/*===========================================//
// Description //
//===========================================//
Game: Grand Theft Auto 5
Author: K-putt
SweetFX/Injector version: v2.0 Preview 8 by CeeJay.dk / ReShade 0.18.4
Description:
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K-putt'e Grand Theft Delay V Config 1.2
• SMAA
• LEVELS
• LUMASHARPEN
• LIFTGAMMAGAIN
• VIBRANCE
• TONEMAP
• CURVES
//===========================================//
// Optional //
//===========================================//
• You can use SMAA or FXAA.
• To enable FXAA set #define USE_FXAA to 1 and #define USE_SMAA to 0
• (Image might get a bit too blurry with FXAA enabled)
• You can fix this with a #define sharp_strength value of ~ 1.1
• Disable the ingame FXAA
//===========================================//
// Updates //
//===========================================//
Update 1.1
• Small changes to.. i don't know anymore. Nothing big though.
• Changed default anti aliasing to SMAA.
Update 1.2
• Recommended ReShade version is now 0.18.4
• This version fixed the laggy start menu and you can rename the .dll to dxgi.dll
• No changes to the preset itself however
//===========================================//
// Miscellaneous //
//===========================================//
• You'll need this version to get the same results as me.
• (v2.0 Preview 8 by CeeJay.dk | ReShade 0.18.4)
• DOWNLOAD HERE
• sfx.thelazy.net - http://goo.gl/l1isIw
• For questions or requests visit the forum - http://sfx.thelazy.net/forum/
• For ReShade support visit the official ReShade forum - http://reshade.me/forum/index
• Or visit the official SweetFX subreddit - http://www.reddit.com/r/sweetfx
• While you're at it.. why aren't you following me on Twitter or FlickR yet?
• Twitter - https://twitter.com/Kputt
• FlickR - https://www.flickr.com/photos/k_putt/
//============================================//
// Choose //
// Effects //
//============================================*/
// Effects are listed in the order that they are applied.
// Set to 1 for ON or 0 for OFF
#define USE_ASCII 0 //[0 or 1] Ascii : Converts the image to Ascii-art.
#define USE_CARTOON 0 //[0 or 1] Cartoon : "Toon"s the image.
#define USE_SMAA 1 //[0 or 1] SMAA Anti-aliasing : Smoothens jagged lines using the SMAA technique.
#define USE_FXAA 0 //[0 or 1] FXAA Anti-aliasing : Smoothens jagged lines using the FXAA technique.
#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 : Mimics the look of a cheap camera lens, by distorting the colors.
#define USE_ADVANCED_CRT 0 //[0 or 1] Advanced CRT : Simulates an old CRT TV display. (has a very high performance cost)
#define USE_PIXELART_CRT 0 //[0 or 1] PixelArt CRT : Scanlines for pixel art (high performance cost)
#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 : Sharpens the image.
#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_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_COLORMATRIX 0 //[0 or 1] Color Matrix : Allows color modification using a user-defined color matrix.
#define USE_LIFTGAMMAGAIN 1 //[0 or 1] Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights.
#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_FILMGRAIN 0 //[0 or 1] Film Grain : Adds film grain to the image.
#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 : Can be used to create letterbox borders around the image.
#define USE_SPLITSCREEN 0 //[0 or 1] Splitscreen : Enables the before-and-after splitscreen comparison mode.
#define USE_TRANSITION 0 //[0 or 1] Transition : Shows a welcome screen and then transitions to the regularly scheduled programming
#define USE_DISPLAY_DEPTH 0 //[0 or 1] Display Depth : Enables the possibility to display the depth buffer - You will still need to toogle it on/off with (*) in-game
#define USE_CUSTOM 0 //[0 or 1] Custom : Write your own shader by editing custom.h, and then enable it here.
//===========================================//
// Ascii //
// Settings //
//===========================================//
#define Ascii_input_image 1 //[1 or 2] 1 = Color buffer, 2 = Depth buffer.
#define Ascii_spacing 1 //[0 to 9] Determines the spacing between characters. I feel 1 to 3 looks best.
#define Ascii_font 1 //[1 or 2] 1 = 5x5 font, 2 = 3x5 font
#define Ascii_font_color float3(255, 255, 255) //[0 to 255, 0 to 255, 0 to 255] What color the font should be. In integer RGB colors.
