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Watch_Dogs: DPX/HDR - Final

Preset for Watch_Dogs
Created by PC_Constantine
Added May 25, 2014
Updated 24 Nov 14:33 CET
Shader used: SweetFX 1.5
Preset description:
--- SMAA HDR DPX LUMASHARPEN ---
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/*-----------------------------------------------------------. / Description / '------------------------------------------------------------/ SweetFX Version : Sekta's Custom 1.5.1 (http://ge.tt/2ieB9qg1?c) Injector : Boulotaur2024 Injector Extras : Chromatic Aberration V1 + V2, Postsharpen, Gaussian Blur, Film Grain, Color Blind Correction , Fixed Value Ranges for RadeonPro, The Elder Scrolls Online Compatibility Game : Watch_Dogs Author : ConstantinePC Preset : Watch_Dogs: DPX/HDR Description : SMAA To Anti-Alias. HDR to produce better Black and Whites. DPX To enhance colours, enhance contrast, and improve image quality. Lunasharpen to bring out Textures and Details. Special Thanks To Sekta for putting these Shaders together. /*-----------------------------------------------------------. / 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 using the SMAA technique. #define USE_FXAA_ANTIALIASING 0 //[0 or 1] FXAA Anti-aliasing : Smoothens jagged lines using the FXAA technique. #define USE_GAUSSIAN 0 //[0 or 1] Gaussian Blur : can be used to... blur, but also bloom/hazy/glowy look, also unsharp masking. #define USE_FILMGRAIN 0 //[0 or 1] Filmgrain effect. #define USE_EXPLOSION 0 //[0 or 1] Explosion : Scatters the pixels, making the image look fuzzy. #define USE_CA 0 //[0 or 1] Chromatic aberration. You can only use Chromatic Aberration OR the Explosion Shader. Not both at the same time. #define USE_CA2 0 //[0 or 1] Chromatic Aberration : Color Shift new method. #define USE_CARTOON 0 //[0 or 1] Cartoon : "Toon"s the image(Interferes with SMAA, CRT, Bloom, HDR and Lumasharpen). #define USE_ADVANCED_CRT 0 //[0 or 1] Advanced CRT : Simulates an old CRT TV display. Set Gaussian Blur along with it to get a halation effect. #define USE_BLOOM 0 //[0 or 1] Bloom : Makes bright lights bleed their light into their surroundings (relatively high performance cost). #define USE_HDR 1 //[0 or 1] HDR : Not actual HDR - It just tries to mimic an HDR look (relatively high performance cost). #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_LUMASHARPEN 1 //[0 or 1] LumaSharpen : Also sharpens the antialiased edges which makes them less smooth - I'm working on fixing that. #define USE_LEVELS 0 //[0 or 1] Levels : Sets a new black and white point. This increases contrast but causes clipping. Use Curves instead if you want to avoid that. #define USE_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_MONOCHROME 0 //[0 or 1] Monochrome : Monochrome makes the colors disappear. #define USE_LIFTGAMMAGAIN 0 //[0 or 1] Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights (avoids clipping). #define USE_TONEMAP 0 //[0 or 1] Tonemap : Adjust gamma, exposure, saturation, bleach and defog (may cause clipping). #define USE_VIBRANCE 0 //[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_POSTSHARPEN 0 //[0 or 1] Post Sharpen : Luma Sharpen at the end of the chain. #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_COLORBLIND 0 //[0 or 1] Color Blind: Enable Color Blind Correction using LMS Daltonization Algorithm. #define USE_BORDER 0 //[0 or 1] Border : Makes the screenedge black as a workaround for the bright edge that forcing some AA modes sometimes causes. #define USE_SPLITSCREEN 0 //[0 or 1] Splitscreen : Enables the before-and-after splitscreen comparison mode. #define USE_CUSTOM 0 //[0 or 1] Custom : Write your own shader by editing custom.hlsl, and then enable it here. /*-----------------------------------------------------------. / SMAA Anti-aliasing settings / '-----------------------------------------------------------*/ #define SMAA_THRESHOLD 0.05 //[0.05 to 0.20] Edge detection threshold. If SMAA misses some edges try lowering this slightly. I prefer between 0.08 and 0.12. #define SMAA_MAX_SEARCH_STEPS 64 //[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 25 //[0 to 100] Determines the percent of antialiasing to apply to corners. 