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Hello I followed the instructions and it works , I just this yellow written when loading the game , what it means ?

 

aywwhc.jpg

 

Question did you write your own Shaders? If yes, there is a error inside your own shader code and thats what the yellow messages show you where the error is to find. Someway somehow you use abs() inside pow() together with negative value or the result will be negative where the pow() doesnt work.

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Used reshade2 and got some nice results, especially with lumasharpen and vibrance.

 

The skies and lakes are finally blue, its amazing how you dont realize until you see the differences side by side.

 

The UI for Reshade 2 is ATROCIOUS though.

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When trying to choose 5tukas preset I get  this message in mediator : "Loading application preset failed due to the following error: Could not find a part of the path 'X:\IL-2 Sturmovik Battle of Stalingrad\bin\game\Mediator\ReShade\PersonalFiles 

 

I placed the Meditaor folder in my game folder so I know where it is..even when it was on my desktop I was still getting the same errors . 

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That "error" is merely a warning and appears when using FILMICPASS in SweetFX settings. It only flashes up once when starting the game and so far I have not seen anything wrong with it (definetly nothing game breaking).

 

If you still don't like it disable the setting. Mind you have to readjust for it somwhere else doing so if you want to keep the same image quality.

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How do you manually install Reshade 1.1.0 in Battle of Stalingrad? 

Which files should go where? They have to be split between the bin/game folder and the data folder? 

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After some patch ago i found that my ReShadeSweetFX2b8 does not work... what is working solution now? I would like to use my existing preset,  named: Author: SNOWSNIPER  Settings tweaked

SweetFX version: 1.5.1 Description: BOS SNOWSNIPER tweaked.
Regards

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After some patch ago i found that my ReShadeSweetFX2b8 does not work... what is working solution now? I would like to use my existing preset,  named: Author: SNOWSNIPER  Settings tweaked

SweetFX version: 1.5.1 Description: BOS SNOWSNIPER tweaked.
Regards

 

 

Hello Tomcat.  I'm using SweetFX 2.0 which is great as it allows the use of the ingame anti-aliasing and I'm also using SnowSniper's settings.  I simply changed the stock sweetfx settings in 2.0 with SnowSnipers manually.

 

Works fine.

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Hello Tomcat.  I'm using SweetFX 2.0 which is great as it allows the use of the ingame anti-aliasing and I'm also using SnowSniper's settings.  I simply changed the stock sweetfx settings in 2.0 with SnowSnipers manually.

 

Works fine.

 

Thanks for answer, could you share yours already made settings?

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Thanks for answer, could you share yours already made settings?

 

Here you go;

 

   /*-----------------------------------------------------------.

  /                       Description                           /

  '------------------------------------------------------------/

Game:

Preset:

SweetFX: v2.0 Preview 2 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          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           0 //[0 or 1] HDR : Not actual HDR - It just tries to mimic an HDR look (relatively high performance cost)

#define USE_LUMASHARPEN   1 //[0 or 1] LumaSharpen : Sharpens the image.

#define USE_LEVELS        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   1 //[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_COLORMATRIX   0 //[0 or 1] Color Matrix : Allows color modification using a user-defined color matrix.

#define USE_LIFTGAMMAGAIN 0 //[0 or 1] Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights.

#define USE_TONEMAP       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_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.

#define USE_TRANSITION    0 //[0 or 1] Transition : Shows a welcome screen and then transitions to the regularly scheduled programming

#define USE_CUSTOM        0 //[0 or 1] Custom : Write your own shader by editing custom.h, and then enable it here.

   /*-----------------------------------------------------------.

  /                         Ascii settings                      /

  '-----------------------------------------------------------*/

//None at the moment, but I plan to add some before I release.

 

   /*-----------------------------------------------------------.

  /                  SMAA Anti-aliasing settings                /

  '-----------------------------------------------------------*/

#define SMAA_THRESHOLD             0.20  //[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        50  //[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           1  //[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 0.01  // 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               0.400  //[0.000 to 1.000] Choose the amount of sub-pixel aliasing removal. Higher values makes the image softer/blurrier.

#define fxaa_EdgeThreshold        0.250  //[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     0.060  //[0.000 to 1.000] Darkness threshold. Pixels darker than this are not processed in order to increase performance.

   /*-----------------------------------------------------------.

  /                     Explosion settings                      /

  '-----------------------------------------------------------*/

#define Explosion_Radius     2.5         //[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      30.25    //[0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isn't.

