6 minutes ago
_♛ The Witcher 3 - SS V1.1
Preset description:
Courtesy of Hodi a great video of the preset in action:
https://www.youtube.com/watch?v=8QqxhmaWyIE
Please note this preset is intended to be used at default gamma level (ie slider in the middle). If you have adjusted your gamma level either return it to default or follow the instructions in the comments in editing rgb_lift if you wish to change the darkness paramaters.
Download Reshade + Sweetfx 2.0 Beta here: http://reshade.me/ Follow the instructions to install reshade then copy the preset into the corresponding SweetFX directory in the game folder. Scroll lock to enable/disable Print screen for screenshots
Works on Win 8.1 :) Please ensure you don't have any other applications which hook enabled such as Fraps/Dxtory/Afterburner as this will conflict with Sweetfx (Disable steam overlay as well).
Manual install instructions:
1. Go to www.reshade.me and download the Reshade + Sweetfx 2.0 pack
2. Unzip and copy the sweetfx folder, reshade64.dll, reshade.fx and sweetfx.fx files to the witcher exe directory in The Witcher 3 Wild Hunt\bin\x64
3. Rename reshade64.dll to d3d11.dll
4. Delete SweetFX_Settings file in the sweetfx folder.
5. Download my settings here
6. Rename the settings file to SweetFX_Settings and copy it into the sweetfx folder in the game directory.
V1.1:
-Changes to gamma settings to provide more realistic nights without impacting daytime colouring/shading. Should make the torch useful now in darker forests.
-All screenshots updated to reflect 1.1 settings.
The toggle function currently isn't working in reshade 0.18.40 and the witcher 3 (undoubtedly will be fixed in a next release), as long as it says successful in the reshade prompt at the start, then everything is working.
/*-----------------------------------------------------------.
/ Description /
'------------------------------------------------------------/
Game:
Preset:
SweetFX: v2.0 Preview 8 by CeeJay.dk
API hook: Reshade by Crosire
This is a preview release meant to allow users to beta test SweetFXs 2.0 new injector called ReShade.
More features, bugfixes and performance optimizations will come before release.
Hope you enjoy SweetFX and ReShade.
- CeeJay.dk
/*-----------------------------------------------------------.
/ 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 0 //[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 0 //[0 or 1] LumaSharpen : Sharpens the image.
#define USE_LENS_DISTORTION 0 //[0 or 1] Cubic Lens Distortion : Distorts the lens cubicly. (WIP)
#define USE_NOSTALGIA 0 //[0 or 1] Nostalgia : Remember when you played that game you always played on that first system of yours? You don't? Well here is a reminder.
#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_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_TECHNICOLOR2 0 //[0 or 1] TECHNICOLOR 2 : Yet another Technicolor effect - not sure if this stays or not. Let me know if you like it.
#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_COLORMATRIX 0 //[0 or 1] Color Matrix : Allows color modification using a user-defined color matrix.
#define USE_LIFTGAMMAGAIN 1 //[0 or 1] Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights.
#define USE_TONEMAP 0 //[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 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 : 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. (Only partially working right now)
#define USE_TRANSITION 0 //[0 or 1] Transition : Shows a welcome screen and then transitions to the regularly scheduled programming
#define USE_DEPTH 0 //[0 or 1] 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 2 //[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 0.10 //[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_DEPTH_THRESHOLD 0.001 //[0.001 to 0.100] Depth edge detection threshold. Same as above but for the depth edge detection. This can go insanely low and still look good.
#define SMAA_MAX_SEARCH_STEPS 16 //[0 to 98] Determines the radius SMAA will search for aliased edges
#define SMAA_MAX_SEARCH_STEPS_DIAG 6 //[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 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 0.001 // Threshold to be used in the depth buffer.
#define SMAA_PREDICATION_SCALE 2.0 // How much to scale the global threshold used for luma or color edge detection when using predication
#define SMAA_PREDICATION_STRENGTH 0.4 // 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 0.000 //[0.000 to 1.000] Choose the amount of sub-pixel aliasing removal. Higher values makes the image softer/blurrier.
#define fxaa_EdgeThreshold 0.166 //[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 0.000 //[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 1.0 //Adjust the strength of the effect.
/*-----------------------------------------------------------.
/ 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 /
'-----------------------------------------------------------*/
// -- 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 0.5 //[0.10 to 3.00] Strength of the sharpening
#define sharp_clamp 0.035 //[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)
/*----------------------------------------------------------.