0 seems to affect fine text the least so it's the default. // -- Advanced SMAA settings -- #define COLOR_EDGE_DETECTION 1 //[0 or 1] Enables color edge detection (slower but slightly more acurate) or luma edge detection (faster) #define SMAA_DIRECTX9_LINEAR_BLEND 0 //[0 or 1] Using DX9 HARDWARE? (software version doesn't matter) if so this needs to be 1 - If not, leave it at 0. //Enable this only if you use a Geforce 7xxx series or older card, or a Radeon X1xxx series or older card. /*-----------------------------------------------------------. / FXAA Anti-aliasing settings / '-----------------------------------------------------------*/ #define FXAA_QUALITY__PRESET 39 //[1 to 39] Choose the quality preset. 39 is the highest quality. #define fxaa_Subpix 0.400 //[0.000 to 1.000] Choose the amount of sub-pixel aliasing removal. #define fxaa_EdgeThreshold 0.250 //[0.000 to 1.000] Edge detection threshold. The minimum amount of local contrast required to apply algorithm. #define fxaa_EdgeThresholdMin 0.060 //[0.000 to 1.000] Darkness threshold. Trims the algorithm from processing darks. /*-----------------------------------------------------------. / Gaussian Blur settings / '-----------------------------------------------------------*/ #define GaussEffect 2 //[0|1|2|3] 0 = Blur, 1 = Unsharpmask (expensive), 2 = Bloom, 3 = Sketchy. Default is 2 #define GaussQuality 1 //[0|1|2|3] Warning: 2 and 3 are expensive. Default is 1 #define GaussSigma 0 //[0 to 4] The higher the wider blur/bloom is (only effective when Bloom selected) #define GaussBloomWarmth 0 //[0|1|2|3] "Temperature" of the bloom - 0 = neutral, 1 = warm, 2 = hazy/foggy, 3 = Sekta -faster hazy/foggy with more softness and contrast (DX9 Only) #define GaussThreshold 0.50 //[0.00 to 1.00] [DX10/11 only] Threshold for what is a bright light (that causes bloom) and what isn't. #define GaussExposure 43.0 //[0.00 to 100.00] [DX10/11 only] Exposure of the effect (the lower the brighter) #define GaussStrength 0.16 //[0.00 to 1.00] Amount of effect blended into the final image /*-----------------------------------------------------------. / Film grain settings / '-----------------------------------------------------------*/ #define FilmGrainIntensity 0.40 //[0.00 to 1.00] Intensity of grain. Default is 0.46 #define FilmGrainExposure 30 //[0 to 100] Grain Exposure. Default is 40 (Lower -> darker noise) #define FilmGrainSize 6 //[0 to 10] Size of the grain. Default is 2 (Higher -> thinner noise) /*-----------------------------------------------------------. / Explosion settings / '-----------------------------------------------------------*/ #define Explosion_Radius 1.0 //[0.2 to 100.0] Amount of effect you want. /*-----------------------------------------------------------. / Chromatic Aberration settings / '-----------------------------------------------------------*/ #define outfocus 0.016 //[0.00 to 1.000] How strong the effect should be. /*-----------------------------------------------------------. / Chromatic Aberration 2 settings / '-----------------------------------------------------------*/ #define chromatic_strength 0.125 //[0.000 to 1.000] How strong the effect should be. /*-----------------------------------------------------------. / Cartoon settings / '-----------------------------------------------------------*/ #define CartoonPower 4.0 //[0.1 to 10.0] Amount of effect you want. #define CartoonEdgeSlope 6.0 //[0.1 to 8.0] Raise this to filter out fainter edges. You might need to increase the power to compensate. Whole numbers are faster. /*----------------------------------------------------------. / Advanced CRT settings / '----------------------------------------------------------*/ #define CRTAmount 1.00 //[0.00 to 1.00] Amount of CRT effect you want #define CRTResolution 1.0 //[1.0 to 8.0] Input size coefficent (low values gives the "low-res retro look"). Default is 1.2 #define CRTgamma 2.2 //[0.0 to 4.0] Gamma of simulated CRT (default 2.2) #define CRTmonitorgamma 2.4 //[0.0 to 4.0] Gamma of display monitor (typically 2.2 is correct) #define CRTBrightness 1.2 //[1.0 to 3.0] Used to boost brightness a little. Default is 1.0 #define CRTScanlineIntensity 2.0 //[2.0 to 4.0] Scanlines intensity (use integer values preferably). Default is 2.0 #define CRTScanlineGaussian 1 //[0 or 1] Use the "new nongaussian scanlines bloom effect". Default is on #define CRTCurvature 1 //[[0 or 1] "Barrel effect" enabled (1) or off (0) #define CRTCurvatureRadius 2.0 //[0.0 to 2.0] Curvature Radius (only effective when Curvature is enabled). Default is 1.5 #define CRTCornerSize 0.0100 //[0.0000 to 0.0020] Higher values, more rounded corner. Default is 0.001 #define CRTDistance 2.00 //[0.00 to 4.00] Simulated distance from viewer to monitor. Default is 2.00 #define CRTAngleX 0.00 //[-0.20 to 0.20] Tilt angle in radians (X coordinates) #define CRTAngleY -0.15 //[-0.20 to 0.20] Tilt angle in radians (Y coordinates). (Value of -0.15 gives the 'arcade tilt' look) #define CRTOverScan 1.00 //[1.00 to 1.10] Overscan (e.g. 1.02 for 2% overscan). Default is 1.01 #define CRTOversample 0 //[0 or 1] Enable 3x oversampling of the beam profile (warning : performance hit) /*-----------------------------------------------------------. / Bloom settings / '-----------------------------------------------------------*/ #define BloomThreshold 35.00 //[0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isn't. #define BloomPower 6.000 //[0.000 to 8.000] Strength of the bloom #define BloomWidth 0.0142 //[0.0000 to 1.0000] Width of the bloom /*-----------------------------------------------------------. / HDR settings / '-----------------------------------------------------------*/ #define HDRPower 1.30 //[0.00 to 8.00] Increasing HDR power Darkens the image more but loses detail in shadows. Keep within 0.50 of Radius2. #define radius2 0.87 //[0.00 to 8.00] Increasing Radius2 makes the image Brighter. But can make the image overly bright. Keep within 0.50 of HDRPower. Do not drop below 0.80 or exceed 1.00 /*-----------------------------------------------------------. / Cineon DPX settings / '-----------------------------------------------------------*/ #define Red 8.0 //[1.0 to 15.0] Seems to Individually control how much of a certian Colour Channel is Applied to the Image. Higher Numbers mean more Colour is Applied. #define Green 8.0 //[1.0 to 15.0] Seems to Individually control how much of a certian Colour Channel is Applied to the Image. Higher Numbers mean more Colour is Applied. #define Blue 8.0 //[1.0 to 15.0] Seems to Individually control how much of a certian Colour Channel is Applied to the Image. Higher Numbers mean more Colour is Applied. #define ColorGamma 2.5 //[0.1 to 2.5] Adjusts the Vibrance of the Cineon DPX. 1.0 is neutral Vibrance. under 1.0 increases Vibrance. Above 1.0 Decreases Vibrance. #define DPXSaturation 3.0 //[0.0 to 8.0] Adjusts the saturation of the Cineon DPX. 1.0 is neutral saturation. under 1.0 desaturates and above 1.0 saturates. #define RedC 0.5 //[0.20 to 0.60] Seems to individually control how much of a certian colours contrast is applied to an image. Lower Colours make the Image Brighter. While higher colours make the image darker. #define GreenC 0.5 //[0.20 to 0.60] Seems to individually control how much of a certian colours contrast is applied to an image. Lower Colours make the Image Brighter. While higher colours make the image darker. #define BlueC 0.5 //[0.20 to 0.60] Seems to individually control how much of a certian colours contrast is applied to an image. Lower Colours make the Image Brighter. While higher colours make the image darker. #define Blend 0.5 //[0.00 to 1.00] How strong the effect should be. Higher is stronger. It's Best to leave this at 0.50 otherwise all other values must be changed for the new effect strength. /*-----------------------------------------------------------. / LumaSharpen settings / '-----------------------------------------------------------*/ // -- Sharpening -- #define sharp_strength 1.50 //[0.10 to 3.00] Strength of the sharpening #define sharp_clamp 0.015 //[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|8|9] Choose a sample pattern. 