=BKHZ=Furbs Posted December 17, 2012 Posted December 17, 2012 (edited) Since quite a few people are having a try of ROF, here is very cool tool to play about with some graphic affects. Here is a few shots to show what it can do.... If anyone wants my settings ive added them to this post. http://imageshack.us/a/img29/1015/big4i.jpg http://imageshack.us/a/img38/2271/big5n.jpg http://imageshack.us/a/img809/3993/big3z.jpg SweetFX_ROF_settings.txt Edited December 17, 2012 by Furbs
=IRFC=Jorri Posted December 17, 2012 Posted December 17, 2012 Cool story bro Lol! To bring the topic to subject for this board perhaps: Jason seems to be quite a fan of this also since he introduced it on the RoF website, but wasnt it already used in CloD then? Perhaps these graphic effects could be ncorporated into the options of the new title. It would be great to have such powerful graphic options to play around with while flying, without having to resort to an external app.
=BKHZ=Furbs Posted December 17, 2012 Author Posted December 17, 2012 You can use it on the fly while playing Jorri. While playing, pause, tab out, change settings, tab back, carry on playing.
=IRFC=Jorri Posted December 17, 2012 Posted December 17, 2012 (edited) I know, but this is about BoS so why not include it in the ingame settings for the new title? Edited December 17, 2012 by hq_Jorri
Jaws2002 Posted December 18, 2012 Posted December 18, 2012 (edited) Lol! To bring the topic to subject for this board perhaps: Jason seems to be quite a fan of this also since he introduced it on the RoF website, but wasnt it already used in CloD then? Perhaps these graphic effects could be ncorporated into the options of the new title. It would be great to have such powerful graphic options to play around with while flying, without having to resort to an external app. I think the best aproach is to make the graphics engine dynamically generate this effects, based on what is happening in the frame. Post processing is something you add over the frame after it was rendered by the game engine, to give it a certain look. Generally this needs less resources than the final image being rendered by the game engine. But, when the conditions change, (time of day, overcast area of the map and so on, the settings you created won't look natural, specially in a dynamic enfironment. I think is more important to get the engine render light, as accurately as possible and let it do all the effects. It will look better throughout the entire game session, regardless of the time of day, weather conditions and so on. Just my 2 cents. Edited December 18, 2012 by Jaws2002 1
DD_Arthur Posted December 18, 2012 Posted December 18, 2012 RoF using SweetFX. Post effects are disabled as thats the way I prefer it. The colours can be .......enriched, for want of a better word but it's the effect of the Lumasharpening tool on landscape and cockpit textures that is most noticeable. .
BlitzPig_EL Posted December 18, 2012 Posted December 18, 2012 What is the FPS hit from using this program running in the background?
ATAG_Slipstream Posted December 18, 2012 Posted December 18, 2012 What is the FPS hit from using this program running in the background? Very little, if any from what I can tell El, but I want to play around with it some more.
=BKHZ=Furbs Posted December 18, 2012 Author Posted December 18, 2012 What is the FPS hit from using this program running in the background? Very little on my system, the only noticeable affect on FPS is with using SMAA and the Lumasharpen, i have the SMAA on highest settings and it prob takes off around 5 FPS.
AdlerAngriff Posted December 18, 2012 Posted December 18, 2012 (edited) Arthursmedley those are some very sweet effects. Could you please post your settings?? I would really love to try this Edited December 18, 2012 by AdlerAngriff
DD_bongodriver Posted December 18, 2012 Posted December 18, 2012 I noticed one screen showing 25 fps, but anyway is this thread not some sort of contravention of the firmly laid down rules here?
ATAG_Slipstream Posted December 18, 2012 Posted December 18, 2012 True, I'm sure it will be in the free subject forum soon.Maybe.
