1 hour, 29 minutes ago
caliginous vivification
Preset description:
Salutations fellow gamers; before getting into the information of this preset, it was made with the game's brightness configured to 85 ticks from the left. It is required if you want the preset to look exactly like it does in the pictures below. With that said, I would encourage users to experiment with this value, some might want a brighter atmosphere, or even a darker one, to each their own, 85 is a good starting point or medium to gauge if one wants it lower or higher. This preset 'caliginous vivification' gives the game Dead or Alive 5 Last Round a more dark mood but not entirely. To explain, if a stage is sunny, it does not suddenly change into a cloudy day, the preset brings out more shadows, making them more prominent, but the overall stage is still cast in radiant light, more colorful too. The inverse can be said about night stages, stages with low light sources (Such as caves.) or stages that loose light with activation (Circus stage.); they feel more like dark spaces, more sulky, and the light sources are more stark to say the least, akin to how shadows are more striking in the day. Regarding textures, with characters this preset brings out much concealed color and complexity of skin tones, and attire; gold shines more, dirt seems to have more weight to it when on characters, hair has more texture, singular hair strains pop out more, eyes have a more reflective characteristic too. With clothes textures now grab the optics, folds in pants now have shadows, clothes such as large pants visually have more density. The same can be said with stage/background textures, they are now vivid; which include floorboards, grass, paintings, tigers, audience, ice, fire, this preset makes them less invisible or looked over. The particle effects from either water, snow, Alpha 152, mist etc. are much more keen to the naked eye, depth of field too in some capacities. That said, people who are familiar with this game know that some of the stage textures in this game are atrocious to say the least. This preset will not solve the low resolution of them. The thing is in a fighting game the parameters of space one is confined in is much smaller, meaning if a stage does not have transition, both participants will be fixated to that area for a good period, it is not like an open world title where most unflattering textures can be hidden through out the vast landscape, in a fighting game the quality either good or bad is instantly perceived at the start of a match. Team Ninja usually does better, their previous titles are no where near this bad; hopefully a kind Samaritan from the nexus site who mods for either the Elder Scrolls series or Fallout series, could lend a much helping hand. I know that is wishful thinking, but those type of mods are needed, I am not saying character mods are not nifty because they are, but stage textures impact the game more with atmosphere and immersion. The game has been out for over a year, well over a year if one counts when earlier incarnations were released on PS3 and 360. It should not be on the game community to fix a game, Team Ninja should do it themselves; regardless the platform the game should be at a constant equilibrium with content; including net-code, patches, stage dlc, etc. Team Ninja for whatever rationality or scapegoat, to them pc is not equal to PS4 or XB1; it unfortunately keeps up the history and recent history of fighting games on pc, in that one should lower their expectations, once lowered lower them again, as to not get sorely out hustled and eviscerated by ones own enthusiasm or faux promises in the brief form of truth from game developers; looking at you Team Ninja, but even more than them looking at you Ed Boon and NetherRealm studios; but I digress. Hopefully you like the preset, if not that is fine too, free will is a wonderful thing; do what you will with your will. Take care, farewell, and peace out.
One more thing if one is interested in some of the mods in the pictures below they can be found here:
http://w11.zetaboards.com/SFxT_Mods/topic/11106570/1/
http://w11.zetaboards.com/SFxT_Mods/topic/11590308/1/
http://www.freestepdodge.com/threads/costume-mods.6327/
http://www.freestepdodge.com/threads/pc-community-mod-resources.5565/
Note that with the above sites, a great degree of the mods are the same, however there are some mods that differ between the two of them.
/*-----------------------------------------------------------.
