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Cinemaframe v2.1

Preset for Warframe
Created by KamisamaLolz
Added May 9, 2016
Updated 5 Jun 16:07 CEST
Shader used: GemFX
Preset description:
Decided to jump deeply into cinematic feeling of Warframe, remembered I have GemFX shaders, made this. That simple. If you look very closely there is slightly visible Lens Dirt, you can notice it more in the game, on the screenshots it's almost invisible, don't know why, looks cool in my opinion ._. Now, I'm using x64 version and dx9 version of the game so keep that in mind, may look weird with dx11, I know nothing about that though, haven't checked. Disable Color Correction, SMAA and Bloom in options. My Saturation and Contrast in game at 50%, feel free to change, it's up to you. Installation: 1. Here's all you need https://mega.nz/#!H4wgyB7A!2rgcsIf5mOat8XfteZ3_7oklhkH992-CE21gPhNaTVw Extract into the game folder, where Warframe.exe located. Yes, 161 Mb. Yes, 630 Mb when unarchived. Yes, you need them all XD 2. If you're using x32 version of the game and GemFX doesn't work, run GEMFX_Configurator.exe and uncheck 64Bit Application box, click "Save Configuration", would probably help. 3. Enjoy! I've just copy-pasted default SweetFX_settings text into "Settings text". So it doesn't do anything, ignore it. But you can still download "preset" from here just to show you actually like it :D Toggle effects (on/off) - Scroll Lock. 14.05.16 v2.1: added and changed Lens Dirt Mask. I shall not add or change anything. Looks good imo.
Download preset Show / Hide settings
/*-----------------------------------------------------------. / Description / '------------------------------------------------------------/ Game: Author: SweetFX version: 1.5.1 Description: Please note when tweaking settings that higher numbers does not always equal better (nor does lower). Finding the best settings for your game and your taste is about finding just the right amount to apply. If you made a good setttings preset please share it with your friends, on forums and websites, and/or submit it to the SweetFX Settings Database : http://sfx.thelazy.net/games/ This description field and the above Game and Author fields are here so you can fill in your own details for the presets you create. Just delete this description and fill in your own and then share it with the world. Hope you enjoy my mod. - CeeJay.dk /*-----------------------------------------------------------. / Choose effects / '-----------------------------------------------------------*/ // Set to 1 for ON or 0 for OFF #define USE_SMAA_ANTIALIASING 1 //[0 or 1] SMAA Anti-aliasing : Smoothens jagged lines using the SMAA technique. #define USE_FXAA_ANTIALIASING 0 //[0 or 1] FXAA Anti-aliasing : Smoothens jagged lines using the FXAA technique. WIP - Currently only works in DX9 and you need to use the FXAA injector dlls. #define USE_EXPLOSION 0 //[0 or 1] Explosion : Scatters the pixels, making the image look fuzzy. #define USE_CARTOON 0 //[0 or 1] Cartoon : "Toon"s the image. (Interferes with SMAA, CRT, Bloom, HDR and Lumasharpen) #define USE_ADVANCED_CRT 0 //[0 or 1] Advanced CRT : Simulates an old CRT TV display. (Interferes with SMAA, Cartoon, Bloom, HDR and Lumasharpen, and it has a very 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 : Also sharpens the antialiased edges which makes them less smooth - I'm working on fixing that. #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_DPX 0 //[0 or 1] Cineon DPX : Should make the image look like it's been converted to DXP Cineon - basically it's another movie-like look similar to technicolor. #define USE_MONOCHROME 0 //[0 or 1] Monochrome : Monochrome makes the colors disappear. #define USE_LIFTGAMMAGAIN 0 //[0 or 1] Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights #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 0 //[0 or 1] Curves : Contrast adjustments using S-curves. #define USE_SEPIA 0 //[0 or 1] Sepia : Sepia tones the image. #define USE_VIGNETTE 0 //[0 or 1] Vignette : Darkens the edges of the image to make it look more like it was shot with a camera lens. May cause banding artifacts. #define USE_DITHER 0 //[0 or 1] Dither : Applies dithering to simulate more colors than your monitor can display. This lessens banding artifacts (mostly caused by Vignette) #define USE_BORDER 0 //[0 or 1] Border : Makes the screenedge black as a workaround for the bright edge that forcing some AA modes sometimes causes. #define USE_SPLITSCREEN 0 //[0 or 1] Splitscreen : Enables the before-and-after splitscreen comparison mode. #define USE_CUSTOM 0 //[0 or 1] Custom : Write your own shader by editing custom.h, and then enable it here. /*-----------------------------------------------------------. / SMAA Anti-aliasing settings / '-----------------------------------------------------------*/ #define SMAA_THRESHOLD 0.10 //[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_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 COLOR_EDGE_DETECTION 1 //[0 or 1] 1 Enables color edge detection (slower but slightly more acurate) - 0 uses luma edge detection (faster) #define SMAA_DIRECTX9_LINEAR_BLEND 0 //[0 or 1] Using DX9 HARDWARE? (software version doesn't matter) if so this needs to be 1 - If not, leave it at 0. //Enable this only if you use a Geforce 7xxx series or older card, or a Radeon X1xxx series or older card. /*-----------------------------------------------------------. / FXAA Anti-aliasing settings / '-----------------------------------------------------------*/ #define FXAA_QUALITY__PRESET 9 //[1 to 9] Choose the quality preset. 