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UltraFXrealistic

Preset for Watch_Dogs
Created by m2kreturns
Added June 6, 2014
Shader used: SweetFX 1.5
Preset description:
Click /cliquer on /sur import settings for /pour radeon pro: http://mo41ixzo28.1fichier.com/ sweetfx 1.5.1 Windows 7 x64, extract this archive in the bin folder of the game, and right click on watch_dogs.exe, then go to the Compatibility tab and check, run this program in compatibility mode for: Windows 7, and then applied ok. start the game, preset UltraFXrealistic is included, no manipulation is required. ins button to activated and deactivated sweetfx Delete key to reload end key for screen, but it will appear in the bin folder of the game good game ;) download: ------------------------------- http://zuf3410wsf.1fichier.com/ ------------------------------- Pour windows 7 x64, extraire cette archive dans le dossier bin du jeu, et clique droit sur watch_dogs.exe, puis aller dans l'onglet compatibilité, puis cocher, exécuter ce programme en mode compatibilité pour: windows 7, ensuite appliqué et ok. lancer le jeu, le preset UltraFXrealistic est inclu, aucune manipulation est nécessaire. touche ins,pour activé sweetfx et desactivé touche suppr, pour reload touche fin, pour screen, mais ca apparaitra dans le dossier bin du jeu bon jeu ;) téléchargement: ------------------------------- http://zuf3410wsf.1fichier.com/ ------------------------------- close fraps / fermer fraps screenshots galery https://www.flickr.com/photos/125182422@N02/with/14168317850/ version 1.0 http://iwlwv2qxvi.1fichier.com/ version 1.1 http://w4mprrxn3o.1fichier.com/ excessive brightness corrected improve clarity more realistic luminosité trop forte corrigé, netteté améliorer plus réaliste video: https://www.youtube.com/watch?v=V2v4Gk2FYeI&feature=youtu.be THE WORSE MOD Patch 1.03+TW0.7b+MyDoF.&.settings http://mr9xa57fmx.1fichier.com/ Nouvelle / new video http://youtu.be/shlS3n2if0s
Download preset Show / Hide settings
/*-----------------------------------------------------------. / Description / '------------------------------------------------------------/ Game:Watch Dogs Author: M2kreturns SweetFX version: 1.5/Boulotaur2024 Injector. +Chromatic Aberration Shader. Description: version 1.1 Please note when tweaking settings that higher numbers does not always equal better (nor does lower). Finding the best settings for your game and your taste is about finding just the right amount to apply. If you made a good setttings preset please share it with your friends, on forums and websites, and/or submit it to the SweetFX Settings Database : http://sfx.thelazy.net/games/ This description field and the above Game and Author fields are here so you can fill in your own details for the presets you create. Just delete this description and fill in your own and then share it with the world. Hope you enjoy my mod. - CeeJay.dk /*-----------------------------------------------------------. / Choose effects / '-----------------------------------------------------------*/ // Set to 1 for ON or 0 for OFF #define USE_SMAA_ANTIALIASING 0 // [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_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_EXPLOSION 0 // [0 or 1] Explosion : Scatters the pixels, making the image look fuzzy. #define USE_CARTOON 0 // [0 or 1] Cartoon : "Toon"s the image.(Interferes with SMAA, CRT, Bloom, HDR and Lumasharpen) #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_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_LUMASHARPEN 1 // [0 or 1] LumaSharpen : Also sharpens the antialiased edges which makes them less smooth - I'm working on fixing that. #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_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_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 1 // [0 or 1] Tonemap : Adjust gamma, exposure, saturation, bleach and defog. (may cause clipping) #define USE_VIBRANCE 1 // [0 or 1] Vibrance : Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation. #define USE_CURVES 1 // [0 or 1] Curves : Contrast adjustments using S-curves. #define USE_SEPIA 0 // [0 or 1] Sepia : Sepia tones the image. #define USE_VIGNETTE 0 // [0 or 1] Vignette : Darkens the edges of the image to make it look more like it was shot with a camera lens. May cause banding artifacts. #define USE_DITHER 0 // [0 or 1] Dither : Applies