SweetFX Settings DB
Latest forum threads
15 minutes ago
by Tiplos
6 hours, 51 minutes ago
6 hours, 52 minutes ago
7 hours, 35 minutes ago
by mnbvc

K-putt'e Config 1.1

Preset for Dying Light
Created by K-putt
Added Jan. 27, 2015
Updated 9 Feb 17:36 CET
Shader used: SweetFX 1.5
Preset description:
••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••• • CeeJay.dk released a new SweetFX Version. 1.5.1 • I added all his new and updated shaders to Boulotaur2024's injector which has x64 support. • I also added a chromatic aberration shader to this version. • You'll need this version to get the same results as me. • • DOWNLOAD HERE • sFX.TheLazy - http://goo.gl/W2kZQQ • • For questions or requests visit the forum - http://sfx.thelazy.net/forum/ • Or visit the official SweetFX subreddit - http://www.reddit.com/r/sweetfx ••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••• K-putt'e Dying Light Config 1.1 •SMAA •LUMASHARPEN •LEVELS •ZOMBIES •LIFTGAMMAGAIN •TONEMAP •VIBRANCE •CURVES ••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••• Update 1.1 •Tweaked liftgammagain and tonemap to make the nights less red •Turned off the levels shader •Added a couple more zombs •Slight changes to lumasharpen ••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••• •I copied the preset over to the Reshade beta. •This version should work for all those weird windows 8.1 users. =P • •Download - http://ge.tt/2gdNiN92/v/0?c •••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••
Download preset Show / Hide settings
/*-----------------------------------------------------------. / Description / '------------------------------------------------------------/ Game: Dying Light Author: K-putt SweetFX version: 1.5.1/Boulotaur2024 Injector. +Chromatic Aberration Shader. Description: $$\ $$\ $$\ $$\ $$\ $$$$$$\ $$$$$$\ $$\ $$ | $$ | $$ | $$ | $ | $$ __$$\ $$ __$$\ \__| $$ |$$ / $$$$$$\ $$\ $$\ $$$$$$\ $$$$$$\ \_/ $$$$$$\ $$ / \__| $$$$$$\ $$$$$$$\ $$ / \__|$$\ $$$$$$\ $$$$$ / $$$$$$\ $$ __$$\ $$ | $$ |\_$$ _| \_$$ _| $$ __$$\ $$ | $$ __$$\ $$ __$$\ $$$$\ $$ |$$ __$$\ $$ $$< \______|$$ / $$ |$$ | $$ | $$ | $$ | $$$$$$$$ | $$ | $$ / $$ |$$ | $$ |$$ _| $$ |$$ / $$ | $$ |\$$\ $$ | $$ |$$ | $$ | $$ |$$\ $$ |$$\ $$ ____| $$ | $$\ $$ | $$ |$$ | $$ |$$ | $$ |$$ | $$ | $$ | \$$\ $$$$$$$ |\$$$$$$ | \$$$$ | \$$$$ | \$$$$$$$\ \$$$$$$ |\$$$$$$ |$$ | $$ |$$ | $$ |\$$$$$$$ | \__| \__| $$ ____/ \______/ \____/ \____/ \_______| \______/ \______/ \__| \__|\__| \__| \____$$ | $$ | $$\ $$ | $$ | \$$$$$$ | \__| \______/ K-putt'e Dying Light Config 1.1 •SMAA •LUMASHARPEN •ZOMBIES •LIFTGAMMAGAIN •TONEMAP •VIBRANCE •CURVES *--------------------------------------------------------* | Optional | *--------------------------------------------------------* *--------------------------------------------------------* | Updates | *--------------------------------------------------------* Update 1.1 •Tweaked liftgammagain and tonemap to make the nights less red •Turned off the levels shader •Added a couple more zombs •Slight changes to lumasharpen *--------------------------------------------------------* | Miscellaneous | *--------------------------------------------------------* • CeeJay.dk released a new SweetFX Version. 1.5.1 • I added all his new and updated shaders to Boulotaur2024's injector which has x64 support. • I also added a chromatic aberration shader to this version. • You'll need this version to get the same results as me. • DOWNLOAD HERE • sFX.TheLazy - http://goo.gl/W2kZQQ • For questions or requests visit the forum - http://sfx.thelazy.net/forum/ • Or visit the official SweetFX subreddit - http://www.reddit.com/r/sweetfx /*-----------------------------------------------------------. / 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_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 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_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 0 //[0 or 1] Bloom : Makes bright lights bleed their light into their surroundings (relatively high performance cost) #define USE_HDR 0 //[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 25 //[0 to 98] Determines the radius SMAA will search for aliased edges #define SMAA_MAX_SEARCH_STEPS_DIAG 12 //[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 0.4 //[0.000 to 1.000] Choose the amount of sub-pixel aliasing removal. #define fxaa_EdgeThreshold 0.01 //[0.000 to 1.000] Edge detection threshold. The minimum amount of local contrast required to apply algorithm. #define fxaa_EdgeThresholdMin 0.01 //[0.000 to 1.000] Darkness threshold. Trims the algorithm from processing darks. /*-----------------------------------------------------------. / Chromatic aberration / '-----------------------------------------------------------*/ #define outfocus 0.006 //[0.00 to 1.000] How strong the effect should be. /*-----------------------------------------------------------. / Explosion settings / '-----------------------------------------------------------*/ #define