/ Notalgia settings /
'----------------------------------------------------------*/
//Nothing here yet, but you will get to set the palette to use and toggle dithering, and maybe pixelate the image .. once the effect is done.
//For now it just displays the image with a C64 palette
/*----------------------------------------------------------.
/ 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).
// -- 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.
/*-----------------------------------------------------------.
/ 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]
/*-----------------------------------------------------------.
/ TECHNICOLOR 2 settings /
'-----------------------------------------------------------*/
#define Technicolor2_Red_Strength 0.2 //[0.05 to 1.0] Color Strength of Red channel. Higher means darker and more intense colors.
#define Technicolor2_Green_Strength 0.2 //[0.05 to 1.0] Color Strength of Green channel. Higher means darker and more intense colors.
#define Technicolor2_Blue_Strength 0.2 //[0.05 to 1.0] Color Strength of Blue channel. Higher means darker and more intense colors.
#define Technicolor2_Brightness 1.0 //[0.5 to 1.5] Brightness Adjustment, higher means brighter image.
#define Technicolor2_Strength 1.0 //[0.0 to 1.0] Strength of Technicolor effect. 0.0 means original image.
#define Technicolor2_Saturation 0.7 //[0.0 to 1.5] Additional saturation control since technicolor tends to oversaturate the image.
/*-----------------------------------------------------------.
/ 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 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 3.0 //[0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral.
#define RedC 0.36 //[0.60 to 0.20]
#define GreenC 0.36 //[0.60 to 0.20]
#define BlueC 0.34 //[0.60 to 0.20]
#define Blend 0.2 //[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 - Should sum to 1.000 if you don't wish to change the brightness
#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 - Should sum to 1.000 if you don't wish to change the brightness
#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(0.97, 0.97, 0.97) //[0.000 to 2.000] Adjust shadows for Red, Green and Blue.
#define RGB_Gamma float3(1.075, 1.075, 1.075) //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
#define RGB_Gain float3(1.030, 1.030, 1.030) //[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 1.000 //[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 0.000 //[0.000 to 1.000] How much of the color tint to remove
#define FogColor float3(0.00, 0.00, 2.55) //[0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to remove - default is blue
/*-----------------------------------------------------------.
/ Vibrance settings /
'-----------------------------------------------------------*/
#define Vibrance -0.15 //[-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(1.00, 1.00, 1.00) //[-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 0.50 //[-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. In fact I think the difference might only be due to rounding errors.
//I prefer 2 myself, but 3 is a nice alternative with a little more effect (but harsher on the highlight and shadows) and it's the fastest formula.
/*-----------------------------------------------------------.
/ Sepia settings /
'-----------------------------------------------------------*/
#define ColorTone float3(1.40, 1.10, 0.90) //[0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to tint the image
#define GreyPower 0.11 //[0.00 to 1.00] How much desaturate the image before tinting it
#define SepiaPower 0.58 //[0.00 to 1.00] How much to tint the image
/*-----------------------------------------------------------.
/ 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 0.50 //[0.00 to 1.00] How visible the grain is. Higher is more visible.
#define FilmGrain_variance 0.40 //[0.00 to 1.00] Controls the variance of the gaussian noise. Lower values look smoother.
#define FilmGrain_SNR 6 //[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(0,1) //[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(2.35 / 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(180, 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
/*-----------------------------------------------------------.
/ Transition /
'-----------------------------------------------------------*/
#define Transition_time 5000 //[1 to 60000] Milliseconds the transition lasts (1000 milliseconds is 1 second)
#define Transition_texture "Winners_Dont_Use_Drugs.png" //["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 ImageFadeOut //Can be "FadeIn", "FadeOut", "CurtainOpen", "CurtainClose" or "ImageFadeOut"
/*-----------------------------------------------------------.
/ Depth /
'-----------------------------------------------------------*/
#define Depth_z_near 0.01 //[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 1.1 //[0.00 to 1.00] Adjust the strength of the effect
Like
Probably I found a solution too: I'm still using this preset but with another older ReShade version, from here:
https://sfx.thelazy.net/games/preset/3712/
And it seems it is working.
Imp. I had the same problem till yesterday. The fix i found: witcher3.exe run as administrator and windows 7 compatible mode. Hairwork disable, fullscreen mode, no v-sync, and i deleted nvidia geforce experience.
