Red, Green and Blue=0 #define Gamma 1.000 //[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.=0 #define Saturation 0.130 //[-1.000 to 1.000] Adjust saturation=0 #define Bleach 0.000 //[0.000 to 1.000] Brightens the shadows and fades the colors=0 #define Defog 0.000 //[0.000 to 1.000] How much of the color tint to remove=0 #define Vibrance 0.50 //[-1.00 to 1.00] Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.=0 #define Vibrance_RGB_balance float3(0.72, 1.57, 1.49) //[-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=0 #define Curves_mode 2 //[0|1|2] Choose what to apply contrast to. 0=Luma, 1 = Chroma, 2 = both Luma and Chroma. Default is 0 (Luma) #define 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=0 #define SepiaPower 0.58 //[0.00 to 1.00] How much to tint the image=0 #define FilmGrain_intensity 0.60 //[0.00 to 1.00] How visible the grain is. Higher is more visible.=0 #define FilmGrain_variance 0.47 //[0.00 to 1.00] Controls the variance of the gaussian noise. Lower values look smoother.=0 #define FilmGrain_SNR 9 //[0 to 16] Higher Signal-to-Noise Ratio values give less grain to brighter pixels. 0 disables this feature.=0 #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)=0 #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 border_ratio float(2.35 / 1.0) //[0.1000 to 10.0000] Set the desired ratio for the visible area. You MUST use floating point - Integers do not work right.=0 #define border_color float3(180, 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.=0 #define splitscreen_mode 2 //[1|2|3|4|5|6] 1=Vertical 50/50 split, 2 = Vertical 25/50/25 split, 3 = Vertical 50/50 angled split, 4 = Horizontal 50/50 split, 5 = Horizontal 25/50/25 split, 6 = Curvy vertical 50/50 split #define Transition_time 5000 //[1 to 60000] Milliseconds the transition lasts (1000 milliseconds is 1 second)=0 KeyHDR=0,0,0,0 #define Transition_texture "Winners_Dont_Use_Drugs.png" //["filename"] Filename for the texture to use. Put your custom textures in SweetFX/Textures/=0 #define Transition_texture_width 720 //Image width.=0 KeyCartoon=0,0,0,0 #define Transition_texture_height 480 //Image height.=0 #define Depth_z_near 0.01000 //[0.00001 to 100000.0] Camera z near=0 #define Depth_z_far 100.00000 //[0.00001 to 100000.0] Camera z far, must be further than the near value.=0 #define custom_strength 1.1 //[0.00 to 1.00] Adjust the strength of the effect=0 KeyAdaptiveSharpen=0,0,0,0 KeyAmbientLight=0,0,0,0 KeyClarity=0,0,0,0 KeyCurves=0,0,0,0 KeyDepthHaze=0,0,0,0 KeyDisplayDepth=0,0,0,0 KeyDPX=0,0,0,0 KeyMode1=0,0,0,0 KeyMode2=0,0,0,0 KeyMode3=0,0,0,0 KeyFXAA=0,0,0,0 KeyHQ4X=0,0,0,0 KeyLumaSharpen=0,0,0,0 KeyReflectiveBumpmapping=0,0,0,0 KeySMAA=0,0,0,0 KeySurfaceBlur=0,0,0,0 KeyTechnicolor2=0,0,0,0 KeyTonemap=0,0,0,0 KeyVibrance=0,0,0,0 