SweetFX Settings DB
Latest forum threads
15 minutes ago
19 minutes ago
29 minutes ago
by mailto
42 minutes ago
by Adam

DonKiller GTAV ReadyToPlay HDR v1.2

Created by DonKiller
Added April 21, 2015
Updated 28 Apr 21:31 CEST
Shader used: SweetFX 2.0
Preset description:
Update 04/28/2015 Less Highlight settings #define RGB_Gain float3(0.915, 0.910, 0.910) from float3(0.985, 0.980, 0.980) This fix the extreme light for example into the Desert during the day. Screenshot: http://sfx.thelazy.net/games/screenshot/23798/ Update 04/23/2015 HDR #define HDRPower 1.10 from 1.08 #define radius2 0.90 from 0.82 Tonemap #define Exposure -0.480 from -0.350 #define Saturation 0.080 from 0.090 #define Bleach 0.750 from 0.600 HDR: Improved visibility during the night, while keeping a great dark color. Tonemap: Improved contrast between shadow and light. Tonemap: Lowering saturation a bit. Watch the difference from this 2 new screenshots: http://sfx.thelazy.net/games/screenshot/23284/ and http://sfx.thelazy.net/games/screenshot/23283/ Update 04/22/2015 -DonKiller GTAV ReadyToPlay HDR v1.1 pack is now "standard" for all of you want to use: v2.0 Preview 8 by CeeJay.dk / ReShade 0.16.0 in GTAV without read how to use ReShade. Howto: -Download the new pack here: https://mega.co.nz/#!OwtXQKBb!j0At71CegpjicorE_smjATzxIr41NHtQ9L2l3WF7z9g -Download DonKiller GTAV ReadyToPlay HDR v1.1 (scroll this page) -Replace "C:\Program Files (x86)\Grand Theft Auto V\SweetFX\Preset REQUIRED! README SweetFX_Settings.txt" with my Preset and change the name in "SweetFX_Settings" -Done! Description Game: Grand Theft Auto 5 Preset: DonKiller GTAV ReadyToPlay HDR v1.2 Author: DonKiller SweetFX/Injector version: v2.0 Preview 8 by CeeJay.dk / ReShade 0.16.0 Hello GTAV fans of better quality graphic! The following setting is an accurate choice for one single objective: - Real Colors Day/Night Phases - Cold White - Very Slight (yellow/orange) hot Sun Light - Strong Dark Shadow - Real Night - True Blue Sky - True Contrast between Shadow and Lights Download pack link: https://mega.co.nz/#!OwtXQKBb!j0At71CegpjicorE_smjATzxIr41NHtQ9L2l3WF7z9g ================================== Take in Mind! GTAV during the loading screen, with SweetFX+Reshade Enabled get a very bad drop of FPS - My Ready To Play pack have this option OFF - The game start with SweetFX+Reshade DISABLED, when you are in game, hit the key and Enable/Disable -current setting of my ReadyToPlay pack: #define ReShade_Start_Enabled 0 //[0 or 1] 0 is disabled the key is "Scroll Lock" keykode 145 Look at this jpeg for know where is Scroll Lock :D http://i.imgur.com/XgChHIT.jpg ================================== How to Edit Preset -Open SweetFX_Settings with Notepad Administrator -edit what you want -Select Save with Name -Select ANSI -Save and re-launch the game ================================== Settings IN Game Version DirectX - DirectX11 FFXA (in game) - ON ================================== Required OUT Game SweetFX 2.0 (Preview 8) by CeeJay.dk | ReShade 0.16.00 by Crosire My SweetFX Preset: DonKiller GTAV ReadyToPlay HDR v1.2 Download pack link: https://mega.co.nz/#!OwtXQKBb!j0At71CegpjicorE_smjATzxIr41NHtQ9L2l3WF7z9g ================================== Easy Installation (RAR) DonKiller GTAV ReadyToPlay HDR v1.2 Download Link: https://mega.co.nz/#!OwtXQKBb!j0At71CegpjicorE_smjATzxIr41NHtQ9L2l3WF7z9g You will find inside the RAR: SweetFX (folder) dxgi.dll (Reshade64.dll ALREADY RENAMED) 1) Backup your dxgi.dll file (is inside the main folder of GTAV installation) 2) Extract SweetFX folder + dxgi.dll into the main folder installation and hit replace if asked. Default folder C:\Program Files (x86)\Grand Theft Auto V 3) Replace "C:\Program Files (x86)\Grand Theft Auto V\SweetFX\Preset REQUIRED! README SweetFX_Settings.txt" with my Preset and change the name in "SweetFX_Settings" Done! Ready to play! ================================== Alternative Installation -Download (v2.0 Preview 8 by CeeJay.dk | ReShade 0.16.0) here http://sfx.thelazy.net/static/media/downloads/ReShade_0.16.0_Public_Beta_with_SweetFX_2.0_Beta_8_Vxn52Yh.7z -Follow the instruction inside, for use Reshade -Replace the default SweetFX_Settings with my DonKiller GTAV ReadyToPlay HDR v1.2
Download preset Show / Hide settings
//============================================// // 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 1 //[0 or 1] HDR : Not actual HDR - It just tries to mimic an HDR look (relatively high performance cost) #define USE_LUMASHARPEN 1 //[0 or 1] LumaSharpen : Sharpens the image. #define USE_LEVELS 0 //[0 or 1] Levels : Sets a new black and white point. This increases contrast but causes clipping. Use Curves instead if you want to avoid that. #define USE_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 0.10 //[0.05 to 0.20] Edge detection threshold. If SMAA misses some edges try lowering this slightly. I prefer between 0.08 and 0.12. #define SMAA_MAX_SEARCH_STEPS 98 //[0 to 98] Determines the radius SMAA will search for aliased edges #define SMAA_MAX_SEARCH_STEPS_DIAG 16 //[0 to 16] Determines the radius SMAA will search for diagonal aliased edges #define SMAA_CORNER_ROUNDING 0 //[0 to 100] Determines the percent of antialiasing to apply to corners. 0 seems to affect fine text the least so it's the default. // -- Advanced SMAA settings -- #define 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 0.25 //[0.000 to 1.000] Choose the amount of sub-pixel aliasing removal. Higher values makes the image softer/blurrier. #define fxaa_EdgeThreshold 0.09 //[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 1.10 //[0.00 to 8.00] Strangely lowering this makes the image brighter #define radius2 0.90 //[0.00 to 8.00] Raising this seems to make the effect stronger and also brighter //===========================================// // Lumasharpen // // Settings // //===========================================// // -- Sharpening -- #define sharp_strength 0.25 //[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 1.0 //[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(0.940, 0.940, 0.940) //[0.000 to 2.000] Adjust shadows for Red, Green and Blue. #define RGB_Gamma float3(0.990, 0.990, 0.990) //[0.000 to 2.000] Adjust midtones for Red, Green and Blue #define RGB_Gain float3(0.915, 0.910, 0.910) //[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 0.900 //[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 -0.480 //[-1.000 to 1.000] Adjust exposure #define Saturation 0.080 //[-1.000 to 1.000] Adjust saturation #define Bleach 0.750 //[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(0.0, 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 0.30 //[-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(0.0, 0.0, 0.0) //[-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 1 //[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 0.15 //[-1.00 to 1.00] The amount of contrast you want // -- Advanced curve settings -- #define Curves_formula 3 //[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

