/*-----------------------------------------------------------.
/ Description /
'------------------------------------------------------------/
Game: Batman Arkham Origins
Author: K-putt
SweetFX version: 1.5.1/Boulotaur2024 Injector. +Chromatic Aberration Shader.
Description:
$$\ $$\ $$\ $$\ $$\ $$$$$$\ $$$$$$\ $$\
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$$ $$< \______|$$ / $$ |$$ | $$ | $$ | $$ | $$$$$$$$ | $$ | $$ / $$ |$$ | $$ |$$ _| $$ |$$ / $$ |
$$ |\$$\ $$ | $$ |$$ | $$ | $$ |$$\ $$ |$$\ $$ ____| $$ | $$\ $$ | $$ |$$ | $$ |$$ | $$ |$$ | $$ |
$$ | \$$\ $$$$$$$ |\$$$$$$ | \$$$$ | \$$$$ | \$$$$$$$\ \$$$$$$ |\$$$$$$ |$$ | $$ |$$ | $$ |\$$$$$$$ |
\__| \__| $$ ____/ \______/ \____/ \____/ \_______| \______/ \______/ \__| \__|\__| \__| \____$$ |
$$ | $$\ $$ |
$$ | \$$$$$$ |
\__| \______/
K-putt'e Batman Arkham Origins 1.3
•FXAA
•LUMASHARPEN
•GAUSSIAN - UNSHARP-MASK
•DPX
•TONEMAP
•LIFTGAMMAGAIN
•VIBRANCE
•CURVES
•DITHER
*--------------------------------------------------------*
| Optional |
*--------------------------------------------------------*
You can enable Filmgrain by changing
#define USE_FILMGRAIN 0
to
#define USE_FILMGRAIN 1
If you'd like the Chromatic Aberration effect change this
#define USE_CA 0
to
#define USE_CA 1
(This effect is a bit bugged with Boulotaur2024's Injector.
You'll sometimes get some blue lines at the edges of the screen)
_____________________________________________________________
For DX9 users.
Gaussian Blurs "Unsharp Mask" looks pretty bad in Dx9 games.
If you want to disable it, change
#define USE_GAUSSIAN 1
to
#define USE_GAUSSIAN 0
*--------------------------------------------------------*
| Updates |
*--------------------------------------------------------*
Update 1.1
•Slight changes to Levels, Liftgammagain and Tonemap.
•Small changes to DPX.
•A bit less sharp.
Update 1.2
•Less Red.
•Tuned down the brightness of highlights a bit.
•Preset should be finished now. (Not... sorry)
Update 1.3
•Added Unsharp Mask (Only for DX10/11. Works also with DX9 but it looks bad.)
•Replaced Levels with Curves.
•Tweaked Tonemap and DPX a bit.
*--------------------------------------------------------*
| Miscellaneous |
*--------------------------------------------------------*
• CeeJay.dk released a new SweetFX Version. 1.5.1
• I added all his new and updated Shaders to Boulotaur2024's Injector which has x64 support.
• I also added a Chromatic Aberration Shader to this version.
• You'll need this Version to get the same results as me.
• DOWNLOAD HERE
• sFX.TheLazy - http://goo.gl/W2kZQQ
• For questions or requests visit the forum - http://sfx.thelazy.net/forum/
• Or visit the official SweetFX subreddit - http://www.reddit.com/r/sweetfx
/*-----------------------------------------------------------.
/ Choose effects /
'-----------------------------------------------------------*/
// Set to 1 for ON or 0 for OFF
#define USE_SMAA_ANTIALIASING 0 //[0 or 1] SMAA Anti-aliasing : Smoothens jagged lines using the SMAA technique.
#define USE_FXAA_ANTIALIASING 1 //[0 or 1] FXAA Anti-aliasing : Smoothens jagged lines using the FXAA technique
#define USE_CA 0 //[0 or 1] Chromatic aberration. You can only use Chromatic Aberration OR the Explosion Shader. Not both at the same time.
#define USE_EXPLOSION 0 //[0 or 1] Explosion : Scatters the pixels, making the image look fuzzy.