KeyFilmGrain=0,0,0,0 KeyMXAO=0,0,0,0 KeyFilmGrain2=0,0,0,0 KeyFilmicPass=0,0,0,0 KeyMartyMcFlyDOF=0,0,0,0 KeyBloomAndLensFlares=0,0,0,0 KeyGaussianBlur=0,0,0,0 KeyCA=0,0,0,0 KeyColorMatrix=0,0,0,0 KeyMagicBloom=0,0,0,0 KeyAdvancedCRT=0,0,0,0 KeyLiftGammaGain=0,0,0,0 KeyLightDoF_AutoFocus=0,0,0,0 KeyLightDoF_Far=0,0,0,0 KeyLightDoF_Near=0,0,0,0 KeyLUT=0,0,0,0 KeyDaltonize=0,0,0,0 KeyMonochrome=0,0,0,0 KeyMotionBlur=0,0,0,0 KeyRingDOF=0,0,0,0 KeyTechnicolor=0,0,0,0 KeyTiltShift=0,0,0,0 KeyGP65CJ042DOF=0,0,0,0 KeyUIMask_Bottom=0,0,0,0 KeyMatsoDOF=0,0,0,0 TechniqueSorting=AdaptiveSharpen,AmbientLight,Clarity,Colourfulness,Curves,KNearestNeighbors,NonLocalMeans,DepthHaze,DisplayDepth,DPX,Emphasize,Mode1,Mode2,Mode3,FXAA,HDR,HighPassSharp,HQ4X,Levels,LumaSharpen,ReflectiveBumpmapping,SMAA,SurfaceBlur,Technicolor2,Tonemap,Vibrance,FilmGrain,FilmGrain2,FilmicPass,MartyMcFlyDOF,BloomAndLensFlares,Border,GaussianBlur,CA,Cartoon,ColorMatrix,MagicBloom,AdvancedCRT,LiftGammaGain,LightDoF_AutoFocus,LightDoF_Far,LightDoF_Near,LUT,Daltonize,Monochrome,MotionBlur,MXAO,Deband,Tint,AdaptiveFog,RingDOF,Technicolor,MagicDOF,TiltShift,GP65CJ042DOF,UIMask_Top,UIMask_Bottom,MatsoDOF,Vignette [Clarity.fx] ClarityBlendMode=2.000000 ClarityRadius=3.000000 ClarityOffset=2.000000 ClarityDarkIntensity=0.400000 ClarityBlendIfDark=50.000000 ClarityBlendIfLight=205.000000 ClarityStrength=0.400000 ClarityViewBlendIfMask=0.000000 ClarityLightIntensity=0.000000 ClarityViewMask=0.000000 [Border.fx] border_width=0.000000,1.000000 border_ratio=2.350000 border_color=0.700000,0.000000,0.000000 [AmbientLight.fx] alAdaptBaseMult=0.000000 alDebug=0.000000 AL_DirtTex=-1.000000 alInt=0.000000 alThreshold=0.000000 AL_Adaptation=0.000000 AL_Dirt=-1.000000 alAdapt=0.000000 alLensThresh=0.000000 alAdaptBaseBlackLvL=2.000000 AL_Vibrance=-1.000000 AL_Adaptive=0.000000 alDirtInt=0.000000 alLensInt=0.000000 alDirtOVInt=0.000000 AL_Lens=0.000000 [AdaptiveFog.fx] FogCurve=1.500000 FogColor=0.900000,0.900000,0.900000 MaxFogFactor=0.800000 BloomPower=10.000000 FogStart=0.050000 BloomThreshold=10.250000 BloomWidth=0.200000 [HQ4X.fx] k=-1.980000 s=0.114000 mx=1.000000 max_w=1.000000 lum_add=1.000000 min_w=1.000000 [AdaptiveSharpen.fx] D_compr_low=0.253000 L_compr_low=0.169000 curve_height=1.980000 curveslope=0.400000 D_overshoot=0.009000 L_overshoot=0.003000 D_compr_high=0.504000 L_compr_high=0.337000 scale_lim=0.100000 scale_cs=0.056000 pm_p=0.750000 [CRT.fx] Resolution=1.150000 Curvature=0.000000 Gamma=2.400000 Brightness=0.900000 MonitorGamma=2.200000 ScanlineIntensity=2.000000 CornerSize=0.010000 ScanlineGaussian=1.000000 CurvatureRadius=1.500000 ViewerDistance=2.000000 Angle=0.000000,0.000000 Overscan=1.010000 Oversample=1.000000 [Bloom.fx] bGodrayEnable=0.000000 iBloomMixmode=2.000000 fBloomSaturation=0.800000 