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K-putt'e Config 1.1

Created by K-putt
Added Nov. 11, 2014
Updated 12 Nov 02:36 CET
Shader used: SweetFX 1.5
Preset description:
••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••• • CeeJay.dk released a new SweetFX Version. 1.5.1 • I added all his new and updated Shaders to Boulotaur2024's Injector which has x64 support. • I also added a Chromatic Aberration Shader to this version. • You'll need this Version to get the same results as me. • DOWNLOAD HERE • sFX.TheLazy - http://goo.gl/W2kZQQ • For questions or requests visit the forum - http://sfx.thelazy.net/forum/ • Or visit the official SweetFX subreddit - http://www.reddit.com/r/sweetfx ••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••• K-putt'e Ass Creed: Unity Config 1.1 •SMAA •LUMASHARPEN •LEVELS •GAUSSIAN - UNSHARPMASK •TONEMAP •VIBRANCE •CURVES •DITHER ••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••• Update 1.1 •Small changes to Gaussian, Levels and Tonemap. •••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••
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/*-----------------------------------------------------------. / Description / '------------------------------------------------------------/ Game: Assassin's Creed Unity Author: K-putt SweetFX version: 1.5.1/Boulotaur2024 Injector. +Chromatic Aberration Shader. Description: $$\ $$\ $$\ $$\ $$\ $$$$$$\ $$$$$$\ $$\ $$ | $$ | $$ | $$ | $ | $$ __$$\ $$ __$$\ \__| $$ |$$ / $$$$$$\ $$\ $$\ $$$$$$\ $$$$$$\ \_/ $$$$$$\ $$ / \__| $$$$$$\ $$$$$$$\ $$ / \__|$$\ $$$$$$\ $$$$$ / $$$$$$\ $$ __$$\ $$ | $$ |\_$$ _| \_$$ _| $$ __$$\ $$ | $$ __$$\ $$ __$$\ $$$$\ $$ |$$ __$$\ $$ $$< \______|$$ / $$ |$$ | $$ | $$ | $$ | $$$$$$$$ | $$ | $$ / $$ |$$ | $$ |$$ _| $$ |$$ / $$ | $$ |\$$\ $$ | $$ |$$ | $$ | $$ |$$\ $$ |$$\ $$ ____| $$ | $$\ $$ | $$ |$$ | $$ |$$ | $$ |$$ | $$ | $$ | \$$\ $$$$$$$ |\$$$$$$ | \$$$$ | \$$$$ | \$$$$$$$\ \$$$$$$ |\$$$$$$ |$$ | $$ |$$ | $$ |\$$$$$$$ | \__| \__| $$ ____/ \______/ \____/ \____/ \_______| \______/ \______/ \__| \__|\__| \__| \____$$ | $$ | $$\ $$ | $$ | \$$$$$$ | \__| \______/ K-putt'e Ass Creed: Unity Config 1.1 •SMAA •LUMASHARPEN •LEVELS •GAUSSIAN - UNSHARPMASK •TONEMAP •VIBRANCE •CURVES •DITHER *--------------------------------------------------------* | Optional | *--------------------------------------------------------* *--------------------------------------------------------* | Updates | *--------------------------------------------------------* •Small changes to Gaussian, Levels and Tonemap. *--------------------------------------------------------* | Miscellaneous | *--------------------------------------------------------* • CeeJay.dk released a new SweetFX Version. 1.5.1 • I added all his new and updated Shaders to Boulotaur2024's Injector which has x64 support. • I also added a Chromatic Aberration Shader to this version. • You'll need this Version to get the same results as me. • DOWNLOAD HERE • sFX.TheLazy - http://goo.gl/W2kZQQ • For questions or requests visit the forum - http://sfx.thelazy.net/forum/ • Or visit the official SweetFX subreddit - http://www.reddit.com/r/sweetfx /*-----------------------------------------------------------. / 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_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 1 //[0 or 1] Levels : Sets a new black and white point. This increases contrast but causes clipping. Use Curves instead if you want to avoid that. #define USE_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 0 //[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 1 //[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 1 //[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 0.08 //[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 25 //[0 to 98] Determines the radius SMAA will search for aliased edges #define SMAA_MAX_SEARCH_STEPS_DIAG 12 //[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 0.4 //[0.000 to 1.000] Choose the amount of sub-pixel aliasing removal. #define fxaa_EdgeThreshold 0.01 //[0.000 to 1.000] Edge detection threshold. The minimum amount of local contrast required to apply algorithm. #define fxaa_EdgeThresholdMin 0.01 //[0.000 to 1.000] Darkness threshold. Trims the algorithm from processing darks. /*-----------------------------------------------------------. / Chromatic aberration / '-----------------------------------------------------------*/ #define outfocus 0.006 //[0.00 to 1.000] How