9 is the highest quality. #define fxaa_Subpix 0.400 //[0.000 to 1.000] Choose the amount of sub-pixel aliasing removal. #define fxaa_EdgeThreshold 0.250 //[0.000 to 1.000] Edge detection threshold. The minimum amount of local contrast required to apply algorithm. #define fxaa_EdgeThresholdMin 0.060 //[0.000 to 1.000] Darkness threshold. Trims the algorithm from processing darks. /*-----------------------------------------------------------. / Explosion settings / '-----------------------------------------------------------*/ #define Explosion_Radius 2.5 //[0.2 to 100.0] Amount of effect you want. /*-----------------------------------------------------------. / 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) /*-----------------------------------------------------------. / 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 0.65 //[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) /*----------------------------------------------------------. / 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). /*-----------------------------------------------------------. / TECHNICOLOR settings / '-----------------------------------------------------------*/ #define TechniAmount 0.4 //[0.00 to 1.00] #define TechniPower 4.0 //[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 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(0.18,0.41,0.41) //[0.00 to 1.00] Percentage of RGB to include (should sum up to 1.00) /*-----------------------------------------------------------. / Lift Gamma Gain settings / '-----------------------------------------------------------*/ #define RGB_Lift float3(1.000, 1.000, 1.000) //[0.000 to 2.000] Adjust shadows for Red, Green and Blue. #define RGB_Gamma float3(1.000, 1.000, 1.000) //[0.000 to 2.000] Adjust midtones for Red, Green and Blue #define RGB_Gain float3(1.000, 1.000, 1.000) //[0.000 to 2.000] Adjust highlights for Red, Green and Blue //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 0.15 //[-1.00 to 1.00] The amount of contrast you want // -- Advanced curve settings -- #define Curves_formula 2 //[1|2|3|4|5|6|7|8|9|10] The contrast s-curve you want to use. //1 = Sine, 2 = Abs split, 3 = Smoothstep, 4 = Exp formula, 5 = Simplified Catmull-Rom (0,0,1,1), 6 = Perlins Smootherstep //7 = Abs add, 8 = Techicolor Cinestyle, 9 = Parabola, 10 = Half-circles. //Note that Technicolor Cinestyle is practically identical to Sine, but runs slower. In fact I think the difference might only be due to rounding errors. //I prefer 2 myself, but 3 is a nice alternative with a little more effect (but harsher on the highlight and shadows) and it's the fastest formula. /*-----------------------------------------------------------. / Sepia settings / '-----------------------------------------------------------*/ #define ColorTone float3(1.40, 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 /*-----------------------------------------------------------. / 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 8 //[2 to 16] How far away from the center the change should start to really grow strong (odd numbers cause a larger fps drop than even numbers) #define VignetteCenter float2(0.500, 0.500) //[0.000 to 1.000, 0.000 to 1.000] Center of effect for VignetteType 1. 2 and 3 do not obey this setting. /*-----------------------------------------------------------. / Dither settings / '-----------------------------------------------------------*/ #define dither_method 1 //[1 or 2] 1 = Ordered dithering (very good and very fast), 2 = Random dithering (different but slightly slower dithering) //Note that the patterns used by Dither, makes an image harder to compress. //This can make your screenshots and video recordings take up more space. /*-----------------------------------------------------------. / Border settings / '-----------------------------------------------------------*/ #define border_width float2(1,20) //[0 to 2048, 0 to 2048] (X,Y)-width of the border. Measured in pixels. #define border_color float3(0, 0, 0) //[0 to 255, 0 to 255, 0 to 255] What color the border should be. In integer RGB colors, meaning 0,0,0 is black and 255,255,255 is full white. /*-----------------------------------------------------------. / Splitscreen settings / '-----------------------------------------------------------*/ #define splitscreen_mode 1 //[1|2|3|4|5|6] 1 = Vertical 50/50 split, 2 = Vertical 25/50/25 split, 3 = Vertical 50/50 angled split, 4 = Horizontal 50/50 split, 5 = Horizontal 25/50/25 split, 6 = Curvy vertical 50/50 split /*-----------------------------------------------------------. / Custom settings / '-----------------------------------------------------------*/ #define custom_strength 1.0 //[0.00 to 1.00] Adjust the strength of the effect

Comments

KamisamaLolz
19 Jul 16:30 CEST

@LilWeet
Hey. The game has changed graphically and I assume technically since I made this preset. I've just checked and got the same issues as you do. I'm afraid this preset doesn't support dx11 anymore (or never supported), haven't checked dx9 version though. Sorry but I don't know how to fix that.