DonKiller
25 Apr 03:54 CEST

Thanks, have fun! :D

RiiNeYScOo
25 Apr 03:44 CEST

@Don killer Ah! play well, super I began to get depressed and I thought it was coming from my PC and beautiful ^^ preset great job :)

DonKiller
25 Apr 02:06 CEST

@RiiNeYScOo yeah, download now my profile, i have done a fix. sry about that!

RiiNeYScOo
25 Apr 00:49 CEST

@DonKiller Yes, I have already tried, and always with the red line says "C: \ Program Files (x86) \ Steam \ steamapps \ common \ Grand Theft Auto V \ SweetFX \ SweetFX_settings.txt (5, 1): error x3000: syntax error: unexpected identify "whatever I do I always have this red line I do not understand what's wrong all other preset works without problems ...

DonKiller
24 Apr 22:34 CEST

@RiiNeYScOo have you tried to activate Reshade from the launch of the game?

GlobalSettings: find the line
#define ReShade_Start_Enabled 0 //[0 or 1] and change 0 to 1, save as ANSI and look if works. Of course the loading screen of GTAV with this options active, get a significant drop of FPS. Then in game, is all right.

RiiNeYScOo
24 Apr 18:23 CEST

Even leaving any default it does not always work a red line

RiiNeYScOo
24 Apr 17:45 CEST

@DonKiller I've tried it here and Many Other preset goal it never works and it is well written " US ANSI keyboard (104 keys) keycodes (note that your countrys keyboard layout maybe slightly different)" I think the problem come from there ...

DonKiller
24 Apr 16:08 CEST

@RiiNeYScOo navigate into C:\Program Files (x86)\Grand Theft Auto V\SweetFX\Global Setting.
The first string where you see VK_SCROLL is the setting of button for toggle on/off Reshade.

If you scroll down you can see numbers for any key. Replace VK_SCROLL with a number you prefer.
Have fun!

RiiNeYScOo
24 Apr 10:41 CEST

Here my keyboard I do not have this key...

http://www.officemaxblog.com.mx/wp-content/uploads/2012/08/K230_TOP_colors.jpg

DonKiller
24 Apr 07:33 CEST

@RiiNeYScOo look at this jpeg: http://i.imgur.com/XgChHIT.jpg
Hope is more clear where is "Scroll Lock" now.

RiiNeYScOo
23 Apr 23:56 CEST

I do not have that famous button "SCROLL" seriously starting to drive me crazy and I live in France which key to choose? Please

DonKiller
22 Apr 22:21 CEST

"Preset REQUIRED! README SweetFX_Settings" is just where you need to place my Preset (download from this page), into the SweetFX folder. Rename my Preset in SweetFX_Settings and is all right.

derrame
22 Apr 22:02 CEST

i don't understand this: " Replace "Preset REQUIRED! README SweetFX_Settings" file, with my Preset and change the name in "SweetFX_Settings""

derrame
22 Apr 21:58 CEST

the game crashes, it doesn't even get in the main menu

DonKiller
22 Apr 21:48 CEST

@derrame Do you see any error in a red line at the top left of your screen, during the launch of the game, or what?

derrame
22 Apr 21:09 CEST

did the easy installation but game crashes at launch

You need to be logged in to post a comment