Hello.
After last updates and DLCs the game began to crash in the inventory. I tryed all recommendations from this thread:
http://forums.cdprojektred.com/threa...the-PC-version
Nothing helped. Also I tryed clean re-install drivers, the game, etc and found the root cause. The crash causes by this SweetFX preset.
Also the game crashes when trying to take a screenshot with SFX.
It worked fine in older versions of the game (no crashes at all). Do anybody have same problem? Is it possible to solve it?
reshade64.dll renamed to d3d11.dll
PC specs: i7-4770K / 8 DDR3 2133Mhz / MSI GTX980Ti / driver 368.39 / Win 8.1 x64
Thanks, it's a good preset. I changed it a little bit to my preference, so it isn't that cold, but it's a good basis.
If you use instructions in this preset and game crash, may be search x64 folder for file, called "dsound.dll" and if you have it, rename it to something else (i.e. "dsound.dll.off") and try to launch game again.
got it working!! had to rename ReShade64.dll to "d3d11.dll". amazing work..thank you
can't work anymore ... why ? i lunch the game and 1 sec after,.. crash so someone can help me please ?? my game is in 1.08 version.
This preset makes shadows and other shades look really good, but at the same time it washes some of the colour out a lil bit.
To me it's a really tough choice between using this one and vanilla, as this ones has really nice looking darks, but vanilla has slightly more colour fidelity.
Disregard my previous post, I got it working by using an older Reshade pack.
But I am having slow downs alot ingame, playing on ULTRA -AA @ 4K on:
i7-5930K @ 4.2GHz
16GB DDR4 @ 2333MHz
EVGA GTX 980 Ti SLi @ 1481/3900
Samsung 850 PRO
Windows 8.1
Also the latest Reshade pack does not have sweetfx.fx as mentioned by Jonathan. Are we meant to use a lower version Reshade?
does this work with latest W3 patch and is it better than e3FX mod from nexus site?
PLEASE UPDATE your "install instructions" to match the new RESHADE 1.0 file structure. For instance: RESHADE 1.0 has NO "sweetfx.fx" file...
so, i have the game and last patch (1.7)
WHATEVER i do, the game crashes and i did it exactly how you write it. without sweetfx everything fine, but when i follow your way, the game starts for 1 sec and crashes :( please help!!!
For people that experience crash when changing video to fullscrean:
do not use filename dxgi.dll as is here in instruction. Change it to d3d11.dll.
With this I can finally play in full screen.
Really impressive ! Does it work with Windows 7 x64 plz ? :)
You can now download latest version of Reshade, toggling on/off now works with new version.
@Velgus
Thanx for the clarification.
So it was added at the same time the DLC was added with an GOG Galaxy Update. I didnt noticed that.
@spawn1702
Just for note, it's not the DLC or the 1.05 patch or anything game-related that adds the new files. It's actually the GOG Galaxy client, and the most likely reason the files are being added is for support of their upcoming overlay.
YEAH it is working again even with 3D-Vision fix, Flugan did an update!!!
.
For those who had troubles download this: http://www.share-online.biz/dl/VK61JHPNTE6P and overwrite all your files.
.
If you have no 3D-Vision simply delete d3d11.dll and the ShaderFixes folder for not running into problems with crash to desctop errors relate to the 3D-fix. AND: Do not forget to include this profile (because the archiv did contain my preset and my be ou do not like it ^^)
.
Confirmed on Win 8.1 64 Bit.
@Losti Thanks man. Hope a new patch will come along soon for you.
Working but not with 3D Vision fix :-(
Can anyone confirm if preset works with the 1.05 patch?
That is correct. Did those and preset worked. When I said game worked when I deleted the file I meant preset also worked.
@vboy426
I didnt write that.
But also if you delete d3d11.dll from the dlc the preset will work again.
But i wrote u have to rename reshade64.dll to d3d9.dll instead of dxgi.dll to make it work. Thats because the DLC installs a d3d11.dll and a dxgi.dll, wich is not compatible with reshade and reverse.
Thats a fact.
@megatonante
It is normal, just keep it on default setting, in the middle.
Using this preset, I looked at the gamma settings, and I can't show the image in the black circle that is supposed to appear slightly, regardless if the slider is all the way right or all the way left.
Is this normal?
@Spawn1702
if you deleted it, than no preset lol.