dithering to simulate more colors than your monitor can display. This lessens banding artifacts (mostly caused by Vignette) #define USE_BORDER 0 // [0 or 1] Border : 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.h, and then enable it here. /*-----------------------------------------------------------. / SMAA Anti-aliasing settings / '-----------------------------------------------------------*/ #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. #define SMAA_MAX_SEARCH_STEPS 16 // [0 to 98] Determines the radius SMAA will search for aliased edges #define SMAA_MAX_SEARCH_STEPS_DIAG 6 // [0 to 16] Determines the radius SMAA will search for diagonal aliased edges #define SMAA_CORNER_ROUNDING 0 // [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] 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. //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 0.1 // [0.000 to 1.000] Choose the amount of sub-pixel aliasing removal. #define fxaa_EdgeThreshold 0.6 // [0.000 to 1.000] Edge detection threshold. The minimum amount of local contrast required to apply algorithm. #define fxaa_EdgeThresholdMin 0.07 // [0.000 to 1.000] Darkness threshold. Trims the algorithm from processing darks. /*-----------------------------------------------------------. / Chromatic aberration / '-----------------------------------------------------------*/ #define outfocus 0.01 // [0.00 to 1.000] How strong the effect should be. /*-----------------------------------------------------------. / Explosion settings / '-----------------------------------------------------------*/ #define Explosion_Radius 1.0 // [0.2 to 100.0] Amount of effect you want. /*-----------------------------------------------------------. / Cartoon settings / '-----------------------------------------------------------*/ #define CartoonPower 1.0 // [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. /*----------------------------------------------------------. / Levels settings / '----------------------------------------------------------*/ #define Levels_black_point 4 // [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 245 // [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). /*----------------------------------------------------------. / Advanced CRT settings / '----------------------------------------------------------*/ #define CRTAmount 1.00 // [0.00 to 1.00] Amount of CRT effect you want #define CRTResolution 1.2 // [1.0 to 8.0] Input size coefficent (low values gives the "low-res retro look"). Default is 1.2 #define CRTgamma 2.4 // [0.0 to 4.0] Gamma of simulated CRT (default 2.2) #define CRTmonitorgamma 2.2 // [0.0 to 4.0] Gamma of display monitor (typically 2.2 is correct) #define CRTBrightness 1.0 // [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 1.5 // [0.0 to 2.0] Curvature Radius (only effective when Curvature is enabled). Default is 1.5 #define CRTCornerSize 0.0010 // [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 -0.10 // [-0.20 to 0.20] Tilt angle in radians (Y coordinates). (Value of -0.15 gives the 'arcade tilt' look) #define CRTOverScan 1.01 // [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 0.10 // [0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isn't. #define BloomPower 0.100 // [0.000 to 8.000] Strength of the bloom #define BloomWidth 0.1000 // [0.0000 to 1.0000] Width of the bloom /*-----------------------------------------------------------. / HDR settings / '-----------------------------------------------------------*/ #define HDRPower 0.90 // [0.00 to 8.00] Strangely lowering this makes the image brighter #define radius2 0.87 // [0.00 to 8.00] Raising this seems to make the effect stronger and also brighter /*-----------------------------------------------------------. / LumaSharpen settings / '-----------------------------------------------------------*/ // -- Sharpening -- #define sharp_strength 1.50 // [0.10 to 3.00] Strength of the sharpening #define sharp_clamp 0.035 // [0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035 // -- Advanced sharpening settings -- #define pattern 1 // [1|2|3|4] Choose a sample pattern. 