SweetFX Settings DB
Latest forum threads
1 hour, 59 minutes ago
by lucass
2 hours, 24 minutes ago
by taotao
2 hours, 41 minutes ago
by Esha
4 hours, 6 minutes ago

{NEW} MGS5 Ultra ReLLiKstic CiNE FX v2.0

Created by Da_Rellik
Added Sept. 8, 2015
Updated 12 Sep 17:10 CEST
Shader used: SweetFX 2.0
Preset description:
*FINAL VERSION 2.0 UPDATED!! Metal Gear Solid 5: Phantom Pain/Ground Zero (UK) Realistic CiNE FX v2.0 (New Version) ---------------------------------------------------------------------------- *NEW VERSION SLIGHLTLY TWEAKED FOR PHANTOM PAIN! *Change the black LEVELS in Sweetfx_settings to -7 if it seems too dark! WORKS WITH RADEON PRO IN: XP, VISTA, 7, 8.1) **No murky green tint! More improved and realistic looking lighting, coloration-saturation, clarity, depth and visuals?? the closest it will get to that realism! I have taken time in ensuring every aspect of coloration, lighting and detail is as photo-realistic as possible! TRY THIS OUT! ;) DOWNLOAD RESHADE & SWEETFX 2.0: http://reshade.me/sweetfx#download ---------------------------------------------------------------------------- CHANGES & IMPROVEMENTS *True Day, Mid-day & Night Realism (True Night Vision) *Reduced Green Tint *Improved Lighting & Bloom *Improved & more Realistic Saturation *Improved Texture Clarity *Distance Sharpness *Improved Edge Smoothing (Anti-Aliasing) *Improved Shadows *Improved HDR (High Dynamic Range) **Recommended with Nvidia or ATi SMAA 2x's or more+ enabled!
Download preset Show / Hide settings
Metal Gear Solid V /*-----------------------------------------------------------. / Description / '------------------------------------------------------------/ Game: Metal Gear Solid V: Phantom Pain v2.0 Preset: Da ReLLiK's Ultra Realistic CiNE FX v1.0 SweetFX: v2.0 API hook: Reshade & SweetFX 2.0 *If the game seems to dark for your monitor.. change LEVELS in black to ( -7 ) and save! /*-----------------------------------------------------------. / Choose effects / '-----------------------------------------------------------*/ // Effects are listed in the order that they are applied. // Set to 1 for ON or 0 for OFF #define USE_CARTOON 0 //[0 or 1] Cartoon : "Toon"s the image. #define USE_SMAA 1 //[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 1 //[0 or 1] Bloom : Makes bright lights bleed their light into their surroundings (relatively high performance cost) #define USE_HDR 1 //[0 or 1] HDR : Not actual HDR - It just tries to mimic an HDR look (relatively high performance cost) #define USE_LUMASHARPEN 1 //[0 or 1] LumaSharpen : 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_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 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 (static) 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_CUSTOM 0 //[0 or 1] Custom : Write your own shader by editing custom.h, and then enable it here. #define USE_TRANSITION 0 //[0 or 1] Transition : Shows a welcome screen and then transitions to the regularly scheduled programming /*-----------------------------------------------------------. / Transition / '-----------------------------------------------------------*/ #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" /*-----------------------------------------------------------. / SMAA Anti-aliasing settings / '-----------------------------------------------------------*/ #define SMAA_THRESHOLD 0.12 //[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 36 //[0 to 98] Determines the radius SMAA will search for aliased edges #define SMAA_MAX_SEARCH_STEPS_DIAG 16 //[0 to 16] Determines the radius SMAA will search for diagonal aliased edges #define SMAA_CORNER_ROUNDING 95 //[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 3 //[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 1 //[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 0.01 // 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 26.20 //[0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isn't. #define BloomPower 2.10 //[0.000 to 8.000] Strength of the bloom #define BloomWidth 0.0242 //[0.0000 to 1.0000] Width of the bloom /*-----------------------------------------------------------. / HDR settings / '-----------------------------------------------------------*/ #define HDRPower 1.10 //[0.00 to 8.00] Strangely lowering this makes the image brighter #define radius2 0.90 //[0.00 to 8.00] Raising this seems to make the effect stronger and also brighter /*-----------------------------------------------------------. / LumaSharpen settings / '-----------------------------------------------------------*/ // -- Sharpening -- #define sharp_strength 0.45 //[0.10 to 3.00] Strength of the sharpening #define sharp_clamp 0.125 //[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 1.38 //[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) /*----------------------------------------------------------. / Levels settings / '----------------------------------------------------------*/ #define Levels_black_point -6 //[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 263 //[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 0.20 //[0.00 to 1.00] #define TechniPower 1.50 //[0.00 to 8.00] #define redNegativeAmount 0.80 //[0.00 to 1.00] #define greenNegativeAmount 0.68 //[0.00 to 1.00] #define blueNegativeAmount 0.89 //[0.00 to 1.00] /*-----------------------------------------------------------. / TECHNICOLOR 2 settings / '-----------------------------------------------------------*/ #define Technicolor2_Red_Strength 0.012 //[0.05 to 1.0] Color Strength of Red channel. Higher means darker and more intense colors. #define Technicolor2_Green_Strength 0.015 //[0.05 to 1.0] Color Strength of Green channel. Higher means darker and more intense colors. #define Technicolor2_Blue_Strength 0.0215 //[0.05 to 1.0] Color Strength of Blue channel. Higher means darker and more intense colors. #define Technicolor2_Brightness 0.15 //[0.5 to 1.5] Brightness Adjustment, higher means brighter image. #define Technicolor2_Strength 0.25 //[0.0 to 1.0] Strength of Technicolor effect. 0.0 means original image. #define Technicolor2_Saturation 0.25 //[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 -0.15 //[0.1 to 2.5] Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral. #define DPXSaturation 1.0 //[0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral. #define RedC 0.36 //[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(1.001, 1.006, 0.999) //[0.000 to 2.000] Adjust shadows for Red, Green and Blue. #define RGB_Gamma float3(0.996, 0.998, 1.000) //[0.000 to 2.000] Adjust midtones for Red, Green and Blue #define RGB_Gain float3(0.995, 0.998, 1.002) //[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 -0.004 //[-1.000 to 1.000] Adjust exposure #define Saturation 0.126 //[-1.000 to 1.000] Adjust saturation #define Bleach 0.010 //[0.000 to 1.000] Brightens the shadows and fades the colors #define Defog 0.075 //[0.000 to 1.000] How much of the color tint to remove #define FogColor float3(0.28, 0.36, 0.26) //[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 -0.14 //[-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(0.33, 0.54, 0.92) //[-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 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 0.34 //[-1.00 to 1.00] The amount of contrast you want // -- Advanced curve settings -- #define Curves_formula 3 //[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(1.00, 0.96, 0.00) //[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 /*-----------------------------------------------------------. / Custom settings / '-----------------------------------------------------------*/ #define custom_strength 1.0 //[0.00 to 1.00] Adjust the strength of the effect