I deleted d3d11.dll and game works.
It is working for me verry well: Win 8.1 Pro 64 Bit. May be this is related to my 3D-Fix with an expternal DLL from Flugan....You can try this even without 3D .... You can try this, dont forgett to update the sweetFX_Settings.txt with this preset here .... http://www.share-online.biz/dl/M8M7EFPNBD
@Losti well this version totally fucked up the game couldn't even launch it.
Use ReShade 0.18.6 for working ToggleKey . http://www.mediafire.com/download/5lw6hb85p9038as/ReShade+0.18.6+Public+Beta+with+SweetFX+2.0+Beta+8.7z . Just extract all to your x64 directory from wither 3, rename the ReShade64.dll to dxgi.dll and paste the config-content to SweetFX_settings.txt in the SweetFX Folder.
@vboy426
You are wrong.
The DLC update added a d3d11.dll in the bin/x64 directory so Reshade wont work or will crash Witcher 3.
http://forums.cdprojektred.com/threads/45165-This-week-DLCs-broke-SweetFX?
I wasn't able to take screenshots after the latest update (less than 24 hours ago). Anyone else having the same problems?
@Spawn1702
dlc have nothing to do with the preset working or not.
After the Nilfgardian Armor DLC the installation instructions dont work anymore!
Rename ReShade64.dll to d3d9.dll instead of dxgi.dll to make it work!
Could you post your ingame graphic settings? To me still looks a bit yellow-ish. Do you have Vignette etc activated?
Hi i really want to use this preset but everytime i try to run witcher with in on it says succeed then it crashes to desktop straightaway.
@Sainur
so you're saying the preset should be made for each monitor? calibrate your monitor. Problem solve.
Really nice but way too dark in caves and other interiors, it's literally pitch black and even with a torch equipped you can only see 5 foot in front of you.
@Krzych; @Slawek56703
If you're playing a steam version, you can switch between on\off by pressing scr lk while you are in the steam overlay.
@Slawek56703
it doesnt work at the momment until reshade update. Amazing what could find or answer if you know how to READ.
sorry I ask but how to on/off ?
I created account especially to comment this preset. Surely the best one I have seen. No affect on FPS, natural colors without any bad effects and crazy sharpening that kill your eyes, and what is most important here, it has absolutely no effect on on in-game menu, interface, font and letters. Very most of presets affects it all very badly and nearly destroys font and letters, which is terrible in the game like The Witcher, where you are reading a lot all the time. It needs only toggle function working, like all presets, but this is really great job! Thanks.
Really the best settings you can find here to make the game look naturalistic and color correctly as possible. Removes yellow tint without adding purpl one. I tried a lot fx settings, but this is really the right one. Highly recommended!
p.s. Depending on the monitor settings, you may need to raise a little ingame gamma setting.
@cvax i love you man
This one looks very good but It's not working quite correctly for me. When using, the colours change like it should but trees in the distant get very edgy and low quality and Geralts chainmail is flimmering and edges gets very unsmooth in general. Any idea what the issue might be?
Thanks hodi added to the preset description as it shows it off better than my original video :)
Comparison. :D
https://www.youtube.com/watch?v=8QqxhmaWyIE
https://www.flickr.com/photos/132567868@N06/sets/72157650888495793/with/17556278923/
Screenshots taken with this preset.
If you are wondering how this preset look compared to other presets, see my mega comparisons post here.
http://www.reddit.com/r/witcher/comments/37en5x/sweetfx_preset_comparisons_part_2/
Over 400 screenshots comparing all the major presets in identical scenarios so you can finally get a real apples to apples comparison.
New screenshots. Love it
@Theegyptianone
Unfortunately the settings were calibrated on my display and i've not had any issues indoors which is always an issue with sweetfx as it can't account for differences in displays. Assuming your in game gamma levels are at default, as suggested previously you should just raise the rgb_lift values under liftgammagain to a level that is acceptable to you.
Preset is good but incredibly dark in all the indoor areas in the game.
oh nvm.. it was fraps the problem ^^
Update!! please!
Game wont even start now
On my setup I have everything maxed out.
@Ashii
you need to open the game, then alt tab out and open the sweetfx settings txt file. In that near the top where you can enable each variable, change the three items (liftgammagain, vibrance and curves) to 0 and save, then alt tab back in and sweetfx will be off. Do the same but change the same three variables back to 1 and it will be re-enabled.
recommended ingame settings?
