/*===========================================//
// Description //
//===========================================//
Game: Grand Theft Auto 5
Author: RainyNguyen
SweetFX/Injector version: v2.0 Preview 8 by CeeJay.dk / ReShade 0.16.0
Description:
__________ .__ _______
\______ \_____ |__| ____ ___.__.\ \ ____ __ __ ___.__. ____ ____
| _/\__ \ | |/ < | |/ | \ / ___\| | < | |/ __ \ / \
| | \ / __ \| | | \___ / | \/ /_/ > | /\___ \ ___/| | \
|____|_ /(____ /__|___| / ____\____|__ /\___ /|____/ / ____|\___ >___| /
\/ \/ \/\/ \//_____/ \/ \/ \/
• 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 //
//============================================*/
// Effects are listed in the order that they are applied.
// Set to 1 for ON or 0 for OFF
#define USE_ASCII 0 //[0 or 1] Ascii : Converts the image to Ascii-art.
#define USE_CARTOON 0 //[0 or 1] Cartoon : "Toon"s the image.
#define USE_SMAA 0 //[0 or 1] SMAA Anti-aliasing : Smoothens jagged lines using the SMAA technique.
#define USE_FXAA 1 //[0 or 1] FXAA Anti-aliasing : Smoothens jagged lines using the FXAA technique.
#define USE_EXPLOSION 0 //[0 or 1] Explosion : Scatters the pixels, making the image look fuzzy.
#define USE_CA 0 //[0 or 1] Chromatic Aberration : Mimics the look of a cheap camera lens, by distorting the colors.
#define USE_ADVANCED_CRT 0 //[0 or 1] Advanced CRT : Simulates an old CRT TV display. (has a very high performance cost)
#define USE_PIXELART_CRT 0 //[0 or 1] PixelArt CRT : Scanlines for pixel art (high performance cost)
#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 : Sharpens the image.
#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_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_COLORMATRIX 0 //[0 or 1] Color Matrix : Allows color modification using a user-defined color matrix.
#define USE_LIFTGAMMAGAIN 0 //[0 or 1] Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights.
#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_FILMGRAIN 0 //[0 or 1] Film Grain : Adds film grain to the image.
#define USE_DITHER 1 //[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 : Can be used to create letterbox borders around the image.
#define USE_SPLITSCREEN 0 //[0 or 1] Splitscreen : Enables the before-and-after splitscreen comparison mode.
#define USE_TRANSITION 0 //[0 or 1] Transition : Shows a welcome screen and then transitions to the regularly scheduled programming
#define USE_DISPLAY_DEPTH 0 //[0 or 1] Display Depth : Enables the possibility to display the depth buffer - You will still need to toogle it on/off with (*) in-game
#define USE_CUSTOM 0 //[0 or 1] Custom : Write your own shader by editing custom.h, and then enable it here.
//===========================================//
// Ascii //
// Settings //
//===========================================//
#define Ascii_input_image 1 //[1 or 2] 1 = Color buffer, 2 = Depth buffer.
#define Ascii_spacing 1 //[0 to 9] Determines the spacing between characters. I feel 1 to 3 looks best.
#define Ascii_font 1 //[1 or 2] 1 = 5x5 font, 2 = 3x5 font
#define Ascii_font_color float3(255, 255, 255) //[0 to 255, 0 to 255, 0 to 255] What color the font should be. In integer RGB colors.
#define Ascii_background_color float3(0, 0, 0) //[0 to 255, 0 to 255, 0 to 255] What color the background should be. In integer RGB colors.
#define Ascii_swap_colors 0 //Swaps the font and background color when you are too lazy to edit the settings above (I know I am)
#define Ascii_invert_brightness 0 //[0 or 1]
#define Ascii_font_color_mode 1 //[0 to 2] 0 = font_color, 1 = image color, 2 = colorized grayscale
//===========================================//
// SMAA Anti Aliasing //
// Settings //
//===========================================//
#define SMAA_THRESHOLD 0.05
#define SMAA_MAX_SEARCH_STEPS 32
#define SMAA_MAX_SEARCH_STEPS_DIAG 16
#define SMAA_CORNER_ROUNDING 25
// -- Advanced SMAA settings --
#define SMAA_EDGE_DETECTION 2 //[1|2|3] 1 = Luma edge detection, 2 = Color edge detection, 3 = Depth edge detection
#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.