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped. #define offset_bias 1.50 // [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) /*-----------------------------------------------------------. / Gaussian Blur settings / '-----------------------------------------------------------*/ #define GaussEffect 1 // [0|1|2|3] 0 = Blur, 1 = Unsharpmask (expensive), 2 = Bloom, 3 = Sketchy. Default is 2 #define GaussQuality 0 // [0|1|2|3] Warning: 2 and 3 are expensive. Default is 1 #define GaussSigma 2 // [1 to 4] The higher the wider blur/bloom is (only effective when Bloom selected) #define GaussBloomWarmth 2 // [0|1|2] "Temperature" of the bloom - 0 = neutral, 1 = warm, 2 = hazy/foggy #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 0.25 // [0.00 to 1.00] Amount of effect blended into the final image /*-----------------------------------------------------------. / Film grain settings / '-----------------------------------------------------------*/ #define FilmGrainIntensity 0.8 // [0.00 to 1.00] Intensity of grain. Default is 0.46 #define FilmGrainExposure 25 // [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) /*-----------------------------------------------------------. / TECHNICOLOR settings / '-----------------------------------------------------------*/ #define TechniAmount 0.50 // [0.00 to 1.00] #define TechniPower 4.50 // [0.00 to 8.00] #define redNegativeAmount 0.50 // [0.00 to 1.00] #define greenNegativeAmount 0.50 // [0.00 to 1.00] #define blueNegativeAmount 0.50 // [0.00 to 1.00] /*-----------------------------------------------------------. / Cineon DPX settings / '-----------------------------------------------------------*/ #define Red 8.0 // [1.0 to 15.0] #define Green 8.0 // [1.0 to 15.0] #define Blue 8.0 // [1.0 to 15.0] #define ColorGamma 2.5 // [0.1 to 2.5] Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral. #define DPXSaturation 3.0 // [0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral. #define RedC 0.20 // [0.60 to 0.20] #define GreenC 0.20 // [0.60 to 0.20] #define BlueC 0.20 // [0.60 to 0.20] #define Blend 0.2 // [0.00 to 1.00] How strong the effect should be /*-----------------------------------------------------------. / Monochrome settings / '-----------------------------------------------------------*/ #define Monochrome_conversion_values float3(0.18,0.41,0.41) // [0.00 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 1.200 // [0.000 to 2.000] Adjust midtones #define Exposure 0 // [-1.000 to 1.000] Adjust exposure #define Saturation -0.2 // [-1.000 to 1.000] Adjust saturation #define Bleach 0.000 // [0.000 to 1.000] Brightens the shadows and fades the colors #define Defog 0.000 // [0.000 to 1.000] How much of the color tint to remove #define FogColor float3(0.00,0.00,0) // [0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to remove - default is blue /*-----------------------------------------------------------. / Vibrance settings / '-----------------------------------------------------------*/ #define Vibrance 0.20 // [-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(4.2, 0.0, 3.3) // [-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 1.00 // [-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 settings / '-----------------------------------------------------------*/ #define ColorTone float3(1.40, 1.10, 0.90) // [0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to tint the image #define GreyPower 0.11 // [0.00 to 1.00] How much desaturate the image before tinting it #define SepiaPower 0.58 // [0.00 to 1.00] How much to tint the image /*-----------------------------------------------------------. / Vignette settings / '-----------------------------------------------------------*/ #define VignetteType 1 // [1|2|3] 1 = Original, 2 = New, 3 = TV style #define VignetteRatio 1.00 // [0.15 to 6.00] Sets a width to height ratio. 1.00 (1/1) is perfectly round, while 1.60 (16/10) is 60 % wider than it's high. #define VignetteRadius 1.00 // [-1.00 to 3.00] lower values = stronger radial effect from center #define VignetteAmount -1.00 // [-2.00 to 1.00] Strength of black. -2.00 = Max Black, 1.00 = Max White. #define VignetteSlope 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 2 // [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 3 // [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 /*-----------------------------------------------------------. / 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 = 45 ; 45 = Einfg // key_screenshot = 35 ; 35 = Ende-> // key_reload_sweetfx = 46 ; 46 = Entf /*-----------------------------------------------------------. / 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