/ Description /
'------------------------------------------------------------/
Game: Dead or Alive 5 - Last Round
Author:
|\/| _| (` _.|-
| (|`\(/()L|\|(((_||\/
_| /
http://sfx.thelazy.net/users/u/MarvelousSagacity/
Preset Name:
+-+-+-+-+-+-+-+-+-+-+ +-+-+-+-+-+-+-+-+-+-+-+-+
|c|a|l|i|g|i|n|o|u|s| |v|i|v|i|f|i|c|a|t|i|o|n|
+-+-+-+-+-+-+-+-+-+-+ +-+-+-+-+-+-+-+-+-+-+-+-+
SweetFX version: 1.5.1
Description:
Salutations fellow gamers; before getting into the information of this preset, it
was made with the game's brightness configured to 85 ticks from the left. It is
required if you want the preset to look exactly like it does in the pictures below.
With that said, I would encourage users to experiment with this value, some might
want a brighter atmosphere, or even a darker one, to each their own, 85 is a good
starting point or medium to gauge if one wants it lower or higher. This preset
'caliginous vivification' gives the game Dead or Alive 5 Last Round a more dark mood
but not entirely. To explain, if a stage is sunny, it does not suddenly change into a
cloudy day, the preset brings out more shadows, making them more prominent, but the
overall stage is still cast in radiant light, more colorful too. The inverse can be
said about night stages, stages with low light sources (Such as caves.) or stages
that loose light with activation (Circus stage.); they feel more like dark spaces,
more sulky, and the light sources are more stark to say the least, akin to how
shadows are more striking in the day. Regarding textures, with characters this preset
brings out much concealed color and complexity of skin tones, and attire; gold shines
more, dirt seems to have more weight to it when on characters, hair has more texture,
singular hair strains pop out more, eyes have a more reflective characteristic too.
With clothes textures now grab the optics, folds in pants now have shadows, clothes
such as large pants visually have more density. The same can be said with
stage/background textures, they are now vivid; which include floorboards, grass,
paintings, tigers, audience, ice, fire, this preset makes them less invisible or
looked over. The particle effects from either water, snow, Alpha 152, mist etc. are
much more keen to the naked eye, depth of field too in some capacities.
That said, people who are familiar with this game know that some of the stage
textures in this game are atrocious to say the least. This preset will not solve the
low resolution of them. The thing is in a fighting game the parameters of space one
is confined in is much smaller, meaning if a stage does not have transition, both
participants will be fixated to that area for a good period, it is not like an open
world title where most unflattering textures can be hidden through out the vast
landscape, in a fighting game the quality either good or bad is instantly perceived
at the start of a match. Team Ninja usually does better, their previous titles are no
where near this bad; hopefully a kind Samaritan from the nexus site who mods for
either the Elder Scrolls series or Fallout series, could lend a much helping hand. I
know that is wishful thinking, but those type of mods are needed, I am not saying
character mods are not nifty because they are, but stage textures impact the game
more with atmosphere and immersion. The game has been out for over a year, well over
a year if one counts when earlier incarnations were released on PS3 and 360. It
should not be on the game community to fix a game, Team Ninja should do it
themselves; regardless the platform the game should be at a constant equilibrium with
content; including net-code, patches, stage dlc, etc. Team Ninja for whatever
rationality or scapegoat, to them pc is not equal to PS4 or XB1; it unfortunately
keeps up the history and recent history of fighting games on pc, in that one should
lower their expectations, once lowered lower them again, as to not get sorely out
hustled and eviscerated by ones own enthusiasm or faux promises in the brief form of
truth from game developers; looking at you Team Ninja, but even more than them
looking at you Ed Boon and NetherRealm studios; but I digress. Hopefully you like the
preset, if not that is fine too, free will is a wonderful thing; do what you will
with your will. Take care, farewell, and peace out.
One more thing if one is interested in some of the mods in the pictures below they
can be found here:
http://w11.zetaboards.com/SFxT_Mods/topic/11106570/1/
http://w11.zetaboards.com/SFxT_Mods/topic/11590308/1/
http://www.freestepdodge.com/threads/costume-mods.6327/
http://www.freestepdodge.com/threads/pc-community-mod-resources.5565/
Note that with the above sites, a great degree of the mods are the same, however
there are some mods that differ between the two of them.
/*-----------------------------------------------------------.