Explosion_Radius 3.0 //[0.2 to 100.0] Amount of effect you want. /*-----------------------------------------------------------. / Cartoon settings / '-----------------------------------------------------------*/ #define CartoonPower 8.0 //[0.1 to 10.0] Amount of effect you want. #define CartoonEdgeSlope 2.0 //[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. /*----------------------------------------------------------. / Levels settings / '----------------------------------------------------------*/ #define Levels_black_point -0.3 //[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 255 //[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 1.0 //[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 1.30 //[0.00 to 8.00] Strangely lowering this makes the image brighter #define radius2 0.87 //[0.00 to 8.00] Raising this seems to make the effect stronger and also brighter /*-----------------------------------------------------------. / LumaSharpen settings / '-----------------------------------------------------------*/ // -- Sharpening -- #define sharp_strength 0.5 //[0.10 to 3.00] Strength of the sharpening #define sharp_clamp 0.02 //[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 1 //[0|1|2|3] 0 = Blur, 1 = Unsharpmask (expensive), 2 = Bloom, 3 = Sketchy. Default is 2 #define GaussQuality 1 //[0|1|2|3] Warning: 2 and 3 are expensive. Default is 1 #define GaussSigma 2 //[1 to 4] The higher the wider blur/bloom is (only effective when Bloom selected) #define GaussBloomWarmth 0 //[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 0.3 //[0.00 to 1.00] Amount of effect blended into the final image /*-----------------------------------------------------------. / Film grain settings / '-----------------------------------------------------------*/ #define FilmGrain_strength 0.08 //[0.01 to 1.00] How visible the grain is. Higher is more visible. #define FilmGrain_variance 0.16 //[0.01 to 1.00] Controls the variance of the gaussian noise. Lower values look smoother. /*-----------------------------------------------------------. / TECHNICOLOR settings / '-----------------------------------------------------------*/ #define TechniAmount 0.46 //[0.00 to 1.00] #define TechniPower 4.0 //[0.00 to 8.00] #define redNegativeAmount 0.74 //[0.00 to 1.00] #define greenNegativeAmount 0.83 //[0.00 to 1.00] #define blueNegativeAmount 0.9 //[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 4.5 //[0.1 to 2.5] Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral. #define DPXSaturation 0.3 //[0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral. #define RedC 0.35 //[0.60 to 0.20] #define GreenC 0.35 //[0.60 to 0.20] #define BlueC 0.3 //[0.60 to 0.20] #define Blend 0.1 //[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(1.0, 1.0, 1.0) //[0.000 to 2.000] Adjust shadows for Red, Green and Blue #define RGB_Gamma float3(1.0, 1.0, 1.01) //[0.000 to 2.000] Adjust midtones for Red, Green and Blue #define RGB_Gain float3(1.0, 1.0, 1.01) //[0.000 to 2.000] Adjust highlights for Red, Green and Blue /*-----------------------------------------------------------. / Tonemap settings / '-----------------------------------------------------------*/ #define Gamma 0.984 //[0.000 to 2.000] Adjust midtones #define Exposure 0.0 //[-1.000 to 1.000] Adjust exposure #define Saturation -0.05 //[-1.000 to 1.000] Adjust saturation #define Bleach 0.0 //[0.000 to 1.000] Brightens the shadows and fades the colors #define Defog 0.4 //[0.000 to 1.000] How much of the color tint to remove #define FogColor float3(-0.001, 0.0, 0.0) //[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 0.35 //[-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(0.2, 0.4, 0.55) //[-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 0.4 //[-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(1.26, 1.10, 0.80) //[0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to tint the image #define GreyPower 0.0 //[0.00 to 1.00] How much desaturate the image before tinting it #define SepiaPower 0.2 //[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 -0.40 //[-2.00 to 1.00] Strength of black. -2.00 = Max Black, 1.00 = Max White. #define VignetteSlope 1 //[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 2 //[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(0,0) //[0 to 2048, 0 to 2048] (X,Y)-width of the border. Measured in pixels. If this is set to 0,0 then the border_ratio will be used instead #define border_ratio float(2.4 / 1.0) //[0.1000 to 10.0000] Set the desired ratio for the visible area. You MUST use floating point - Integers do not work right. //Examples that work: (1680.0 / 1050.0), (16.0 / 10.0), (1.6) Examples that does NOT work right: (1680 / 1050), (16 / 10) #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 = Einfg // key_screenshot = 35 ; 35 = Ende-> // key_reload_sweetfx = 46 ; 46 = Entf /*-----------------------------------------------------------. / 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 = // external_dxgi_wrapper =

