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DayZ Enhanced

Preset for DayZ
Created by Scrullet
Added Dec. 30, 2012
Shader used: SweetFX 1.3
Preset description:
This setting gives Arma 2/DayZ a much sharper and more greener look and feel to Chernaurus. To get this working. Copy the SweetFX folder, d3d9.dll, d3d9.fx, injector.ini, SweetFX_preset.txt and SweetFX_settings.txt into your Arma 2 OA directory. Download SweetFX from http://sweetfx.thelazy.net/
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/*-----------------------------------------------------------. / Choose effects / '-----------------------------------------------------------*/ // Set to 1 for ON or 0 for OFF #define USE_SMAA_ANTIALIASING 1 //[0 or 1] SMAA Anti-aliasing : Smoothens jagged lines. #define USE_LUMASHARPEN 1 //[0 or 1] LumaSharpen : Also sharpens the antialiased edges which makes them less smooth - I'm working on fixing that. #define USE_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_TECHNICOLOR 0 //[0 or 1] TECHNICOLOR : Attempts to mimic the look of an old movie using the Technicolor three-strip color process (Techicolor Process 4) #define USE_DPX 0 //[0 or 1] Cineon DPX : Should make the image look like it's been converted to DXP Cineon - basically it's another movie-like look similar to technicolor. #define USE_LIFTGAMMAGAIN 1 //[0 or 1] Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights (avoids clipping) #define USE_TONEMAP 0 //[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 0 //[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_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_SPLITSCREEN 0 //[0 or 1] Splitscreen : Enables the before-and-after splitscreen comparison mode. /*-----------------------------------------------------------. / SMAA Anti-aliasing settings / '-----------------------------------------------------------*/ #define SMAA_THRESHOLD 0.20 // [0.05 to 0.20] Edge detection threshold #define SMAA_MAX_SEARCH_STEPS 98 // [0 to 98] Determines the radius SMAA will search for aliased edges #define SMAA_MAX_SEARCH_STEPS_DIAG 16 // [0 to 16] Determines the radius SMAA will search for diagonal aliased edges #define SMAA_CORNER_ROUNDING 100 // [0 to 100] Determines the percent of antialiasing to apply to corners. // -- Advanced SMAA settings -- #define COLOR_EDGE_DETECTION 1 // [0 or 1] 1 Enables color edge detection (slower but slightly more acurate) - 0 uses luma edge detection (faster) #define SMAA_DIRECTX9_LINEAR_BLEND 0 // [0 or 1] Using DX9 HARDWARE? (software version doesn't matter) if so this needs to be 1 - If not, leave it at 0. /*-----------------------------------------------------------. / LumaSharpen settings / '-----------------------------------------------------------*/ // -- Sharpening -- #define sharp_strength 1.5 // [0.10 to 3.00] Strength of the sharpening #define sharp_clamp 0.05 // [0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035 // -- Advanced sharpening settings -- #define pattern 2 // [1|2|3|4] Choose a sample pattern. 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped. #define offset_bias 1.0 // [0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern. // I designed the pattern for offset_bias 1.0, but feel free to experiment. // -- Debug sharpening settings -- #define show_sharpen 0 // [0 or 1] Visualize the strength of the sharpen (multiplied by 4 to see it better) /*-----------------------------------------------------------. / 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 5.446 //[0.0000 to 8.0000] Strength of the bloom #define BloomWidth 0.9142 //[0.0000 to 1.0000] Width of the bloom /*-----------------------------------------------------------. / HDR settings / '-----------------------------------------------------------*/ #define HDRPower 1.25 //[0.0 to 8.0] Strangely lowering this makes the image brighter #define radius2 0.80 //[0.0 to 8.0] Raising this seems to make the effect stronger and also brighter /*-----------------------------------------------------------. / TECHNICOLOR settings / '-----------------------------------------------------------*/ #define TechniAmount 0.13 //[0.0 to 1.0] #define TechniPower 3.8 //[0.0 to 8.0] #define redNegativeAmount 0.88 //[0.0 to 1.0] #define greenNegativeAmount 0.88 //[0.0 to 1.0] #define blueNegativeAmount 0.68 //[0.0 to 1.0] /*-----------------------------------------------------------. / Cineon DPX settings / '-----------------------------------------------------------*/ #define Red 8.0 //[1.0 to 15.0] #define Green 8.0 //[1.0 to 15.0] #define Blue 4.0 //[1.0 to 15.0] #define ColorGamma 10.0 //[0.1 to 2.5] Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral. #define DPXSaturation 5.0 //[0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral. #define RedC 0.36 //[0.6 to 0.2] #define GreenC 0.38 //[0.6 to 0.2] #define BlueC 0.25 //[0.6 to 0.2] #define Blend 0.18 //[0.0 to 0.1] How strong the effect should be. /*-----------------------------------------------------------. / Lift Gamma Gain settings / '-----------------------------------------------------------*/ #define RGB_Lift float3(0.950, 0.980, 1.010) //[0.000 to 2.000] Adjust shadows for Red, Green and Blue #define RGB_Gamma float3(0.820, 0.880, 0.900) //[0.000 to 2.000] Adjust midtones for Red, Green and Blue #define RGB_Gain float3(1.005, 1.005, 0.995) //[0.000 to 2.000] Adjust highlights for Red, Green and Blue /*-----------------------------------------------------------. / Tonemap settings / '-----------------------------------------------------------*/ #define Gamma 0.94 //[0.00 to 2.00] Adjust midtones #define Exposure -0.00 //[-1.00 to 1.00] Adjust exposure #define Saturation 0.00 //[-1.00 to 1.00] Adjust saturation #define Bleach 0.00 //[0.00 to 1.00] Brightens the shadows and fades the colors #define Defog 0.000 //[0.00 to 1.00] How much of the color tint to remove #define FogColor float3(0.00, 0.00, 2.55) //[0.00 to 1.00, 0.00 to 1.00, 0.00 to 1.00] What color to remove - default is blue /*-----------------------------------------------------------. / Vibrance settings / '-----------------------------------------------------------*/ #define Vibrance 0.2 //[-1.0 to 1.0] Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation. /*-----------------------------------------------------------. / Curves settings / '-----------------------------------------------------------*/ #define Curves_contrast -0.05 //[-1.0 to 1.0] The amount of contrast you want // -- Advanced curve settings -- #define Curves_formula 3 //[1|2|3|4|5|6|7] The constrast s-curve you want to use. /*-----------------------------------------------------------. / Sepia settings / '-----------------------------------------------------------*/ #define ColorTone float3(0.05, 0.30, 0.90) //[0.00 to 1.00, 0.00 to 1.00, 0.00 to 1.00] What color to tint the image #define GreyPower 0.1 //[0.0 to 1.0] How much desaturate the image before tinting it #define SepiaPower 0.1 //[0.0 to 1.0] How much to tint the image /*-----------------------------------------------------------. / Vignette settings / '-----------------------------------------------------------*/ #define VignetteRadius 0.97 //[-1.00 to 3.00] lower values = stronger radial effect from center #define VignetteAmount -0.40 //[-2.00 to 1.00] Strength of black. -2.00 = Max Black, 1.00 = Max White. #define VignetteSlope 8 //[1 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, 0.350) //[0.00 to 1.00] Center of effect. /*-----------------------------------------------------------. / Dither settings / '-----------------------------------------------------------*/ //No settings yet, beyond switching it on or off in the top section. //Note that the checkerboard pattern used by Dither, makes an image harder to compress. //This can make your screenshots and video recordings take up more space. /*-----------------------------------------------------------. / Splitscreen settings / '-----------------------------------------------------------*/ #define splitscreen_mode 3 //[1|2|3|4|5] 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

