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TooSpooky's Battlefield Cinematic Preset

Preset for Battlefield 4
Created by TooSpooky
Added June 23, 2016
Updated 17 Nov 04:51 CET
Shader used: ReShade
Preset description:
Hello, I was just messing around trying to get Battlefield 4 to look a bit better and I came across a mix of effects that I personally like a lot. I've tested it on a few maps and seems to work fine and not hinder gameplay at all. Effects: -Bloom -Lumasharpen -DPX -FilmicPass -Vignette -Gaussian_Anamflare (GemFX) While playing I suffered no noticeable frame drops on a 980ti with a fx8370. To get the full package with all the effects download it from here: https://mega.nz/#F!fktz1JJD!qxikAB2USozV7xTwZDQyVw Install instruction are included in the download :) But I'll put them here as well: -To install it just simply take: ReShade (Folder), dxgi.dll, and ReShade.fx and drop them into your battlefield 4 main directory. It is usually located at: C:/Program Files (x86)/Origin Games/Battlefield 4 Screenshots look a bit unplayable compared to when in-game, new ones to come. Enjoy!
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////----------// ///**GLOBAL**/// //----------//// //-Global Defines-// //>SweetFX Suite General Settings<\\ //-Commentary:The SweetFX Suite contains various color correction and other neat shader.\nBeginning from Levels, all following shader are grouped to together under the SharedShader set. #define SharedShader_ToggleKey RFX_ToggleKey //[undef] //- Toggle key for all shared shaders. Shared shaders are Bloom, Border, ////---------// ///**ASCII**/// //---------//// #define USE_ASCII 0 //[Ascii] //-Ascii : Converts the image to Ascii-art. //>Ascii settings<\\ #define Ascii_input_image 1 //[1:2] //-1 = Color buffer, 2 = Depth buffer. #define Ascii_spacing 1 //[0:9] //-Determines the spacing between characters. I feel 1 to 3 looks best. #define Ascii_font 2 //[1:2] //-1 = 5x5 font, 2 = 3x5 font #define Ascii_font_color float3(255,255,255) //[0:255] //-What color the font should be. In integer RGB colors. X = Red, Y = Green, Z = Blue #define Ascii_background_color float3(0,0,0) //[0:255] //-What color the background should be. In integer RGB colors. X = Red, Y = Green, Z = Blue #define Ascii_font_color_mode 1 //[0:2] //-0 = font_color, 1 = image color, 2 = colorized grayscale #define Ascii_ToggleKey RFX_ToggleKey //[undef] //-Key used to toggle the effect on and off. Go to ReShade/Common/KeyCodes.h for additional key codes. ////--------------// ///**Transition**/// //--------------//// #define USE_Transition 0 //[Transition] //-Transition : Shows transitions to the regularly scheduled programming //>Transition Settings<\\ #define Transition_time 5000 //[1:60000] //-No description given #define Transition_texture "Curtain.jpg" //[undef] //-Filename for the texture to use. Put your custom textures in SweetFX/Textures/ #define Transition_texture_width 720 //[undef] //-Image width. #define Transition_texture_height 480 //[undef] //-Image height. #define Transition_type CurtainOpen //[undef] //-Can be "FadeIn", "FadeOut", "CurtainOpen", "CurtainClose" or "ImageFadeOut" #define Transition_ToggleKey RFX_ToggleKey //[undef] //- ////--------// ///**SMAA**/// //--------//// #define USE_SMAA 0 //[SMAAWrap] //-SMAA Anti-aliasing : Smoothens jagged lines using the SMAA technique. //>SMAA Anti-aliasing settings<\\ #define SMAA_THRESHOLD 0.10 //[0.05:0.20] //-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 //[0:98] //-Determines the radius SMAA will search for aliased edges #define SMAA_MAX_SEARCH_STEPS_DIAG 16 //[0:16] //-Determines the radius SMAA will search for diagonal aliased edges #define SMAA_CORNER_ROUNDING 0 //[0:100] //-Determines the percent of antialiasing to apply to corners. 0 seems to affect fine text the least so it's the default. #define SMAA_ToggleKey RFX_ToggleKey //[undef] //- //>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 //[0:1] //-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 //[0:1] //-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 //[undef] //-Threshold to be used in the depth buffer. #define SMAA_PREDICATION_SCALE 2.0 //[undef] //-How much to scale the global threshold used for luma or color edge detection when using predication #define SMAA_PREDICATION_STRENGTH 0.4 //[undef] //-How much to locally decrease the threshold. //>Debug SMAA settings<\\ #define SMAA_DEBUG_OUTPUT 0 //[0:4] //-No description given ////--------// ///**FXAA**/// //--------//// #define USE_FXAA 0 //[FXAAWrap] //-FXAA Anti-aliasing : Smoothens jagged lines using the FXAA technique. //>FXAA Anti-aliasing settings<\\ #define FXAA_QUALITY__PRESET 9 //[1:9] //-Choose the quality preset. 9 is the highest quality. #define fxaa_Subpix 0.000 //[0.000:1.000] //-Choose the amount of sub-pixel aliasing removal. Higher values makes the image softer/blurrier. #define fxaa_EdgeThreshold 0.166 //[0.000:1.000] //-Edge detection threshold. The minimum amount of local contrast required to apply algorithm. Similar to SMAA_THRESHOLD #define fxaa_EdgeThresholdMin 0.000 //[0.000:1.000] //-Darkness threshold. Pixels darker than this are not processed in order to increase performance. #define FXAA_ToggleKey RFX_ToggleKey //[undef] //- ////-------------// ///**EXPLOSION**/// //-------------//// #define USE_EXPLOSION 0 //[Explosion] //-Explosion : Scatters the pixels, making the image look fuzzy. //>Explosion settings<\\ #define Explosion_Radius 2.0 //[0.2:100.0] //-Amount of effect you want. #define Explosion_TimeOut 0 //[0:100000] //-Defined Toggle Key will activate the shader until time (in ms) runs out. "0" deactivates the timeout feature. #define Explosion_ToggleKey RFX_ToggleKey //[undef] //- ////------// ///**CA**/// //------//// #define USE_CA 0 //[CA] //-Chromatic Aberration : Mimics the look of a cheap camera lens, by distorting the colors. //>Chromatic Aberration settings<\\ #define Chromatic_shift float2(2.5,-0.5) //[-100.0:100.0] //-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 0.5 //[0.0:1.0] //-Adjust the strength of the effect. #define CA_TimeOut 0 //[0:100000] //-Defined Toggle Key will activate the shader until time (in ms) runs out. "0" deactivates the timeout feature. #define CA_ToggleKey RFX_ToggleKey //[undef] //- ////-----------//


17 Nov 04:01 CET

Thanks! Glad to hear you are liking it!

23 Sep 14:34 CEST

this is fucking insane dude , gj <3

25 Jun 17:56 CEST


Some say they have been using it for a while and have never got banned. Some say some have been banned before. Use it at your own risk :)

25 Jun 00:54 CEST

Bruh, dont you get banned in bf4 multiplayer for sweetfx?

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