Funky graphics upgrade

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Dr.Flay
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Funky graphics upgrade

Post by Dr.Flay » Wed Aug 06, 2014 7:35 pm

These are a great alternative for the complex ENB (though they can be used together).
SweetFX
This requires a Pixel Shader 3 GFX chip.
(ATI users can use RadionPro)
SweetFX is a shader bundle created by ceejay.dk with collaboration from other community users from Guru3D and other internet forums. SweetFX packs some post-processing shaders like LumaSharpen, Technicolor, Sepia and Vignette to name a few, giving the ability to change games colors and other effects beyond original game settings.
SweetFX has been integrated with RadeonPro to make easy its use by eliminating the need of copying SweetFX files into games directories.
Another advantage of using SweetFX through RadeonPro is the ability to use it in 64-bit games
The goal of this software is to provide similar tools to games in realtime, as video processing software provides for movies and videos. You will need some technical grasp to be able to work with this software though.
http://www.radeonpro.info/features/post ... g/sweetfx/
http://www.guru3d.com/files_details/swe ... nload.html
http://forums.guru3d.com/showthread.php?t=381912
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OpenGL users can try QeffectsGL
https://code.google.com/p/qeffects-gl/
The site has many "before and after" screen-shots of various games so you can see the defaults.
Last edited by Dr.Flay on Wed Aug 06, 2014 10:23 pm, edited 1 time in total.
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Re: Funky graphics upgrade

Post by Hermskii » Wed Aug 06, 2014 9:08 pm

I hope you don't get mad but I'm like... meh. What do you use this for?
~Peace~

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Re: Funky graphics upgrade

Post by Dr.Flay » Wed Aug 06, 2014 10:22 pm

I use RadeonPro for the better fullscreen Antialiasing options and ambient occlusion (light reflections look better)
I also use it to lock old games to my choice of CPU core, and add any custom startup options.
The default settings in SweetFX expand range of bright and dark, without turning lights into unrecognisable blobs.

Used correctly it can make maps look much "richer" in depth and shades of colour and light.
Compare the 2 Skyrim pictures here http://www.guru3d.com/files_details/swe ... nload.html

I am going to test the OpenGL tool too, but for the moment I have not seen it with UT.
It has a "DoF" (Depth of Field) option which interests me more, as it is the feature in ENB I had the most problems with.
You can see examples of QeffectsGL "before and after" pics on its page in different games.
Not sure if the DoF feature is enabled in any of them though.
I will get some screenshots in UT/Unreal and see what it looks like.
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