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by jamis

FFXIV (DX11) Ultra

Created by J0hanh
Added Jan. 2, 2014
Updated 11 Jul 00:28 CEST
Shader used: SweetFX 1.4
Preset description:
SweetFX versions Final Fantasy XIV DX11 https://drive.google.com/file/d/0B6OQs2ui9BDpb09OT0gyZWxUS00/view (replace SweetFX_settings.txt in SweetFX map with my file to use my preset) Final Fantasy XIV DX9 Windows 8 --> http://www.mediafire.com/download/55w1kcn99k4nths/Swfx_Injector_20130601.zip Windows 7 --> https://docs.google.com/file/d/0Bx1ov3nG4TBsa2RLOWVSNEluTms/edit | | My preset adds and/or enhances, SMAA Bloom Luma Sharpen HDR Gamma Vibrance Contrast Curves Gaussian Blur | | This is my final version of this preset. I managed to get deeper colors/whites/blacks and changed curves a bit for more realistic coloring. Also experimented a lot with "Luma Sharpen" which makes more detail to appear. | | Tested it myself, combined several pre-sets available on this website, no lag. | | It also increases the 3D effect a lot when using 3D. | -- Disabled screens of earlier versions -- | | Please view the screens in full screen for best comparison.
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/*-----------------------------------------------------------. / Description / '------------------------------------------------------------/ Game: FFXIV A Realm Reborn SweetFX: v1.4 Author: Brent Everett Preset: Enhanced SMAA, Bloom, Luma Sharpen, HDR, Gamma, Vibrance, Contrast, Curves, Gaussian Blur If you made a good setttings preset please share it with your friends, on forums and websites, and/or submit it to the SweetFX Settings Database : http://sfx.thelazy.net/games/ /*-----------------------------------------------------------. / 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 #define USE_CARTOON 0 //[0 or 1] Cartoon : "Toon"s the image. #define USE_ADVANCED_CRT 0 //[0 or 1] Advanced CRT : Simulates an old CRT TV display. Set gaussian blur along with it to get a halation effect #define USE_BLOOM 1 //[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_GAUSSIAN 1 //[0 or 1] DX9 only - Gaussian Blur : can be used to... blur, but also bloom/hazy/glowy look, also unsharp masking #define USE_FILMGRAIN 0 //[0 or 1] Filmgrain effect #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_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_LIFTGAMMAGAIN 1 //[0 or 1] Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights (avoids clipping) #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 0 //[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. /*-----------------------------------------------------------. / 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_MAX_SEARCH_STEPS 98 //[0 to 98] Determines the radius SMAA will search for aliased edges #define SMAA_MAX_SEARCH_STEPS_DIAG 16 //[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 39 //[1 to 39] Choose the quality preset. 39 is the highest quality. #define fxaa_Subpix 0.500 //[0.000 to 1.000] Choose the amount of sub-pixel aliasing removal. #define fxaa_EdgeThreshold 0.500 //[0.000 to 1.000] Edge detection threshold. The minimum amount of local contrast required to apply algorithm. #define fxaa_EdgeThresholdMin 0.050 //[0.000 to 1.000] Darkness threshold. Trims the algorithm from processing darks. /*-----------------------------------------------------------. / Cartoon settings / '-----------------------------------------------------------*/ #define CartoonPower 1.0 //[0.1 to 10.0] Amount of effect you want. /*-----------------------------------------------------------. / Advanced CRT settings / '----------------------------------------------------------*/ #define CRTAmount 1.00 //[0.00 to 1.00] Amount of CRT effect you want #define CRTResolutionX 512 //[1 to 2048] Original input width of the game (ie. 320) #define CRTResolutionY 304 //[1 to 2048] Original input height of the game (ie. 240) #define CRTgamma 2.4 //[0.0 to 4.0] Gamma of simulated CRT (default 2.4) #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 1 //[[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 -0.15 //[-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 0 //[0 or 1] Enable 3x oversampling of the beam profile (warning : performance hit) /*-----------------------------------------------------------. / Bloom settings / '-----------------------------------------------------------*/ #define BloomThreshold 29.00 //[0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isn't. #define BloomPower 2.6 //[0.000 to 8.000] Strength of the bloom #define BloomWidth 0.019 //[0.0000 to 1.0000] Width of the bloom /*-----------------------------------------------------------. / HDR settings / '-----------------------------------------------------------*/ #define HDRPower 1.04 //[0.00 to 8.00] Strangely lowering this makes the image brighter #define radius2 0.75 //[0.00 to 8.00] Raising this seems to make the effect stronger and also brighter /*-----------------------------------------------------------. / LumaSharpen