#define USE_CARTOON 0 //[0 or 1] Cartoon : "Toon"s the image.(Interferes with SMAA, CRT, Bloom, HDR and Lumasharpen)
#define USE_LEVELS 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_ADVANCED_CRT 0 //[0 or 1] Advanced CRT : Simulates an old CRT TV display. Set gaussian blur along with it to get a halation effect
#define USE_BLOOM 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_GAUSSIAN 1 //[0 or 1] Gaussian Blur : can be used to... blur, but also bloom/hazy/glowy look, also unsharp masking
#define USE_FILMGRAIN 0 //[0 or 1] Filmgrain effect
#define USE_TECHNICOLOR 0 //[0 or 1] TECHNICOLOR : Attempts to mimic the look of an old movie using the Technicolor three-strip color process (Techicolor Process 4)
#define USE_DPX 1 //[0 or 1] Cineon DPX : Should make the image look like it's been converted to DXP Cineon - basically it's another movie-like look similar to technicolor.
#define USE_MONOCHROME 0 //[0 or 1] Monochrome : Monochrome makes the colors disappear.
#define USE_LIFTGAMMAGAIN 1 //[0 or 1] Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights (avoids clipping)
#define USE_TONEMAP 1 //[0 or 1] Tonemap : Adjust gamma, exposure, saturation, bleach and defog. (may cause clipping)
#define USE_VIBRANCE 1 //[0 or 1] Vibrance : Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
#define USE_CURVES 1 //[0 or 1] Curves : Contrast adjustments using S-curves.
#define USE_SEPIA 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 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 : 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 64 //[0 to 98] Determines the radius SMAA will search for aliased edges
#define SMAA_MAX_SEARCH_STEPS_DIAG 0 //[0 to 16] Determines the radius SMAA will search for diagonal aliased edges
#define SMAA_CORNER_ROUNDING 10 //[0 to 100] Determines the percent of antialiasing to apply to corners. 0 seems to affect fine text the least so it's the default.
// -- Advanced SMAA settings --
#define COLOR_EDGE_DETECTION 1 //[0 or 1] 1 Enables color edge detection (slower but slightly more acurate) - 0 uses luma edge detection (faster)
#define SMAA_DIRECTX9_LINEAR_BLEND 0 //[0 or 1] Using DX9 HARDWARE? (software version doesn't matter) if so this needs to be 1 - If not, leave it at 0.
//Enable this only if you use a Geforce 7xxx series or older card, or a Radeon X1xxx series or older card.
/*-----------------------------------------------------------.
/ FXAA Anti-aliasing settings /
'-----------------------------------------------------------*/
#define FXAA_QUALITY__PRESET 39 //[1 to 39] Choose the quality preset. 39 is the highest quality.
#define fxaa_Subpix 0.01 //[0.000 to 1.000] Choose the amount of sub-pixel aliasing removal.
#define fxaa_EdgeThreshold 0.001 //[0.000 to 1.000] Edge detection threshold. The minimum amount of local contrast required to apply algorithm.
#define fxaa_EdgeThresholdMin 0.01 //[0.000 to 1.000] Darkness threshold. Trims the algorithm from processing darks.
/*-----------------------------------------------------------.
/ Chromatic aberration /
'-----------------------------------------------------------*/
#define outfocus 0.006 //[0.00 to 1.000] How strong the effect should be.
/*-----------------------------------------------------------.
/ Explosion settings /
'-----------------------------------------------------------*/
#define Explosion_Radius 1.0 //[0.2 to 100.0] Amount of effect you want.
/*-----------------------------------------------------------.
/ Cartoon settings /
'-----------------------------------------------------------*/
#define CartoonPower 4.0 //[0.1 to 10.0] Amount of effect you want.
#define CartoonEdgeSlope 6.0 //[0.1 to 8.0] Raise this to filter out fainter edges. You might need to increase the power to compensate. Whole numbers are faster.
/*----------------------------------------------------------.
/ Levels settings /
'----------------------------------------------------------*/
#define Levels_black_point 7 //[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 240 //[0 to 255] The new white point. Everything brighter than this becomes completely white. Default is 235.0
//Colors between the two points will stretched, which increases contrast, but details above and below the points are lost (this is called clipping).
