SweetFX Settings DB
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MaxFX Preset v1.4

Preset for Watch_Dogs
Created by DirtyDan
Added May 23, 2014
Shader used: SweetFX 1.5
Preset description:
Enjoy This MaxFX Preset!!! All Files Here: http://goo.gl/gfP7HG Place in: Steam\SteamApps\common\Watch_Dogs\bin Press ~ to toggle
Download preset Show / Hide settings
/*-----------------------------------------------------------. / Description / '------------------------------------------------------------/ Game:Watch Dogs Author:Dirty Dan SweetFX version: 1.5/Boulotaur2024 Injector. +Chromatic Aberration Shader. Description: /*-----------------------------------------------------------. / 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 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] 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 0 // [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 0.1 // [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 0.3 // [0.000 to 1.000] Darkness threshold. Trims the algorithm from processing darks. /*-----------------------------------------------------------. / Chromatic aberration / '-----------------------------------------------------------*/ #define outfocus 0.016 // [0.00 to 1.000] How strong the effect should be. /*-----------------------------------------------------------. / Explosion settings / '-----------------------------------------------------------*/ #define Explosion_Radius 1.0 // [0.2 to 100.0] Amount of effect you want. /*-----------------------------------------------------------. / Cartoon settings / '-----------------------------------------------------------*/ #define CartoonPower 4.0 // [0.1 to 10.0] Amount of effect you want. #define CartoonEdgeSlope 6.0 // [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 16 // [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 235 // [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 23.25 // [0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isn't. #define BloomPower 1.404 // [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 1.04 // [0.00 to 8.00] Strangely lowering this makes the image brighter #define radius2 0.79 // [0.00 to 8.00] Raising this seems to make the effect stronger and also brighter /*-----------------------------------------------------------. / LumaSharpen settings / '-----------------------------------------------------------*/ // -- Sharpening -- #define sharp_strength 0.75 // [0.10 to 3.00] Strength of the sharpening #define sharp_clamp 0.073 // [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 2.4 // [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 2 // [0|1|2|3] Warning: 2 and 3 are expensive. Default is 1 #define GaussSigma 3 // [1 to 4] The higher the wider blur/bloom is (only effective when Bloom selected) #define GaussBloomWarmth 2 // [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 0.28 // [0.00 to 1.00] Amount of effect blended into the final image /*-----------------------------------------------------------. / Film grain settings / '-----------------------------------------------------------*/ #define FilmGrainIntensity 0.6 // [0.00 to 1.00] Intensity of grain. Default is 0.46 #define FilmGrainExposure 20 // [0 to 100] Grain Exposure. Default is 40 (Lower -> darker noise) #define FilmGrainSize 6 // [0 to 10] Size of the grain. Default is 2 (Higher -> thinner noise) /*-----------------------------------------------------------. / 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 9.0 // [1.0 to 15.0] #define Green 9.0 // [1.0 to 15.0] #define Blue 9.0 // [1.0 to 15.0] #define ColorGamma 1.0 // [0.1 to 2.5] Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral. #define DPXSaturation 1.0 // [0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral. #define RedC 0.33 // [0.60 to 0.20] #define GreenC 0.36 // [0.60 to 0.20] #define BlueC 0.35 // [0.60 to 0.20] #define Blend 0.23 // [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(1.000, 1.000, 1.000) // [0.000 to 2.000] Adjust shadows for Red, Green and Blue #define RGB_Gamma float3(1.000, 1.000, 1.000) // [0.000 to 2.000] Adjust midtones for Red, Green and Blue #define RGB_Gain float3(1.000, 1.000, 1.000) // [0.000 to 2.000] Adjust highlights for Red, Green and Blue /*-----------------------------------------------------------. / Tonemap settings / '-----------------------------------------------------------*/ #define Gamma 0.98 // [0.000 to 2.000] Adjust midtones #define Exposure 0.00 // [-1.000 to 1.000] Adjust exposure #define Saturation 0.0 // [-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 0.0 // [0.000 to 1.000] How much of the color tint to remove #define FogColor float3(0.0, 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 0.03 // [-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(1.14, 1.16, 1.17) // [-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 0.72 // [-1.00 to 1.00] The amount of contrast you want // -- Advanced curve settings -- #define Curves_formula 4 // [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(1.0, 1.0, 1.0) // [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 0.58 // [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 6 // [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(1,100) // [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 = 192 ; 192 = Einfg // key_screenshot = 44 ; 44 = 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 = none // external_dxgi_wrapper = none

Comments

mintsponge
25 Sep 15:31 CEST

Love this, makes Watch Dogs look like it should with a nice saturation boost rather than making it overly dark like other presets. Great stuff, thanks!