// -- SMAA Predication settings --
#define SMAA_PREDICATION 0 //[0 or 1] Enables predication which uses BOTH the color and the depth texture for edge detection to more accurately detect edges.
#define SMAA_PREDICATION_THRESHOLD 0.09 // Threshold to be used in the depth buffer.
#define SMAA_PREDICATION_SCALE 1.0 // How much to scale the global threshold used for luma or color edge detection when using predication
#define SMAA_PREDICATION_STRENGTH 20.4 // How much to locally decrease the threshold.
// -- Debug SMAA settings --
#define SMAA_DEBUG_OUTPUT 0 //[0 to 4] 0 = Normal, 1 = edgesTex, 2 = blendTex, 3 = areaTex, 4 = searchTex - Only for troubleshooting. Users don't need to mess with this.
//===========================================//
// FXAA Anti Aliasing //
// Settings //
//===========================================//
#define FXAA_QUALITY__PRESET 9 //[1 to 9] Choose the quality preset. 9 is the highest quality.
#define fxaa_Subpix 0.35 //[0.000 to 1.000] Choose the amount of sub-pixel aliasing removal. Higher values makes the image softer/blurrier.
#define fxaa_EdgeThreshold 0.01 //[0.000 to 1.000] Edge detection threshold. The minimum amount of local contrast required to apply algorithm. Similar to SMAA_THRESHOLD
#define fxaa_EdgeThresholdMin 0.01 //[0.000 to 1.000] Darkness threshold. Pixels darker than this are not processed in order to increase performance.
//===========================================//
// Explosion //
// Settings //
//===========================================//
#define Explosion_Radius 2.0 //[0.2 to 100.0] Amount of effect you want.
//===========================================//
// Chromatic Aberration //
// Settings //
//===========================================//
#define Chromatic_shift float2(2.5,-0.5) //[-100.0 to 100.0, -100.00 to 100.0] Distance (X,Y) in pixels to shift the color components.
//For a slightly blurred look try fractional values (.5) between two pixels.
#define Chromatic_strength 0.1 //Adjust the strength of the effect.
//===========================================//
// Levels //
// Settings //
//===========================================//
#define Levels_black_point 0 //[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.
// -- Debug settings --
#define Levels_highlight_clipping 0 //[0 or 1] Highlight the pixels that clip. Red = Some detail is lost in the highlights, Yellow = All detail is lost in the highlights,
// Blue = Some detail is lost in the shadows, Cyan = All detail is lost in the shadows.
//===========================================//
// Cartoon //
// Settings //
//===========================================//
#define CartoonPower 1.5 //[0.1 to 10.0] Amount of effect you want.
#define CartoonEdgeSlope 1.5 //[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.
//===========================================//
// 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 2.2 //[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)
//===========================================//
// Pixel-Art CRT //
// Settings //
//===========================================//
// -- Emulated input resolution --
#define PixelArtCRT_resolution_mode 1 //[1 or 2] 1 = Ratio, 2 = Fixed resolution
#define PixelArtCRT_resolution_ratio (1.0/4.0) //
#define PixelArtCRT_fixed_resolution float2(320.0,160.0)
// -- Hardness --
#define PixelArtCRT_hardScan -24.0 // Hardness of scanline : -8.0 = soft, -16.0 = medium
#define PixelArtCRT_hardPix -24.0 // Hardness of pixels in scanline : -2.0 = soft, -4.0 = hard
// -- Display warp --
#define PixelArtCRT_warp float2(1.0/64.0,1.0/24.0) // Display warp : 0.0 = none , 1.0/8.0 = extreme
// -- Type of shadow mask --
#define PixelArtCRT_ShadowMask 3 // Type of shadow mask : 1 = Very compressed TV style shadow mask, 2 = Aperture-grille
// 3 = Stretched VGA style shadow mask, 4 = VGA style shadow mask
// -- Amount of shadow mask --
#define PixelArtCRT_maskDark 0.5 //
#define PixelArtCRT_maskLight 1.5 //
// -- Falloff shape --
#define PixelArtCRT_shape 3.0 // Falloff shape : 1.0 = exp(x), 1.25 = in between, 2.0 = gaussian, 3.0 = more square
// -- Amp signal --
#define PixelArtCRT_overdrive 1.25 //
//===========================================//
// 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 2.75 //[0.10 to 3.00] Strength of the sharpening
#define sharp_clamp 0.025 //[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 1.3 //[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)
//===========================================//
// Technicolor //
// Settings //
//===========================================//
#define TechniAmount 0.40 //[0.00 to 1.00]
#define TechniPower 4.00 //[0.00 to 8.00]
#define redNegativeAmount 0.88 //[0.00 to 1.00]
#define greenNegativeAmount 0.88 //[0.00 to 1.00]
#define blueNegativeAmount 0.88 //[0.00 to 1.00]
//===========================================//
// Cineon DPX //
// Settings //
//===========================================//
#define Red 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 2.5 //[0.1 to 2.5] Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral.