#define Ascii_background_color float3(0, 0, 0) //[0 to 255, 0 to 255, 0 to 255] What color the background should be. In integer RGB colors.
#define Ascii_swap_colors 0 //Swaps the font and background color when you are too lazy to edit the settings above (I know I am)
#define Ascii_invert_brightness 0 //[0 or 1]
#define Ascii_font_color_mode 1 //[0 to 2] 0 = font_color, 1 = image color, 2 = colorized grayscale
//===========================================//
// 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 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 SMAA_EDGE_DETECTION 2 //[1|2|3] 1 = Luma edge detection, 2 = Color edge detection, 3 = Depth edge detection
#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.
// -- SMAA Predication settings --
#define SMAA_PREDICATION 0 //[0 or 1] Enables predication which uses BOTH the color and the depth texture for edge detection to more accurately detect edges.
#define SMAA_PREDICATION_THRESHOLD 0.09 // Threshold to be used in the depth buffer.
#define SMAA_PREDICATION_SCALE 1.0 // How much to scale the global threshold used for luma or color edge detection when using predication
#define SMAA_PREDICATION_STRENGTH 20.4 // How much to locally decrease the threshold.
// -- Debug SMAA settings --
#define SMAA_DEBUG_OUTPUT 0 //[0 to 4] 0 = Normal, 1 = edgesTex, 2 = blendTex, 3 = areaTex, 4 = searchTex - Only for troubleshooting. Users don't need to mess with this.
//===========================================//
// FXAA Anti Aliasing //
// Settings //
//===========================================//
#define FXAA_QUALITY__PRESET 9 //[1 to 9] Choose the quality preset. 9 is the highest quality.
#define fxaa_Subpix 0.35 //[0.000 to 1.000] Choose the amount of sub-pixel aliasing removal. Higher values makes the image softer/blurrier.
#define fxaa_EdgeThreshold 0.01 //[0.000 to 1.000] Edge detection threshold. The minimum amount of local contrast required to apply algorithm. Similar to SMAA_THRESHOLD
#define fxaa_EdgeThresholdMin 0.01 //[0.000 to 1.000] Darkness threshold. Pixels darker than this are not processed in order to increase performance.
//===========================================//
// Explosion //
// Settings //
//===========================================//
#define Explosion_Radius 2.0 //[0.2 to 100.0] Amount of effect you want.
//===========================================//
// Chromatic Aberration //
// Settings //
//===========================================//
#define Chromatic_shift float2(2.5,-0.5) //[-100.0 to 100.0, -100.00 to 100.0] Distance (X,Y) in pixels to shift the color components.
//For a slightly blurred look try fractional values (.5) between two pixels.
#define Chromatic_strength 0.1 //Adjust the strength of the effect.
//===========================================//
// 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.
// -- Debug settings --
#define Levels_highlight_clipping 0 //[0 or 1] Highlight the pixels that clip. Red = Some detail is lost in the highlights, Yellow = All detail is lost in the highlights,
// Blue = Some detail is lost in the shadows, Cyan = All detail is lost in the shadows.
//===========================================//
// Cartoon //
// Settings //
//===========================================//
#define CartoonPower 1.5 //[0.1 to 10.0] Amount of effect you want.