strong the effect should be. /*-----------------------------------------------------------. / Explosion settings / '-----------------------------------------------------------*/ #define Explosion_Radius 3.0 //[0.2 to 100.0] Amount of effect you want. /*-----------------------------------------------------------. / Cartoon settings / '-----------------------------------------------------------*/ #define CartoonPower 8.0 //[0.1 to 10.0] Amount of effect you want. #define CartoonEdgeSlope 2.0 //[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 -2 //[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 255 //[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 1.0 //[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 20.25 //[0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isn't. #define BloomPower 1.446 //[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] 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 0.5 //[0.10 to 3.00] Strength of the sharpening #define sharp_clamp 0.034 //[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 1.2 //[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 1 //[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 0 //[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 0.3 //[0.00 to 1.00] Amount of effect blended into the final image /*-----------------------------------------------------------. / Film grain settings / '-----------------------------------------------------------*/ #define FilmGrain_strength 0.08 //[0.01 to 1.00] How visible the grain is. Higher is more visible. #define FilmGrain_variance 0.16 //[0.01 to 1.00] Controls the variance of the gaussian noise. Lower values look smoother. /*-----------------------------------------------------------. / TECHNICOLOR settings / '-----------------------------------------------------------*/ #define TechniAmount 0.46 //[0.00 to 1.00] #define TechniPower 4.0 //[0.00 to 8.00] #define redNegativeAmount 0.74 //[0.00 to 1.00] #define greenNegativeAmount 0.83 //[0.00 to 1.00] #define blueNegativeAmount 0.9 //[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 4.5 //[0.1 to 2.5] Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral. #define DPXSaturation 0.3 //[0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral. #define RedC 0.35 //[0.60 to 0.20] #define GreenC 0.35 //[0.60 to 0.20] #define BlueC 0.3 //[0.60 to 0.20] #define Blend 0.1 //[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(1.0, 1.0, 1.0) //[0.000 to 2.000] Adjust shadows for Red, Green and Blue #define RGB_Gamma float3(1.0, 1.0, 1.0) //[0.000 to 2.000] Adjust midtones for Red, Green and Blue #define RGB_Gain float3(1.0, 1.0, 1.0) //[0.000 to 2.000] Adjust highlights for Red, Green and Blue /*-----------------------------------------------------------. / Tonemap settings / '-----------------------------------------------------------*/ #define Gamma 1.05 //[0.000 to 2.000] Adjust midtones #define Exposure 0.0 //[-1.000 to 1.000] Adjust exposure #define Saturation -0.1 //[-1.000 to 1.000] Adjust saturation #define Bleach 0.0 //[0.000 to 1.000] Brightens the shadows and fades the colors #define Defog 0.4 //[0.000 to 1.000] How much of the color tint to remove #define FogColor float3(-0.01, 0.0, 0.01) //[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 0.65 //[-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(0.4, 0.2, 0.3) //[-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 0.3 //[-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(1.26, 1.10, 0.80) //[0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to tint the image #define GreyPower 0.0 //[0.00 to 1.00] How much desaturate the image before tinting it #define SepiaPower 0.2 //[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 -0.40 //[-2.00 to 1.00] Strength of black. -2.00 = Max Black, 1.00 = Max White. #define VignetteSlope 1 //[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(0,0) //[0 to 2048, 0 to 2048] (X,Y)-width of the border. Measured in pixels. If this is set to 0,0 then the border_ratio will be used instead #define border_ratio float(2.0 / 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. //Examples that work: (1680.0 / 1050.0), (16.0 / 10.0), (1.6) Examples that does NOT work right: (1680 / 1050), (16 / 10) #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 /*-----------------------------------------------------------. / 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 = // external_dxgi_wrapper =