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped, 8 = Normal + more texture passes, 9 = Pyramid with more taps #define offset_bias 1.5 //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern. Lower makes finer details less affected. //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) /*----------------------------------------------------------. / Levels settings / '----------------------------------------------------------*/ #define Levels_black_point 6 //[0 to 255] The black point is the new black - literally. Everything darker than this will become completely black. Default is 16.0 #define Levels_white_point 250 //[0 to 255] The new white point. Everything brighter than this becomes completely white. Default is 235.0 //Colors between the two points will stretched, which increases contrast, but details above and below the points are lost (this is called clipping). /*-----------------------------------------------------------. / TECHNICOLOR settings / '-----------------------------------------------------------*/ #define TechniAmount 0.40 //[0.00 to 1.00] Increasing this increases Technicolor Desaturation. #define TechniPower 4.00 //[0.00 to 8.00] Higher = Less bright. Lower = More bright. #define redNegativeAmount 0.98 //[0.00 to 1.00] Reducing these values adds more of the corresponding colour. #define greenNegativeAmount 0.88 //[0.00 to 1.00] Reducing these values adds more of the corresponding colour. #define blueNegativeAmount 0.90 //[0.00 to 1.00] Reducing these values adds more of the corresponding colour. /*-----------------------------------------------------------. / Monochrome settings / '-----------------------------------------------------------*/ #define Monochrome_conversion_values float3(0.18,0.41,0.41) //[-1.00 to 1.00] Percentage of RGB to include (should sum up to 1.00) /*-----------------------------------------------------------. / Lift Gamma Gain settings / '-----------------------------------------------------------*/ #define RGB_Lift float3(1.000, 1.000, 1.000) //[0.000 to 2.000] Adjust shadows for Red, Green and Blue #define RGB_Gamma float3(1.000, 1.000, 1.000) //[0.000 to 2.000] Adjust midtones for Red, Green and Blue #define RGB_Gain float3(1.000, 1.000, 1.000) //[0.000 to 2.000] Adjust highlights for Red, Green and Blue /*-----------------------------------------------------------. / Tonemap settings / '-----------------------------------------------------------*/ #define Gamma 1.000 //[0.000 to 2.000] Adjust midtones. Same as Lift Gamma Gain but reversed. Higher is darker. #define Exposure 0.000 //[-1.000 to 1.000] Adjust exposure. #define Saturation 0.000 //[-1.000 to 1.000] Adjust saturation. #define Bleach 0.000 //[-1.000 to 1.000] Brightens the highlights and fades the colors. Similar to Exposure. #define Defog 0.000 //[-1.000 to 1.000] How much of the color tint to remove. #define FogColor float3(0.00, 0.00, 0.00) //[-2.55 to 2.55, -2.55 to 2.55, -2.55 to 2.55] What color to remove. RGB. /*-----------------------------------------------------------. / Vibrance settings / '-----------------------------------------------------------*/ #define Vibrance 0.15 //[-1.00 to 1.00] Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation. Hardly affects already vibrant colors. // -- Advanced vibrance settings -- #define Vibrance_RGB_balance float3(1.00, 1.00, 1.00) //[-10.00 to 10.00,-10.00 to 10.00,-10.00 to 10.00] // A per channel multiplier to the Vibrance strength so you can give more boost to certain colors over others. /*-----------------------------------------------------------. / Curves settings / '-----------------------------------------------------------*/ #define Curves_mode 0 //[0|1|2] Choose what to apply contrast to. 0 = Luma, 1 = Chroma, 2 = both Luma and Chroma. Default is 0 (Luma) #define Curves_contrast 0.15 //[-1.00 to 1.00] The amount of contrast you want // -- Advanced curves settings -- #define Curves_formula 2 //[1|2|3|4|5|6|7|8|9|10|11|12|14] The contrast s-curve you want to use. //1 = Sine, 2 = Abs split, 3 = Smoothstep, 4 = Exp formula, 5 = Simplified Catmull-Rom (0,0,1,1), 6 = Perlins Smootherstep //7 = Abs add, 8 = Techicolor Cinestyle, 9 = Parabola, 10 = Half-circles, 11 = Cubic Catmull, 12 = Cubic Bezier Spline, 14 = Exp formula alternative //Note that Technicolor Cinestyle is practically identical to Sine, but runs slower. In fact I think the difference might only be due to rounding errors. //I prefer 2 myself, but 3 is a nice alternative with a little more effect (but harsher on the highlight and shadows) and it's the fastest formula. /*-----------------------------------------------------------. / Sepia settings / '-----------------------------------------------------------*/ #define ColorTone float3(1.00, 0.85, 