Comments

Zomgerd
3 Jan 21:33 CET

Ahh, that;s what I thought at first but seeing how as I did not create the game page I cannot edit anything. :P

StixsmasterHD
3 Jan 11:54 CET

@Zomgerd - I wasnt talking about comments.

When sum1 creates a page for a game on this site it includes if you look here at this pic: http://i.imm.io/RuMe.png a section to provide SweetFX notes.

Such as instructions on how to install SweetFX to said game.

Scrullet
3 Jan 00:41 CET

I had created the preset and had then ran into issues afterwards and didn't know how I could edit this with special attention details.

Zomgerd
2 Jan 19:49 CET

Stix, I'm aware of the "comments" on the main page of the game, however I did not think at the time to post the details there. Thank you for pointing it out and will add them now.

StixsmasterHD
2 Jan 17:15 CET

You guys know that this site does have it so that before you chose a preset for a game when your looking at the list of presets for the game on that page you can also clearly explain anything special that needs to be done to make sweetfx work for the game?

Seriously people on this site seemed to be dumbing down in a lot of ways in my opinion.

Zomgerd
2 Jan 02:48 CET

Got it working with DayZ! I put all Sweetfx files in the main OA folder and put copies of the .dll's, .fx and injector.ini in the beta folder. Boom, sweetfx on DayZ. :)

Scrullet
1 Jan 22:37 CET

It's not working at all for me anymore.

Zomgerd
1 Jan 21:32 CET

I con only get this to work with beta patch if I launch the beta patch itself, the moment DayZ is involved I get an instant crash with no error.. SADFACE

Scrullet
1 Jan 18:33 CET

It's tricky, I know. It seems to mess up on me a lot too. Try setting the Arma 2 OA.exe to run as admin for it to execute properly.

Zomgerd
1 Jan 12:12 CET

I cannot seem to get DayZ and SweetFX to work for some reason.. :/

Scrullet
31 Dec 02:19 CET

When installing. Please put the SweetFX .dll's into the dll folder that is in the Arma 2 OA folder.

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