bAnamFlareEnable=0.000000 fBloomThreshold=0.800000 fLensdirtSaturation=2.000000 fBloomAmount=0.800000 fLensdirtIntensity=0.400000 fBloomTint=0.700000,0.800000,1.000000 fFlareLuminance=0.095000 bLensdirtEnable=0.000000 iLensdirtMixmode=1.000000 bLenzEnable=0.000000 fLensdirtTint=1.000000,1.000000,1.000000 fAnamFlareThreshold=0.900000 fAnamFlareWideness=2.400000 fAnamFlareAmount=14.500000 fAnamFlareCurve=1.200000 fAnamFlareColor=0.012000,0.313000,0.588000 fLenzIntensity=1.000000 fLenzThreshold=0.800000 bChapFlareEnable=0.000000 fChapFlareTreshold=0.900000 iChapFlareCount=15.000000 fChapFlareDispersal=0.250000 fFlareIntensity=2.070000 fChapFlareSize=0.450000 fChapFlareCA=0.000000,0.010000,0.020000 fChapFlareIntensity=100.000000 fGodrayDecay=0.990000 fGodrayExposure=1.000000 fGodrayWeight=1.250000 fGodrayDensity=1.000000 fGodrayThreshold=0.900000 iGodraySamples=128.000000 fFlareBlur=200.000000 fFlareTint=0.137000,0.216000,1.000000 [Sepia.fx] Tint=0.550000,0.430000,0.420000 Strength=0.580000 [Cartoon.fx] Power=1.500000 EdgeSlope=1.500000 [CA.fx] Shift=2.500000,-0.500000 Strength=0.500000 [ColorMatrix.fx] ColorMatrix_Red=0.817000,0.183000,0.000000 ColorMatrix_Green=0.333000,0.667000,0.000000 ColorMatrix_Blue=0.000000,0.125000,0.875000 Strength=1.000000 [Colourfulness.fx] lim_luma=0.570000 colourfulness=0.180000 [SurfaceBlur.fx] BlurRadius=4.000000 BlurOffset=0.000000 BlurEdge=10.000000 BlurStrength=1.000000 [Curves.fx] Mode=0.000000 Formula=4.000000 Contrast=0.220000 [UIMask.fx] fMask_Intensity=1.000000 bDisplayMask=0.000000 [Daltonize.fx] Type=0.000000 [Deband.fx] Threshold=0.004000 Range=16.000000 Iterations=1.000000 Grain=0.006000 [Denoise.fx] LerpCoefficeint=0.800000 NoiseLevel=0.150000 WeightThreshold=0.030000 CounterThreshold=0.050000 GaussianSigma=50.000000 [DepthHaze.fx] FogStart=0.200000 EffectStrength=0.900000 FogColor=0.800000,0.800000,0.800000 FogFactor=0.200000 [DOF.fx] DOF_FARBLURCURVE=2.000000 fADOF_ShapeCurvatureAmount=0.300000 DOF_AUTOFOCUS=1.000000 DOF_MOUSEDRIVEN_AF=0.000000 fGPDOFChromaAmount=0.150000 DOF_INFINITEFOCUS=1.000000 fGPDOFBiasCurve=2.000000 DOF_FOCUSPOINT=0.500000,0.500000 bADOF_ShapeApertureEnable=0.000000 DOF_FOCUSSAMPLES=6.000000 DOF_MANUALFOCUSDEPTH=0.020000 DOF_NEARBLURCURVE=1.600000 fGPDOFBrightnessMultiplier=2.000000 bGPDOFPolygonalBokeh=1.000000 fRingDOFFringe=0.500000 DOF_FOCUSRADIUS=0.050000 DOF_BLURRADIUS=15.000000 fADOF_BokehCurve=4.000000 iRingDOFSamples=6.000000 iRingDOFRings=4.000000 fGPDOFBrightnessThreshold=0.500000 fRingDOFThreshold=0.700000 bADOF_ShapeCurvatureEnable=0.000000 fRingDOFGain=27.000000 fRingDOFBias=0.000000 bADOF_ImageChromaEnable=0.000000 iMagicDOFBlurQuality=8.000000 fMagicDOFColorCurve=4.000000 iGPDOFQuality=6.000000 fADOF_ShapeChromaAmount=0.125000 fADOF_ShapeRotation=0.000000 iGPDOFPolygonCount=5.000000 