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by hurbet
2 hours, 10 minutes ago

Realistic ESO v2.1

Created by Kazox
Added April 18, 2014
Shader used: SweetFX 1.4
Preset description:
Important, I have updated v2 to v2.1 as of 04/18/2014 9:10 am EST. If you downloaded v2, you should definitely get v2.1, the difference is quite significant. My objective was to try and keep the effects similar to Sekta’s Perfection! (Which was quite perfect) but give it a different tone. I wanted to set a darker mood to the game by lowering the brightness of the color without losing lighting and keeping a nice contrast with the shadows. Colors look vivid in the dark and during the day they’re a bit faded, just how I like it. It gives that noir look to the game =) Things that changed between the original version and v2.1: o Added Vignette - Adds a shading effect to the edges of the screen. It’s very subtle but set “define USE_VIGNETTE” to 0 if you dislike it. I like the effect, as long as it’s not too strong… o Changed Lift Gamma Gain - This is the (real) secret ingredient to darker shadows and tones. It adds a very nice effect. o Changed HDR - Small adjustments o Changed DPX - Faded colors as much as I could before objects started to become dull - By adding more contrast, colors now look more vivid in the dark. Dungeons look creepier, which is always welcome in Elder Scrolls =) o Changed Curves - Added (a lot) more contrast I didn’t plan on changing anything after v2, but I notice that Levels and Chromatic Aberration were just garbage from an old config for GW2. I hope you enjoy it and like I mentioned in my original version, if you choose to use these presets do so at your own risk. Credits to original creators added to my original version: http://sfx.thelazy.net/games/preset/1544/ PS: I just forgot to mention on my original version that you need to follow these steps to make SweetFX work with ESO: http://www.reddit.com/r/elderscrollsonline/comments/1zd49b/eso_sweetfx_you Thanks and have fun!
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/******************************************* * * This file has been generated by RadeonPro * from a user defined profile * * http://www.radeonpro.info * *******************************************/ #define USE_SMAA_ANTIALIASING 1 #define USE_CARTOON 0 #define USE_ADVANCED_CRT 0 #define USE_BLOOM 1 #define USE_HDR 1 #define USE_LUMASHARPEN 1 #define USE_TECHNICOLOR 0 #define USE_DPX 1 #define USE_MONOCHROME 0 #define USE_LIFTGAMMAGAIN 1 #define USE_TONEMAP 0 #define USE_VIBRANCE 1 #define USE_CURVES 1 #define USE_SEPIA 1 #define USE_VIGNETTE 1 #define USE_DITHER 1 #define USE_BORDER 0 #define USE_SPLITSCREEN 0 /* Cartoon settings */ #define CartoonPower 0.10 // [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 CRTResolution 1.2 // [1.0 to 8.O] Input size coefficent (low values gives the "low-res retro look"). Default is 1.2 #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 1.0 // [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 0.0010 // [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 -0.10 // [-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 40.00 // [0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isn't. #define BloomPower 5.000 // [0.000 to 8.000] Strength of the bloom #define BloomWidth 0.4000 // [0.0000 to 1.0000] Width of the bloom /* HDR settings */ #define HDRPower 1.33 // [0.00 to 8.00] Strangely lowering this makes the image brighter #define radius2 0.81 // [0.00 to 8.00] Raising this seems to make the effect stronger and also brighter /* LumaSharpen settings */ #define sharp_strength 1.15// [0.10 to 3.00] Strength of the sharpening #define sharp_clamp 0.450 // [0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035 #define pattern 4 // [1|2|3|4] Choose a sample pattern. 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped. #define offset_bias 0.95 // [0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern. #define show_sharpen 0 // [0 or 1] Visualize the strength of the sharpen (multiplied by 4 to see it better) /* 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 5.7 // [1.0 to 15.0] #define Green 5.7 // [1.0 to 15.0] #define Blue 5.7 // [1.0 to 15.0] #define ColorGamma 2.50 // [0.1 to 2.5] Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral. #define DPXSaturation 1.30 // [0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral. #define RedC 0.23 // [0.60 to 0.20] #define GreenC 0.23 // [0.60 to 0.20] #define BlueC 0.21 // [0.60 to 0.20] #define Blend 0.45 // [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(0.525,0.550,0.525) // [0.000 to 2.000] Adjust shadows for Red, Green and Blue #define RGB_Gamma float3(1.100,1.110,1.120) // [0.000 to 2.000] Adjust midtones for Red, Green and Blue #define RGB_Gain float3(1.025,1.010,1.025) // [0.000 to 2.000] Adjust highlights for Red, Green and Blue /* Tonemap settings */ #define Gamma 1.000 // [0.000 to 2.000] Adjust midtones #define Exposure -0.010 // [-1.000 to 1.000] Adjust exposure #define Saturation -0.200 // [-1.000 to 1.000] Adjust saturation #define Bleach 0.020 // [0.000 to 1.000] Brightens the shadows and fades the colors #define Defog 0.020 // [0.000 to 1.000] How much of the color tint to remove #define FogColor float3(1.00,1.25,1.50) // [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 -.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(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 0.35 // [-1.00 to 1.00] The amount of contrast you want #define Curves_formula 3 // [1|2|3|4|5|6|7|8|9] The contrast s-curve you want to use. /* Sepia settings */ #define ColorTone float3(0.89,0.89,0.89) // [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 0.67 // [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 -0.45 // [-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) /* Border settings */ /* 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

Comments

Sekta
4 May 00:52 CEST

The sharpen settings in this preset aren't very good so you will get heavy aliasing and haloing, reduce the clamp down to >0.035 and increase the strength to compensate for loss of sharpness.

jimdove
26 Apr 12:59 CEST

also i notice very heavy aliasing even when i enable in game AA with this preset. any ideas? thinking of just playing at 2k and downsampling to 1080 to fix this :)

jimdove
26 Apr 12:56 CEST

is it a good idea to have AO enabled from in game when using presets?

Kazox
18 Apr 15:08 CEST

Hey Sekta, levels and chromatic weren't working. These were garbage from the version I was using with GW2. I have removed it and updated the preset settings. RGB vibrance seems to be working fine. Spent several hours tweaking and testing it in different environments (snow, desert, indoors, night, day...) and I think v2.1 looks a lot better. I loved your presets for Perfection! and I just thought I'd try to lower the brightness of the color without losing lighting while keeping a nice contrast with the shadows. I hope folks like the effect as much as I did =)

Sekta
18 Apr 03:57 CEST

Oh yeah some things I learnt: HDR radius2 below 0.80 produces aliasing and so does a high sharpen clamp. You have a really nice preset but those 2 things ca be improved. Also would like to know what custom sweetfx version you got because I really want the levels shader :)

Sekta
18 Apr 02:49 CEST

How did you get individual RGB vibrance and chromatic aberration in radeonpro? I thought it only supported 1.4.

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