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[Dying Light Redux HD] *New Version*

Preset for Dying Light
Created by geoman88
Added Jan. 28, 2015
Updated 5 Feb 02:50 CET
Shader used: SweetFX 1.5
Preset description:
Hello ! This is my preset for "Dying Light". -------------------------------------- NO MORE BLUR, NO MORE GREENISH/BROWNISH TINT ! With this preset you can now enjoy the colors of the game as it should be, blue sky, sunnier ambiance during the day and the real darkness during the night, this preset took me hours of settings to get a perfect balance and i think it's now pretty good. ---------------------------------------- Changes : -Blur off. -Green/brown tint removed. -True colors(Blue sky, green trees...etc) -Sharp image -Better lighting Effects used : -SMAA -BLOOM -LUMASHARPEN -GAUSSIAN -DPX -LIFTGAMMAGAIN -TONEMAP -VIBRANCE -CURVES -SEPIA -------------------------------------- Inser = ON/OFF Delete = Reload SFX Try it ingame it's better than the pictures. ---------------------------------------- [!]Look at the screenshots in fullscreen to see the real differences[!] NEW SCREENSHOTS IN ULTRA HIGH RESOLUTION ! ------------------------------------- Use Baulotaur x64 dll's for this to work. If any problem or crash at launch, try to use these files : http://www37.zippyshare.com/v/o0EMrSBP/file.html ------------------------------------- Hope you'll enjoy this preset, any feedback is welcomed.
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/*-----------------------------------------------------------. / Description / '------------------------------------------------------------/ Game: Dying Light Author: geoman88 SweetFX version: 1.5.1/Boulotaur2024 Injector. /*-----------------------------------------------------------. / 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 1 // [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 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 1 // [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 1 // [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 4 // [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 10 // [0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isn't. #define BloomPower 0.05 // [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 1 // [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 0 // [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 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 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 0.15 // [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, 1, 0.99) // [0.000 to 2.000] Adjust shadows for Red, Green and Blue #define RGB_Gamma float3(1.06, 1.01, 1.018) // [0.000 to 2.000] Adjust midtones for Red, Green and Blue #define RGB_Gain float3(1.0, 1.1, 1.25) // [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 0.50 // [-1.000 to 1.000] Adjust saturation #define Bleach 0 // [0.000 to 1.000] Brightens the shadows and fades the colors #define Defog 0 // [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 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(0.05, 0.3, 0.1) // [-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 -0.5 // [-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, 1.50) // [0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to tint the image #define GreyPower 0.5 // [0.00 to 1.00] How much desaturate the image before tinting it #define SepiaPower 0.45 // [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 = 221 ; 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

Casviatadecaine
30 Jul 19:59 CEST

To make it work go to k-putt and download the reshade beta install it in the game and after that paste the Settings there

franktntx
7 Jul 00:08 CEST

You can do it in the last version of Reshade ?, I do not work this version

shadow85
26 Sep 15:32 CEST

EDIT: Got it working with RadeonPro. But not sure if text is suppose to have a purple tint to it aswell as some other white images.

Much more saturation with this preset, but makes alot of surfaces appear very bright.

shadow85
26 Sep 15:17 CEST

Will not work on Win10 x64.

Swagata
5 Sep 16:29 CEST

how do i use this ?

Xeraser
13 Apr 13:38 CEST

I really can't get this to work on 8.1, could you please make some sort of sfx bundle ? (preset+dlls and all)

kanethepane
22 Mar 21:18 CET

Nvm, got it working, but was wondering if anyone else has the purple tint that surrounds all the orange text, and turns some of the text completely white. For me it seems way to white and bright at daytime and was wondering if there is a way to tweak this in the ini files.

kanethepane
22 Mar 18:26 CET

How do you download this preset, for some reason this preset does not seem to work with me, maybe I'm installing it wrong, I'm not sure. Just wondering if any of you could tell me how to install this preset.

mtrtn
20 Feb 20:29 CET

@zaselim

The "Film Grain" option under Graphics.

l00
8 Nov 17:27 CET

If the game seems too much over-exposed, just turn off the bloom in the sweetfx settings and it will do the trick.
Aside from that, it really is a great preset (the best for DL IMAHO). One of thoses few on thelazy.net that not only enhance the graphics of a game but make a fucking big difference. It would be very very hard for me to play DL again without it. And I learned a lot of thing by watching your settings, so: Thanks a lot for all the work you put in this swfx.

zaselim
20 Sep 19:24 CEST

How can i remove the static/grain like effect.

Omlas96
20 Jul 11:21 CEST

Hi guys. i need help.. so i havent insert button, so i cant enable this sweetfx.. anybody can help me?

spartacus_qc
11 May 04:51 CEST

Awesome preset geoman88 :) Just made a video out of it ! To see it in all its glory :https://www.youtube.com/watch?v=7h-JHUkPczI
Thanks again for your awesome work.