fGPDOFBias=10.000000 fADOF_SmootheningAmount=1.000000 bMatsoDOFChromaEnable=1.000000 fMatsoDOFChromaPow=1.400000 fMatsoDOFBokehCurve=8.000000 iADOF_ShapeQuality=17.000000 iMatsoDOFBokehQuality=2.000000 fMatsoDOFBokehAngle=0.000000 bADOF_RotAnimationEnable=0.000000 fADOF_RotAnimationSpeed=2.000000 fADOF_ShapeWeightAmount=1.000000 fADOF_ShapeApertureAmount=0.010000 bADOF_ShapeAnamorphEnable=0.000000 fADOF_ShapeAnamorphRatio=0.200000 bADOF_ShapeDistortEnable=0.000000 bADOF_ShapeChromaEnable=0.000000 fADOF_ShapeWeightCurve=4.000000 fADOF_ShapeDistortAmount=0.200000 bADOF_ShapeDiffusionEnable=0.000000 fADOF_ShapeDiffusionAmount=0.100000 bADOF_ShapeWeightEnable=0.000000 iADOF_ImageChromaHues=5.000000 iADOF_ShapeChromaMode=3.000000 fADOF_ImageChromaCurve=1.000000 fADOF_ImageChromaAmount=3.000000 [Vignette.fx] Type=0.000000 Center=0.500000,0.500000 Ratio=1.761000 Radius=3.000000 Amount=-1.000000 Slope=2.000000 [DPX.fx] Strength=0.200000 RGB_Curve=8.000000,8.000000,8.000000 RGB_C=0.360000,0.360000,0.340000 Contrast=0.100000 Saturation=3.000000 Colorfulness=2.500000 [Emphasize.fx] ManualFocusDepth=0.026000 FocusRangeDepth=0.010000 EffectFactor=0.900000 BlendColor=0.000000,0.000000,0.000000 FocusEdgeDepth=0.050000 BlendFactor=0.000000 [FilmGrain.fx] Intensity=0.500000 Variance=0.400000 Mean=0.500000 SignalToNoiseRatio=6.000000 [FilmGrain2.fx] grainamount=0.050000 coloramount=0.600000 lumamount=1.000000 grainsize=1.600000 [FilmicPass.fx] Linearization=0.500000 Strength=0.850000 Contrast=1.000000 Fade=0.400000 Bleach=0.000000 Saturation=-0.150000 GreenCurve=1.000000 RedCurve=1.000000 BlueCurve=1.000000 BaseCurve=1.500000 BaseGamma=1.000000 EffectGamma=0.650000 EffectGammaR=1.000000 EffectGammaG=1.000000 EffectGammaB=1.000000 LumCoeff=0.212656,0.715158,0.072186 [SMAA.fx] EdgeDetectionType=0.000000 EdgeDetectionThreshold=0.050000 MaxSearchSteps=78.000000 MaxSearchStepsDiagonal=16.000000 CornerRounding=14.000000 DebugOutput=0.000000 [MagicBloom.fx] f2Adapt_Clip=0.000000,1.000000 fBloom_Intensity=0.500000 fBloom_Threshold=2.000000 fDirt_Intensity=0.000000 fExposure=0.500000 fAdapt_Sensitivity=1.000000 fAdapt_Speed=0.025000 iDebug=0.000000 iAdapt_Precision=1076677888.000000 [FineSharp.fx] cstr=0.900000 sstr=2.000000 pstr=1.272000 xstr=0.190000 lstr=1.490000 xrep=0.250000 [FXAA.fx] Subpix=0.980000 EdgeThreshold=1.000000 EdgeThresholdMin=1.000000 [GaussianBlur.fx] GaussianBlurRadius=1.000000 GaussianBlurOffset=1.000000 GaussianBlurStrength=0.300000 [HDR.fx] HDRPower=0.820000 radius1=1.000000 radius2=0.900000 [HighPassSharpen.fx] HighPassSharpRadius=3.000000 HighPassViewBlendIfMask=0.000000 HighPassSharpOffset=0.320000 HighPassBlendMode=5.000000 HighPassBlendIfLight=255.000000 HighPassBlendIfDark=38.000000 HighPassLightIntensity=0.000000 HighPassDarkIntensity=5.000000 