Awesome work :D one even the best Preset ive seen so far !! Made a video to show its awesomeness :
https://www.youtube.com/watch?v=VJTmuqybDjc
Enjoy ! :)
Anyone know how to temporarily disable SweetFx? ss-89 mentioned: "To manually toggle on off is a bit more of a pain and involves alt tabbing out of the game changing the sweetfx variables to off." Does anyone know which variables he was referring to?
Hi peeps, first id like to thank you for this preset, beautifull colors^^, I've tested every other preset, and also testes this "http://www.hardwareluxx.de/community/f146/sweetfx-p0werp1ay-993812-10.html#post23494904" wish is the best preset ever made in the net if you like E3 trailer feel. anyways still prefer yours but what i ofund lacking in your preset versus the german one is "4.0" lumasharpening! trust me i tryed with your preset and now the game looks heavenly ;)
Really amazing work! The only thing is needed is a toggle switch.
OK problem solved, it was Dx !!!
@ss-89
thx for the preset. great work. but for me its too dark. but i dont want to change gamma, i want more brightness. how can i increase it?
@Laurent I'm not sure have you tried renaming dxgi to d3d11.
@Osoito
SMAA isn't enabled in this preset so I'm not sure what you're referring to?
@ss-89 SMAA makes the texts a little bit blurry. Can I fix this or is it just because of SMAA?
Hello, i beg you to help me, i can't launch any sweet fx, i have this screen when i launch the game :
http://www.noelshack.com/2015-21-1432372886-photo.png
It lasts 1/2 sec, then go back to desk...
Can you please helpme :(
I am Nvidia, no fraps and tryed everything...
Yo, thx for the gfx :) Since the toggle isn't working, could you please describe the steps of going into the files after alt-tabbing to temporarily disable SweetFx? Just so we can know how to toggle without uninstalling :)
Not at this moment in time as I feel it's relatively balanced, however as I progress through the game if there are tweaks I feel could improve the preset then I will post an update.
Just curious, are you currently working on a v1.2 version of this preset?
Also - HBAO+ makes certain areas darker, so the gamma reduction may seem more pronounced.
Yh also curiously I wonder if some people had altered the in game gamma levels prior to using the preset as this is intended for default gamma level (ie slider in the middle). I turned the preset off, adjusted the gamma level for the image to be barely visible and then turned the preset on and exhibited the same crushed blacks and dark interiors. I'd suggest if others have this issue before adjusting rgb_lift values, to just check that in game gamma is at default.
Thank you for the tips. So far I have adjusted gamma to 0.97 and seems a reasonable compromise, since I also had problem with very dark interiors, even during the day. In caves or during the night I still have to use the torch or Cat elixir. But as you said, it heavily depends on the monitor and its calibration, so YMMV.
Hello i made a comparison video, you can add it to the description if you like it !
https://youtu.be/lfhZ2JXStUM
Hey, really like this preset. Thanks!
It works the same with patch 1.03 for me.
I've been having an issue (since before 1.03), however, where it's stuck on "loading effect..." if the game is set to fullscreen. Both windowed modes work though. If I switch it to fullscreen after it's loaded, the game freezes. If possible, I'd like to have it in fullscreen since I get some precious FPS back. Any ideas?
For my monitor, I boosted rgb_lift values under lift gamma gain to 0.98 in the settings file which helped with the crushing darkness in some areas.
Again, thanks for the is awesome preset!
-anomie
the game just wont start anymore. have closed AB, radeonpro, fraps,...
anything else I could try ?
Seems Fraps caused the problem
Have you got any other apps running which hook such as fraps, Afterburner (specifically the OSD rivatuner server), dxtory etc as they will likely cause a crash as per my description.
If not try renaming dxgi.dll to d3d11.dll
Hmm it does not work for me I just get a "Witcher 3 has stopped working" when i try to start the game with this :( It works again if I remove the "dxgi.dll" file.. Any suggestions?
@ss-89
Yeah, it seems was due to the latest patch, the language could only be changed from the main menu, not from ingame options... I already solved :D sorry, my bad.
Thank you very much for your work and support!
@dontpokethebear3893
I don't have a problem indoors but I would suggest upping all three rgb_lift values under liftgammagain. It's currently at 0.93 (default is 1), keep upping it until it's to your liking. As with all presets there could be differences in monitor calibration etc so it's worth adjusting for your own setup.