/ Choose effects /
'-----------------------------------------------------------*/
// Set to 1 for ON or 0 for OFF
#define USE_SMAA_ANTIALIASING 1 //[0 or 1] SMAA Anti-aliasing : Smoothens jagged
lines using the SMAA technique.
#define USE_FXAA_ANTIALIASING 0 //[0 or 1] FXAA Anti-aliasing : Smoothens jagged
lines using the FXAA technique. WIP - Currently only works in DX9 and you need to use
the FXAA injector dlls.
#define USE_EXPLOSION 0 //[0 or 1] Explosion : Scatters the pixels, making the
image look fuzzy.
#define USE_CARTOON 0 //[0 or 1] Cartoon : "Toon"s the image. (Interferes with
SMAA, CRT, Bloom, HDR and Lumasharpen)
#define USE_ADVANCED_CRT 0 //[0 or 1] Advanced CRT : Simulates an old CRT TV
display. (Interferes with SMAA, Cartoon, Bloom, HDR and Lumasharpen, and it has a
very 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 : Also sharpens the antialiased
edges which makes them less smooth - I'm working on fixing that.
#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 1 //[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 1 //[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_LIFTGAMMAGAIN 1 //[0 or 1] Lift Gamma Gain : Adjust brightness and color
of shadows, midtones and highlights
#define USE_TONEMAP 0 //[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 1 //[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_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 : Makes the screenedge black as a
workaround for the bright edge that forcing some AA modes sometimes causes.
#define USE_SPLITSCREEN 0 //[0 or 1] Splitscreen : Enables the before-and-after
splitscreen comparison mode.
#define USE_CUSTOM 0 //[0 or 1] Custom : Write your own shader by editing
custom.h, and then enable it here.
/*-----------------------------------------------------------.
/ SMAA Anti-aliasing settings /
'-----------------------------------------------------------*/
#define SMAA_THRESHOLD 0.13 //[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 26 //[0 to 98] Determines the radius SMAA will
search for aliased edges
#define SMAA_MAX_SEARCH_STEPS_DIAG 9 //[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 COLOR_EDGE_DETECTION 1 //[0 or 1] 1 Enables color edge detection
(slower but slightly more acurate) - 0 uses luma edge detection (faster)
#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.
/*-----------------------------------------------------------.
/ FXAA Anti-aliasing settings /
'-----------------------------------------------------------*/
#define FXAA_QUALITY__PRESET 9 //[1 to 9] Choose the quality preset. 9 is
the highest quality.
#define fxaa_Subpix 0.473 //[0.000 to 1.000] Choose the amount of
sub-pixel aliasing removal.
#define fxaa_EdgeThreshold 0.075 //[0.000 to 1.000] Edge detection threshold.
The minimum amount of local contrast required to apply algorithm.
#define fxaa_EdgeThresholdMin 0.032 //[0.000 to 1.000] Darkness threshold. Trims
the algorithm from processing darks.
/*-----------------------------------------------------------.
/ Explosion settings /
'-----------------------------------------------------------*/
#define Explosion_Radius 2.5 //[0.2 to 100.0] Amount of effect you want.
/*-----------------------------------------------------------.
/ 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)
/*-----------------------------------------------------------.
/ 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 1.85 //[0.00 to 8.00] Strangely lowering this makes the image
brighter
#define radius2 0.80 //[0.00 to 8.00] Raising this seems to make the effect
stronger and also brighter
/*-----------------------------------------------------------.
/ LumaSharpen settings /
'-----------------------------------------------------------*/
// -- Sharpening --
#define sharp_strength 0.14 //[0.10 to 3.00] Strength of the sharpening
#define sharp_clamp 0.027 //[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)
/*----------------------------------------------------------.
/ Levels settings /
'----------------------------------------------------------*/
#define Levels_black_point 16 //[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 235 //[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).
/*-----------------------------------------------------------.
/ TECHNICOLOR settings /
'-----------------------------------------------------------*/
#define TechniAmount 0.02 //[0.00 to 1.00]
#define TechniPower 7.98 //[0.00 to 8.00]
#define redNegativeAmount 0.85 //[0.00 to 1.00]
#define greenNegativeAmount 0.85 //[0.00 to 1.00]
#define blueNegativeAmount 0.85 //[0.00 to 1.00]
/*-----------------------------------------------------------.