0.40) //[0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to tint the image #define GreyPower 0.10 //[0.00 to 1.00] How much desaturate the image before tinting it #define SepiaPower 0.20 //[0.00 to 1.00] How much to tint the image /*-----------------------------------------------------------. / Color Blind Correction settings / '-----------------------------------------------------------*/ #define COLORBLIND_MODE 2 //[1, 2 or 3] 1 = Protanope, 2 = Deuteranope, 3 = Tritanope /*-----------------------------------------------------------. / Post Sharpen settings / '-----------------------------------------------------------*/ // -- Sharpening -- #define psharp_strength 0.75 //[0.10 to 3.00] Strength of the sharpening #define psharp_clamp 0.030 //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035 // -- Advanced sharpening settings -- #define ppattern 2 //[1|2|3|4|8|9] Choose a sample pattern. 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped, 8 = Normal + more texture passes, 9 = Pyramid with more taps #define poffset_bias 1.0 //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern. Lower makes finer details less affected. //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) /*-----------------------------------------------------------. / Vignette settings / '-----------------------------------------------------------*/ #define VignetteType 1 //[1|2|3] 1 = Original, 2 = New, 3 = TV style #define VignetteRatio 1.78 //[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. 1.78 (16/9). #define VignetteRadius 1.00 //[-1.00 to 3.00] lower values = stronger radial effect from center #define VignetteAmount -1.00 //[-2.00 to 1.00] Strength of black. -2.00 = Max Black, 1.00 = Max White. #define VignetteSlope 8 //[2 to 16] How far away from the center the change should start to really grow strong (odd numbers cause a larger fps drop than even numbers) #define VignetteCenter float2(0.500, 0.500) //[0.000 to 1.000, 0.000 to 1.000] Center of effect for VignetteType 1. 2 and 3 do not obey this setting. /*-----------------------------------------------------------. / Dither settings / '-----------------------------------------------------------*/ #define dither_method 1 //[1 or 2] 1 = Ordered dithering (very good and very fast), 2 = Random dithering (different but slightly slower dithering) //Note that the patterns used by Dither, makes an image harder to compress. //This can make your screenshots and video recordings take up more space. /*-----------------------------------------------------------. / Border settings / '-----------------------------------------------------------*/ #define border_width float2(1,100) //[0 to 2048, 0 to 2048] (X,Y)-width of the border. Measured in pixels. #define border_color float3(0, 0, 0) //[0 to 255, 0 to 255, 0 to 255] What color the border should be. In integer RGB colors, meaning 0,0,0 is black and 255,255,255 is full white. /*-----------------------------------------------------------. / Splitscreen settings / '-----------------------------------------------------------*/ #define splitscreen_mode 1 //[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 /*-----------------------------------------------------------. / Custom settings / '-----------------------------------------------------------*/ #define custom_strength 1.0 //[0.00 to 1.00] Adjust the strength of the effect /*-----------------------------------------------------------. / Key settings / '-----------------------------------------------------------*/ // This is the section where you can define your own key mapping // See the following URL to find out what keycode a key has: // http://www.cambiaresearch.com/articles/15/javascript-char-codes-key-codes // key_toggle_sweetfx = 145 ; 145 = Scroll Lock // key_screenshot = 44 ; 44 = Print Screen // key_reload_sweetfx = 19 ; 19 = Pause/Break /*-----------------------------------------------------------. / Misc settings / '-----------------------------------------------------------*/ // You can load and chain other DirectX wrappers (ENB, Helix, Windower...) // If the external wrapper is already named d3d9.dll, rename it into // something else like "d3d9_enb.dll" (note that even if this is commented it actually works) // external_d3d9_wrapper = none // external_dxgi_wrapper = none

