SweetFX Settings DB
Latest forum threads
14 hours, 39 minutes ago
23 hours, 29 minutes ago
3 days, 2 hours ago
3 days, 2 hours ago

K-putt'e Config 1.2

Created by K-putt
Added April 14, 2015
Updated 7 Sep 20:36 CEST
Shader used: SweetFX 2.0
Preset description:
———————————————————————————————————————————— • You'll need this version to get the same results as me. • (v2.0 Preview 8 by CeeJay.dk | ReShade 0.18.4) • DOWNLOAD HEREsfx.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/ ———————————————————————————————————————————— K-putt'e Grand Theft Delay V Config 1.2 • SMAA • LEVELS • LUMASHARPEN • LIFTGAMMAGAIN • VIBRANCE • TONEMAP • CURVES ———————————————————————————————————————————— [i] • 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 ———————————————————————————————————————————— 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
Download preset Show / Hide settings
/*===========================================// // Description // //===========================================// Game: Grand Theft Auto 5 Author: K-putt SweetFX/Injector version: v2.0 Preview 8 by CeeJay.dk / ReShade 0.18.4 Description: 888 d8P 888 888 d8b .d8888b. .d888 d8b 888 d8P 888 888 88P d88P Y88b d88P" Y8P 888 d8P 888 888 8P 888 888 888 888d88K 88888b. 888 888 888888 888888 " .d88b. 888 .d88b. 88888b. 888888 888 .d88b. 8888888b 888 "88b 888 888 888 888 d8P Y8b 888 d88""88b 888 "88b 888 888 d88P"88b 888 Y88b 888888 888 888 888 888 888 888 88888888 888 888 888 888 888 888 888 888 888 888 888 Y88b 888 d88P Y88b 888 Y88b. Y88b. Y8b. Y88b d88P Y88..88P 888 888 888 888 Y88b 888 888 Y88b 88888P" "Y88888 "Y888 "Y888 "Y8888 "Y8888P" "Y88P" 888 888 888 888 "Y88888 888 888 888 Y8b d88P 888 "Y88P" 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

Comments

xakal775
10 Nov 18:27 CET

thank you K-putt'e, fps loss is 2-3 on radeon 270.

Perfect to me

SweetFXfan22
23 Aug 16:23 CEST

@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.

vovonito
8 Jul 13:24 CEST

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?!

Ytrerio
28 Jun 01:23 CEST

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?

K-putt
25 Jun 12:15 CEST

You gotta rename the ReShade64.dll to dxgi.dll or else it won't load the injector.

Milamber
25 Jun 11:42 CEST

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.

ShakeZone
23 Jun 18:25 CEST

Hei K-putt
Will you make an enb for V?
enb + this config = amazing :)

Dima
2 Jun 02:36 CEST

thanks for nice preset. If i turn on in game msaa 2x better activate smaa or fxaa in config for better quality?

K-putt
25 May 14:52 CEST

Don't have either of them anymore. Sorry!

miles2007
25 May 14:12 CEST

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

K-putt
24 May 11:26 CEST

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.

ShakeZone
24 May 10:02 CEST

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?

K-putt
24 May 08:06 CEST

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.

ShakeZone
23 May 22:09 CEST

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?

ShakeZone
23 May 22:09 CEST

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
17 May 21:43 CEST

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.

SABERWOLF
17 May 18:06 CEST

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!

K-putt
17 May 17:36 CEST

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.

SABERWOLF
17 May 17:26 CEST

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.

ZILAI81
13 May 09:57 CEST

K-putt

:)
thank you.

K-putt
13 May 01:15 CEST

Up to you really. Try 1.3 and see if it's too sharp or not.

ZILAI81
13 May 00:27 CEST

K-putt

Hello Within the game FXAA enabled. 
#define sharp_strength what to do 1.1 ??? 1.8 ???
thank you.

ZILAI81
13 May 00:19 CEST

K-putt

Hello Within the game FXAA enabled.
#define sharp_strength what to do ??? ....
thank you.

K-putt
4 May 17:49 CEST

CTRL+F and search for that line. It's a Lumasharpen setting which controls the strength of the sharpening. No need to add anything. =)

b0uncyfr0
4 May 04:24 CEST

Thnx Again K-putt for a great preset. Im confused on the #define sharp_strength for FXAA though. Where do we put it?

Ganxta
3 May 23:23 CEST

why do i get startup crash ?
i have windows 7 64 bit

aqibzahid11
3 May 09:27 CEST

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

kevin10gt
3 May 03:21 CEST

I already fixed it, another question, I am at risk of ban using it in multiplayer?

K-putt
2 May 20:18 CEST

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.

kevin10gt
2 May 18:20 CEST

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

aqibzahid11
29 Apr 17:29 CEST

from 65% to 86% gpu load on the same place and view

aqibzahid11
29 Apr 17:27 CEST

20% added gpu load with your preset, any fix????

Celice
25 Apr 04:21 CEST

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/

squarealex
23 Apr 13:47 CEST

Hello Derrame, update your Windows. (Net Framework is needed)

derrame
22 Apr 20:59 CEST

can't make it work with any reshade version, game crashes at launch

Alvaerus2015
22 Apr 16:28 CEST

@K-putt thanks for the reply, you are the best preset creator we have around here.

K-putt
22 Apr 14:26 CEST

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.

billtaco
22 Apr 10:40 CEST

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 ??

billtaco
22 Apr 10:36 CEST

@Alvaerus2015
I think your Afterburner should be update
my system is Win 7 64x will work

lionheart2243
22 Apr 04:32 CEST

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.

Alvaerus2015
22 Apr 00:08 CEST

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?