@jcr84
I very much doubt it, could be to do with the latest patch that went through. I'm not sure how to change it back sorry!
@mystic1
Definitely working, tested myself, if it isn't change your resolution to a different one and then back and ensure fullscreen mode is enabled, should kick it back to life.
Excuse me but the subtitles language has changed when I installed this... is that possible? can someone help me? I need to put it back in spanish, help me please!
Can anybody confirm that it doesnt work with latest patch?
this preset is GREAT. by far the best one with a color pallet thats properly saturated. the only problem for me, however, is that the lighting indoors is horrid. the gamma is FAR too low to the point that visibility is nonexistent. For instance, in the Barons home in Velen you basically need the act potion to see anything not within a foot of a torch
NOT WORKING with Patch 1.03...
1440p video of the preset in action: https://www.youtube.com/watch?v=OVGjPtj1mys
May be conflicting with Nvidia forced AA, I can't be certain though.
Does AA have to be off?
In Nvidia Control panel I have AA forced, Vsync adaptive.
In-game I think AA is off. Not at home so can't check at the moment.
I get the feeling there's a setting somewhere that is interfering, as it certainly says "successful" at launch. Just not working in-game.
@jonathan1107
Not until reshade fix the current issue I'm afraid
@Beowulf
Under liftgammagain increase all three rgb_lift values (default is 1) if you don't want nights as bright as default but slightly brighter than current then I'd suggest around 0.96. I reduced the brightness at night in order to make the flame torch and cat eyes potion useful otherwise default nights were too bright.
@Dynasty2201
Not sure I'm afraid, there was an issue with reshade 0.18.50 as the gamma was incorrect which is why it was taken down so make sure you're using 0.18.40. Otherwise I'm not sure.
It says successful on launch, but all it's done is make the game FAR darker.
Hitting scroll lock does nothing.
No Afterburner on, not even signed in to Steam.
Can't get this to work :(
Hi!
Great setting, I've been playing with your present for quite a few hours and improves visual perception greatly; but I (personally) would like to increase gamma during the night. Could you point me to how to do that, please?
IS there any Way to get the TOGGLE key to work with the witcher 3 reshade???
Ignore my previous comment, everything is working great! :)
Absolutely brilliant preset. However it doesn't work in cutscenes, or doesn't appear to anyway. Is there anything that can be done?
Hi.. has anyone tried this on a GTX 780ti classified??
@Aboundingtbone
Nope, should work regardless of settings.
@Velgus
Yes that is correct.
@Jayperr
Nope your settings are fine.
@bozo
Not sure why that is tbh, fire and smoke effects work fine for me. Someone mentioned the game bugged for them and fire effects were gone but a restart sorted it.
@Rzaka
As explained in the description the toggle function currently doesn't work in the current version of reshade with Witcher 3 but should be fixed soon, as long as it says successful on launch it is working. You should be able to notice the difference in the colour palette.
how to find out what is working correctly?
scroll lock It does not work
looks really good, but unfortunately, after i installed this, i was unable to see the smokes and fire effects in the game... uninstalling now
Do i have to reset any settings i have already made? (i have only changed the in-game settings)
Isn't it the RivaTuner Statistic Server component of Afterburner that would be incompatible, not Afterburner itself? Unless I'm mistaken, RSS is the one that has the hook that can give things like frame-rate counters, AB is basically purely for overclocking/hardware monitoring (no hook). Just thought it might be worth mentioning for those who don't want to use this since it's advertised as incompatible with AB.
Is there anything that we have to disable in-game for the effects to work?
Fantastic preset, thanks a lot for sharing this!
This game is so Beautiful and deserved it!
sux that afterburner needs to be disabled... can't use sweetfx then...
As mentioned earlier, I finally found a decent sharpening strength. #define sharp_strength 0.40 #define sharp_clamp 0.02. It seems to bring out the finer textures a little more without being grainy, like the leather straps on Geralt's armor etc. :)
@ss-8919 fraps, you nailed it.
working now perfect.
pls add to description.
@ss-89
Couldn't get this to work, and I don't want to disable Afterburner. I downloaded SweetFX 1.5, it works fine :)
No problems here in fullscreen. have you tried changing resolution to lower and then back again?