/*----------------------------------------------------------.
/ Advanced CRT settings /
'----------------------------------------------------------*/
#define CRTAmount 1.00 //[0.00 to 1.00] Amount of CRT effect you want
#define CRTResolution 1.0 //[1.0 to 8.0] Input size coefficent (low values gives the "low-res retro look"). Default is 1.2
#define CRTgamma 2.2 //[0.0 to 4.0] Gamma of simulated CRT (default 2.2)
#define CRTmonitorgamma 2.4 //[0.0 to 4.0] Gamma of display monitor (typically 2.2 is correct)
#define CRTBrightness 1.2 //[1.0 to 3.0] Used to boost brightness a little. Default is 1.0
#define CRTScanlineIntensity 2.0 //[2.0 to 4.0] Scanlines intensity (use integer values preferably). Default is 2.0
#define CRTScanlineGaussian 1 //[0 or 1] Use the "new nongaussian scanlines bloom effect". Default is on
#define CRTCurvature 1 //[[0 or 1] "Barrel effect" enabled (1) or off (0)
#define CRTCurvatureRadius 2.0 //[0.0 to 2.0] Curvature Radius (only effective when Curvature is enabled). Default is 1.5
#define CRTCornerSize 0.0100 //[0.0000 to 0.0020] Higher values, more rounded corner. Default is 0.001
#define CRTDistance 2.00 //[0.00 to 4.00] Simulated distance from viewer to monitor. Default is 2.00
#define CRTAngleX 0.00 //[-0.20 to 0.20] Tilt angle in radians (X coordinates)
#define CRTAngleY -0.15 //[-0.20 to 0.20] Tilt angle in radians (Y coordinates). (Value of -0.15 gives the 'arcade tilt' look)
#define CRTOverScan 1.00 //[1.00 to 1.10] Overscan (e.g. 1.02 for 2% overscan). Default is 1.01
#define CRTOversample 0 //[0 or 1] Enable 3x oversampling of the beam profile (warning : performance hit)
/*-----------------------------------------------------------.
/ Bloom settings /
'-----------------------------------------------------------*/
#define BloomThreshold 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)
/*-----------------------------------------------------------.
/ Gaussian Blur settings /
'-----------------------------------------------------------*/
#define GaussEffect 1 //[0|1|2|3] 0 = Blur, 1 = Unsharpmask (expensive), 2 = Bloom, 3 = Sketchy. Default is 2
#define GaussQuality 0 //[0|1|2|3] Warning: 2 and 3 are expensive. Default is 1
#define GaussSigma 3 //[1 to 4] The higher the wider blur/bloom is (only effective when Bloom selected)
#define GaussBloomWarmth 2 //[0|1|2] "Temperature" of the bloom - 0 = neutral, 1 = warm, 2 = hazy/foggy
#define GaussThreshold 0.50 //[0.00 to 1.00] [DX10/11 only] Threshold for what is a bright light (that causes bloom) and what isn't.
#define GaussExposure 43.0 //[0.00 to 100.00] [DX10/11 only] Exposure of the effect (the lower the brighter)
#define GaussStrength 0.4 //[0.00 to 1.00] Amount of effect blended into the final image
/*-----------------------------------------------------------.
/ Film grain settings /
'-----------------------------------------------------------*/
#define FilmGrainIntensity 1.0 //[0.00 to 1.00] Intensity of grain. Default is 0.46
#define FilmGrainExposure 20 //[0 to 100] Grain Exposure. Default is 40 (Lower -> darker noise)
#define FilmGrainSize 6 //[0 to 10] Size of the grain. Default is 2 (Higher -> thinner noise)
/*-----------------------------------------------------------.
/ TECHNICOLOR settings /
'-----------------------------------------------------------*/
#define TechniAmount 0.46 //[0.00 to 1.00]
#define TechniPower 4.0 //[0.00 to 8.00]
#define redNegativeAmount 0.74 //[0.00 to 1.00]
#define greenNegativeAmount 0.83 //[0.00 to 1.00]
#define blueNegativeAmount 0.9 //[0.00 to 1.00]
/*-----------------------------------------------------------.