Comments

super_sayian
14 Nov 09:23 CET

K-putt can you please copy the preset to the new ReShade 3
i'm using windows 10 x64
and i'm having a really hard time since this's my first time ever even knowing about this sweetFX and ReShade

SOL
19 Apr 04:51 CEST

K-putt can I please contact you I have a question or two to ask, no matter what I try SMAA seems to have very little effect, whenever I look across the city or at fences or trees i still get a heavy flickering due the really poor anti-aliasing in this game, its horrible

please help me sir, you are the master at this stuff I see your name everywhere

shadow85
27 Sep 08:30 CEST

It's too RED!

Capa
19 Jul 21:00 CEST

@AziD
I'm too lazy to upload the ReShade settings somewhere. And please note I'm not the author of anything, it's just K-putt's settings copy/paste in ReShade+SweetFX with Cineon DPX turned on. Also change this line in DPX settings: #define Blend 0.2 => Change the value to 0.1 That's it.

For the wind and dof mod you can find it here: https://www.youtube.com/watch?v=USyU0sUyQqE
Links in description.

AziD
15 Jul 03:58 CEST

Capa

Could you share that preset (for us that are to lazy to copy/paste the whole thing to reshade. (with the dpx settings and links to mods used) ;P. Would be very greatful.

Capa
9 Jul 23:32 CEST

K-putt, Your preset is even better when transposed to ReShade with DPX on. Just default DPX settings and blend set to 0.1

No more flat light, dull image, finally the game look and feel sunny without overbrightness or too much lost of details. Coupled with the "Wind and DOF" mod, the game almost look like the pre-alpha demo.

Anyway, you preset make the difference, you have "the right touch", especially the vibrance settings in this case. Thanks again.

aqibzahid11
19 May 19:43 CEST

Its not k putt's reshade -__-, but this preset is by him

Ljanmi
3 Apr 16:53 CEST

Thank you K-putt, your SweetFX version(ReShade 0.13.2 Public Beta with SweetFX 2.0) really works under Windows 8.1 and Windows 10 - I confirm that! Thank you for beautiful preset and please spread the word for everybody to use your SweetFX version since it actually works under Windows 8.1/10 .

K-putt
17 Feb 19:55 CET

Check if an overlay is interfering. MSI Afterburner or something like that. Disable those things.

Razorphyn
15 Feb 17:02 CET

Sorry, that's the log, the game crash on start (WIN 8.1 PRO)

Razorphyn
15 Feb 16:59 CET

Hi, I have downloaded your reshade archive, but I get this error:
http://pastebin.com/MNKsZyYp

K-putt
9 Feb 17:37 CET

Forgot to change the hotkey before uploading. Fixed now. Download it again. =) I wonder why no one else mentioned it before.

Capa
9 Feb 16:15 CET

Very Well Done Preset.

Seems I can't take screenshots. Why's that ? Usually, End or Prt Scr keys.

zimmadhorie
2 Feb 15:43 CET

sry, this msg here:

http://tinypic.com/r/zlriuh/8

zimmadhorie
2 Feb 15:40 CET

ok. i downloaded the file, the game run, but...

http://i58.tinypic.com/zlriuh.jpg

What is this msg on screeen?