Comments

jonathan1107
25 Feb 06:03 CET

UPDATE 4:

well I'll be damned. I managed to FIX all my problems AND have my osd running along with sweetfx...

for some weird reason, turning the "direct d3 compatibility" feature in the Rivatuner stat server settings was the way to get BOTH sweetfx AND the osd to run together...

Normally turning ON that setting is recommended for multiple OSD conflicts... but in this instance, turning it off solved everything... heck I have no clue why lol... but thought I'd share it with everybody.

jonathan1107
25 Feb 05:31 CET

UPDATE 3:

well well well. I finally got it to work... I had removed asu.exe from the rivatuner stats server and made sure that its osd wasn't conflicting... but apparantly i needed to close down anything related to rivatuner. so I closed rivatuner and MSI afterburner completly which resulted in sweetfx FINALLY working...

good news: finally it works
bad news: I have no OSD which is super important to me (I need to be able to monitor fps, take screenshots and videos, monitor temps etc...)

I'll try and find a fix. I'll report back my progress for future reference and for the other people out there having issues with sweetfx

jonathan1107
25 Feb 05:27 CET

UPDATE 2: forgot to mention: "when I crash after starting asu.exe I get the rtsshooks64.dll crash" but I forgot to mention that somehow my desktop resolution is greatly reduced when i come back (alt-tab) out of game...

as soon as I click "ok" on the crash report the resolution comes back to normal again...

jonathan1107
25 Feb 05:19 CET

UPDATE:

when I copy the .dll files (from the x64 folder) into the game dir

the sweetfx seems to "want to work" (by this I mean the log.log file looks like this:

"
[23:17:21] D3D10CreateDeviceAndSwapChain failed: 0000000080070057 !
[23:17:22] D3D11CreateDeviceAndSwapChain redirected successfully
[23:17:22] Hooking swapchain...
[23:17:26] ResizeBuffers succeeded !"

But then as soon as the game loads I get a blackscreen (game frozen) and when I exit the game I get the "...unity has crashed" etc...

with the following module as being faulty "RTSSHooks64.dll"

any ideas??

jonathan1107
25 Feb 05:00 CET

Here's the info u need to know: - I'm runnin windows 7 64 bit - using sweetfx 1.5.1 (with the boulotaur 2024 files) which I downloaded off of K-Putt's unity preset - using kputt's preset for unity - at first I dragged the files into the game dir. I noticed it contains a folder named "x64 dlls" (or something like that). So I kept the folder structure intact (when I do this, the game starts but there is absolutly no sweetfx running (not even a log.log file after closing game) - I get more interesting results when I drag the 2x .dlls files from the "x64 dlls" folder to the game dir (these 2x dlls are dxgi and d3d9.dll or something like that) when I do that last, I get log.log file with no errors shown but still no effect in the game. Kputt says in the preset page comments that he configured his preset to use the ins/home/pgup buttons to be the toggle buttons for the sweetfx effects... even when using them, still nothing working... I suspect it could be my other programs. but then again I took all the necessary steps. I'm using MSI AB alongside RivaTuner stat server with the d3d compatibility feature to avoid conflict between sweetfx and my osd... What am I missing?

Freeman
21 Dec 15:51 CET

The best preset !

keep up you good work...

Thanks

link976
26 Nov 13:28 CET

Im running on WIn 64 bits so I tryed to add extension Dll X64 but its not working either , and my games don't start anymore now

link976
26 Nov 13:19 CET

Yeah I have done that remapping the keys and its working but not in game. I mean my sweetfx status in the configurator is set to active but isnt working in my games. And its the same for all games...
I really dunno what to do

K-putt
25 Nov 19:20 CET

I bound the toggle keys to Insert, Delete and the End key above the arrow keys. You can change them in the settings file.

link976
25 Nov 17:32 CET

Hi guys,
Im sorry but i need some help.I don't get it coz i have done nothing wrong yet my sweetFX is working and activated but I just can't enable and disable it whenever i want. My toggle keys aren't working. If someone can help me please.
Im on Win 7 and Nvidia card

Immortalis3001
22 Nov 04:59 CET

@alession @K-putt

Same problem here, I'm on Win 8.1 and I always manage to get SweetFX working with other games (even without Radeon Pro). However, this time no crashes or anything but nothing triggers Sweetfx on...I feel it's the uplay overlay even though it's turned off in game...

Stolen_X
15 Nov 19:32 CET

@ houz189
U need to change UTF-8 to ANSI format.Open txt,then click save as,and change format.

P.S>Sry for my english

Stolen_X
15 Nov 19:26 CET

Here is mine SweetFX pack,for those who have problems with launch.

https://www.mediafire.com/?broess7g9qc2o3m

RiiNeYScOo
15 Nov 12:02 CET

It's good I found infact I replaced the files from sweetfx by this ====> http://www39.zippyshare.com/v/67736824/file.html
if it can help someone :)

RiiNeYScOo
15 Nov 11:37 CET

Hello I have a problem with your preset when I install it does not appear in the game as well as all other preset for ACU someone you he had the same problem? And there you found a solution?

Snaker
15 Nov 08:10 CET

Hello, first of all, thank you for the awesome presets you always provide.