settings / '-----------------------------------------------------------*/ // -- Sharpening -- #define sharp_strength 1.4 //[0.10 to 3.00] Strength of the sharpening #define sharp_clamp 0.030 //[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 0.8 //[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) /*-----------------------------------------------------------. / Gaussian Blur settings / '-----------------------------------------------------------*/ #define GaussEffect 1 //[0|1|2|3] 0 = Blur, 1 = Unsharpmask (expensive), 2 = Bloom, 3 = Sketchy. Default is 2 #define GaussQuality 3 //[0|1|2|3] Warning: 2 and 3 are very expensive. Default is 1 #define GaussSigma 1 //[1 to 4] The higher the wider blur/bloom is (only effective when Bloom selected) #define GaussStrength 0.50 //[0.00 to 1.00] Amount of effect blended into the final image #define GaussBloomWarmth 0 //[0|1|2] "Temperature" of the bloom - 0 = neutral, 1 = warm, 2 = hazy/foggy /*-----------------------------------------------------------. / Film grain settings / '-----------------------------------------------------------*/ #define FilmGrainIntensity 0.46 //[0.00 to 1.00] Intensity of grain. Default is 0.46 #define FilmGrainExposure 40 //[0 to 100] Grain Exposure. Default is 40 (Lower -> darker noise) #define FilmGrainSize 2 //[0 to 10] Size of the grain. Default is 2 (Higher -> thinner noise) /*-----------------------------------------------------------. / TECHNICOLOR settings / '-----------------------------------------------------------*/ #define TechniAmount 0.4 //[0.00 to 1.00] #define TechniPower 4.0 //[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] /*-----------------------------------------------------------. / 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(0.18,0.41,0.41) //[0.00 to 1.00] Percentage of RGB to include (should sum up to 1.00) /*-----------------------------------------------------------. / Lift Gamma Gain settings / '-----------------------------------------------------------*/ #define RGB_Lift float3(1.0220, 1.0220, 1.0220) //[0.000 to 2.000] Adjust shadows for Red, Green and Blue #define RGB_Gamma float3(1.0030, 1.020, 1.020) //[0.000 to 2.000] Adjust midtones for Red, Green and Blue #define RGB_Gain float3(0.950, 0.950, 0.950) //[0.000 to 2.000] Adjust highlights for Red, Green and Blue /*-----------------------------------------------------------. / Tonemap settings / '-----------------------------------------------------------*/ #define Gamma 1.0 //[0.000 to 2.000] Adjust midtones #define Exposure 0.00 //[-1.000 to 1.000] Adjust exposure #define Saturation 0.00 //[-1.000 to 1.000] Adjust saturation #define Bleach 0.00 //[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 0.22 //[-1.00 to 1.00] Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation. /*-----------------------------------------------------------. / 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 2 //[1|2|3|4|5|6|7|8|9] 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. //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 /*-----------------------------------------------------------. / Vignette settings / '-----------------------------------------------------------*/ #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 //[1 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. /*-----------------------------------------------------------. / Dither settings / '-----------------------------------------------------------*/ #define dither_method 2 //[1 or 2] 1 = Ordering dithering (good and very fast), 2 = Random dithering (even better dithering but not as fast) //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 / '-----------------------------------------------------------*/ //No settings yet, beyond switching it on or off in the top section. /*-----------------------------------------------------------. / Splitscreen settings / '-----------------------------------------------------------*/ #define splitscreen_mode 1 //[1|2|3|4|5] 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 /*-----------------------------------------------------------. / Key settings / '-----------------------------------------------------------*/ // This is the section where you can define your own key mapping // See the following URL to find out what keycode a key has: // http://www.cambiaresearch.com/articles/15/javascript-char-codes-key-codes // key_toggle_sweetfx = 123 (F12) // key_screenshot = 44 (Print Screen) // key_reload_sweetfx = 19 (Pause Break) /*-----------------------------------------------------------. / Misc settings / '-----------------------------------------------------------*/ // You can load and chain other DirectX wrappers (ENB, Helix, Windower...) // If the external wrapper is already named d3d9.dll, rename it into // something else like "d3d9_enb.dll" (note that even if this is commented it actually works) // external_d3d9_wrapper = none // external_dxgi_wrapper = none