#define CartoonEdgeSlope 1.5 //[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 2.0 //[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)
//===========================================//
// Pixel-Art CRT //
// Settings //
//===========================================//
// -- Emulated input resolution --
#define PixelArtCRT_resolution_mode 1 //[1 or 2] 1 = Ratio, 2 = Fixed resolution
#define PixelArtCRT_resolution_ratio (1.0/4.0) //
#define PixelArtCRT_fixed_resolution float2(320.0,160.0)
// -- Hardness --
#define PixelArtCRT_hardScan -24.0 // Hardness of scanline : -8.0 = soft, -16.0 = medium
#define PixelArtCRT_hardPix -24.0 // Hardness of pixels in scanline : -2.0 = soft, -4.0 = hard
// -- Display warp --
#define PixelArtCRT_warp float2(1.0/64.0,1.0/24.0) // Display warp : 0.0 = none , 1.0/8.0 = extreme
// -- Type of shadow mask --
#define PixelArtCRT_ShadowMask 3 // Type of shadow mask : 1 = Very compressed TV style shadow mask, 2 = Aperture-grille
// 3 = Stretched VGA style shadow mask, 4 = VGA style shadow mask
// -- Amount of shadow mask --
#define PixelArtCRT_maskDark 0.5 //
#define PixelArtCRT_maskLight 1.5 //
// -- Falloff shape --
#define PixelArtCRT_shape 3.0 // Falloff shape : 1.0 = exp(x), 1.25 = in between, 2.0 = gaussian, 3.0 = more square
// -- Amp signal --
#define PixelArtCRT_overdrive 1.25 //
//===========================================//
// 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 0.6 //[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
// -- 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 1.3 //[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)
//===========================================//
// Technicolor //
// Settings //
//===========================================//
#define TechniAmount 0.40 //[0.00 to 1.00]
#define TechniPower 4.00 //[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(0.21, 0.72, 0.07) //[0.00 to 1.00] Percentage of RGB to include (should sum up to 1.00)
#define Monochrome_color_saturation 0.00 //[0.00 to 2.00] Percentage of saturation to keep. Default is 0.00 , values above 1.00 boost saturation above normal.
//===========================================//
// Color-Matrix //
// Settings //
//===========================================//
// Red Green Blue
#define ColorMatrix_Red float3(0.817, 0.183, 0.000) //[0.00 to 1.00] How much of Red, Green and Blue the new red value should contain
#define ColorMatrix_Green float3(0.333, 0.667, 0.000) //[0.00 to 1.00] How much of Red, Green and Blue the new green value should contain
#define ColorMatrix_Blue float3(0.000, 0.125, 0.875) //[0.00 to 1.00] How much of Red, Green and Blue the new blue value should contain
//Should sum to 1.000 if you don't wish to change the brightness
#define ColorMatrix_strength 1.0 //Adjust the strength
//===========================================//
// Lift Gamma Gain //
// Settings //
//===========================================//
#define RGB_Lift float3(1.006, 1.000, 0.993) //[0.000 to 2.000] Adjust shadows for Red, Green and Blue.
#define RGB_Gamma float3(1.000, 1.000, 1.005) //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
#define RGB_Gain float3(1.010, 1.000, 0.995) //[0.000 to 2.000] Adjust highlights for Red, Green and Blue
//Note that a value of 1.000 is a neutral setting that leave the color unchanged.
//===========================================//
// Tonemap //
// Settings //
//===========================================//
#define Gamma 0.98 //[0.000 to 2.000] Adjust midtones. 1.000 is neutral. This setting does exactly the same as the one in Lift Gamma Gain, only with less control.
#define Exposure 0.000 //[-1.000 to 1.000] Adjust exposure
#define Saturation -0.1 //[-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 0.400 //[0.000 to 1.000] How much of the color tint to remove
#define FogColor float3(-0.002, 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 0.3 //[-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(0.3, 0.4, 0.6) //[-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 other
//===========================================//
// 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|11] 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 = Polynomial split.
//Note that Technicolor Cinestyle is practically identical to Sine, but runs slower.
//I prefer 2 myself, but 3 is a nice alternative with a little more effect 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
//===========================================//
// Daltonize //
// Settings //
//===========================================//
#define Daltonize_type 1 //[1|2|3] Type of colorblindness. 1 = Protanopia (missing red spectrum), 2 = Deuteranopia (missing green spectrum)
// 3 = Tritanopia (missing blue spectrum)
//===========================================//
// Film Grain //
// Settings //
//===========================================//
#define FilmGrain_intensity 0.55 //[0.00 to 1.00] How visible the grain is. Higher is more visible.
#define FilmGrain_variance 0.40 //[0.00 to 1.00] Controls the variance of the gaussian noise. Lower values look smoother.
#define FilmGrain_SNR 4 //[0 to 16] Higher Signal-to-Noise Ratio values give less grain to brighter pixels. 0 disables this feature.
// -- Advanced Film Grain settings --
#define FilmGrain_mean 0.50 //[0.00 to 1.00] The average mean of the gaussian noise. Probably best kept at the middle value (0.50)
//A sideeffect of the Film Grain effect is that it also dithers the screen.
//You don't need both the Film Grain and the Dither effect enabled at the same time.