I don't know why I can't make SweetFX works with x64 games. I always used your profiles for x32 games like AC Black Flag, and had no problems.

But I've tried with Battlefield 4 and AC Unity and can't make it works. With the x32 launcher of Battlefield 4 everything worked fine. I read all the comments and instructions, but nothing worked here. Also the log file says that everything was loaded succesfully.

Any idea of what can I do?

I'm using Win7 64bit and original AC Unity.

viveks680
15 Nov 05:40 CET

Crashes on the 'religious beliefs' thingy screen after the nvidia gameworks intro.Using Win7 64bit.No radeonPro. Original copy of game, patch 1.2.0. here is the log.log file

[09:54:09] D3D11CreateDeviceAndSwapChain redirected successfully
[09:54:09] Hooking swapchain...
[09:54:17] ResizeBuffers succeeded !
[09:54:17] Created DeferredContext successfully !
[09:54:17] Initializing SMAA (width: 1366, height: 768)...
[09:54:18] SMAA enabled
[09:54:31] D3D10CreateDeviceAndSwapChain failed: 0000000080070057 !
[09:54:36] D3D11CreateDeviceAndSwapChain failed: 0000000080070057 !

houz189
14 Nov 17:50 CET

Hello I have a big problem. I'm using Windows 7 SP1 x64.

I try to open the game with your preset and Boulotaur2024's Injector but my game crash. Any solutions ? Thanks

RiiNeYScOo
14 Nov 16:37 CET

Es anyone here happens to start a game as an administrator and at the same time used radeon pro? Me when I start a game as administrator radeon pro is not recognized in the game ... And this is true in all games, any idea?

crashtest22
14 Nov 01:17 CET

What does this all mean.
Tried a few diff ways to get it working

[16:14:48] D3D11CreateDeviceAndSwapChain redirected successfully
[16:14:48] Hooking swapchain...
[16:14:52] ResizeBuffers succeeded !
[16:14:52] Created DeferredContext successfully !
[16:14:52] Unable to load 'FXAA_DX11.fx': ..\..\SweetFX_settings.txt(68,33): warning X1519: 'FXAA_QUALITY__PRESET' : macro redefinition
FXAA.h(1001,33): error X3004: undeclared identifier 'FXAA_QUALITY__P0'

Blair1807
13 Nov 12:40 CET

When using RadeonPro and after importing a profile, you have to "Apply" the profile by right-clicking on the game on the left side of radeonpro, in german it has a bad translation and is calles "Jetzt bewerben"...you also have to run Radeon Pro in 32/64-Bit mode....you can see it down right under the AMD logo...

Onikage
13 Nov 12:21 CET

Does SMAA work when forced through sweetfx in this game?

alessio
13 Nov 12:19 CET

@Blair1807
I have done what you said, but doesn't work. any ideas?

Blair1807
13 Nov 11:55 CET

It works with Windows 8.1:

In Quentins Sweet FX Profile you can find a download to very up-to-date SweetFx files with the Darkness Fix, implement these files in RadeonPro , choose KPutt's Config and start the game. You can even let the gaussian filter be activated. Looks really great.

I activated FXAA and Vsync of which I am normally no friend of, but the game looks great and the output image is calm.

captnnemo
13 Nov 02:56 CET

Yup..I saw the difference with no FXAA, thanx,

As for fraps, I found a work around...

Put game to bordeless, then start fraps, put back game to full screen and voilà!! ..FPS shows and you can switch on/off settings :)

Thank you again and by the way, the game looks gorgeous with your pre-set. keep em coming :D

K-putt
13 Nov 02:46 CET

I'm using afterburner. FXAA, it's up to you. I have it disabled because they use a very blurry FXAA setting.

captnnemo
13 Nov 02:32 CET

And one last question...Do I need to de-activate FXAA in game..put it off ?

Tnx

captnnemo
13 Nov 02:31 CET

@K-Putt

Nice!! It worked .. Now is there anything I can use to measure the fps with it working also ? ..Does not work with fraps activated.

Maybe bordeless ??

Anything you could recommend ?

Thnx :)

K-putt
13 Nov 02:17 CET

Ah, yes. You have to rename the file you downloaded.

Rename
SweetFX_Settings_Assassin’s Creed- Unity_K-putt'e Config 1.1.txt
to
SweetFX_Settings.txt

I have to talk with Terresque about that. The website should automatically rename the file before the download.

captnnemo
13 Nov 00:40 CET

The dxgi.dll(x64) makes the game crash...

