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Realistic Witcher 3 v1.3 (Updated)

Created by NeoLithicJay
Added May 19, 2015
Updated 7 Jul 01:19 CEST
Shader used: ReShade
Preset description:
REALISTIC WITCHER 3 v1.3 ======================== 1. Installation 2. Modified Settings 3. Changes 1. INSTALLATION =============== DOWNLOAD LINK [V1.3] (Latest) - http://www.mediafire.com/download/kngwp59oxto926s/RealisticWitcher3-v1.3.rar NOTE: This version ONLY contains the updated preset. You will need to either download Reshade from http://reshade.me or by downloading version 1.0. PAST VERSIONS ============= [V1.2] - http://www.mediafire.com/download/t2aji9gz11gens9/RealisticWitcher3-v1.2.rar [V1.1] - http://www.mediafire.com/download/qbt6ur28ranf6le/RealisticWitcher3-Reshade-0.18.4-v1.1.rar [V1.0] - http://www.mediafire.com/download/y1osb97ocg9ruag/RealisticWitcher3-Reshade-0.18.4.rar Extract contents of RAR package to your main Witcher 3 directory (ie. C:\Program Files (x86)\Steam\steamapps\common\The Witcher 3\bin\x64\) Start the game, and enjoy! 2. MODIFIED SETTINGS ==================== This preset uses the following filters: Gaussian Blur - (./Reshade/CustomFX_settings.cfg) Ambient Light - (./Reshade/GemFX.cfg) Godrays - (.Reshade/GemFX.cfg) Anamorphic Lensflare - (.Reshade/GemFX.cfg) Chromatic Aberration - (./Reshade/SweetFX_settings.cfg) Levels - (./Reshade/SweetFX_settings.cfg) Tonemap - (./Reshade/SweetFX_settings.cfg) Vibrance - (./Reshade/SweetFX_settings.cfg) Curves - (./Reshade/SweetFX_settings.cfg) Filmgrain - (./Reshade/SweetFX_settings.cfg) Dither - (./Reshade/SweetFX_settings.cfg) For slight modifications to the profile, edit the file listed along with the filter. 3. CHANGES ========== Version 1.3 =========== Removed Tuning Palette (wasn't happy with the effect it was having on the colours) Tweaked the Ambient Light to remove Lens Dirt. Toned down AL Lens Flares a bit. As per request, added a low level of Anamorphic Lensflare. Lowered Chromatic Aberration significantly due to the effect it was having with the new High Sharpening setting. Adjusted the levels to take the brightness down a hair. Adjusted the Tonemap to further darken the image (as well as desaturate). Lowered the Vibrance a hair to slightly desaturate. Version 1.2 =========== Added a Tuning Palette with modified settings based off of LuciferHawk's (GemFX creator and Reshade Developer) settings. Tweaked the Gaussian Blur to add a very slight increase to overall bluring. Tweaked the Ambient Light by removing Lens Dirt (in-game already sufficient) as well as AL Vibrance, which was messing with the SFX settings too much. Added Godrays to this version. Adjusted the Levels once again, turning down the black and white threshold. Adjusted Tonemap to remove a bit of contrast, as well as slightly darken the image. Added Dither to balance off the colour palette. Version 1.1 =========== Slight adjustment to Gaussian (turned it down just a touch) Added Ambient Light (This can be quite taxing on performance. If you get low FPS, turn this off) Turned down Chromatic Aberation a bit Adjusted Levels to make things a bit darker. Tweaked the Tonemap, turning down the Saturation a bit more, and increasing Gamma values Adjusted the Vibrance, increasing it slightly. Unfortunately, no Depth of Field in this version. There are far too many issues with how it is reading the depth buffer.
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//NOTE: Downloading the settings file from here includes all SweetFX settings. However, you will not get Gaussian Blur, Ambient Light, Anamorphic Lensflare or Godrays. You need to download the full file at http://www.mediafire.com/download/kngwp59oxto926s/RealisticWitcher3-v1.3.rar /*-----------------------------------------------------------. / 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 0 //[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 1 //[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 0 //[0 or 1] LumaSharpen : Sharpens the image. #define USE_LENS_DISTORTION 0 //[0 or 1] Cubic Lens Distortion : Distorts the lens cubicly. #define USE_NOSTALGIA 0 //[0 or 1] Nostalgia : Remember when you played that game you always played on that first system of yours? You don't? Well here is a reminder. #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_TECHNICOLOR2 0 //[0 or 1] TECHNICOLOR 2 : Yet another Technicolor effect - not sure if this stays or not. Let me know if you like it. #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 0 //[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_FILMICPASS 0 //[0 or 1] Filmic Pass: Applies some common color adjustments to mimic a more cinema-like look. #define USE_REINHARDLINEAR 0 //[0 or 1] Reinhard: Reinhard mixed with some linear tonemapping. #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 1 //[0 or 1] Film Grain : Adds film grain to the image. #define USE_DITHER 1 //[0 or 1] Dither : Applies dithering to simulate more colors than your monitor can display. This lessens banding artifacts (mostly caused by Vignette) #define USE_BORDER 0 //[0 or 1] Border : 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. (Only partially working right now) #define USE_Transition 0 //[0 or 1] Transition : Shows transitions to the regularly scheduled programming /*-----------------------------------------------------------. / 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 2 //[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 #define Ascii_ToggleKey RFX_ToggleKey /*-----------------------------------------------------------. / Transition / '-----------------------------------------------------------*/ #define Transition_time 5000 //[1 to 60000] Milliseconds the transition lasts (1000 