//===========================================//
// 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 2 //[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(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(3.0 / 4.0) //[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] 1 = Vertical 50/50 split, 2 = Vertical 25/50/25 split, 3 = Vertical 50/50 angled split,
//[4|5|6] 4 = Horizontal 50/50 split, 5 = Horizontal 25/50/25 split, 6 = Curvy vertical 50/50 split
//===========================================//
// Transition //
// Settings //
//===========================================//
#define Transition_time 5000 //[1 to 60000] Milliseconds the transition lasts (1000 milliseconds is 1 second)
#define Transition_texture "curtain.jpg" //["filename"] Filename for the texture to use. Put your custom textures in SweetFX/Textures/
#define Transition_texture_width 720 //Image width.
#define Transition_texture_height 480 //Image height.
#define Transition_type CurtainOpen //Can be "FadeIn", "FadeOut", "CurtainOpen", "CurtainClose" or "ImageFadeOut"
//===========================================//
// Display //
// Depth //
//===========================================//
#define Depth_z_near 0.08 //[0.00001 to 100000.0] Camera z near
#define Depth_z_far 100.00 //[0.00001 to 100000.0] Camera z far, must be further than the near value.
//===========================================//
// Custom //
// Settings //
//===========================================//
#define custom_strength 1.0 //[0.00 to 1.00] Adjust the strength of the effect
thank you K-putt'e, fps loss is 2-3 on radeon 270.
Perfect to me
@vovonito 8 Jul
That error occurs if the sweetfx_settings.txt is not saved in ANSI. Notepad by default saves it as UTF-8. While saving in notepad, click on 'encoding' and select ANSI.
some days ago such mistakes appeared- error x3004 undeclared udentifier 'reshade_start_enabled' and error 3000 syntax error: unexpected ":" expected "{"
How i resolve this, mabe you can help somehow?!
I have downloaded the newest preshade from your link http://goo.gl/l1isIw, downloaded your preset and renamed it to SweetFX_Settings.txt and changed ReShade64.dll to dxgi.dll. but it always fails to compile at startup, any tips or advice?
You gotta rename the ReShade64.dll to dxgi.dll or else it won't load the injector.
How can we tell if this preset is loaded?
I coped the content from http://goo.gl/l1isIw as well as the preset, but no reshade splash screen overlay loads.
Hei K-putt
Will you make an enb for V?
enb + this config = amazing :)
thanks for nice preset. If i turn on in game msaa 2x better activate smaa or fxaa in config for better quality?
Don't have either of them anymore. Sorry!
Do you have V1.1 preset? and reshade version?
I think that 1.1 performance is better than 1.2
i want to try again , but i delete it
There is no MSAA in SweetFX. Only SMAA.
MSAA is hardware anti aliasing.
Which is fine in conjunction with shader based AA like FXAA or SMAA.
So you could enable the ingame MSAA and also keep SweetFX's FXAA or SMAA enabled.
Though, if you leave the ingame FXAA and SweetFX's FXAA/SMAA enabled at the same time, it could happen that you see weird aliasing glitches. Varies from game to game.
so...let me write a sentence to see if I am right
In your sweetfxsettings are:
FXAA-OFF
MSAA-ON
And in-game are:
FXXA-ON
MSAA-OFF
With your preset on BOTH will be ON?
Am I right?
It'll just add FXAA on top of the ingame-aa. Which you don't really want if the ingame aa is just FXAA/SMAA. It's either useless or produces artifacts.
K-PUTT
Answer at this please:
If FXAA it's DISABLE in your sweetfxsettings but ENABLED in-game..it will over-write or..?
I mean..what will be in-game with your preset ON?
K-PUTT
Answer at this please:
If FXAA it's DISABLE in your sweetfxsettings but ENABLED in-game..it will over-write or..?
I mean..what will be in-game with your preset ON?
Download the newest 0.18.4 reshade version and try again. I also updated the preset with that information. Seems like Crosire fixed all the bugs with that version.
I downloaded your "Grand Theft Auto V_K-putt'e Config 1.1" preset, renamed it to "SweetFX_settings" an replaced it with the "SweetFX_settings" file in my games folder:
C:\Program Files (x86)\Grand Theft Auto V\SweetFX
I renamed the ReShade64.dll to d3d11.dll (like you said), located in the folder I created and named "Reshade 0.16.0" But when I start the game, I see the "Sweet FX 2.0 welcome screen by Ceejay", when I toggle SweetFX on at game start I notice my big FPS dips, which kinda tells me that Reshade has enjected, and when I hit the Scroll Lock key I can see it saying SweetFX enabled/disabled.