LilWeet
6 Jul 12:27 CEST

Hey man I'm looking forward to using your shaders but i can't seem to get any effect
It seems that d3d9.dll, dxgi.dll and GEMFX_Configurator.exe are autodeleting themselves from my warframe folder.
I've tried dropping back to DX9 and playing in 32bit mode.
I normally play in 64bit and DX11.
Any advice?

TreyRob
27 Aug 01:45 CEST

Back again after giving up after I wrote my last comment. I've tried both steam and stand alone as well as 32bit and I can't get past login. The filter looks fkn amazing but has anyone else experienced this?

KamisamaLolz
24 Aug 19:07 CEST

@searcher64
Strange, I haven't noticed any issues using Gaussian Blur though I've been playing with my preset a long time... Yea basically it'll look... idk, sharper without Gaussian off. If it really bothers you then disable it and look if you still satisfied of the image.

searcher64
20 Aug 15:36 CEST

There also seems to be an annoying ghosting effect? http://i.imgur.com/v5cszWI.png (look behind his head) This happens with every single thing on screen every time I move. I found out it was the Gaussian shader - is this effect intended?

searcher64
20 Aug 15:25 CEST

The only way to install this is to not use dx10/11. I get crashes trying to do every other thing.

KamisamaLolz
30 Jul 20:55 CEST

@TreyRob
Just checked, works fine. Read the description carefully. Probably you're using dx11 and/or different application version (not x64 by default).

TreyRob
27 Jul 00:16 CEST

Hey man, I launch WF through steam and using this gives me a crash message from evolution app.

niflexible
24 Jun 02:45 CEST

ok, and this wasn't spam. If this site let us edit comments, I would oh.

I was just expressing grattitude, and appreciation of this. Guess you took it wrong, from now on, I am never commenting or otherwise to anything anymore -.-

I just wanted to let you know how deeply I felt when I used this. Sorry you see it as spam, thought. No harm. I just felt like telling you to try to stay on the path of doing more presets like these and not exactly duplicate it.. I never meant it as that..

Even thought it would of been nice if I could use this on other games, I never meant for you to duplicate it completely, cause I know every game is different. Okay, take care!

KamisamaLolz
23 Jun 05:45 CEST

Stop spamming. I shan't even try to create something "similar". Because: 1) Every game is different and same preset may look awesome with one game but awful with another. 2) There is always a thing to improve, but as I said, you can't just create unique preset that feets to everything. 3) I shall create new presets and improve graphics slightly or drastically but I shan't port/try to port presets from one shaders pack to another, because it doesn't make sense. 4) I understand this is a free tool, free presets, but I don't want somebody took my preset and present it as his own but for different games, I hope you understand. I stop reading this page. Preset works. I see only spam, no offense.

niflexible
22 Jun 13:42 CEST

can we see more presets like this in the future ? Something you can make in the master effect or etc?

I just love how it changed my warframe and would like to use this kind of thing on other game/s

^^ Keep going! You're currently my top fav and I mean TOP of the line fav presetter cause of this! I just hope you can do something similar with mastereffect..

KamisamaLolz
19 Jun 22:18 CEST

Honestly I don't really like GemFX. I feel more comfortable tweaking Master Effect and/or ReShade. This preset worls with some another games but not with all, feel free to try it out. Thx man, glad you ike it :)

niflexible
18 Jun 06:14 CEST

read*

niflexible
18 Jun 06:14 CEST

Hi, I just hope you reash this. Of all the mods you made, the warframe one cinema is awesome, and I jsut wanted to ask and implore you take that kind of preset and do others like it for future.

I hope you continue with such amazing game changer you did with the warframe preset. Keep it up :)

niflexible
14 Jun 09:42 CEST

I made it work

KamisamaLolz
9 Jun 22:41 CEST

What are you talking about? There is no SweetFX folder or .fx files in this preset. All downloaded files must be put into folder where Warframe.exe located. That's it. I tried many presets: Reshade, SweetFX 1.5 and so on. They work that way with no exceptions. I'm on Win7. I doubt Win10 has some problems with files location which may cause presets don't work.

niflexible
9 Jun 21:04 CEST

nevermind, found out how. For anyone interested, do this

*-For Standalone (site downloaded)-* -All files Warframe\Downloaded\Public - Move shortcut for launcher from desktop to folder above. -I recommend making a shortcut to the Public folder and putting on your desktop.