nick69
12 Jun 05:36 CEST

is perfect, great work !!

Coolwhip
8 Jun 17:59 CEST

Ok cool. Thanks.

wael
8 Jun 17:15 CEST

m2kreturns / i tried ur preset and took my time , it's very good specially at night

but it needs a little something :

at sunshine or sunset , the sun rays colour is between yellow and orange , can u make it a little more orange ?
it would be great

just like that pic from "pitrexx"
preset

http://sfx.thelazy.net/games/screenshot/9896/

also the streets at daylight have a big brightness
try to lower it a little

that's all and thanks again

wael
8 Jun 17:05 CEST

radeon pro runs with nvidia or amd cards
it's just a normal program

FEARkingpin
8 Jun 08:10 CEST

finally :D
gonna try this out hehe

m2kreturns
8 Jun 02:43 CEST

Coolwhip, yes you can use radeon pro, but it is useful just for windows 8.1, windows 7 x64, the file is available for the run.

Coolwhip
8 Jun 02:18 CEST

I am confused.

Do I use the Raedon PRO even if I have a nvidia card? Or what? I am very confused here.

In short if you don't under stand. I would like a version without Radeon pro or for SweetFX 1.5

m2kreturns
7 Jun 17:24 CEST

glad to have helped, thank you you for your comment, I reposted the fx sweet, knowing that the problem was not my settings. ;)

wael
7 Jun 16:36 CEST

yesss did it , ur files i the trick
i imported ur sweetfx files to radeon pro the importe the preset

it was my sweetfx which is not compatiple
with ur preset

and guess what i think ur preset is better that the realistic one of "piterrx"

thanks bro , thank u so much

m2kreturns
6 Jun 17:20 CEST

the configuration must be activated as screen, no more, no less
http://sfx.thelazy.net/games/screenshot/10321/

m2kreturns
6 Jun 17:18 CEST

another option must surely be enabled in your radeon pro, such as sepia disables whether it should not be, I'm testing my brother has had the same orange color, it was sepia which was activated and btw I do not know why it is active, but the settings must be activated as on screen

why
- Import settings
I click in the empty window radeon

I click on the launcher enssuite profile puts its default then I re-launch is important and its worked

or just here with my sweetfx configuration loaded
http://tgx6mwwg67.1fichier.com/

thank you for your return

m2kreturns
6 Jun 16:55 CEST

I see it is far from the quality of my screen

wael
6 Jun 16:46 CEST

u see that orange colour it's not right
,, also the game at day light it's not realistic

i think the reason is sweetfx files
because farcry 3 also has this problem with any preset at radeon pro ,, howeever ac4 , sleeping dogs and more games running well

wael
6 Jun 16:42 CEST

https://fbcdn-sphotos-f-a.akamaihd.net/hphotos-ak-xpf1/t31.0-8/p843x403/10368875_10203695809533024_1162418358810275012_o.jpg

wael
6 Jun 15:26 CEST

yes i am using radeon pro , the realistic preset of "piterrxd" running perfect , but yours is not running correctly ,, i don't know why ?!!

i will try to get u screen shot

FEARkingpin
6 Jun 14:22 CEST

this is beautiful!
i think this rivals piterrrxd's preset :)
i wanna test this out as soon as it comes out :)

m2kreturns
6 Jun 14:15 CEST

can you post a screen of what you see please do

m2kreturns
6 Jun 14:15 CEST

even with radeon pro you have these strange color?

wael
6 Jun 14:08 CEST

i tell u what , can u upload ur sweetfx files ?

wael
6 Jun 13:56 CEST

don't know what to say ,but i really hope u tell me what to do , cause i like it so much but as i said the game didn't look like ur pics it had strange colours

by the way ,, i am using sweetfx 1.4 made by CeeJay.dk

m2kreturns
6 Jun 09:04 CEST

ok I'll see ca. for download links and the sweetfx. normally it works flawlessly. sweetfx only for me it does not work I just did copy the same settings on the sweetfx configurator and do export. but I recall that it works smoothly with radeon pro

wael
6 Jun 04:20 CEST

I tried it but it didn't work correctly ( strange colours ), i am using radeon pro which using sweetfx 1.4 ,, currently i play with realstic preset of "piterrrxd" it works perfectly with radeon pro , but i like this preset and want to try it , any solutions ?
by the way i tried your radeon pro link and download preset " button" link
same problem

wael
6 Jun 03:04 CEST

OOOOOOOOOOOOOOOOOH , THAT'S GREAT
I sdould try it thank u so much

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