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by mailto

Otakuishi's modified MMHD for AK

Preset for Aura Kingdom
Created by otakuishi
Added Jan. 20, 2015
Updated 20 Jan 01:27 CET
Shader used: SweetFX 1.5
Preset description:
Same modifications I did to my FFXIV:ARR release has been done to this one too. However, there are differences. ----In-Game Settings---- Resolution: 1920x1080 Anti-Aliasing: Close Game Screen: Fullscreen Max FPS: 120 F.O.V: Furthest Graphical Detail: High Shadows: High Water Effects: High Textures: Max Foliage: High Glow FX: On Backlighting: Close Models: High Character FX Max: Brightness: 50% (Middle Mark) Screen Effects Checked: All(Black and White, Photo, Glare, Depth of Field, Model Border, and Shadows) [If it's too bright then just reduce the brightness in-game (if you like more shadows and colors to be less bright) If the game has too much clarity for you then you can change the Anti-Aliasing within the game from "Close" to Low or High" and it will reduce that clarity a little and implement a sort of "blur-blend"] Note: These settings are tested on a Asus vg248 monitor with these settings: 1. Standard Mode selected and reset to default then perform the below adjustments to it. 2. Brightness: 35, Contrast: 80. 3. Color temp User Mode. 3.5 R: 96, G: 94, B: 88 4. Trace Free: 80 [Further information for the more advanced] Computer settings tested on: Widescreen 1920x1080, 2xMSI GTX 980 Gamer Editions with default on color settings within the nvidia panel but with the mode 0-255 color range chosen. Since I cannot seem to get the game to read these settings when the screenshotting process is going on, and want to see the detail it does to a game, then you can see it on my submitted modified FFXIV settings since it's using the same settings profile between the two games (AK and FFXIV): http://sfx.thelazy.net/games/preset/2784/
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/*-----------------------------------------------------------. / Description / '------------------------------------------------------------/ Game: Aura Kingdom Author: Otakuishi SweetFX version: 1.5/AaGeOn v1.05 Description: Used my modifications from FFXIV that was done here: http://sfx.thelazy.net/games/preset/2784/ /*-----------------------------------------------------------. / 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 1 // [0 or 1] FXAA Anti-aliasing : Smoothens jagged lines using the FXAA technique #define USE_CA 0 // [0 or 1] Chromatic aberration. You can only use Chromatic Aberration OR the Explosion Shader. Not both at the same time. #define USE_EXPLOSION 1 // [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_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_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 0 // [0 or 1] 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 1 // [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 0 // [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 0.08 // [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. /*-----------------------------------------------------------. / Chromatic aberration / '-----------------------------------------------------------*/ #define outfocus 0.916 // [0.00 to 1.000] How strong the effect should be. /*-----------------------------------------------------------. / Explosion settings / '-----------------------------------------------------------*/ #define Explosion_Radius 0.2 // [0.2 to 100.0] Amount of effect you want. /*-----------------------------------------------------------. / Cartoon settings / '-----------------------------------------------------------*/ #define CartoonPower 1.0 // [0.1 to 10.0] Amount of effect you want. /*----------------------------------------------------------. / Levels settings / '----------------------------------------------------------*/ #define Levels_black_point 10 // [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 228 // [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). /*----------------------------------------------------------. / 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 2.4 // [0.0 to 4.0] Gamma of simulated CRT (default 2.2) #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 CRTScanlineGaussian 1 // [0 or 1] Use the "new nongaussian scanlines bloom effect". Default is on /*-----------------------------------------------------------. / Bloom settings / '-----------------------------------------------------------*/ #define BloomThreshold 14.25 // [0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isn't. #define BloomPower 0.003 // [0.000 to 8.000] Strength of the bloom #define BloomWidth 0.0120 // [0.0000 to 1.0000] Width of the bloom /*-----------------------------------------------------------. / HDR settings / '-----------------------------------------------------------*/ #define HDRPower 1.10 // [0.00 to 8.00] Strangely lowering this makes the image brighter #define radius2 0.88 // [0.00 to 8.00] Raising this seems to make the effect stronger and also brighter /*-----------------------------------------------------------. / LumaSharpen settings / '-----------------------------------------------------------*/ // -- Sharpening -- #define sharp_strength 2.5 // [0.10 to 3.00] Strength of the sharpening #define sharp_clamp 0.05 // [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) /*-----------------------------------------------------------. / Gaussian Blur settings / '-----------------------------------------------------------*/ #define GaussEffect 3 // [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 expensive. Default is 1 #define GaussSigma 1 // [1 to 4] The higher the wider blur/bloom is (only effective when Bloom selected) #define GaussBloomWarmth 1 // [0|1|2] "Temperature" of the bloom - 0 = neutral, 1 = warm, 2 = hazy/foggy #define GaussThreshold 0.50 // [0.00 to 1.00] [DX10/11 only] Threshold for what is a bright light (that causes bloom) and what isn't. #define GaussExposure 43.0 // [0.00 to 100.00] [DX10/11 only] Exposure of the effect (the lower the brighter) #define GaussStrength 1 // [0.00 to 1.00] Amount of effect blended into the final image /*-----------------------------------------------------------. / 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 greenNegativeAmount 0.88 // [0.00 to 1.00] #define blueNegativeAmount 0.88 // [0.00 to 1.00] /*-----------------------------------------------------------. / Cineon DPX settings / '-----------------------------------------------------------*/ #define Red 15.0 // [1.0 to 15.0] #define Green 15.0 // [1.0 to 15.0] #define Blue 15.0 // [1.0 to 15.0] #define ColorGamma 2.0 // [0.1 to 2.5] Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral. #define DPXSaturation 1.15 // [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 0.07 // [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(1.030, 1.030, 1.030) // [0.000 to 2.000] Adjust shadows for Red, Green and Blue #define RGB_Gamma float3(1.030, 1.030, 1.030) // [0.000 to 2.000] Adjust midtones for Red, Green and Blue #define RGB_Gain 1 /*-----------------------------------------------------------. / Tonemap settings / '-----------------------------------------------------------*/ #define Gamma 1.15 // [0.000 to 2.000] Adjust midtones #define Exposure 0.01 // [-1.000 to 1.000] Adjust exposure #define Saturation 0.25 // [-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 0.00 // [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 0.5 // [-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(0.5, 0.5, 0.5) // [-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 0 // [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 0.60 // [-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(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 VignetteType 3 // [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 /*-----------------------------------------------------------. / 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 = 45 ; 45 = F6 // key_screenshot = 35 ; 35 = Ende-> // key_reload_sweetfx = 46 ; 46 = F5 /*-----------------------------------------------------------. / 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 = DINPUT8.dll // external_dxgi_wrapper = none

Screenshots

Comments

Omnipotus
22 Jan 20:18 CET

Screenies always help :D

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