But when I am in game I notice no change to the testures at all, I have even tried enabling 1 and disabling 0 the Splitscreen, but I see no signs of Splitscreen at all when I press the scroll lock key :(
Which tells me something is not right?
PLZ! suggest something K-putt.
I need to make this game look better than it already looks, cause original it looks like crap!
Maybe you're using the wrong preset? Or you didn't copy the preset into the right folder? Not sure i can really help you there. It works for me and thousands of other people.
Thanx :) @Celice
------------
For everyone getting crashes, this fixed them for me and others :)
http://www.reddit.com/r/sweetfx/comments/33lmy5/fix_for_gta_v_reshade_win_7_64bit/
----------
You info helped me, I can now run reshader on my Windows 7 x64 ;)
Without the game crashing
One problem @K-putt
I have Reshader injected and your preset apllied... but I see no changes in anything, textures, graphics what have you :(
PLZ! reply A.S.A.P.
K-putt
:)
thank you.
Up to you really. Try 1.3 and see if it's too sharp or not.
K-putt
Hello Within the game FXAA enabled.
#define sharp_strength what to do 1.1 ??? 1.8 ???
thank you.
K-putt
Hello Within the game FXAA enabled.
#define sharp_strength what to do ??? ....
thank you.
CTRL+F and search for that line. It's a Lumasharpen setting which controls the strength of the sharpening. No need to add anything. =)
Thnx Again K-putt for a great preset. Im confused on the #define sharp_strength for FXAA though. Where do we put it?
why do i get startup crash ?
i have windows 7 64 bit
Dont know whats the issue, all other of your presets work fine, but this 1 is increasing gpu load insanely, even after a fresh reinstall of windows its the same
..... im using latest reshade
I already fixed it, another question, I am at risk of ban using it in multiplayer?
Not sure what you're doing wrong, aqibzahid11. It's 1-2% gpu load here on a gtx 680. Though, maybe it's vastly different on other cards.
@kevin10gt, you mean on loading screens? Or low fps ingame as well? Just delete the d3d11.dll and you're good.
Hey, i'm having low fps in-game, can you guys tell me how to unnistal it?, i dont know how, thanks and sorry for my bad english
from 65% to 86% gpu load on the same place and view
20% added gpu load with your preset, any fix????
For everyone getting crashes, this fixed them for me and others :)
http://www.reddit.com/r/sweetfx/comments/33lmy5/fix_for_gta_v_reshade_win_7_64bit/
Hello Derrame, update your Windows. (Net Framework is needed)
can't make it work with any reshade version, game crashes at launch
@K-putt thanks for the reply, you are the best preset creator we have around here.
It should work without any problems with ReShade version 0.18. They both use the same SweetFX library. Didn't try it myself yet tho.
K-putte
by ur download link : sfx.thelzay.net - http://goo.gl/eISJKo as Sweetfx 2.0 + ReShade_0.16.0_Public_Beta
if I get ReShade 0.18.0 Public Beta with SweetFX 2.0 Beta 8 also with your present v1.1 will anything different (better or not suggestive ) or bugs ??
@Alvaerus2015
I think your Afterburner should be update
my system is Win 7 64x will work
K-Putt, when I have the shader enabled and highlight Game Settings in the menu, the game crashes. Event Viewer says d3d11.dll is the faulting module. I tried with dxgi.dll as the name and same thing happens. Is this normal with shaders or is something going wrong?
Also, don't know if it's related, but when it is running my game sometimes drops to 30fps exactly. It only does this if I use SMAA or FXAA. It just seems odd that it drops straight down to 30fps, not like a steady decrease.
Thanks for any input.
Hey K-putt, do you know a way to enable your preset and use at the same time the OSD of MSI afterburner and HWnfo, it seems to disable this with your preset and every preset for this game. Can you help me?
@K-putt thank you
It doesn't work for me and it disables Steam overlay. I used the same files that I used for Battlefield 4 64-bit.
No need for it really. I think it's better how it is now.
Yeah, now i know. Do you think we can have this option in future? :)
You mean you need to restart to reload the config?