Comments

Paft
16 Oct 20:13 CEST

'I:\Metal Gear Solid V - The Phantom Pain\SweetFX/SweetFX_settings.txt(1, 1): error X3000: syntax error, unexpected identifier, expecting end of file

compilation failed with 1 errors.'

log-- "Failed to compile effect on context 000000000051DEB0"

SOL
9 Sep 03:00 CEST

Is there a way to tweak the settings while in game in the same way you can when pressing SHIFT & F2 when using reshade standalone?

shadow85
8 Sep 14:07 CEST

How to make with Windows 10 x64?

niflexible
6 Jun 02:12 CEST

Da_rellik, maybe time to update this to reshade latest ? :)

elpiimsguajee
19 Feb 12:52 CET

didnt work

Da_Rellik
16 Nov 01:34 CET

use radeon pro.. INPUT THE SWEETFX SETTINGS VIA RADEON PRO.. WILL WORK!

steakhutzeee
21 Sep 12:27 CEST

Problems with the only reshade+sweetfx release, the one in the home page. When i start the game i had an error about an expected end of line, so i added a (i think) missing '*' where needed.
This solved this issue, but now i've new error "SweetFX_settings.txt(7): error: Unterminated string
from file C:\Program Files\Metal Gear V\Sweet.fx, line 20."