#define DPXSaturation 4.4 //[0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral.
#define RedC 0.23 //[0.60 to 0.20]
#define GreenC 0.23 //[0.60 to 0.20]
#define BlueC 0.23 //[0.60 to 0.20]
#define Blend 0.16 //[0.00 to 1.00] How strong the effect should be.
//===========================================//
// Monochrome //
// Settings //
//===========================================//
#define Monochrome_conversion_values float3(0.21, 0.72, 0.07) //[0.00 to 1.00] Percentage of RGB to include (should sum up to 1.00)
#define Monochrome_color_saturation 0.00 //[0.00 to 2.00] Percentage of saturation to keep. Default is 0.00 , values above 1.00 boost saturation above normal.
//===========================================//
// Color-Matrix //
// Settings //
//===========================================//
// Red Green Blue
#define ColorMatrix_Red float3(0.817, 0.183, 0.000) //[0.00 to 1.00] How much of Red, Green and Blue the new red value should contain
#define ColorMatrix_Green float3(0.333, 0.667, 0.000) //[0.00 to 1.00] How much of Red, Green and Blue the new green value should contain
#define ColorMatrix_Blue float3(0.000, 0.125, 0.875) //[0.00 to 1.00] How much of Red, Green and Blue the new blue value should contain
//Should sum to 1.000 if you don't wish to change the brightness
#define ColorMatrix_strength 1.0 //Adjust the strength
//===========================================//
// Lift Gamma Gain //
// Settings //
//===========================================//
#define RGB_Lift float3(1.000, 1.000, 0.988) //[0.000 to 2.000] Adjust shadows for Red, Green and Blue.
#define RGB_Gamma float3(1.000, 1.000, 1.055) //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
#define RGB_Gain float3(1.000, 1.000, 1.015) //[0.000 to 2.000] Adjust highlights for Red, Green and Blue
//Note that a value of 1.000 is a neutral setting that leave the color unchanged.
//===========================================//
// Tonemap //
// Settings //
//===========================================//
#define Gamma 1.23 //[0.000 to 2.000] Adjust midtones. 1.000 is neutral. This setting does exactly the same as the one in Lift Gamma Gain, only with less control.
#define Exposure 0.000 //[-1.000 to 1.000] Adjust exposure
#define Saturation 0.000 //[-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 0.100 //[0.000 to 1.000] How much of the color tint to remove
#define FogColor float3(0.102, 0.02, 0.01) //[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 0.2 //[-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(0.3, 0.4, -0.6) //[-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 other
//===========================================//
// Curves //
// Settings //
//===========================================//
#define Curves_mode 2 //[0|1|2] Choose what to apply contrast to. 0 = Luma, 1 = Chroma, 2 = both Luma and Chroma. Default is 0 (Luma)
#define Curves_contrast 0.35 //[-1.00 to 1.00] The amount of contrast you want
// -- Advanced curve settings --
#define Curves_formula 2 //[1|2|3|4|5|6|7|8|9|10|11] 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. 11 = Polynomial split.
//Note that Technicolor Cinestyle is practically identical to Sine, but runs slower.