milliseconds is 1 second) #define Transition_texture "Winners_Dont_Use_Drugs.png" //["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 ImageFadeOut //Can be "FadeIn", "FadeOut", "CurtainOpen", "CurtainClose" or "ImageFadeOut" #define Transition_ToggleKey RFX_ToggleKey /*-----------------------------------------------------------. / 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 16 //[0 to 98] Determines the radius SMAA will search for aliased edges #define SMAA_MAX_SEARCH_STEPS_DIAG 6 //[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 1 //[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 0.001 // Threshold to be used in the depth buffer. #define SMAA_PREDICATION_SCALE 2.0 // How much to scale the global threshold used for luma or color edge detection when using predication #define SMAA_PREDICATION_STRENGTH 0.4 // 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. #define SMAA_ToggleKey RFX_ToggleKey /*-----------------------------------------------------------. / FXAA Anti-aliasing settings / '-----------------------------------------------------------*/ #define FXAA_QUALITY__PRESET 9 //[1 to 9] Choose the quality preset. 9 is the highest quality. #define fxaa_Subpix 0.000 //[0.000 to 1.000] Choose the amount of sub-pixel aliasing removal. Higher values makes the image softer/blurrier. #define fxaa_EdgeThreshold 0.166 //[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 0.000 //[0.000 to 1.000] Darkness threshold. Pixels darker than this are not processed in order to increase performance. #define FXAA_ToggleKey RFX_ToggleKey /*-----------------------------------------------------------. / Explosion settings / '-----------------------------------------------------------*/ #define Explosion_Radius 2.0 //[0.2 to 100.0] Amount of effect you want. #define Explosion_ToggleKey RFX_ToggleKey /*-----------------------------------------------------------. / 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 0.25 //Adjust the strength of the effect. #define CA_ToggleKey RFX_ToggleKey /*-----------------------------------------------------------. / 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. #define Cartoon_ToggleKey RFX_ToggleKey /*----------------------------------------------------------. / Advanced CRT settings / '----------------------------------------------------------*/ #define CRTAmount 0.06 //[0.00 to 1.00] Amount of CRT effect you want #define CRTResolution 1.15 //[1.0 to 8.0] Input size coefficent (low values gives the "low-res retro look"). Default is 1.2 #define CRTgamma 2.4 //[0.0 to 4.0] Gamma of simulated CRT (default 2.2) #define CRTmonitorgamma 2.2 //[0.0 to 4.0] Gamma of display monitor (typically 2.2 is correct) #define CRTBrightness 0.9 //[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 0 //[[0 or 1] "Barrel effect" enabled (1) or off (0) #define CRTCurvatureRadius 1.5 //[0.0 to 2.0] Curvature Radius (only effective when Curvature is enabled). Default is 1.5 #define CRTCornerSize 0.0100 //[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 0.00 //[-0.20 to 0.20] Tilt angle in radians (Y coordinates). (Value of -0.15 gives the 'arcade tilt' look) #define CRTOverScan 1.01 //[1.00 to 1.10] Overscan (e.g. 1.02 for 2% overscan). Default is 1.01 #define CRTOversample 1 //[0 or 1] Enable 3x oversampling of the beam profile (warning : performance hit) #define AdvancedCRT_ToggleKey RFX_ToggleKey /*-----------------------------------------------------------. / Pixel Art CRT / '-----------------------------------------------------------*/ // -- 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 // #define PixelArt_ToggleKey RFX_ToggleKey /*-----------------------------------------------------------. / 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 #define Bloom_ToggleKey RFX_ToggleKey /*-----------------------------------------------------------. / 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 #define HDR_ToggleKey RFX_ToggleKey /*-----------------------------------------------------------. / LumaSharpen settings / '-----------------------------------------------------------*/ // -- Sharpening -- #define sharp_strength 0.65 //[0.10 to 3.00] Strength of the sharpening #define sharp_clamp 0.035 //[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) #define LumaSharpen_ToggleKey RFX_ToggleKey /*----------------------------------------------------------. / Shared Shaders settings / '----------------------------------------------------------*/ //Below you can find all shared shader and their settings #define SharedShader_ToggleKey RFX_ToggleKey /*----------------------------------------------------------. / Notalgia settings / '----------------------------------------------------------*/ //Nothing here yet, but you will get to set the palette to use and toggle dithering, and maybe pixelate the image .. once the effect is done. //For now it just displays the image with a C64 palette /*----------------------------------------------------------. / Levels settings / '----------------------------------------------------------*/ #define Levels_black_point 8 //[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 254 //[0 to 255] The new white point. Everything brighter than this becomes completely white. Default is 235.0 //Colors between the two points will stretched, which increases contrast, but details above and below the points are lost (this is called clipping). // -- 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. /*-----------------------------------------------------------. / 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] /*-----------------------------------------------------------. / TECHNICOLOR 2 settings / '-----------------------------------------------------------*/ #define Technicolor2_Red_Strength 0.2 //[0.05 to 1.0] Color Strength of Red channel. Higher means darker and more intense colors. #define Technicolor2_Green_Strength 0.2 //[0.05 to 1.0] Color Strength of Green channel. Higher means darker and more intense colors. #define Technicolor2_Blue_Strength 0.2 //[0.05 to 1.0] Color Strength of Blue channel. Higher means darker and more intense colors. #define Technicolor2_Brightness 1.0 //[0.5 to 1.5] Brightness Adjustment, higher means brighter image. #define Technicolor2_Strength 1.0 //[0.0 to 1.0] Strength of Technicolor effect. 