How can i solve?

Conzept
20 Sep 17:34 CEST

There appears a error when I start the game. Reshade 0.10 uses SFX 1.6, but your preset is based on SFX 2.0...

I've downloaded the Reshade 0.10 pack and installed your preset... help?

ATXReset
19 Sep 20:19 CEST

Hi,

I dont seem to be able to download sweetfx with the links below, do you have another link please?

RonanC123
18 Sep 07:46 CEST

Yep that works. Thanks.

Oh and one more question does that sweetfx work with other presets on this game?

RonanC123
18 Sep 07:03 CEST

oh wait the link does work. Nevermind trying now.

RonanC123
18 Sep 07:00 CEST

Oh and btw your link doesent work however ive tried other sweetfx and it still wont work.

RonanC123
18 Sep 04:35 CEST

Da_Rellik Ok i dont know if im doing something wrong but with Radeonpro, when i select sweetfx files root location it just says 'sweetfx files could not be detected'. Isnt this what your supposed to do and then go into application and enable your sweetfx file form there? Tell me if im doing something wrong becuase if i just use any sweetx root folder than the effects will be missing when i use your sweetfx config.

Da_Rellik
14 Sep 16:22 CEST

Use RADEON PRO and set it in compatibility mode for windows 8 buy right-clicking the desktop exe and selecting properties compatibility.. should work! but download this version of sweetFX for Radeon pro.. seems to work on all games!

----------------------------------------
http://www.yourfilelink.com/get.php?fid=1114584&dv=1

RonanC123
14 Sep 11:56 CEST

Any possible way to get reshade 0.19.2 to work with windows 10? Because it doesent launch with it on.

Da_Rellik
12 Sep 17:11 CEST

THIS SWEETFX WORKS FOR MGSTPP With Radeon Pro

http://www.yourfilelink.com/get.php?fid=1114584&dv=1

Da_Rellik
12 Sep 17:10 CEST

Use Radeon Pro with this version of sweetfx
and run the game through that!
http://www.yourfilelink.com/get.php?fid=1114584

Da_Rellik
12 Sep 17:06 CEST

Use Radeon Pro with this version of sweetfx
and run the game through that!

http://www.yourfilelink.com/get.php?fid=1114584

Da_Rellik
12 Sep 17:01 CEST

Use Radeon Pro with this version of sweetfx http://www.yourfilelink.com/get.php?fid=998194

and run the game through that!

aqibzahid11
11 Sep 13:57 CEST

yeah same here, game wont start after applying sweetfx , tried differnt presets so i had to remove it :(

Osoito
11 Sep 12:11 CEST

IT is NOT working...

vboy426
11 Sep 03:00 CEST

nvidia or ATI force AA will not work. So i don't know where the world did you think or see it works. MGSV engine uses Deferred Shading. So No it won't work.

Osoito
10 Sep 21:46 CEST

One question: What do I have to do to make it work? I tried Reshade 0.10.0, Reshade 0.19.2 and Reshade 1.0.0 but the game just won't start...help pls

Doomaster
10 Sep 09:55 CEST

I always have motion blur disabled and there are those flickering rings in the sky when lumasharpen is on.

Dr4Wm4N_
10 Sep 00:00 CEST

@Doomaster:
Sky flickering can also be avoided by disabling motion blur from the ingame graphics settings menu, so you can keep LumaSharpen activated.

Kelykins
9 Sep 18:39 CEST

Also, I thought only 0.10.0 worked with Phantom Pain?

Kelykins
9 Sep 18:38 CEST

I don't know how to install this q.q

Doomaster
9 Sep 16:56 CEST

Best preset out there. Works only with RadeonPro tho and Lumasharpen makes cloudless sky and moon flicker. I sugest lowering sharp strength to 0.45 and sharp clamp to 0.035 to reduce this effect or to disable Lumasharpen altogether.

Doomaster
8 Sep 14:15 CEST

Oo and this is Metal Gear Solid V: The Phantom Pain topic :)

Doomaster
8 Sep 13:39 CEST

Looks very nice but please make it work with ReShade 0.10.0 + SweetFX.

You need to be logged in to post a comment