HighPassSharpStrength=1.000000 HighPassViewSharpMask=0.000000 [LUT.fx] fLUT_AmountChroma=1.000000 fLUT_AmountLuma=1.000000 [Levels.fx] BlackPoint=0.000000 WhitePoint=242.000000 HighlightClipping=0.000000 [TiltShift.fx] BlurMultiplier=10.000000 Line=0.000000 Axis=0.000000 Offset=0.000000 BlurCurve=1.000000 [LiftGammaGain.fx] RGB_Lift=1.550000,1.550000,1.550000 RGB_Gamma=0.510000,0.510000,0.510000 RGB_Gain=1.000000,1.000000,1.000000 [MXAO.fx] bMXAOSmoothNormalsEnable=0.000000 fMXAOAmbientOcclusionAmount=2.000000 fMXAONormalBias=0.200000 fMXAOFadeoutStart=0.200000 iMXAOBayerDitherLevel=3.000000 fMXAOIndirectLightingAmount=4.000000 iMXAOSampleCount=24.000000 fMXAOIndirectLightingSaturation=1.000000 fMXAOSampleRadius=2.500000 fMXAOBlurSharpness=2.000000 fMXAOBlurSteps=2.000000 bMXAODebugViewEnable=0.000000 fMXAOFadeoutEnd=0.400000 [LightDoF.fx] fLightDoF_Width=5.000000 f2LightDoF_CA=0.000000,1.000000 f2Bokeh_AutoFocusCenter=0.500000,0.500000 fLightDoF_Amount=10.000000 bLightDoF_UseCA=0.000000 bLightDoF_AutoFocus=1.000000 fLightDoF_ManualFocus=0.000000 bLightDoF_UseMouseFocus=0.000000 fLightDoF_AutoFocusSpeed=0.100000 [LumaSharpen.fx] pattern=0.000000 sharp_strength=3.000000 sharp_clamp=0.110000 offset_bias=0.840000 show_sharpen=0.000000 [Monochrome.fx] Coefficients=0.210000,0.720000,0.070000 ColorSaturation=0.000000 [MotionBlur.fx] mbRecall=0.400000 mbSoftness=1.000000 [RBM.fx] iRBM_SampleCount=32.000000 fRBM_LowerThreshold=0.100000 fRBM_BlurWidthPixels=100.000000 fRBM_ColorMask_Orange=1.000000 fRBM_ReliefHeight=0.300000 fRBM_FresnelMult=0.500000 fRBM_FresnelReflectance=0.300000 fRBM_UpperThreshold=0.200000 fRBM_ColorMask_Red=1.000000 fRBM_ColorMask_Yellow=1.000000 fRBM_ColorMask_Green=1.000000 fRBM_ColorMask_Cyan=1.000000 fRBM_ColorMask_Blue=1.000000 fRBM_ColorMask_Magenta=1.000000 [Technicolor2.fx] Saturation=0.975000 ColorStrength=0.200000,0.200000,0.200000 Brightness=0.510000 Strength=1.000000 [Technicolor.fx] Power=4.000000 RGBNegativeAmount=0.880000,0.880000,0.880000 Strength=0.400000 [Tonemap.fx] Defog=0.006000 Bleach=0.020000 Gamma=0.800000 Exposure=-0.280000 Saturation=0.460000 FogColor=0.000000,0.000000,1.000000 [Vibrance.fx] Vibrance=0.080000 VibranceRGBBalance=8.000000,8.000000,8.000000


17 Sep 22:18 CEST

В пабге и так глаза вытекают от контраста так, что в темноте ничего не видно, а на солнышке слепнешь от яркости. Эта игра не про красоту, а про геймплей. Когда нет такого сильного контраста проще ориентироваться в игре. А через что еще можно высветлить темные участки кроме LiftGammaGane? Предложения принимаются.

17 Sep 15:34 CEST

Первый раз вижу, чтобы человек добровольно сделал деконтраст картинки и навернул себе мыльца на экран и сделал это через LiftGammaGrain. У людей играющих в пубг в 4к свои причуды...

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