K-putt
2 Feb 14:10 CET

Sure. Go ahead, jmx777.

zimmadhorie, are you using the reshade version i posted in the description?

jmx777
2 Feb 13:11 CET

Hey, I made a variation of your config, can I post it? (giving you credit obviously)

zimmadhorie
2 Feb 11:32 CET

Hi guys, im using WIN 8.1 i take this crash:

"FATAL ERROR Cannot initialize renderer"

sinister.sinner
1 Feb 10:47 CET

ReShade gives me na "compilation failed with 2 errors" overlay on the top left of the screen (in game). It says "..\Shaders]SMAA.h .... error x3000: syntax error).

x64 Win 8.1 and I start to hate it. No game works with sweetfx anymore. No DA:I, no FC4 and now DL. :(

K-putt
31 Jan 20:18 CET

There are thousands of install instructions on the web. Even on this website right here.
And thanks.

Southman
31 Jan 18:49 CET

Well ok. So i figured it out. You should make an Install-instruction for noobs like me. Confusing with all the links :)

Btw, looks awesome! Great job!

Southman
31 Jan 18:42 CET

Still can't get it to work. Installed Boloutar packege and your preset in the Dying-light folder. What am i doing wrong? Thanks!

Southman
31 Jan 18:35 CET

Ok. So i missed a few things i guess. I just downloaded the Boloutar-package.. So which files is needed? Confused :P

Southman
31 Jan 18:33 CET

Can't get this to work. Windows 7. Steam-version. Installed all files exactly as you should. Copied the files and folders in to the Dying light-folder. Any tips?

GotNoStyle
31 Jan 13:35 CET

Works, fraps stops it from launching, you gotta launch fraps when you are ingame

GotNoStyle
31 Jan 13:24 CET

When i apply this, it doesnt load my game. black screen at start.

Have windows 7, does fraps give issues ?

K-putt
30 Jan 10:25 CET

It's just a joke, man. =P SweetFX can't put more zombies into the game of course.

gnauf
29 Jan 20:05 CET

Thnx for another great preset.
I got only one question. i thought that i knew how sweetfx worked but apperently not xD.
How the hell did you put more zombies in the game. i thought that sweetfx was only some kind of overlay and that it didnt changed the game files. Keep up the good work mate.

yamahabandit
28 Jan 14:12 CET

Just wanted to say thanks K-putt. Been using your presets pretty much exclusively these days, always got the perfect mix for me.

Working perfect in Win 8.1 with Reshade. No errors here, must just be lucky :)

K-putt
28 Jan 10:27 CET

Read the description again. It's at the bottom.

Ramlethal
28 Jan 03:49 CET

Can someone please explain what files I need to use to get this working. I'm on win 8.1 64bit.

K-putt
27 Jan 21:11 CET

It works fine here. And you don't need to touch the Reshade.fx file. Just download the package i just made and it should work.
And the reason the x86.dll doesn't show any effects is because the game is running on x64. It doesn't even the load x86 sweetfx/reshade.dll.

Texhnlyze
27 Jan 21:02 CET

Can you fix the reshade.fx file putt? I've also replaced the .fx file with Boulotaur, but sfx doesn't work either.

Texhnlyze
27 Jan 20:59 CET

The problem is that, when using the x64 dlls, it displays error when opening the game. "FATAL ERROR Cannot initialize renderer". But when using x86 dlls, the game plays but the sfx doesn't work. I've tried reshademe dlls and renamed it to dxgi but it makes the game display only half of the screen.

K-putt
27 Jan 20:58 CET

I'll make a file with Reshade now. That should do the trick. I will link to it in the description.

Texhnlyze
27 Jan 20:55 CET

Trying to make it to work in 8.1 is pain in the ass also. I'm running out of ideas to make this work. If the game changes color each minute, it might not be worth putting SFX on.

K-putt
27 Jan 20:44 CET

This game is a pain in the ass. Well, it's a really good game.. but making a nice sweetfx preset is pretty difficult. The games color changes each minute. It still looks a bit to vibrant in some parts. Other parts are fine however... at least the nights don't look horrible anymore.

Smithfield
27 Jan 15:43 CET

Thanks it looks like working here. Hail to you K-putt

Omnipotus
27 Jan 15:00 CET

Hiccups are for whimps!! MAN UP BRAH, YOU BLOKEY BLOKE!

K-putt
27 Jan 14:47 CET

I have to edit the preset pretty badly. Nights are way to red right now. Gonna take a look at it again once my hiccup stopped. If it ever stops.. it huuurts! AAAH.

K-putt
27 Jan 14:44 CET

Are you on windows 8.1? That would explain the crash.

D1MAN
27 Jan 14:40 CET

Not working( can't undersatnd why... i used your injector http://goo.gl/W2kZQQ i tried use dlls from x64dlls folder but still not working. and when i change dxgi.dll from x64dlls folder my came crash.

You need to be logged in to post a comment