/ Cineon DPX settings /
'-----------------------------------------------------------*/
#define Red 11.0 //[1.0 to 15.0]
#define Green 9.0 //[1.0 to 15.0]
#define Blue 10.0 //[1.0 to 15.0]
#define ColorGamma 2.0 //[0.1 to 2.5] Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral.
#define DPXSaturation 2.3 //[0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral.
#define RedC 0.32 //[0.60 to 0.20]
#define GreenC 0.34 //[0.60 to 0.20]
#define BlueC 0.33 //[0.60 to 0.20]
#define Blend 0.23 //[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(1.0, 1.0, 1.01) //[0.000 to 2.000] Adjust shadows for Red, Green and Blue
#define RGB_Gamma float3(1.0, 1.0, 1.01) //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
#define RGB_Gain float3(1.0, 1.0, 0.94) //[0.000 to 2.000] Adjust highlights for Red, Green and Blue
/*-----------------------------------------------------------.
/ Tonemap settings /
'-----------------------------------------------------------*/
#define Gamma 0.97 //[0.000 to 2.000] Adjust midtones
#define Exposure 0.0 //[-1.000 to 1.000] Adjust exposure
#define Saturation -0.56 //[-1.000 to 1.000] Adjust saturation
#define Bleach -0.04 //[0.000 to 1.000] Brightens the shadows and fades the colors
#define Defog 0.4 //[0.000 to 1.000] How much of the color tint to remove
#define FogColor float3(0.04, 0.035, 0.04) //[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 1.0 //[-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(0.5, 0.01, 0.3) //[-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 0.34 //[-1.00 to 1.00] The amount of contrast you want
// -- Advanced curve settings --
#define Curves_formula 2 //[1|2|3|4|5|6|7|8|9|10] The contrast s-curve you want to use.
//1 = Sine, 2 = Abs split, 3 = Smoothstep, 4 = Exp formula, 5 = Simplified Catmull-Rom (0,0,1,1), 6 = Perlins Smootherstep
//7 = Abs add, 8 = Techicolor Cinestyle, 9 = Parabola, 10 = Half-circles.
//Note that Technicolor Cinestyle is practically identical to Sine, but runs slower. In fact I think the difference might only be due to rounding errors.
//I prefer 2 myself, but 3 is a nice alternative with a little more effect (but harsher on the highlight and shadows) and it's the fastest formula.
/*-----------------------------------------------------------.
/ Sepia settings /
'-----------------------------------------------------------*/
#define ColorTone float3(1.26, 1.10, 0.80) //[0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to tint the image
#define GreyPower 0.0 //[0.00 to 1.00] How much desaturate the image before tinting it
#define SepiaPower 0.2 //[0.00 to 1.00] How much to tint the image
/*-----------------------------------------------------------.
/ Vignette settings /
'-----------------------------------------------------------*/
#define VignetteType 1 //[1|2|3] 1 = Original, 2 = New, 3 = TV style
#define VignetteRatio 1.00 //[0.15 to 6.00] Sets a width to height ratio. 1.00 (1/1) is perfectly round, while 1.60 (16/10) is 60 % wider than it's high.
#define VignetteRadius 1.00 //[-1.00 to 3.00] lower values = stronger radial effect from center
#define VignetteAmount -0.40 //[-2.00 to 1.00] Strength of black. -2.00 = Max Black, 1.00 = Max White.
#define VignetteSlope 6 //[2 to 16] How far away from the center the change should start to really grow strong (odd numbers cause a larger fps drop than even numbers)
#define VignetteCenter float2(0.500, 0.500) //[0.000 to 1.000, 0.000 to 1.000] Center of effect for VignetteType 1. 2 and 3 do not obey this setting.
/*-----------------------------------------------------------.
/ Dither settings /
'-----------------------------------------------------------*/
#define dither_method 2 //[1 or 2] 1 = Ordered dithering (very good and very fast), 2 = Random dithering (different but slightly slower dithering)
//Note that the patterns used by Dither, makes an image harder to compress.
//This can make your screenshots and video recordings take up more space.