//I prefer 2 myself, but 3 is a nice alternative with a little more effect 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
//===========================================//
// Daltonize //
// Settings //
//===========================================//
#define Daltonize_type 1 //[1|2|3] Type of colorblindness. 1 = Protanopia (missing red spectrum), 2 = Deuteranopia (missing green spectrum)
// 3 = Tritanopia (missing blue spectrum)
//===========================================//
// Film Grain //
// Settings //
//===========================================//
#define FilmGrain_intensity 0.65 //[0.00 to 1.00] How visible the grain is. Higher is more visible.
#define FilmGrain_variance 0.45 //[0.00 to 1.00] Controls the variance of the gaussian noise. Lower values look smoother.
#define FilmGrain_SNR 4 //[0 to 16] Higher Signal-to-Noise Ratio values give less grain to brighter pixels. 0 disables this feature.
// -- Advanced Film Grain settings --
#define FilmGrain_mean 0.50 //[0.00 to 1.00] The average mean of the gaussian noise. Probably best kept at the middle value (0.50)
//A sideeffect of the Film Grain effect is that it also dithers the screen.
//You don't need both the Film Grain and the Dither effect enabled at the same time.
//===========================================//
// 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 -1.00 //[-2.00 to 1.00] Strength of black. -2.00 = Max Black, 1.00 = Max White.
#define VignetteSlope 2 //[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(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(3.0 / 4.0) //[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] 1 = Vertical 50/50 split, 2 = Vertical 25/50/25 split, 3 = Vertical 50/50 angled split,
//[4|5|6] 4 = Horizontal 50/50 split, 5 = Horizontal 25/50/25 split, 6 = Curvy vertical 50/50 split
//===========================================//
// Transition //
// Settings //
//===========================================//
#define Transition_time 5000 //[1 to 60000] Milliseconds the transition lasts (1000 milliseconds is 1 second)
#define Transition_texture "curtain.jpg" //["filename"] Filename for the texture to use. Put your custom textures in SweetFX/Textures/
#define Transition_texture_width 720 //Image width.
#define Transition_texture_height 480 //Image height.
#define Transition_type CurtainOpen //Can be "FadeIn", "FadeOut", "CurtainOpen", "CurtainClose" or "ImageFadeOut"
//===========================================//
// Display //
// Depth //
//===========================================//
#define Depth_z_near 0.08 //[0.00001 to 100000.0] Camera z near
#define Depth_z_far 100.00 //[0.00001 to 100000.0] Camera z far, must be further than the near value.
//===========================================//
// Custom //
// Settings //
//===========================================//
#define custom_strength 1.0 //[0.00 to 1.00] Adjust the strength of the effect
Since my SSD serves as my primary OS drive, I'm wondering if the sweetfx isn't working. Do you believe that the sweetfx must be installed in the same location as the operating system drive? Maybe that's how files work? However, when it ought to be working on a different hard drive, it makes no sense. I've never experienced something that doesn't seem to be working before. <a href="https://spotfyx.com/">spotify x </a>
Doesn't launch.
Does it worh with 1.36 update?
For all those having syntax error just save the file as "ANSI".
I wonder if the sweetfx isn't working because my SSD is my primary Operating System drive installed there. Do you think maybe the sweetfx needs to be where the Operating System drive installed? Maybe files work that way? But it doesn't make any sense when it should be working on a different hard drive anyways? Something just isn't working and this has never happened to me before.
I had this installed previously in the past and it works fine. However i had to reinstall GTA V on a different hard drive instead of my SSD and i followed the same procedure on your description and it doesn't work at all? I don't understand why? Did i do something wrong? Do you have an older version perhaps? I noticed i tried to run Reshader and it kept picking my game DX9 and i didn't want that. So i sticked with your description and decided to try again and it didn't work. Something is just isn't working for some reason.
Не работает, трудно сделать как у всех? Почему у меня не работает прессет если я отключаю FXAA в блокноте???
im also getting the syntax error: unexpected 'unknown error when i copy over your preset
Foe some reason when i change some settings in the preset file to get better fps i get this error when i start up:
C:\Program Files (x86)\Steam\steamapps\common\Grand Theft Auto V\SweetFX/SweetFX_settings.txt(1, 1): error X3000: syntax error: unexpected 'unknown'
How can I mix this with ENB??
can you mix it with enb?