/ Cineon DPX settings /
'-----------------------------------------------------------*/
#define Red 8.5 //[1.0 to 15.0]
#define Green 8.5 //[1.0 to 15.0]
#define Blue 8.5 //[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 3.5 //[0.0 to 8.0] Adjust saturation of the effect. 1.0 is
neutral.
#define RedC 0.34 //[0.60 to 0.20]
#define GreenC 0.34 //[0.60 to 0.20]
#define BlueC 0.32 //[0.60 to 0.20]
#define Blend 0.06 //[0.00 to 1.00] How strong the effect should be.
/*-----------------------------------------------------------.
/ Monochrome settings /
'-----------------------------------------------------------*/
#define Monochrome_conversion_values float3(0.18,0.41,0.41) //[0.00 to 1.00]
Percentage of RGB to include (should sum up to 1.00)
/*-----------------------------------------------------------.
/ Lift Gamma Gain settings /
'-----------------------------------------------------------*/
#define RGB_Lift float3(1.035, 1.035, 1.035) //[0.000 to 2.000] Adjust shadows for
Red, Green and Blue.
#define RGB_Gamma float3(1.093, 1.093, 1.093) //[0.000 to 2.000] Adjust midtones for
Red, Green and Blue
#define RGB_Gain float3(1.186, 1.186, 1.186) //[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 1.000 //[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 0.000 //[-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 0.26 //[-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 0.41 //[-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] 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.
//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(0.60, 0.75, 1.35) //[0.00 to 2.55, 0.00 to 2.55, 0.00 to
2.55] What color to tint the image
#define GreyPower 0.17 //[0.00 to 1.00] How much desaturate the
image before tinting it
#define SepiaPower 0.33 //[0.00 to 1.00] How much to tint the
image
/*-----------------------------------------------------------.
/ 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 8 //[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(1,20) //[0 to 2048, 0 to 2048] (X,Y)-width of the
border. Measured in pixels.
#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|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
I wish I would have commented on the real reason behind so many uploads with this preset. It was not because of Dead or Alive 5, it could have been any game at the time, just by happenstance this was the game; the reason was the lack of feedback from earlier presets. Sure there were downloads but I was not sure if users enjoyed them or not; what about the preset they liked or did not, whether negative or positive would have been fine, it beats working in the dark, not knowing if one's work is truly achieving anything. I figured uploading an abnormal amount of pictures would get a response and it did; still to this day this preset has the most comments. The only other preset commented on without provocation was "vivacious justness" for Injustice Gods Among Us Ultimate Edition. The last user who commented liked the preset but only could get it to work with an earlier version of reshade that was compatible with SweetFX 2.0. In regard to this feedback, I plan to make another preset with the newest version of reshade; it is not out of the realm of possibility other users could have had a similar experience. I'm not one for adulation, sincerely and selflessly to others who enjoy a common game that I do, I hope the preset enhances their experience in some fashion. Feedback every now and then to see if that is the case would not hurt. I digress.
Oh. My. Stars. And. Garters.
Here's some sage advice: Less is more.
I get that you like to do things in excess, but you really gotta try to edit yourself, man. It's like when making a portfolio, just present a dozen of your best pieces, keep it short and sweet. The plethora of info you give is beyond overwhelming, and probably serves to drive away more ppl than it does attract.
To each their own, though. I'm just trying to save you some effort. It must have taken a few days to upload that many screenshots. :O
Proudi, you make an excellent point. I did think about that when uploading overall; even the latest preset I did the number of images are the lowest I have done thus far. I'll condense the images of this preset immensely when I have the time. Thanks for the heads up.
well ... it looks nice but rlly 800+ screenshots are to much ... hmmm consider that you can use the site for free ... u upload pics to a server u dont need to pay for ... so in my opinion it's
inappropriate(800 pics could be ~80 presets with 10pics...)... if u want to show it why dont use a vid comparison and post the link in the preset description :)
I misspelled your username in the first typing, I apologize for the error.