Ljanmi
3 Apr 16:49 CEST

I can confirm that your sweetfx version DOES NOT work under windows 8.1/10.

K-putt'e presets works flawlessly under Win 8.1 and Win 10 latest build. Please use K-putt'e ReShade 0.13.2 Public Beta with SweetFX 2.0 - download location - http://ge.tt/2gdNiN92/v/0?c . And one more thing, I can't just copy/paste your settings, you will need to adjust a syntax a bit so that we who use Windows 8.1 and Windows 10 can actually try your preset.

Please update this beautiful preset and put K-putt'e ReShade download link instead of SweetFX 1.5 or SFX64W8.1 since K-putt'e ReShade really works without problems. Thank you, I expect results real soon :)

daAmazinFatB0y
12 Feb 19:46 CET

I have to admit. this preset is pretty amazing.

aqibzahid11
11 Feb 09:36 CET

Smokes at night are giving purple bluish shades can u fix that plz

Valkyrie743
5 Feb 07:15 CET

geoman88

can you link me to the older settings ?

geoman88
4 Feb 14:53 CET

Perhaps it's the EFX taking over the sweetfx, maybe by changing the dll's of efx with the one of 8.1.

I had the same problem with BF4, sometimes it worked, sometimes not, and i could not tell why.

AugmentedJustice
4 Feb 13:42 CET

I copied the files and it actually launched, but I'm not noticing the difference. I downloaded your presets like you said and renamed the txt file to just "SweetFX_settings". But yea, I'm not noticing any difference. I press the INS key but it doesn't toggle. Did I do anything wrong?

AugmentedJustice
4 Feb 13:14 CET

I've only tried sweetfx on Dying Light because I wasn't liking the brown/greenish drab look of the game, and I wanted to give it more vibrancy. I'll try the EFX link and get back to you. Thanks. Techland should have added a color filter in graphics option menu.

geoman88
4 Feb 11:02 CET

As i can see Ruhagan already tried EFX and does the same effect, sorry i answered the next day forgot you tried it already.

Is it just my preset the problem ? or any SFX does that ? or just for Dying light ?

geoman88
4 Feb 10:53 CET

Apparently it's a directX problem linked to windows 8.1.

Windows 7 uses DX11.1 and that's why the SFX works but Windows 8 uses 11.2 and it's just not compatible with sweetfx for the moment and nothing can be done about it.

Well, that is what a read on forums that specific error.

One thing you can try is using EFX as a substitute, don't know it's gonna work but it's worth a try.

There is the link :
http://www.mediafire.com/download/gzyig7kciwumsyi/SweetFX%2BEFX%20Beta%20win%208.1.exe

Put everything in the .exe folder of dying light then replace the sweetfx_settings by my own.

Let me know if it's working.

AugmentedJustice
4 Feb 09:31 CET

It's not just him, I got this to. I'm running windows 8.1 "the procedure entry point createdxgifactory2 could not be located the dynamic link library c:\Windows\SYSTEM32\d3d11.dll." After that "FATAL ERROR Cannot initialize renderer" and it just crash exits. Any ideas?

geoman88
2 Feb 21:01 CET

Well i don't know what to tell you, it's sure a directx problem, not a sweetfx one it's working with everybody except on your computer and i can't tell why.

And for the tint, it's obligatory due to the overall green tint of the original game, i had to balance with red and blue.

Ruhagan
1 Feb 02:54 CET

I tried Bulotaur, eFX and pretty much everything I could find on internet, also x86 dlls. It wouldn't work even with RadeonPro until I launched it (RadeonPro) with administrator privileges, despite warning message not to do so.

I installed and reinstalled DX and whatnot, don't think it is problem.

Your settings look nice but they're a bit too much red/violet tint, why'd you go for that?

geoman88
31 Jan 23:05 CET

First time i see this kind of error, try to update your version of DirectX, the dll's of my version are specially for 8.1 so it should work normally.

If it's still not working maybe you can try the 32bits version but normally i had no problem at all with this sweetfx but i'm on windows 7 x64 and using the 8.1 dll's.

Ruhagan
31 Jan 22:18 CET

Windows 8.1 x64
I Get:

---------------------------
DyingLightGame.exe - Entry Point Not Found
---------------------------
The procedure entry point CreateDXGIFactory2 could not be located in the dynamic link library C:\Windows\SYSTEM32\d3d11.dll.
---------------------------
OK
---------------------------

Or when I rename d3d9.dll to d3d11.dll (I think I supposed to do it, right?) I get:

DyingLightGame.exe - Entry Point Not Found

The procedure entry point D3D11CreateDevice could not be located in the dynamic link library D:\Games\Dying Light\rd3d11_x64_rwdi.dll.

With Bulotaur and one you uploaded to zippy.

EngineGamer
29 Jan 03:34 CET

pretty cool! :)

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