Okay so I have an issue atm with using the preset. My game automatically starts with Borderless Window mode and, sometimes when I try to revert back to fullscreen, it just doesn't work. Feels like your preset is forcing my game to stay borderless window. Is it the case?
@GotNoStyle
Unfortunately I haven't found a way net but would definitely be a nice option :)
@trip
Not sure but as I've said to others make sure you have steam overlay disabled (if using steam) and ensure no other programs that use hooks are enabled, such as fraps/afterburner/dxtory etc as they conflict with sweetfx.
Would really like a NO HUD toggle for making screens on the fly, anyone know if something like that is out?
game crashes at start, w7 x64 sp1.
dxgi.log http://pastebin.com/cJWp9af3
witcher3.exe crashinfo http://pastebin.com/yDAiPzPx
do not see any usable info from there, any help?
I usually include it in all my presets except this, as CDPR already included a post-process sharpen filter. If you want go ahead, but I tried it and it looked overly sharp and introduced aliasing which I prefer to reduce than increase :P
Love the preset. Just wondering what your opinions are on adding lumasharpen? Been playing around with it, but not sure it's it make the image look better or worse (definitely more VGX trailer like with the sharpen). Thanks.
@RichterB
That's a quirk of the screenshot as I took too long and the moon shifted on the enabled shot.
I've redone that particular screenshot and you can see that the bloom is still there.
I love this preset, but I like more the vanilla nights. The moon bloom through trees in the 4th pic without SweetFx, is so beaufiul. Do you plant to make a version with default nights of the game? :(
See the description, it's currently not working in reshade 0.18.40
It says the SweetFX is running when starting up, but the Toggle key is not working. SCRoll lock
Nevermind my comment, it seems after a restart I now see the fires again.
Was maybe a bug with the witcher
I have reshade working and it looks great but there seems to be no fire effects anymore in game!
I just tested the starting area where geralt comes out of the tub and there is no more fire in the fireplace and also the candles don't work.
Anyone else with this problem?
@geralt007
Yes maxed out at 1440p on my 5820k@4.5 and Titan X (plus separate GTX 960 for dedicated physx).
@nmark91
Could be a combination of different time of day/area in the game as lighting changes vastly or because you have different graphics settings, as above I am running everything maxed out (including physx and gameworks effects)
hi!
for me it looks different, not like on those pictures
i dunno its like some effects arent on
game is darker now
@ss-89 Best preset yet looks like the 2014 pc footage from e3. Are you running it maxed out ?
Delete all the sweetfx/reshade files from your directory and follow the manual installation instructions in the description above.
Also please ensure steam overlay is disabled (if using steam) and programs such as msi Afterburner are closed as they can conflict with sweetfx.
Did exactly as instructed but the game won't start, tried it several times. Right after starting up the exe, it crashes and I get a dxgi.log which looks fine to me, and a witcher3.exe_crash file. The game starts up fine without the injector :<
What a great preset, and a breathtaking game! I play this with i7-4790k on 4,8 ghz and GTX 970 4 GB all on ultra except for NVIDIA hair which i turned off. Runs smooth enough.
To install:
1. Download Reshade + Sweetfx 2.0 from http://reshade.me/
2. Open with winrar or anything, and extract all files into your game folder \bin\x64
3. Delete reshade32.dll
4. Rename reshade64.dll to dxgi.dll
5. Download this preset and copy the file in gamefolder \bin\X64\Sweetfx
6. Go into Sweetfx folder, delete SweetFX_settings and rename this preset to SweetFX_settings.
7. DONE!
This preset makes the game complete. Thanks
another lovely config SS-89
Yes the toggle function currently isn't working in reshade 0.18.40 and the witcher 3 (undoubtedly will be fixed in a next release).
To manually toggle on off is a bit more of a pain and involves alt tabbing out of the game changing the sweetfx variables to off and saving and alt tabbing back in. Unless you specifically need that function then I wouldn't worry, as long as it says successful in the reshade prompt at the start, then everything is working.
I have the same problem.
I installed Reshade, found the Witcher.exe, placed your preset into the sweetfx folder and ran the game. At the start of the game i see some lines about the sweetfx and i can also make screenshots using print screen on my keyboard. Tho, when using Scroll lock nothing happends. I can't switch it on (or off) Any idea what's wrong?
Thank you, I still dont know how to install it, is there an installationsguide?
I can't say for certain as I no longer use windows 7 but I'm pretty sure it will.
Does it work on Windows 7 too?