*FierySwordswoman
FierySwordwoman, that is your personal scope and that is fine, I differ in opinion but I am not going to haul hostility. I respectfully have a different view. Everyone is not the same, think the same, if that was the case the world would be less interesting, less innovative. I did not do this for self adulation, if you look at the number of screen-shots with my other presets they are no where near as high, this is more than likely a one time thing because of the mods. I cannot personally make you believe the reason for the volume of images, that is fine. I seek no one's validation. I am my own man, you are your own woman. I would not dare project my own personal beliefs about your life's decisions and say that my perception of your actions superseded your own first hand experience. I know of MxO or MxR now, not everyone in the world desires to be in the spotlight, or upload videos, he does, which is his absolute right, but not I; different styles for different folks based on many criteria in one's life experience. You feel a certain way and so do I, they just happen to differ, that is expected, the thing I absolutely refuse is to be verbally violent about it. I never assume anyone of humankind is an idiot or not capable of intellectual, emotional, or spiritual aptitude or prowess. I try to hold myself to this more than anyone else among other things, "If one knows everything, one can no longer learn anything."
WTF, it is so irritative...
Hot damn, looks like you set a new record in the number of attached screenshots
"if users want to see the preset in multiple scenarios"
"I like things in a more comprehensive manner"
You say that, but you show each stage at slightly different angles like 12 times. At what point do you consider something redundant?
I agree in being comprehensive/complete. In fact, I've considered going back and uploading 1 or 2 more screens for some of my presets.
There's a point where something stops being comprehensive and starts being oversaturated, though. In my opinion, you've easily crossed that line. As someone who's never seen this game before, even I'd know that if I seen even one of the comparisons for the grassy sky stage, I wouldn't need any more related to that to make a judgement.
People aren't *complete* idiots; if you show them a small handful of good comparisons, they can figure out exactly what your preset does all on their own.
Really, you just need to show a handful of comparisons that flaunt unique colors and show the most difference in comparison. Based on what you've uploaded, If I were you I'd have just picked 1 good comparison from:
The grassy stage
The sakura tree stage
The dusty desert stage
The back-ally-of-a-big-city stage
The dark metal stuff stage
"I am posting more than usual to show off the hard work modders did"
I doubt the SweetFX site is the way to do this. I've never even heard of this game before.
You'd have the best luck showing mods on whatever counts as the game's official forum.
Also mod spotlights are a thing. See "MXR Mods" as an example of how popular they can be.
Touche', I suppose. Users do not have to look at every image, but they are there if
users want to see the preset in multiple scenarios; different characters, stages,
stage items, stage effects etc.
To my knowledge there is not a prerequisite of the number of images that can be posted to a singular game. I am posting more than usual to show off the hard work modders did on this game; most of the time the work of modders go un-praised or thanked in the proper fashion. This is sort of a nod of admiration of their unselfish work, they do all of it without compensation, the least I could do is some promotion to maybe get users interested in trying out their mods/work for themselves if they play this game.
Everyone has a different way of
conceptualizing things, to some a few images is satisfactory, more power to them. I on the other hand, like to things in a more comprehensive manner, for example I recently wrote a 10 page correspondence to a family member.
I am comfortable in my own skin, even if others possibly are not? Thank you for your concern; if it is not breaking any rules, or hurting anyone, I shall continue.
I don't even know what game this is, but friendly advice:
-There [i]can[/i] be too much of something.
Anime
https://kissanime.to/Anime/Death-Note
Can be too long
https://kissanime.to/Anime/Bleach
Breasts
https://s-media-cache-ak0.pinimg.com/236x/e4/25/50/e42550f63886f80aa30f739d9d96d919.jpg
Can be too large
http://thumbs.ebaystatic.com/images/g/RxIAAMXQC-tTD6Sy/s-l225.jpg
And what is currently over 400 comparison screenshots (over 800 individual images) can be just a tad too many, don't you think?