DirtyDan
15 Jun 10:07 CEST

@b0uncyfr0

default

b0uncyfr0
6 Jun 08:17 CEST

What in game brightness should we be using?

lansing
30 May 12:57 CEST

@chairmanZZZ still not working.. :(

chairmanZZZ
30 May 00:49 CEST

@ish @lansing If you use an antivirus software be sure to exclude (add it to an exceptions list) both the steam folder and the game's exe itself. This is what fixed it for me.

lansing
29 May 12:47 CEST

How do you make it work? It crashes instantly after launching the game. I'm on Win 7.

[18:07:37] D3D11CreateDeviceAndSwapChain redirected successfully
[18:07:37] Hooking swapchain...
[18:07:37] D3D10CreateDeviceAndSwapChain failed: 0000000080070057 !
[18:07:37] D3D11CreateDeviceAndSwapChain redirected successfully
[18:07:39] D3D11CreateDeviceAndSwapChain failed: 0000000080070057 !

ish
28 May 23:17 CEST

I can't get sweetfx to work at all on windows 7. Installed it into the bin file...ran the configurator and nothing.
tried disabling uplay overlay, playing offline, running game as administrator and running it in compatibility mode.
Help!!!

divine_os
27 May 12:23 CEST

Doesn't work. Gives 0xc000007b error when using x64 .dlls and when not using x64 dlls doesn't activate. Thanks for making a 64 bit exe ubisoft. Really fucked the pooch on that one

DirtyDan
26 May 06:34 CEST

Which doesnt play nice with Lumasharpen

DirtyDan
26 May 06:34 CEST

It disables the film grain overlay during the game

spyloops
26 May 05:03 CEST

in the XML i change the line code PostFXQuality "high" to "off" but i didn t see the difference ingame , what the off option supose do exactly ?

DirtyDan
26 May 01:48 CEST

Strange i have the same launcher and never had that issue, thanks for finding the solution!!!

ELCID777
26 May 00:33 CEST

Ok, I finally managed to get it working. For the people who are having CTD's because of the x64 .DLL's, here is what you need to do.

Create a shortcut of the GameLauncherx64 or watchdogs.exe to desktop.

Then go into properties and compatibility tab and click on compatibility for windows 7.

Finally, make sure you check the box that says run as administrator. Apply and save.

Run the game.

Drogean
26 May 00:26 CEST

looks great! Wish there was a little more bloom.

Only gripe is the color saturation is wayy high and makes some characters look orange and skews colors a bit much.

example - my white coat looks yellow

ELCID777
25 May 23:45 CEST

Having the same issue as soetdjur and many others. Game just doesn't want to start up once these files are extracted into bin.

I don't have fraps, nor steam overlay, nor any other thing enabled.

I've had this problem ever since version 1.5.1 of sweetfx came out. WTF

DirtyDan
25 May 22:57 CEST

For all those having issues, make sure to use the 64 bit dlls from Bolotaurs injector. And to disable FRAPS. If you don't have the main files hand just use my link provided for 1.4. If you want SMAA just set it from 0 to 1 in the settings file

DirtyDan
25 May 22:55 CEST

Glad you like it! I highly recommend setting PostFXQuality on the config to off as it disables Film Grain which is affected by the luma plus it looks much clearer. Enjoy guys! Thanks for all the support and downloads! Glad everyone likes it!

spyloops
25 May 22:34 CEST

Thx you , I realy like your setting

DirtyDan
25 May 19:59 CEST

Make sure FRAPS isn't on. And if that doesn't work turn off Steam overlay. I had that issue with FRAPS

soetdjur
25 May 19:09 CEST

I also can't get this working. I've put all files into bin folder and the game refuses to start. I extracted sweetfx mainfiles into bin (1.5) and added the files from this watch_dogs1.4.rar on top of that, game wont start. Is really all sweetFX files going into the Bin folder? What am I missing here?

hl86
24 May 18:02 CEST

To enable SweetFX on Windows 8.1, follow this guide:
http://www.overclock.net/t/1485750/how-to-use-sweetfx-in-windows-8-1

DirtyDan
24 May 07:39 CEST

That sounds like a dx11 error on 8.1. as of right now, theres nothing you can do. 8.1 doesnt play nice with dx11

randomusername10
24 May 07:02 CEST

I get this error now when launching
"The procedure entry point CreatDXGIFactory2 could not be located in the dynamic link library C:\windows\system32\d3d11.dll"
What do I do?

DirtyDan
24 May 05:40 CEST

yeah, Fraps crashes it. and of course you need uplay offline. also naybe turn off SMAA

randomusername10
24 May 05:08 CEST

Overlay?

DirtyDan
24 May 05:05 CEST

Turn off any overlay

Noxide
24 May 04:20 CEST

Same as you Skyloops

spyloops
24 May 03:59 CEST

I Download your files and put it in the Bin folder of the game , but now the game didn t start , Any clue ?

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