You know that ReShade doesn't have a "update preset" button anymore, right? If you save the preset, ReShade automatically updates it.
@K-Putt
Ok, if i save the SweetFX_Settings and select ANSI, works, but only if re-launch the game. No reload in game? Or i missing somethings?
Oh wait, my fail, i see only now the reply about ANSI. I will try soon.
Hi K-putt i want to thanks for the great work. I like the old option where we can reload the SweeFX_Settings "in game". When i edit your settings with Notepad or Notepad++ and save the file, then turn back in game, disabled/enabled ReShade but nothing is changed. Any tips?
Thanks
Hey, if you don´t want a version with lumasharpen why you just don´t disable it in the file? he doesn´t need to update anything, you can do that on your own, man...
I don't need to update the preset. It looks good as it is.
@SeKy - Save the file in a ANSI format. Not UTF_8 or Unicode.
please can you upload version without lumasharpen? when i manually disable it it doesnt work, thanks
Will U update
dear K-putt...
Doesnt work for me, Launcher is always crashing when I use SweetFX.
Read the description. There is a workaround.
Thanks K-putt. I`m using your preset now, there`s no big fps drop :)
Do you maybe know how to get rid of the lagging in the loading screens (not startup) ? I`m using ReShade 0.15.0.
Please read the description, aqibzahid11.
You won't see a big fps drop if you disable FXAA or SMAA in the preset, CROcodile20. If you even notice a difference in the framerate at all.
need help, i extracted the files and open reshade setup and select the gta5.exe, and now after that my game is crashing with black window at opening, even after deleting the files its same, it took me 6 hours to install and i dont want to do it again
Very nice preset :)
CAN SOMEONE TELL ME, will I lose FPS when using this (I would disable FXAA and SMAA in this of course) ???
My pc : i5 4690k, gtx 970, 8gb ram
Glad you like it. Go right ahead and use it for whatever you want. =)
@solowing, i can't help you there. Crosire, the guy behind the injector, knows of the issue and is looking into it. If you can, get in contact with him on the official ReShade forums.
http://reshade.me/forum/troubleshooting
Your preset brings me exactly what I want!Thank you,man!
And if you dont mind,I want to tweak some values inside and upload it to the Chinese forum: http://www.skycitizen.net/ since most folks here don't read English.
I will credit you as the original author of course.
I have manually installed:Sweetfx folder,d3d11.dll and sweet.fx into my game folder.
But i got "stop working" error everytime,how can i fix it?
Great in game but I seem to get big fps drop when Reshade is enabled in places and even more then lightning storm happens. If disable it when happens the game goes back to perfect speed.
Bah. Game "exits unexpectedly" now. It just updated so it might've been that. Or I messed something up with the standalone Sweet FX install. Program crashed when I tried to use it on the GTA V exe. Had to install manually.
You probably save your files in a different format in the editor/windows notepad. It should be a ANSI format.
cant edit my comment :(
anyway, i just fixed the issue.. seems like u used notepad++??
when i use Notepad++ it works lol, and its not changing the preset size..
strange thing that is..
greetz
hmm, quick question..
the preset works fine, but when i try to change some values it doesnt work anymore and gives me an error x3000 or something 1;1...
i then tested a bit and found out that, even when i DONT change anything in that preset, as soonest i save it with my editor the size is different, form your original preset. so i have no clue why this is :( i wanted a stronger smaa and sharpness.. but like i sayd i cant...
greetz
Using HD7950 with reshade 0.17. Works fine
Thanks for the heads-up, PC_Constantine.
I heard that many people on AMD cards have crashes because of ReShade. I guess you people need to wait for Crosire to update ReShade i'm afraid. I could be wrong, of course. Maybe it's something else that's crashing the game.
And i get a 3-4 fps drop if i let SMAA enabled in the preset. If i disable it, it's less than 1 frame.
hi guys.i am using windonws 7 64bit,and i have gigabyte radeon 280 graphics card.i install the sweetfx and kputt's preset but when i try to start the game it crashes...any ideas?
Hey K-Putt. Some guy at this vg247 site made an article involving this preset.
http://www.vg247.com/2015/04/17/reshade-sweetfx-supports-gta-5-user-made-presets-begin-popping-up/
hi guys.i am using windonws 7 64bit,and i have gigabyte radeon 280 graphics card.i install the sweetfx and kputt's preset but when i try to start the game it crashes...any ideas?