How to get this working on Windows 10?
please anyone can upload v1.2 for me ?
i have 1.3 and 1.4 and final but i need 1.2
i downloaded it but i cant find in my pc :(
I'm still using v1.0 and it looks freakin' great! but i want to try v1.2.. anybody?
I test many preset for GTAV but,this sweetfx is The Best !!!
4K + Visual V + 1.000 better = Oh God <3
@BoBo: According to the preset FXAA is still enabled and SMAA is disabled.
@rainynguyen: How come your text file is mega disorganized? :p
you only chnaged fxaa to smaa in new update?? or something else?
for some reason i get 10 fps loss
rainynguyen - I did, it works using your default files, but i wanted to update reshade and that's why i'm getting these errors :P
@Bobo: sry, it's my Final Version.
@Sylent: are you using Win7 -64 bit, right?
@nadav239:
Hm...i don't use crack so i have no idea to fix your issue :(, so sry.
@rainynguyen
wtf? now i cant get into the game, i
copied all of the files to the gta v folder and now i get this error when i try to get in on my 3dm crack and in the others too "GTA5.exe - Entry Point Not Found
The procedure entry point glGenTextures could not be located in the dynamic link libary C:\Program Files (x86)\R.G Mechanics\Grand Theft Auto V\GFSDK_TXAA_AlphaResolve.win64.dll
important information! i tried before to install a different preset and it showed me this error then i deleted it and it shows it here too! what can i do!!!
@rainynguyen:Error-update does not apply to this computer
waiting more optimized version
I don't own GTA V but this preset looks amazing, good work
Did you download my archive in Description?
Weird, so...it didn't worked when i renamed it to d3d9.dll instead of d9d11 or dxgi.dll "as it says for directx11 games" .... weird, so my game is running with dx9 instead of 11?!
I cannot for the life of me update sweetfx to its newest version 0.18.4.850 :(.
If i rename the ReShade64.dll to d3d11.dll it crashes GTAV upon loading, if i rename it according to the readme file to dxgi.dll it boots and loads the game, yet it wont load your settings at all. It says " loading effect....no effect found!" :( saaaad, am i missing something?
What error? And Are you using Win7 64 bit? This update for only Win7-64bit
@rainynguyen:I can not install Windows Update pack
@Sylent: did you try: For those people who getting crashes at startup: try installing this Windows Update pack: https://www.microsoft.com/download/details.aspx?id=36805
Or reinstall Vcredist?
@Joi3435: yeah, just replace the old files
can update version ReShade 0.18.4 ?
You can help my game crashes at startup
Thank you, working perfect. Thanks alot for having a HOW TO INSTALL section.
Is it me or does the preset look very different from the previous version?
Imo it doesn't look as good anymore. :(
thanks bro
@wenzsyk+ krakuu+ Bobo:
https://www.facebook.com/rainy.nguyen.562114
You must save the file in ASNI format, it will fix ur error :)
please tell us how to incrase fps,when i tunr of fxaa,i have sweetfx error,and one more quetsion i have x64 windows so i should use ReShade32.dll anyway?
me too, ths is best settings,but eats lot of fps: i am loosing 15-30 fps and its too much
I'm getting same error as @wenszyk when I try to turn FXAA to 0 it shows error x3000, however the fukn weird part is that when I type back default settings FXAA to 1 error still occours ! Then the only way to repair it is to replace settings file with newly downloaded preset.
@rainynguyen,
need help,
fps drops by 10-15
turned fxaa to 0 as per your advice, but got the err msg: http://www.img.pl/ySdh
ok bro,tell me your facebook i will add you
@daAmazinFatB0y:
Ty :)
@BoBo: I dont use skype :D. do u use facebook or can u send a mail?
i will tell you in skype
daaaaaaaaaaamn son!!!!!!!!!!!! This shit looks AWESOME!!!!