Comments

idarkmaster1
5 Dec 10:42 CET

I noticed the font is messed up ingame , anyone same ?

sephir_lucrecia
7 Jun 12:24 CEST

Hello, thx for your work, but i m on windows 7 64 bits and the game crash at the start... with all preset plz help me!

cronoray
29 Nov 11:59 CET

Just in case anyone is a bit confused about how i worded all of that, the tric is to make sure you have this preset downloaded, along with JOhanh's files he uses, put the files in the game folder and delete the old settings file. Rename the preset of hsi to the exact name of the orig settings file so the preset.txt file points to it.

Then go into the settings file and simply change from SMAA to FXAA, once done that make a shortcut of ffxivboot.exe and put it where you want and run the game, should work fine. That exe is in the boot folder by the way, not the game folder :P.

cronoray
29 Nov 11:40 CET

I found out that for me personally i had to turn off SMAA and turn on FXAA regardless of what version of sweet fx i used or what preset. Otherwise the game would crash, i also had to not launch the game through steam or else it would crash, you have to launch it from the boot.exe file that loads the launcher from steam it self. I hope this helps anyone having problems with this or any other preset with SweetFX, goodluck all :P.

Allyha
9 Nov 21:07 CET

Tried using this preset with the sweetfx I've been using fine in my xiv for awhile now, but it just crashes. Tried the sweetfx files you had linked for windows 7 and the ones from the configurator and the game crashes the second I launch it everytime. I'm pretty sure the sweetfx i have in folder is 1.5 so this preset should work with it no?

J0hanh
6 Nov 10:17 CET

This is what I use Kerath :))

I hear ya, some ppl experience problems with shadows..

I and many ppl don't :/

Maybe there are some ingame settings you can adjust?

Kerath
11 Oct 11:23 CEST

Would you happen to be able to up load your set up for running in 3D. I can run but those damn shadows are terrible. I have been trying to get Helix Mod to dump shaders but it just won't work.

KronosDrangleic
11 Aug 02:49 CEST

Great job. My favorite FFXIV preset.

WAS
19 Jul 09:02 CEST

Can't seem to get it to work. It just closes with windows 7 version, and windows 8 version stops responding immediately. I can get ENB to work, but Bloom goes out of control... even when turned off. >.< Sucks cause I have a custom SweetFX with some nice filters in it. :(

J0hanh
9 Jul 21:33 CEST

@Minus
Great! Enjoy :))

minus
9 Jul 20:30 CEST

Just downloaded and replaced the files. Seems to be working now. No idea why it stopped. Oh well :)

J0hanh
9 Jul 20:15 CEST

@minus

Hmmm I didn't play since the update but i tried to boot it just a few seconds ago. It still works..

Did you try both SweetFX versions?

minus
9 Jul 19:45 CEST

Well the download DID work, now it crashes every time at start up since the newest patch. Any thoughts?

coldreactive
4 Jul 23:19 CEST

My current SweetFX settings are these: http://ff14custom.blog.fc2.com/blog-entry-2.html since I can't remove those derpy shadows.

coldreactive
4 Jul 23:14 CEST

I use maximum settings J0hanh.

J0hanh
3 Jul 14:36 CEST

Never seen faces like that in the game. What settings do you use in-game? If this problem occurs frequently I"ll try and fix it in the next update.

I hope your still enjoying my preset.

Timcamp
28 Jun 22:07 CEST

Hey coldreactive, I agree that faces look weird with all that shadow. Which option is shadow soften?

coldreactive
28 Jun 12:12 CEST

Face looks weird with those edgy shadows cascading onto it: https://i.imgur.com/kbeN3uh.png (Shadow soften: Weak, since I don't like strong.)

coldreactive
28 Jun 11:18 CEST

Nevermind, I'm such a derp, didn't include the txt files.

coldreactive
28 Jun 11:08 CEST

Game boots with the 64-bit dlls, but SweetFX won't work with those DLLs.

coldreactive
28 Jun 11:05 CEST

FFXIV will crash immediately with patch 2.2 with the http://www.mediafire.com/download/55w1kcn99k4nths/Swfx_Injector_20130601.zip in Windows 8.1 x64. No, the game is not running in 64-bit mode, so the 64-bit dlls shouldn't be needed.

J0hanh
20 Jun 11:42 CEST

I also included the downloadlink in my description.

J0hanh
20 Jun 11:38 CEST

This is the Sweetfx I downloaded. It should work with my settings.

http://www.mediafire.com/download/55w1kcn99k4nths/Swfx_Injector_20130601.zip

Please let me know if it works or not. :)

J0hanh
20 Jun 08:59 CEST

Hey Minus,

Thanks and thanks for the warning.. I thought this would work for everyone.

Yeah, I'll be back home in 3-4 hours and then I'll post a link with the sweetfx version I use.

minus
20 Jun 02:37 CEST

Hey J0hanh,

First I wanted to say thank you for work. It's totally night and day difference!

I need your help though. I downloaded your newest update and replaced it with your v2.2 and now it crashes when I open the game. Next I downloaded the newest version of Sweet and still the same results.

Now I did something stupid by NOT backing up the old file. I followed the instructions, but I'm having no luck getting it to work.

Any chance you can make a complete zip with the required Sweet files and your settings?

Thanks!

-A

J0hanh
15 Jan 22:00 CET

thank you! I did my best :))

I'm glad it works with "Blade & Soul" too.

I'm still trying to adjust things to make it look even better but no luck..

I can't wait till SE introduces DirectX 11 features into the game..

n00k13
11 Jan 07:11 CET

thanks, using with Blade & Soul ;D

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