That's the message I get :

[18:38:50] D3D11CreateDeviceAndSwapChain redirected successfully
[18:38:50] Hooking swapchain...
[18:38:55] ResizeBuffers succeeded !
[18:38:55] Created DeferredContext successfully !
[18:38:55] Initializing SMAA (width: 1920, height: 1080)...
[18:38:55] Unable to load 'SMAA_DX11.fx': ..\..\SweetFX_preset.txt(1,10): error X1507: failed to open source file: 'D:\Program Files (x86)\Assassin's Creed Unity-GOLD EDITION-SKIDROWCRACK\SweetFX_Settings_Assassin’s Creed- Unity_K-putt'e Config 1.1.txt'

K-putt
13 Nov 00:21 CET

I use the same files that i uploaded to the official download page on this site.

You only need the dxgi.dll(x64),preset and settings.txt, and the whole sweetfx folder.

Also, if the game is crashing, check the log.log file for clues on what happened. It's created if SweetFX was successfully injected into the game.

First thing you should always try is to disable any overlays. Rivatuner, Steam, Uplay.. you name it.

captnnemo
12 Nov 22:50 CET

Maybe someone that has it work for him could upload the files needed the way they are in his install folder and we could just overwrite and try it. Just a suggestion...

alessio
12 Nov 21:59 CET

@Captnnemo i have your same problem...I don't understand what I have to do

yoi386
12 Nov 21:42 CET

You can still screenshots

captnnemo
12 Nov 21:17 CET

Oh btw, Im on 7 ultimate and Nvidia card

captnnemo
12 Nov 21:17 CET

@ChairmanZZZ -

The culprite is the X64 dxgi.dll

As soon as I use that one, the game crashes. If I use the normal one, game starts but sweetfx don't work. I also changed permissions for full access on both Installed folder and .EXE file

Im lost, what can I do ?

Thnx

alessio
12 Nov 21:12 CET

Yes but in Sweetfx files root location you have to put Boulotaur2024's Injector. in this folder there are Sweetfx, X64_dll's, d3d9.dll, dxgi.dll and sweetfx preset, readme and settings. Do i have to use X64_dll's or normal d3d9 and dxgi?

K-putt
12 Nov 21:07 CET

Radeonpro doesn't need the .dll's. It has it's own injector.

alessio
12 Nov 20:58 CET

I tried but nothing...
in the Boulotaur2024's Injector must i use X64_dll's? always with radeonpro

K-putt
12 Nov 20:44 CET

Probably becaues i use the gaussian shader. That one probably doesn't work with RadeonPro. Disable it in the settings file and try again.

#define USE_GAUSSIAN 1
to
#define USE_GAUSSIAN 0

alessio
12 Nov 20:40 CET

I have sweetfx in every game with Boulotaur2024's Injector and Radeonpro on windows 8.1, but in this game sweetfx doesn't work. any ideas?

chairmanZZZ
12 Nov 20:22 CET

@Ombrres As this is a x64 bit game, make sure you are using the Boultor's x64 .dll files located in a separate folder in the zip. If you are experiencing crashing after doing this you might have to make sure you have full admin access/permissions to the ACU folder as well as maybe adding the acu.exe to your antivirus exceptions list. I know in the past my antiviral program likes to block sweetfx on certain exe's so that might help you out. (This is windows 7 btw)

Ghoster
12 Nov 18:08 CET

Great preset like always. Make the game more visually enjoyable. I like the fact that your presets are always on point without changing much visual saturation etc, in all games. keeping them close to original with just the right amount of visual boost the games requires. :)

Ombrres
12 Nov 14:36 CET

The SweetFx doesn't work on my game, I put the Boultor's files in my root directory game and I replace the preset by your preset but nothing to change in my game.
What should I do ?

QTmodz
12 Nov 14:07 CET

chairmanZZZ

Mine works without radeonpro if you are using windows 7. I am only using RadeonPro because i am running windows 8.1. But if you are on win 7 your good to go.

Hey K, Nice Preset

Bl4ckH4nd
12 Nov 13:10 CET

Thanks for another great preset. I use yours in almost all my games :D

chairmanZZZ
12 Nov 05:45 CET

Love your preset as always! I always prefer using this over the in-game anti-aliasing as it saves on performance and always looks just as good if not better in some instances. Also the fact that this doesn't require radeonpro like a lot of other presets is a huge +!

K-putt
12 Nov 00:52 CET

Thanks. You're probably on Windows 8.1 then? Nothing i can do there. You can still use the preset with RadeonPro. Just make sure to disable the guassian setting since that isn't supported by radeonpro.

ELCID777
11 Nov 21:54 CET

Looks mag-fucking-nificent, as always. If only I could get your presets to work for once...

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