@Bobo:
How may i help u?
do you have skype?? i really need
@tntltct:
Plz read full my guide, i removed all red tone in Final Version.
too much red color, can you fix it somehow? pls
@rainynguyen
you can help me to create my sweetfx ?
please visit here
https://sfx.thelazy.net/forum/sweetfx/184/
@AitGamers Thanks You <3
THANKS
@BoBo:
Don't have any proplem on my PC ( drop ~ 3-5 fps)
You can turn off FXAA by changing #define USE_FXAA =1 to 0 in SweetFX_Settings.txt)
this is best settings ever,but please fix fps problems :( i loose 15-20 fps ,can you optimize it please?
@gto
yes i upload it for you
https://mega.co.nz/#!AcwD0RbA!B3vN7C1oxWCi9sKyYphyiw16zI-hB95ok-2oseb5BsU
@rainynguyen, Ok Thanks.
@AitGamers, Hi, Do you have a 1.3 version ? thanks very mutch Bro
@gto:
any version you want ? i use 1.2, but i have all version any version you want to upload for you ?
i have old version you need 1.2 or 1.3 or 1.4 ?
@Gto:
I don't backup the old version :(
@Gto:
I don't backup the old version :(
Nice and Best Preset, But please can You give me a link for the old version ? because i dnt like the final version :/
@addicTix:
From @killf4ce:
"good news/clarification for reshade/sweetfx users and any other 'cosmetic mods' so textures etc - r* have said its not a bannable offense to do so... if you want to make your game look better, you can :)
"Thank you for contacting Rockstar Support. Cosmetic mods are not a bannable offense. However if you require technical support after installing a mod you will need to uninstall the mod before we can help you with any issue you have, as we do not officially support mods."
http://segmentnext.com/2015/05/04/gta-5-pc-cosmetic-mods-are-not-a-bannable-offense-rockstar/"
Hello, can you get banned for using SweetFX in online mode ?
I hate the standard colors, with this presets they look so awesome..... But I don't want to get banned.
@BoBo:
Do you turn V-sync on?
Dear author,i have waves on the monitor with this mod,can you help me?
@Ganxta:
Did you try this?
2. For those people who getting crashes at startup: try installing this Windows Update pack: https://www.microsoft.com/download/details.aspx?id=36805
why do i get startup crash ?
i have windows 7 64 bit
@Corporal_Quesadilla:
It's just a name :))
@Corporal_Quesadilla:
It's just a name :))
@Corporal_Quesadilla:
It's just a name :))
@Corporal_Quesadilla:
It's just a name :))
@Corporal_Quesadilla:
Its just a name :))
1.000 times better? I'd say this is 1,000 times better.
@USAS:
A ha, glad to hear that :)
@rainynguyen
No i actually like it now! i didn't know i had to copy/paste the code from the preset so i was using version 1.0 lol. Nice job! :)
@USAS:
Maybe my preset is not for your taste :)
@AitGamers:
Yeah, i will stop updating this preset. I'm waiting Project Cars and The Witcher 3.
@shafat77:
Thank bro :3
Kudos RAINY. Great preset. I have tried most of the other ones and this is by far the best combination of color, contrast and saturation. Many many thanks. You just made a masterpiece even more enjoyable.
this last update ?
Its still too reddish for me.
@AitGamers:
You must create a new preset 1st, you will see "Add new screenshot" button after did that. Choosing Split screen option then uploading 2 your screenshots
@rainynguyen:
help me please how create comparison like this
https://sfx.thelazy.net/games/screenshot/23465/
i take two screenshots but i dont know how create comparison like thelazy
@Vunguyen793:
Click vào download preset ngay phía trên mấy cái screenshot đó bạn, cạnh "show/hide setting"
bạn rainynguyen ơi chỗ này là sao vậy bạn mình không hiểu lắm Click "Download Preset" => rename to SweetFX_settings then replace the old one in /Grand Theft Auto V\SweetFX. That's all. cho mình hỏi cái "Download Preset" là sao vậy
@rainynguyen:
awesome edit in v1.4 :D thanks for that
I will comparing 1.2 and 1.3 and 1.4 and upload result :D
Nope...:)
@rainynguyen:
Is there a MOD to hide this ?
@AitGamers:
Can't do it :)
@rainynguyen:
hello please how hide HUD when take Selfie photo by fraps to show sfx in image,
http://i.imgur.com/it39a1p.jpg
i hide gride by click G but i dont know how hide all HUD
@AitGamers:
I prefer v1.3 ^^! You can rollback v1.2 if you like it :D
@bfedorov11:
Nope, let see AitGamers's pic: http://i.imgur.com/T4L2FSi.jpg
I agree, I like 1.2 more. Too much saturation in 1.3.