#define BloomPower           3.00   //[0.000 to 8.000] Strength of the bloom

#define BloomWidth           0.01  //[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 3.00   //[0.10 to 3.00] Strength of the sharpening

#define sharp_clamp    0.04  //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035

// -- Advanced sharpening settings --

#define pattern 3        //[1|2|3|4] Choose a sample pattern. 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped.

#define offset_bias 0.3  //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern.

                         //I designed the pattern for offset_bias 1.0, but feel free to experiment.

// -- Debug sharpening settings --

#define show_sharpen 0   //[0 or 1] Visualize the strength of the sharpen (multiplied by 4 to see it better)

   /*----------------------------------------------------------.

  /                       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        0.20 //[0.00 to 1.00]

#define TechniPower         8.00 //[0.00 to 8.00]

#define redNegativeAmount   0.80 //[0.00 to 1.00]

#define greenNegativeAmount 0.90 //[0.00 to 1.00]

#define blueNegativeAmount  0.80 //[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)

#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(1.000, 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(1.007, 1.007, 1.007)  //[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     0.50  //[-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        1 //[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 0.40 //[-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(1.40, 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      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. 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(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

   /*-----------------------------------------------------------.

  /                           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"

   /*-----------------------------------------------------------.

  /                       Custom settings                       /

  '-----------------------------------------------------------*/

#define custom_strength  1.0 //[0.00 to 1.00] Adjust the strength of the effect

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Tried this with Mediator and still no joy. Never had a problem getting SweetFX or Reshade to work in any other game. 

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Tried this with Mediator and still no joy. Never had a problem getting SweetFX or Reshade to work in any other game. 

Mediator requires different installation than SweetFX standalone so it's very important to get rid of any old SweetFX files before installing Mediator.

 

Also be sure to select Directx9 in the installation process, otherwise it will not work (if you have installed it already delete the game out of the profile selection and reinstall your game profile again).

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Are you guys still able to use the Il-2 Launcher and mediator together?  I'm unable to start the game through the Launcher (crash or just doesn't appear), but as soon as I delete Il-2 from mediator, Launcher works fine.  I can, however, run the game with mediator if I use the IL-2.exe directly from the game location.  Had it all working fine until recently.  I've reinstalled the game, mediator, profiles etc but still exactly the same result.  For now I'll just run Il-2 directly from the exe to keep reshade, but it would be nice to run from the Launcher.  Grateful for any thoughts!

 

Regards

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You probably have installed Mediator wrong. Open Mediator and delete your IL-2 BoS game profile, than reassign the profile to the IL-2 .exe.

 

Make sure to manually set render mode to DX9, else you'll make IL-2 crash just as you describe.

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Hi 5stuka,

Thanks for your reply, I have tried your suggestion.  I can run the game with your settings in Mediator, but only by starting with the IL2.exe in the game folder directly; it is the Launcher that crashes when Mediator is active.  As soon as I delete Il2 from Mediator, Launcher starts ok but obviously I then don't have the excellent reshade settings...so I can play the game with Mediator but not update with Launcher, or update with Launcher but play the game without the reshade settings!

 

Regards

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Just in case anyone else has a similar issue, I've sorted out the crashing launcher by reinstalling BOS/BOM to its own folder, NOT in Program Files.  Back to reshade goodness again!

 

Regards

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Kameraden,

 

Taking the time to slowly tweak this in has shown great results in BoS & BoM, using Mediator with both 5tuka's and YoYo's work.  So it's looking sweet and running great, I am enjoying just flying the maps and exploring.

 

Here's the big newsflash though, what has been done here applies to Rise of Flight and has made a huge difference in spotting contacts.

 

I put together a quick Twitch stream for the JG1 pilots on my testing and results, so far more success.

 

https://www.twitch.tv/jg1_lipfert/v/61597527

 

5tuka and YoYo many thanks for the time you spent on this tweaking.

 

S!

  • Upvote 1

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I'm curious how Sweet FX/Reshade will work on Dx11.

 

I hope it will be work ok also, in reshade settings we have option Dx9 or Dx10/11 so perhaps no problem with this.

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I think I am in a separate reality.  I went to Reshade.me and downloaded Version 2.0.3f1 (vs what I see above).  I unzipped the files and there is no Mediator file.  Instead the instructions say to use the ReShade Assistant tool.

 

 

 

 

 

 

I'm in the same boat, I can not find Mediator on the Reshademe page.

Edited by T_O_A_D

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Did You force to work SweetFX/Mediator with 2.006?

As default I see it dosent work. I'll try to set up tomorrow,

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I have this effect... with 3 Monitors..

this is bad :huh:

 

post-12566-0-91977900-1482234935_thumb.jpg

 

p.s..i solve the Problem..but I do not know exactly where that came from...