/*-----------------------------------------------------------.
/ Border settings /
'-----------------------------------------------------------*/
#define border_width float2(1,100) //[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
/*-----------------------------------------------------------.
/ Key settings /
'-----------------------------------------------------------*/
// This is the section where you can define your own key mapping
// See the following URL to find out what keycode a key has:
// http://www.cambiaresearch.com/articles/15/javascript-char-codes-key-codes
// key_toggle_sweetfx = 45 ; 45 = Einfg
// key_screenshot = 35 ; 35 = Ende->
// key_reload_sweetfx = 46 ; 46 = Entf
/*-----------------------------------------------------------.
/ Misc settings /
'-----------------------------------------------------------*/
// You can load and chain other DirectX wrappers (ENB, Helix, Windower...)
// If the external wrapper is already named d3d9.dll, rename it into
// something else like "d3d9_enb.dll" (note that even if this is commented it actually works)
// external_d3d9_wrapper =
// external_dxgi_wrapper =
Save the preset in ANSI format.
i can't change anything in the preset, for every little change causes the game to crash on launch
how to solve this?
ok - got it to work - just deleted all old sweetFx entries...
#1 unpacked your package into game folder
#2 copy&paste your config file into sweetFX_settings.txt
#3 save changes - start game
#4 enjoying your super preset - thanks for the work
Hey K-Putt - I cant get this to work. I tried everything now - using the official version with the gui, using your package file - nothing workd. I only get a blank screen on startup. Do I need anything besides your package? Can I make your package work together with the gui? Do I need to change ingame video-settings to dx9?
I never hat this problem Ragnastaroth. Did you try the normal version of Boulotaur's injector as well? Without the updates i've included.
Hi all. K-Putt, i am using your version of SFX including Boulotaur's shaders but i encountered a strange issue with Batman AO that isnt present in other games where i used your SFX suite. When i try to take a screenshot, i got a little stuttering but not any picture is taken in the game's root... I can actually take screenshots with the original SFX 1.5.1 of CJDK in Batman AO but not with yours or i wanna use UnsharpMask with these screenshots, how am i supposed to do that, have you an answer ?
This looks real sharp. Removes the soft bluish grey wash over everything before. Nicely done K-putt!
SweetFX doesn't have anything to do with downsampling. SweetFX is a shader library which adds effects to the already renderes image. Downsampling is just another form of Supersampling Anti Aliasing. If you want to learn more about it, just check the guru3d forum. They have planty of threads about downsampling.
Why do you do downsampling when using sweetfx? I guess I need to learn about that!! I have gtx 670 FTW and old dell monitor 2408 wtp 1920x1200 is that good for that? I thought sweetfx (smaa) is all needed, does downsampling make a different in 1080p monitors? I thought highest resolution put more heavier loads in games?
I only have the Deus EX normal version, and i don't think i'm gonna buy that "patch dlc". Sorry kaicooper.
k putt..i'll be soooo appreicate it if u make a pro tweaking for Deus Ex H.R directurs cut
Yep, that would work. But like you said, only with 1.4 presets.
Correct Q.Q, damn. Do you think using RadeonPro will work? i gave it a shot but it seems to work with 1.4 presets only. Thanks for your help
Are you on Windows 8.1 ? If yes, SweetFX doesn't support that yet. eFX will. But that's still in alpha.
Hey there. I downloaded all your files, placed them in the right folder but i got an issue. Everytime i try to run the game a window pops up saying : "The procedure entry point CreateDXGIFactory2. could not be located in the dynamic link library C:/windows/SYSTEM32/d3d11.dll" do you know how to fix that? :s
Ahh scratch that. Its working, i was doing something wrong. Disabling sweetfx fxaa increased my minimum FPS by 1 and average fps by 2. Not much but no point running two FXAA's at once.
Thankx for replying K-Putte. I tried disabling the sweetfx FXAA and it crashes everytime for me. Why is this?
Im trying to get as much FPS as possible even though fxaa might not be needing much GPU usage.
Just use my files Draven4. Probably not b0uncyfr0. I didn't compare those two fxaa versions. I just use both. And i can't do much about that patrib1103.