@rainynguyen:
version 1.2 better than 1.3 see screenshot
http://i.imgur.com/T4L2FSi.jpg
why disable LIFTGAMMAGAIN
@Dragun9500:
Read the description :):
Press SCROLL LOCK to disable SweetFX then press it again to reactive (after you are already in game)
@bfedorov11:
Thanks ^^!
Looks great.. lighten changes are amazing.
I love the preset. It looks amazing. I have almost no preformance hit when I play. But when I start it up and the game goes through the wanted stars and the Rockstar logos, my FPS drops to about 7 and then 1. Any idea why?
@ AitGamers:
You can hide the HUD ==> Press Right Analog on Gamepad to hide it ( don't know which key on keyboard :)) )
@Signex: U use 2x 580? I thought u have only 1 :)
@ch0c0l2te:
Download my preset then rename that file to SweetFX_settings => replace the old.
Hey, I didn't understand the instructions to install it. After dragging all of the files into my game's folder, what do I do?
Ok i got my new PSU, and put back my second 580, no FPS drop anymore using ReShade. :)
@rainynguyen
nice idea bro, but showing HUD in preview like this (look this screenshot)
http://i.imgur.com/FB4qizf.jpg
how hide HUD in capture preview to record it without showing HUD in final video, thanks
@Boykimma:
Strangely, lumasharpen does NOT affect Brightness, i tried disabling it and didnt have any problems like you. Did you save sweetfx_setttings.txt file in ANSI format?
@Signex: should OC your CPU or replace a better one for gaming :). It will boost your fps so much.
@AitGamers: Using another softs (recommend ShadowPlay) to capture your edited video instead using export in R* Editor.
help me please, this sfx is very awesome but when record and edit video by rockstar editor and upload to youtube sfx not showing in video, how record and edit it by rockstar editor and rander with this sfx ? help help
@rainynguyen Most are Very High, Grass Quality on normal, it kills the FPS country side.
1920x1200 resolution.
Currently i got my i7 860 running at stock, i'm scared to OC cause i think i blew my last 2 powersupplies by OC'ing.
http://imgur.com/v3RvLbn&WyxSALD here is before and after i turn off lumasharpen
@Boykimma:
Just set #define USE_LUMASHARPEN 0
how do i disable luma sharpen, because it cause aliasing sometime, when i try to set it to 0, the game become very bright
@Signex: What setting u are using?
My PC isn't that powerful i'd admit, but currently i run 1 580, i got another laying around.
I'm currently waiting on my new 1000w psu.
UPDATED ver 1.3
Really nice preset, and no performance drop
@Signex: Drop ~ 3-5 fps on my PC :)
Best preset yet, awesome work, i really love it and sticking with it.
Though i do get quiet a performance hit with it enabled, around 7-10fps wich sucks. :(
@Quentin-Tarantino:
Record then using R* Editor, ez :)
@Axl_Rose.GNR:
Yeah, the new one will work like a boss
@Koks321koks:
Np :)
Hi mate really nice Preset ;)
Btw how are you capturing the screens at the exact time?
@rainynguyen
Yes, with K-putt preset the game works perfectly.
Well, i'll be testing your new revision soon.
OMG thanks <3 I love you men <3 Lets make a baby <3
@Koks321koks:
I fixed it 3 hours ago, plz down my preset again :)
How i can fix this error?
http://www.img.pl/ySdh
Đẹp quá anh ơi !!! ủng hộ anh <3
@Axl_Rose:
Try downloading my preset again ;)), maybe i was confused
@Axl_Rose.GNR:
Can you use the others preset? (like K-putt'e: http://sfx.thelazy.net/games/preset/3434/ )
Please, help!
I have this error on start:
http://i.imgur.com/eukdtz3.jpg
This preset is amazing!
UPDATE Ver 1.1
[i]- Game tone is NOT reddish as the 1st version.[/i]
Thank all :3
nice preset man !
Really ,REALLY GOOD ! thx for this .