Edited by I./JG68_Sperber

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It's very easy to set it up now.

Just press whatever you had for a hotkey (I believe default is shift-F2) and start experimenting.

It'll take you some minutes, but it's then at your own settings and calibrated for your setup.

Win win, it only takes some time.

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Confirmed, using standard-settings for FXAA & SMAA & vibrance I pay 10% FPS in config-mode

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Im really not getting the hang of this lol, as a Brit, plug it in, shake it about a bit and ONLY if it doesnt work try to read the manual, i got reshade in no prob as its exe, sweetfx? i have no clue why it doesnt do what it says on the tin, my own fault for rushing in for the life of me, SFX aint doing at all! :(.. back to bashing my brains in, if someone has advice please throw it attached to  a brick at my ignorant head lol :D

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is somebody using  Reshade 3.0 and could tell me his settings ? 

You won't be happy with someones setting - that's something very personal. I've fiddled around with it a few hours - switched off all the eye-candy in the Il2-BoX-options anyhow, except 4x visual range - MY results:

- Any of the anti-aliasing-techniques result in a more or less blurry picture, no need for that.

- Since I use a colour-calibrated screen (highly recommendend especially with gaming-screens!), any colour-change-technique by reshade is a setback for me.

- The only features I still like are the sharpening-filters, but some of them *seem* to reduce the contact detection range - will have to check it.

For checking the single parameters I use 10%-step changes to get a feeling for the effect - the rest is try and error.

In general: "less is more"

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MrFies,

 

Spawn in a airborne plane in QMB and pause the flight.  Bring up Reshade (Alt-F2).  Click on each shader to turn it on and notice the changes.  If you see something you like you can tweak it in the bottom section.  Once you have what you like,  you can then move unused shaders to a sub-folder (but DO NOT MOVE ReShade.fxh) to make the program load faster.

 

I found that I was getting banding on the horizon with the latest update.  I tried Deband and it worked great.  I think I set Iterations to 2.

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I thought I would do a comparison for anyone interested and share my settings.  My main use of ReShade is to eliminate what I perceive as a pervasive yellow tint in the game.  Of course, everyone will see the game a little differently due to their hardware.  Currently using a BenQ ISP LCD Monitor 32".

 

Game settings:

Setting:  Ultra
Screen resolution: 2560 x 1440
SSAO: OFF
HDR: OFF
Grass Distance: ON
Antialiasing: 4x
Gamma correction: 1.0

 

The following image sizes shared at 1600 X 900.

 

ReShade OFF (Game Default)

31908756551_aa55c9359f_h.jpg

 

ReShade ON:

31908756771_d121bf020a_h.jpg

 

My settings for Reshade - v3.05.161 active  DX10+:*
Curves - Contrast = .10
LiftGammaGain - RGB Gain (1.000,1.000,1.050)
Deband - Iterations = 2
AdaptiveSharpening - Sharpening Strength = .750

 

*Notes:  Leave all lines at default except the ones listed above.  Skip Deband unless you have banding issues.

 

I hope this helps anyone thinking of trying ReShade.

 

Cheers!

Edited by 12.OIAE_Stick-95
  • Upvote 1

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You won't be happy with someones setting - that's something very personal. I've fiddled around with it a few hours - switched off all the eye-candy in the Il2-BoX-options anyhow, except 4x visual range - MY results:

- Any of the anti-aliasing-techniques result in a more or less blurry picture, no need for that.

- Since I use a colour-calibrated screen (highly recommendend especially with gaming-screens!), any colour-change-technique by reshade is a setback for me.

- The only features I still like are the sharpening-filters, but some of them *seem* to reduce the contact detection range - will have to check it.

For checking the single parameters I use 10%-step changes to get a feeling for the effect - the rest is try and error.

In general: "less is more"

 

I pretty much second that. 

 

HDR is fps hungry and cause banding on my rig, SSAO causes quite some fps drops as well. So I disabled everything in the BoX menu (except the distant landscape x4)

 

I don't like fiddling with colors because what can look great on on map at a certain time of the day will look weird on another one.

The only real change I made was increasing just a bit the vibrance. This makes the blue underbelly of Russian planes a bit more noticeable from far distances but doesn't change much in the overall atmosphere of the game. 

Other than that, I also use the sharpening filter, it makes the instruments more readable to me. And that's it. 

 

Unless you want some specific tones (for video making for example), I wouldn't recommend tweaking the colors at all. 

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