SeKy
21 Apr 16:59 CEST

@K-putt thank you

Saltful
21 Apr 16:40 CEST

It doesn't work for me and it disables Steam overlay. I used the same files that I used for Battlefield 4 64-bit.

K-putt
21 Apr 13:54 CEST

No need for it really. I think it's better how it is now.

DonKiller
21 Apr 08:06 CEST

Yeah, now i know. Do you think we can have this option in future? :)

K-putt
21 Apr 02:49 CEST

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.

DonKiller
21 Apr 01:17 CEST

@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?

DonKiller
21 Apr 01:11 CEST

Oh wait, my fail, i see only now the reply about ANSI. I will try soon.

DonKiller
21 Apr 01:07 CEST

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

Alvaerus2015
21 Apr 01:07 CEST

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...

K-putt
20 Apr 23:38 CEST

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.

SeKy
20 Apr 20:55 CEST

please can you upload version without lumasharpen? when i manually disable it it doesnt work, thanks

billtaco
20 Apr 19:02 CEST

Will U update
dear K-putt...

RavionHD
20 Apr 17:59 CEST

Doesnt work for me, Launcher is always crashing when I use SweetFX.

K-putt
20 Apr 17:55 CEST

Read the description. There is a workaround.

CROcodile20
20 Apr 16:46 CEST

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.

K-putt
20 Apr 16:17 CEST

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.

aqibzahid11
20 Apr 15:06 CEST

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

CROcodile20
20 Apr 13:30 CEST

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

K-putt
19 Apr 19:31 CEST

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

psrvi7
19 Apr 19:22 CEST

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.

solowing
19 Apr 08:33 CEST

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?

benten2000
18 Apr 22:18 CEST

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.

DeStroYeR
18 Apr 05:03 CEST

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.

K-putt
18 Apr 03:40 CEST

You probably save your files in a different format in the editor/windows notepad. It should be a ANSI format.

BetA
18 Apr 02:52 CEST

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

BetA
18 Apr 02:47 CEST

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

InfernoFlameZERO
18 Apr 01:44 CEST

Using HD7950 with reshade 0.17. Works fine

K-putt
17 Apr 19:31 CEST

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.

Andrewwww14
17 Apr 19:30 CEST

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?

PC_Constantine
17 Apr 18:32 CEST

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/

Andrewwww14
17 Apr 18:09 CEST

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?

Davelaric
17 Apr 17:45 CEST

@BoB06

Is it a 15 fps drop? Seems quite large for sweetfx.

Can anyone give the performance hit of this sweetFX preset? Thanks!

BoB06
17 Apr 14:39 CEST

nice but -15 fps ...

billtaco
17 Apr 14:09 CEST

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 ??

billtaco
17 Apr 14:06 CEST

So K-putt
In GTA V :
MSAA x4 + TXAA = TXAA x4 only is wrong ??
In fact : MSAA x4 + TXAA = really MSAA x4 + TXAA x ? ...

K-putt
17 Apr 13:57 CEST

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.

tampico
17 Apr 11:01 CEST

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

MajorKoenisch
17 Apr 10:48 CEST

2x MSAA is enough for TXAA to work properly, K-putt.

K-putt
16 Apr 18:47 CEST

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.

billtaco
16 Apr 18:30 CEST

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 ??

K-putt
16 Apr 17:30 CEST

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.

billtaco
16 Apr 16:52 CEST

Dear K-putt'e
Should I turn off the MSAA and TXAA in game ??
(FXAA off in game of course ??)

XXLpeanuts
16 Apr 15:41 CEST

@iampasha I cant get radeon pro to run with the game at all, even if i disabled every setting it has.

killf4ce
16 Apr 15:29 CEST

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..

RiiNeYScOo
16 Apr 15:23 CEST

Yes, I just found thank you anyway

K-putt
16 Apr 15:14 CEST

It's the scroll-key. Print takes screenshots.

RiiNeYScOo
16 Apr 15:11 CEST

Seriously which key should I press to see the difference ?????????

iampasha
16 Apr 08:47 CEST

@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.

XXLpeanuts
16 Apr 00:26 CEST

@Iampasha how did you get radeon pro working? Crashes on launch for me when its running.

Ghoster
15 Apr 22:47 CEST

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.

Moloch
15 Apr 16:31 CEST

great profile as always! thanks :)

K-putt
15 Apr 15:52 CEST

And i don't know if Rockstar will ban people for using ReShade.

K-putt
15 Apr 15:42 CEST

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

nhockbin589
15 Apr 14:52 CEST

Loading Screen fps drops to 4-5 FPS ... :(

InfernoFlameZERO
15 Apr 14:39 CEST

The main menu and loading screen's fps drops like a rock.

benten2000
15 Apr 14:10 CEST

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.

iampasha
15 Apr 13:47 CEST

Both 0.15 and 0.16 ain't working for me :( USING RADEON pro with win 8.1.

RiiNeYScOo
15 Apr 10:56 CEST

Hi! Thank you for this sweetfx, but I have a question about what to do before pressing button after to see the change?

mausi125
15 Apr 10:03 CEST

i can use it for multiplayer or risk ban with ReShade

K-putt
15 Apr 01:06 CEST

There should be a 0.15 version on this website. Check the downloads page.

XXLpeanuts
15 Apr 01:02 CEST

Thanks for info, i cant find older versions of it anywhere. Wonder why its working for some and not others.

K-putt
15 Apr 00:54 CEST

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.

XXLpeanuts
15 Apr 00:52 CEST

How do you stop it from crashing? Changing name did nothing for me. Still fails to load the dll.

You need to be logged in to post a comment