Comments

niflexible
18 Aug 06:47 CEST

Pc_constantine, I got a quick question;
What parameter/value is responsible for the strong vibrant colors, what should I lower or increase to make it less vibrant like the grass

PC_Constantine
7 Jun 03:19 CEST

@Drogean I'm going to be doing presets for new games based on those settings. I like a really sharp game. Honestly I haven't touched this in a while because it's not installed on my PC anymore.

Drogean
2 Jun 01:48 CEST

just a FYI this ENB has done a completley 180 and went from a gritty noir look to bright as shit

DiegoAlatriste
31 May 20:38 CEST

It will be good! Thanks

PC_Constantine
31 May 20:29 CEST

I didn't sharpen it because it counter-acts with the SMAA, i'll try some sharpening though and see if I can find a nice balance. Thanks for the feedback

DiegoAlatriste
31 May 19:29 CEST

I really like your preset! More colors than the original, and it looks great, but sharper textures may could be better.

PC_Constantine
30 May 13:38 CEST

Lol! As I started playing more I quickly changed my mind on how I wanted it to look, I thought i'd try desaturated but the game was already so desaturated I started to not enjoy it. The coat was already yellowish but it was so desaturated you would never be able to tell it was. Quickly as I went through cutscene to cutscene I missed the colour found in peoples faces. One of the great things about SweetFX is you can just change your settings at whim and enjoy a new take on the game, and I very much did that. :P

LR4004
30 May 10:30 CEST

What...what happened? This SweetFX config started out as one that desaturates the game. And now it turns a brown coat into a yellow coat. Oo

BuNNy_
28 May 23:59 CEST

sweetfx in other games works with os x64

BuNNy_
28 May 23:55 CEST

Did you try the 64bit Dlls? -yes
64bit OS
when replacing files I receive a mistake the d3d11.dll file it isn't found system 32 when replacing writes that it is

PC_Constantine
28 May 01:58 CEST

"can not run x64 License upley when transferring file returns a file not found error in the system 32 dll. what key activation)"

I have no clue what this means. Is this an error message from you trying to run SweetFX with Watch_Dogs?

Did you try the 64bit Dlls?

Are you on a 32 bit OS or 64bit OS?

BuNNy_
27 May 13:59 CEST

can not run x64 License upley when transferring file returns a file not found error in the system 32 dll. what key activation)

PC_Constantine
27 May 12:35 CEST

Hey, you must use the 64bit files from the Sweetfx_x64 folder. Simply drag and overwrite the two matching .dll files in the .bin folder with the ones from the 64bit folder.

LR4004
27 May 10:38 CEST

Hello,

I tried this yesterday, but it didn't seem to work. Ingame there was no change, I could not enable / disable it.

I think I installed it right. Combined your settings with the shader from the guru3d download, then copied everything to /Watch_Dogs/bin

Any ideas?

Drogean
25 May 15:57 CEST

very gritty. i can see a lot of people loving this

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