SweetFX Settings DB
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3 days, 13 hours ago
by QTmodz

• Lifelike Witcher • FINAL •

Created by r3dfield
Added May 27, 2015
Updated 1 Jun 11:56 CEST
Shader used: SweetFX 2.0
Preset description:
--------------------------------------------------------------------------------------------------------------------- Lifelike Witcher •FINAL• Designed for SweetFX 2.0 (Preview 8 | ReShade 0.18.4) --------------------------------------------------------------------------------------------------------------------- • More natural color palette, contrast and sharpness • Designed for actual gaming • Performance friendly (even more with SMAA disabled) • Slim and simple. Achieving the goal with most necessary effects only. • Not crushing blacks or whites --------------------------------------------------------------------------------------------------------------------- Feel free to make your own changes --------------------------------------------------------------------------------------------------------------------- Want more color? For more saturation, adjust #define Saturation to smaller negative or even positive values. My previous preset version was using 0.065 Lights hurt your eyes? If you play in a dark room and/or the lights are just to powerful for your eyes, just lower #define Exposure to a smaller value, like 0.04 or even 0.00 to turn it off. You can do the same with #define Bleach for your taste. Everybody's using different monitors, with different calibrations (if at all) and has different ambient conditions (some play in dark rooms, some with lights on, some with daylight...some with less light) - so do your own fine tuning here. My monitor is well calibrated, so it should be okay for most of you guys, the rest is personal preference. Wanna change gamma? You can make the general image brighter by lowering #define Gamma, or darker, by using higher values. You could use 0.980 to make it brighter or 1.010 to make it a bit darker - for example. Default is 1.000 --------------------------------------------------------------------------------------------------------------------- Further information --------------------------------------------------------------------------------------------------------------------- I force 16xHQAF through driver and use in-game AA. In-game sharpening disabled. I also use different ini tweaks on ultra settings. The vegetation looks better with SMAA enabled, but feel free to turn it off. If you do and play on ultra settings, you could also lower the "TextureMipBias" value to -0.7 for 1080p. The default ultra value of -1 may look too shimmery without SMAA. SweetFX sharpening was designed for game version 1.04 (or later), 1080p and the default ultra "TextureMipBias" of -1 with SMAA enabled. Game Version 1.04 introduced TextureMipBias, a new [Rendering] setting. Check the "Mipmap Bias Tweak" section in the official NVIDIA Tweaking Guide for The Witcher 3 for further information. Take it or leave it.
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/*-----------------------------------------------------------. / Description / '------------------------------------------------------------/ Game: The Witcher 3: Wild Hunt Preset name: Lifelike Witcher *FINAL* by r3dfield Shader version: SweetFX 2.0 (Preview 8 | ReShade 0.18.4) Visit https://sfx.thelazy.net/games/preset/3811/ for further information. /*-----------------------------------------------------------. / Choose effects / '-----------------------------------------------------------*/ // Effects are listed in the order that they are applied. // Set to 1 for ON or 0 for OFF #define USE_SMAA 1 //[0 or 1] SMAA Anti-aliasing : Smoothens jagged lines using the SMAA technique. #define USE_LUMASHARPEN 1 //[0 or 1] LumaSharpen : Sharpens the image. #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. /*-----------------------------------------------------------. / 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_DEPTH_THRESHOLD 0.001 //[0.001 to 0.100] Depth edge detection threshold. Same as above but for the depth edge detection. This can go insanely low and still look good. #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 60 //[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 0.001 // 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. /*-----------------------------------------------------------. / LumaSharpen settings / '-----------------------------------------------------------*/ // -- Sharpening -- #define sharp_strength 1.05 //[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) /*-----------------------------------------------------------. / Lift Gamma Gain settings / '-----------------------------------------------------------*/ #define RGB_Lift float3(0.960, 0.960, 0.955) //[0.000 to 2.000] Adjust shadows for Red, Green and Blue. #define RGB_Gamma float3(1.000, 1.000, 0.995) //[0.000 to 2.000] Adjust midtones for Red, Green and Blue #define RGB_Gain float3(1.040, 1.040, 1.055) //[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 0.998 //[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 0.08 //[-1.000 to 1.000] Adjust exposure #define Saturation -0.02 //[-1.000 to 1.000] Adjust saturation #define Bleach 0.04 //[0.000 to 1.000] Brightens the shadows and fades the colors #define Defog 0.015 //[0.000 to 1.000] How much of the color tint to remove #define FogColor float3(0.80, 0.40, 0.05) //[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 -0.14 //[-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(2.20, 1.90, 1.80) //[-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


13 Jul 05:31 CEST

i'm new to this, can i turn on in game sharpening if i wanted?

1 Jun 00:35 CEST

I mean 0.04 or 0.00

1 Jun 00:09 CEST

Of course, just lower #define Exposure to a smaller value, like 0.4 or even 0.0 to turn it off. You can do the same with #define Bleach.

It's a bit brighter than vanilla for sure and it depends how you play. If you play in some dark room, it might be too bright for you. So just lower it.

31 May 21:59 CEST

Alright I feel like this preset has a lot of potential, but any way to tone down the bloom?

It's the only problem I have with most of the preset. The bloom of the sun is highly unrealistic and it just "WaAaaAa" in my face everytime I look in the sky.

I really like your preset, so I'd like to know if there's any way to reduce the bloom effect to make it more realistic?

29 May 00:18 CEST

thanks, appreciate that.

28 May 22:22 CEST

This is by far the best looking preset I've come across after trying out about 12 different ones. In this the whites aren't blinding and the darks aren't pitch black. It has a semi bright white and natural tone to it, yet it brings a cold harsh environment to the witcher 3 that I wish it had in the first place going back to the original look of the witcher 3 feels like a cartoon. Awesome job making this preset. the witcher 3 needs a dark cold tone and these is the settings that bring it to life.

28 May 12:04 CEST

Made a profile just so that I could comment here. Great work on this preset! Absolutely loving it!

Tried a few others but they were just a bit too much and I like the fact that you kept it simple and made it look great with subtlety.

Thanks for improving my Witcher 3 experience!

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