@BoB06
Is it a 15 fps drop? Seems quite large for sweetfx.
Can anyone give the performance hit of this sweetFX preset? Thanks!
nice but -15 fps ...
also :
if FXAA in SFX and Off in game
use #define sharp_strength value ==>shift the value 0.6 to 1.1 ??for fix the blurred texture ??
So K-putt
In GTA V :
MSAA x4 + TXAA = TXAA x4 only is wrong ??
In fact : MSAA x4 + TXAA = really MSAA x4 + TXAA x ? ...
You're right, MajorKoenisch. Not sure why i even mentioned 4xMSAA.
Normally, if you enable two different AA shaders they try to even out each other. Which can produce artefacts.
So it's best to enable just one of the two. And in the end it's up to you what you want to enable.
Just go with 2/4xMSAA and SMAA. SMAA is the cleanest of the two.
However, FXAA gets rid of the those shimmering white aliasing pixels you sometimes get. The drawback is slight blur.
MSAA+FXAA looks almost like TXAA though.
Hi ! nice one ..
what's the best way so?? (better looking way for an AMD user, without TXAA) , Using Sweetfx FXAA and Ingame *2/4 MSAA or USing Sweetfx SMAA and Igame FXAA
Or both Sweetfx FXAA+SMAA and nothing Ingame or any other combos.
do your advice "Disable the ingame FXAA" is only for using the SweetFx FXAA or for both SFX smaa and fxaa ?? sorry , maybe it's obvious .. need to confirm thks. otherwise , thks for your presets
2x MSAA is enough for TXAA to work properly, K-putt.
You need 4xMSAA in the first place to even use TXAA. So adding TXAA might have a bigger perormance impact. Not sure.
And yes, SweetFX's lumasharpen will fix some of the blurriness of TXAA.
Oh thx
but TXAA will let textures blurred
will any effects in the sweetfx will fix it ??
TXAA4x and MSAA4x which one is more pretty and more source-eating ??
Nah.. leave TXAA enabled. It's certainly better than SMAA or FXAA. You could even disable SweetFX's AA if you use 4xTXAA. Should give you a couple more FPS in that case. SMAA needs 3-4 frames for me.
Dear K-putt'e
Should I turn off the MSAA and TXAA in game ??
(FXAA off in game of course ??)
@iampasha I cant get radeon pro to run with the game at all, even if i disabled every setting it has.
the toggle keys didnt work for me either, using the Quentin Tarantino setting link to a different version of reshade worked - that one also used mastershade so not sure how this will work with thattho..
Yes, I just found thank you anyway
It's the scroll-key. Print takes screenshots.
Seriously which key should I press to see the difference ?????????
@XXLpeanuts Radeonn pro running does'nt crash the game for me but running it with sweetfx for gta v crashes it. So basically sweetfx is crashing the game, not radeon pro.
@Iampasha how did you get radeon pro working? Crashes on launch for me when its running.
I have it working and I see smaa working, but I don't see much change besides that. Like the colors stay the same exact for me.
great profile as always! thanks :)
And i don't know if Rockstar will ban people for using ReShade.
Yeah, i noticed that too. Disable it for the start. You can find the setting in the Global_settings.txt
#define ReShade_Start_Enabled 1
to
#define ReShade_Start_Enabled 0
Loading Screen fps drops to 4-5 FPS ... :(
The main menu and loading screen's fps drops like a rock.
Works but on loading the game and loading screens with it enabled the fps drops to a stuttering 5fps unless disabled then re-enabled in game.
Both 0.15 and 0.16 ain't working for me :( USING RADEON pro with win 8.1.
Hi! Thank you for this sweetfx, but I have a question about what to do before pressing button after to see the change?
i can use it for multiplayer or risk ban with ReShade
There should be a 0.15 version on this website. Check the downloads page.
Thanks for info, i cant find older versions of it anywhere. Wonder why its working for some and not others.
Strange. It did the trick for me. You could use the older version 0.15. Maybe that will fix your bug? Either way, Crosire needs to look into this problem. I'm sure he will since he bought the game now.
How do you stop it from crashing? Changing name did nothing for me. Still fails to load the dll.