Hi, I'm kinda new with the SweetFX thinghy... so, I'm not sure what to do in order, exactly... Do I need the official SweetFX1.5.1, and then overwrite it with the version you provide, to finally place your preset? or just start from zero, using your files?
Another amazing job K-Putte. Im loving it so far, its made the textures really pop.
Just one question though: is there a difference between the sweetfx fxaa and the one in-game?
Mine works now, but Steam overlay doesn't show up now. And I have tested it with the steam hack both on and off. The overlay won't show.
Mine works now, but Steam overlay doesn't show up now. And I have tested it with the steam hack both on and off. The overlay won't show.
Thanks Ghoster! :)
k-putt Dude!! Best one yet. I can't start a game till you do a preset :)
Yeah you that good. keep it up!
I know, but still EPIC FAIL.
Mistakes happen dude. No biggie :)
I figured it out. I was so dumb to forget that the preset has to find the settings file in order to work. Preset didn't find the setting, so I had to rename it in order for the preset to find it. I AM SO FUCKING DUMB!
I think the problem is Steam. I tested another on of your settings for LEGO Marvel Super Heroes. I get the same results there as well.
K-putt. I don't have any OSD programs running. I don't use Fraps. And I don't know any other OSD programs that will be running. Are there any setting that don't run well with the SweetFX on Arkham Origins?
To be clear what K-putt is saying is that if you use some sort of AA ingame, both the ingame AA and SweetFX AA is enabled.
SweetFX shouldn't override anything of your game actually. It doesn't fiddle around with the game itself. Just with the image it outputs.
If you have more questions, ask them in the official forum. There are people who know much more than me :)
-> http://forums.guru3d.com/showthread.php?t=381912&page=15
Thx for the reply. I have a general question due to I am new to the whole SweetFX Stuff (Used it twice in AC3 and SC:BL) Liked it. Perhaps that solves my problem. When I you SweetFX, does it override any options from the graphic menu ingame, for example I choose MSAA und the config uses FXAA, is both activated or the MSAA overrided. Can you still activate the DX 11 features in the menu, like PhysX High etc.?
Sorry, can't help you there Blair1807. I never had those problems. But you could try to set it to dx11 in your BmEngine.ini ."AllowD3D11=True". And please disable all OSD programs patrib1103. Fraps etc.
How to activate DX11-options? I start the game, the old configuration has gone and I can't choose any DX11 options in the menu - can u pls help me?
I can't get it to work. The game shows the symbol on desktop, goes in, the screen is black and quickly goes back to desktop.
I can't make it sharper. Or else it's over sharpened which looks bad. And you can still tune down the color yourself :)
honestly couldnt like this..u made it like Arkham Asylum color..its much colorful..it should be darker and sharper
Steam Overlay does not work with this. Any workarounds?
Nothing. Well i'm using downsampling. So it's more or less 2xSSAA.
lol, it was frap :) it's working now.
What AA are you using in game?
got it working ^_^, seems it doesn't like fraps though :(
now i have no clue what fps i'm getting :O lol guess i need to get it stable @ 60fps then put your settings back :D
Could be because of an OSD like fraps or Rivatuner. I always have them turned off because of sweetfx. And FXAA works better in this game because it hides some nasty white lines caused from the aliasing. Smaa doesn't hide those things. You can change it if you want Ghoster.
I did it that way, is not doing it I see this in log "Failed to create DeferredContext (0x887a0001)" then after that FXAA enabled. and why are you not using SMAA this time.
Put all files into your Win32 folder.
Batman Arkham Origins\SinglePlayer\Binaries\Win32
or
Batman Arkham Origins\Online\Binaries\Win32
for the Multiplayer.
Any special place where the files go?
game is ok here but I can't toggle sweetfx off/on (Ins key) hence I don't know if it's working or not.
Are you using "my" version of sweetfx?
Maybe your sweetfx crashes because it couldn't find some values.
i'm not sure games been acting strange anyways, tried it with the x64 dll's and it started but sweetfx wasn't working, going to try re-installing.
Works perfectly fine for me here. Maybe you're using the wrong .dll ?
get a black screen :/