*-For Steam Verson-* -SweetFX Folder, .fx files, preset.txt and settings.txt go in Warframe\Downloaded\Public\tools -d3d9.dll/dxgi.dll and injector.ini in warframe\Downloaded\Public

niflexible
9 Jun 20:46 CEST

hi, I just want to report, it's not working cause I am not sure where the files go as I reinstalled windows and its not working.

I use the standalone installation of warframe from the website, let me know where to put this into, warframe is confusing to figure out where to put the files...
[unlike other games]

niflexible
31 May 15:24 CEST

oh, and thanks for the reply!!

niflexible
31 May 15:20 CEST

I'm 15, sorry if I am spammy lol

niflexible
31 May 15:19 CEST

I used knowledge to make it, everything and it has an AA tweaks thanks to someone, the AA preset is in my library too, if u wanna take a look at the settings in that :)

niflexible
31 May 15:18 CEST

Would you take a look at my first preset ? Likie it ? :D sorry, its my FIRST ONE :)

https://sfx.thelazy.net/games/preset/5664/

KamisamaLolz
31 May 10:46 CEST

I understand you want to take this preset as base for another games, I appreciate it. But if it is even possible to port it from GemFX to Master Effect, I just don't know how to do that. Anyway as I said earlier, one preset may look good in one game, but look awful in another because of many aspects, such as: native bloom, hdr, contrast, dirt mask, saturation etc. Imagine bloom over bloom or game already has disaturated colors and you add a preset with the same effect - not good. I'm not a guru of tweaking, I just know something :D

KamisamaLolz
31 May 10:20 CEST

I added different lens dirt mask. It calls dirt_01.dds. Everything else has been tweaked. I'm afraid I don't have much time for figuring out all that stuff, sorry. Probably it is possible to re-create this preset using Reshade + Master Effect, but I see no reasons to do that tbh. Anyway this preset was created for Warframe and it works. It looks cool in Warframe imo but may look awful with another games. Also I haven't seen some effects GemFX uses in Master Effect, like Gaussian blur, Scene Depths etc., or Master Effect/Reshade uses combinations of different effects or they just called different. It's complicated. And you can't just copy-pasted tweaked numbers under effects from GemFX to Master Effect or Reshade because of the same reason :3

niflexible
30 May 23:02 CEST

also it appreas reshade now has it >> http://reshade.me/forum/shader-suggestions/169-gemfx-offline-configurator-for-reshade

niflexible
30 May 22:57 CEST

also, did I mention mastereffect has everything gemfx and more ! Gemfx pretty much is behind now

niflexible
30 May 22:54 CEST

kamisama, I want to ask one more thing. Did you add a special mask into gemfx or no [extra mask/effect image]. Reason I ask is, maybe we can port this preset into the more favorable mastereffect + reshade. Would it be possible to make this preset in reshade + mastereffect ? What I am getting at is, did you have to make a special image mask or it was pure gemfx what already was in it?

Would like to see this ported over from gemfx, cause mastereffect and reshade works on any game as far as my testing goes. This is a lovely preset, can you port it ?

KamisamaLolz
30 May 20:34 CEST

You can run GEMFX_Configurator.exe and uncheck "64Bit Application" box, it should use 32bit dll if your is 32bit. If you try to replace "native" dlls from this preset with dlls from Reshade or something it may not work. Yea and it doesn't work with all games, I don't know why, may be engine. I tried it with another games - crashes or just effects don't apply. And I'm to lazy for digging GemFX forums :P

niflexible
30 May 18:15 CEST

I am talking about the d3d9.dll's

niflexible
30 May 18:15 CEST

Kamisama, I got question! This works on warframe, but it doesnt want to work on state of decay [my other game], would using a reshade's 32bit dll mess up your preset ? Cause no matter what I use {games} reshade's dlls always worked, yours seem picky ;p

KamisamaLolz
29 May 14:33 CEST

Yes, obviously, whole preset is just for cleaned jaggies :D

niflexible
29 May 08:59 CEST

woow, this clenaed up the game jaggies so nicely,,, new game! :)

KamisamaLolz
24 May 12:34 CEST

Reuploaded. It works now :)

Quest
23 May 19:14 CEST

cant download it ;(

KamisamaLolz
10 May 22:38 CEST

Nice, glad you like it.

Diego9000
10 May 22:12 CEST

It looks like a different game! So good! :O

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