0.0 means original image. #define Technicolor2_Saturation 0.7 //[0.0 to 1.5] Additional saturation control since technicolor tends to oversaturate the image. /*-----------------------------------------------------------. / 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 - Should sum to 1.000 if you don't wish to change the brightness #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 - Should sum to 1.000 if you don't wish to change the brightness #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(0.985, 0.985, 0.985) //[0.000 to 2.000] Adjust shadows for Red, Green and Blue. #define RGB_Gamma float3(1.009, 1.009, 1.009) //[0.000 to 2.000] Adjust midtones for Red, Green and Blue #define RGB_Gain float3(1.042, 1.042, 1.042) //[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 0.83 //[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 -0.075 //[-1.000 to 1.000] Adjust exposure #define Saturation -0.292 //[-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 0.000 //[0.000 to 1.000] How much of the color tint to remove #define FogColor float3(0.00, 0.00, 2.55) //[0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to remove - default is blue /*-----------------------------------------------------------. / Vibrance settings / '-----------------------------------------------------------*/ #define Vibrance 0.11 //[-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(1.00, 1.00, 1.00) //[-10.00 to 10.00,-10.00 to 10.00,-10.00 to 10.00] A per channel multiplier to the Vibrance strength so you can give more boost to certain colors over others /*-----------------------------------------------------------. / Curves settings / '-----------------------------------------------------------*/ #define Curves_mode 2 //[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 -0.25 //[-1.00 to 1.00] The amount of contrast you want // -- Advanced curve settings -- #define Curves_formula 5 //[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. In fact I think the difference might only be due to rounding errors. //I prefer 2 myself, but 3 is a nice alternative with a little more effect (but harsher on the highlight and shadows) and it's the fastest formula. /*-----------------------------------------------------------. / Sepia settings / '-----------------------------------------------------------*/ #define ColorTone float3(1.40, 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 /*-----------------------------------------------------------. / FilmicPass settings / '-----------------------------------------------------------*/ #define Strenght 0.85 //[0.05 to 1.5] Strength of the color curve altering #define BaseGamma 1.0 //[0.7 to 2.0] Gamma Curve #define Fade 0.4 //[0.0 to 0.6] Decreases contrast to imitate faded image #define Contrast 1.0 //[0.5 to 2.0] Contrast. #define FSaturation -0.15 #define FBleach 0.00 //[-0.5 to 1.0] More bleach means more contrasted and less colorful image #define FRedCurve 1.0 #define FGreenCurve 1.0 #define FBlueCurve 1.0 #define BaseCurve 1.5 #define EffectGammaR 1.0 #define EffectGammaG 1.0 #define EffectGammaB 1.0 #define EffectGamma 0.65 #define Linearization 0.5 //[0.5 to 2.0] Linearizes the color curve #define LumCoeff float3(0.212656, 0.715158, 0.072186) /*-----------------------------------------------------------. / ReinhardLinear settings / '-----------------------------------------------------------*/ #define ReinhardLinearWhitepoint 3.0 #define ReinhardLinearPoint 0.15 #define ReinhardLinearSlope 2.25 //[1.0 to 5.0] how steep the color curve is at linear point. You need color curve understanding to know what this means, just experiment. /*-----------------------------------------------------------. / 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 0.50 //[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 6 //[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 2.00 //[-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(0,1) //[0 to 2048, 0 to 2048] (X,Y)-width of the border. Measured in pixels. If this is set to 0,0 then the border_ratio will be used instead #define border_ratio float(2.35 / 1.0) //[0.1000 to 10.0000] Set the desired ratio for the visible area. You MUST use floating point - Integers do not work right. //Examples that work: (1680.0 / 1050.0), (16.0 / 10.0), (1.6) Examples that does NOT work right: (1680 / 1050), (16 / 10) #define border_color float3(180, 0, 0) //[0 to 255, 0 to 255, 0 to 255] What color the border should be. In integer RGB colors, meaning 0,0,0 is black and 255,255,255 is full white. /*-----------------------------------------------------------. / Splitscreen settings / '-----------------------------------------------------------*/ #define splitscreen_mode 1 //[1|2|3|4|5|6] 1 = Vertical 50/50 split, 2 = Vertical 25/50/25 split, 3 = Vertical 50/50 angled split, 4 = Horizontal 50/50 split, 5 = Horizontal 25/50/25 split, 6 = Curvy vertical 50/50 split /*-----------------------------------------------------------. / Custom settings / '-----------------------------------------------------------*/ #define custom_strength 1.0 //[0.00 to 1.00] Adjust the strength of the effect

