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Violins77 Remixed Vegas 2

Created by Violins77
Added Nov. 13, 2014
Shader used: SweetFX 1.4
Preset description:
Not much to say... Just my attempt to inject some life in this awesome game!
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/******************************************* * * This file has been generated by RadeonPro * from a user defined profile * * http://www.radeonpro.info * *******************************************/ #define USE_SMAA_ANTIALIASING 1 #define USE_CARTOON 0 #define USE_ADVANCED_CRT 0 #define USE_BLOOM 1 #define USE_HDR 1 #define USE_LUMASHARPEN 1 #define USE_TECHNICOLOR 0 #define USE_DPX 0 #define USE_MONOCHROME 0 #define USE_LIFTGAMMAGAIN 0 #define USE_TONEMAP 1 #define USE_VIBRANCE 1 #define USE_CURVES 1 #define USE_SEPIA 0 #define USE_VIGNETTE 1 #define USE_DITHER 0 #define USE_BORDER 0 #define USE_SPLITSCREEN 0 /* Cartoon settings */ #define CartoonPower 1.0 // [0.1 to 10.0] Amount of effect you want. /* 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.O] 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 2.4) #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 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 1.28 // [0.00 to 8.00] Strangely lowering this makes the image brighter #define radius2 0.98 // [0.00 to 8.00] Raising this seems to make the effect stronger and also brighter /* LumaSharpen settings */ #define sharp_strength 2.40 // [0.10 to 3.00] Strength of the sharpening #define sharp_clamp 0.025 // [0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035 #define pattern 2 // [1|2|3|4] Choose a sample pattern. 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped. #define offset_bias 1.00 // [0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern. #define show_sharpen 0 // [0 or 1] Visualize the strength of the sharpen (multiplied by 4 to see it better) /* Technicolor settings */ #define TechniAmount 0.4 // [0.00 to 1.00] #define TechniPower 4.0 // [0.00 to 8.00] #define redNegativeAmount 0.88 // [0.00 to 1.00] #define greenNegativeAmount 0.88 // [0.00 to 1.00] #define blueNegativeAmount 0.88 // [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 0.36 // [0.60 to 0.20] #define GreenC 0.36 // [0.60 to 0.20] #define BlueC 0.34 // [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 0.980 // [0.000 to 2.000] Adjust midtones #define Exposure 0.00 // [-1.000 to 1.000] Adjust exposure #define Saturation 0.00 // [-1.000 to 1.000] Adjust saturation #define Bleach 0.00 // [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(0.00,0.00,2.55) // [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 -0.15 // [-1.00 to 1.00] Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation. /* 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 0.32 // [-1.00 to 1.00] The amount of contrast you want #define Curves_formula 2 // [1|2|3|4|5|6|7|8|9] The contrast s-curve you want to use. /* 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 VignetteRatio 1.80 // [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 1.5 // [-1.00 to 3.00] lower values = stronger radial effect from center #define VignetteAmount -1.2 // [-2.00 to 1.00] Strength of black. -2.00 = Max Black, 1.00 = Max White. #define VignetteSlope 10 // [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(0.500,0.500) // [0.000 to 1.000, 0.000 to 1.000] Center of effect. /* Dither settings */ #define dither_method 1 // [1 or 2] 1 = Ordering dithering (good and very fast), 2 = Random dithering (even better dithering but not as fast) /* Border settings */ /* Splitscreen settings */ #define splitscreen_mode 1 // [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

Violins77
14 Nov 04:04 CET

Thanks! I revived a couple old games this way, most are posted here! You have some really nice presets as well!

QTmodz
13 Nov 21:11 CET

Nice Preset mate :)

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