Comments

refusedzero
9 Jun 19:15 CEST

Are you using epic custom shader collection? That sounds rockin' (I too am very, very excited for Fallout 4). You should try dropping Fallout3 ENB into the mix and see what craziness you can get!

I tweaked your preset to include a few more features (SMAA, Lumasharpen, other things I'm totally forgetting), would you like to check it out? With the 1.04 update fixing the negative bias I've gotten the game to be seamless and noiseless using your preset! Thank you so much for this!

NeoLithicJay
9 Jun 00:33 CEST

Not at the moment. Really busy with work, and haven't had time to game. If anything, I may be releasing a profile for Fallout 3. Thanks to the announcement of Fallout 4, I wanted to go back and play 3, however, the terrible lighting made me want to hurl. I'm almost done my profile, just doing some minor tweaking atm.

refusedzero
8 Jun 17:21 CEST

This work is so good! You got anymore updates up your sleeves NeoLithicJay??

Ferdimage
1 Jun 00:58 CEST

Well done on preset V1.3, The games lighting just feels right now!

Npolaris
25 May 19:01 CEST

This preset is my reason to play the game on PC and not on PS4!

NeoLithicJay
23 May 03:14 CEST

@refusedzero I was incorrect with #4. I didn't realize I turned the dirt off, but forgot to turn off the Lens. It has been removed for now :)

NeoLithicJay
23 May 02:14 CEST

@refusedzero

1. If I did a complete list of what was on or not, the Description would be extremely long. I do however list what IS enabled, that way people know what to edit and/or turn off.

2. I may do it in the future again once we get another version of Reshade. I have however listed download links for the previous versions that do contain the full package.

3. I may give this a whirl tonight and see what I can come up with.

4. Actually, Lens Dirt is off. It is just going based off of the Witcher 3 built-in effect. I plan on toning down the brights a bit tonight, as the Dawn/Dusk sun is pretty damn bright lol.

refusedzero
22 May 08:16 CEST

This update is astounding! Your custom setup is impressive beyond imagination! Dooders, you rock! This is some super high quality level graphical epicness here. I'm already dropping your Custom Reshade into other games and it's **FUN**!

I hope it's okay, but I have a few suggestions (if you dun want suggestions or criticism tell me to shove it)? 1 - I think you should give a list of what features you have on and off in your options menu (CA off for instance, ect). 2 - You might wanna repackage the whole shabang with the dxgi.dll files and the file structure already made for newer users. 3 - Maybe an anamorphic lens flare (if possible), but I might just like lens flare too much.

I'm curious what feature you're using to get the lensdirt to do what it's doing? How are you doing this voodoo??? I want to tone it down a little, but in all your crazy magic work (so many settings files) I can't find the needle in the hay stack.

Each update is ridiculously more epic! I check for updates before and after work lol.

refusedzero
22 May 08:03 CEST

@shafat77 - use this link to download NeoLithicJay's custom jiggered Reshade that has MasterFX as well as GemFX and what I'm pretty sure are custom shaders going on. Download v 1.0 - http://www.mediafire.com/download/y1osb97ocg9ruag/RealisticWitcher3-Reshade-0.18.4.rar and put it in your x64 folder (where reshade is). Then download V 1.2 - http://www.mediafire.com/download/t2aji9gz11gens9/RealisticWitcher3-v1.2.rar and overwrite 1.0 with it.

shafat77
22 May 06:24 CEST

Loving these pictures and the settings. But I cant seem to make it work. I have not changed anything, just dropped this in the sweetfx folder in Reshade and i get the x3000 syntax error. I am using the 64bit reshade.dll renamed to dxgi.dll. can anyone please help me?

NeoLithicJay
22 May 03:16 CEST

@Capopiramide Thanks for comment! I actually have created some other profiles. My most recent before this one was for Dragon Age: Inquisition. I have some more for less popular games as well. Usually if I have a game, I at least create a personal profile, so if you have any requests, let me know.

NeoLithicJay
22 May 03:15 CEST

If you want to take some more shots, that would be great. I do plan on adding some more effects, however my goal is to keep it playable for the general player. However, that doesn't mean I won't be releasing a side version for high end machines.

This setup is my custom, yes. It is derived from my Dragon Age: Inquisition profile that I just recently released.

refusedzero
22 May 02:40 CEST

You want some before and after shots for the page? I'll run around with cheat engine and archer a few pics for you if you'd like, this work deserves it.

I'm running this with a heavily tweaked ini and hotsampled to 1440p and it's the most beautiful video game I've ever played. I'm seriously you guys, the most beautiful game I've ever played. At timee, at night in the forest, it's like being in a cyber van Gogh painting. I'm astonished by this preset, and I've made some/been using them for years. This is on par with ENB.

Are you going to use MasterFX or GemFX to add godrays/other awesome effects? I've never played around with these programs till downloading your zip. I am going through it all and it is super fun to tweak and play around with the extra settings. Is this your custom setup? It's an awesome new toy lol, thank you!

Capopiramide
21 May 16:23 CEST

Good, this is the best sweetfx, greatly improves the visual quality of the game, well done this continues, I hope you do also with other games

NeoLithicJay
21 May 12:37 CEST

Thanks! I'm still not happy with a few things, so expect another version either today or tomorrow, depending on my schedule.

refusedzero
21 May 07:16 CEST

Unbelievably well done update! I keep stopping and just staring the beautiful world you've helped edit. The ambient lighting update is *AWESOME*.

NeoLithicJay
21 May 03:19 CEST

It's not done yet. Working right now with adding some better depth of field, and playing a bit more with the shadows.

refusedzero
21 May 03:17 CEST

Is this the finished project or should I keep excitedly checking back every 6-12 hours to see if you're going to update this magic? =P

Thanks for the art! I am super having fun playing around with you work!

NeoLithicJay
21 May 01:02 CEST

Thanks a lot! I really appreciate it! The preset does actually have more downloads, as a lot of people are downloading the complete version with Reshade (that also comes with the Gaussian Blur filter), instead of downloading the preset without the Gaussian.

refusedzero
20 May 23:52 CEST

Wow dude, seriously, epic work with GemFX! This is seriously impressive and deserves way, way, way more downloads!

refusedzero
20 May 22:50 CEST

This is awesome! Tried like 10 presets, and settled on this one! Thanks!

NeoLithicJay
20 May 02:02 CEST

Thanks a lot for the comments! I appreciate them more than the number of downloads.

Signex
19 May 20:27 CEST

This deserves way more downloads then others, this one looks really stunning!

mausi125
19 May 11:02 CEST

Nice sweetfx thank you

Ferdimage
19 May 01:50 CEST

Looks great out in the open lands, thank you

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