DD_bongodriver Posted December 18, 2012 Posted December 18, 2012 (edited) All good... Edited December 18, 2012 by bongodriver
Laser Posted December 18, 2012 Posted December 18, 2012 If using FlightFX GUI with SweetFX - the youtube user Twimpin made this very detailed video about how to use the tool (install, configure, import presets, where files go etc.):
Bearcat Posted December 19, 2012 Posted December 19, 2012 So you are saying this is like ... a visual editor built into the engine?
DD_Arthur Posted December 19, 2012 Posted December 19, 2012 So you are saying this is like ... a visual editor built into the engine? Check out this thread BC and anyone who is interested in using this utility for RoF and CLoD. http://riseofflight.com/Forum/viewtopic.php?f=49&t=34103 I don't know who wrote the SweetFX application originally but it is a post-processing effect that can be applied to any game that uses DirectX. I first came across it for CLoD. Laser, who posted above, is being rather modest as he then made a really neat application for it that allows the effects to be changed by using a set of sliders rather than manually altering settings in the config. It works really well in both games and seems to have a minimal performance hit. I would recommend it. As it is a post-process it can be used online in both games with no problems. However, SweetFX does NOT seem to like overlays like the Team Speak plug in that allows you to see who is in the t/s lobby or fps counters but it does work (for me) with FRAPS. Well worth checking out.
Original_Uwe Posted December 20, 2012 Posted December 20, 2012 arthursmedley I too would love to see your settings.So with sweet effects I can pretty much get rid of Nvidia Inspector/control panel then right? Im really trying to get RoF optimized for my rig.
DD_Arthur Posted December 20, 2012 Posted December 20, 2012 O.K. guys, What ever you do; MAKE A BACKUP COPY OF YOUR RoF GAME FOLDER FIRST!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! Then first of all I would check out Jason's first post in this thread; http://riseofflight.com/Forum/viewtopic.php?f=49&t=33795 This will instruct you in the manual installation of SweetFX. As you can see, it's a long thread where the guys are experimenting with it. These are the setting I am presently using; (deep breath) /*-----------------------------------------------------------. / 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. #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_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_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_LIFTGAMMAGAIN 0 //[0 or 1] Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights (avoids clipping) #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_SPLITSCREEN 0 //[0 or 1] Splitscreen : Enables the before-and-after splitscreen comparison mode. /*-----------------------------------------------------------. / SMAA Anti-aliasing settings / '-----------------------------------------------------------*/ #define SMAA_THRESHOLD 0.20 // [0.05 to 0.20] Edge detection threshold #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. // -- 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. /*-----------------------------------------------------------. / LumaSharpen settings / '-----------------------------------------------------------*/ // -- Sharpening -- #define sharp_strength 1.00 // [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 4 // [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) /*-----------------------------------------------------------. / Bloom settings / '-----------------------------------------------------------*/ #define BloomThreshold 23.25 //[0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isn't. #define BloomPower 2.0 //[0.0000 to 8.0000] Strength of the bloom #define BloomWidth 0.0142 //[0.0000 to 1.0000] Width of the bloom /*-----------------------------------------------------------. / HDR settings / '-----------------------------------------------------------*/ #define HDRPower 0.97 //[0.0 to 8.0] Strangely lowering this makes the image brighter #define radius2 0.90 //[0.0 to 8.0] Raising this seems to make the effect stronger and also brighter /*-----------------------------------------------------------. / TECHNICOLOR settings / '-----------------------------------------------------------*/ #define TechniAmount 0.10 //[0.0 to 1.0] #define TechniPower 8.0 //[0.0 to 8.0] #define redNegativeAmount 0.50 //[0.0 to 1.0] #define greenNegativeAmount 0.50 //[0.0 to 1.0] #define blueNegativeAmount 0.50 //[0.0 to 1.0] /*-----------------------------------------------------------. / 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 //[0.6 to 0.2] #define GreenC 0.36 //[0.6 to 0.2] #define BlueC 0.34 //[0.6 to 0.2] #define Blend 0.2 //[0.0 to 0.1] How strong the effect should be. /*-----------------------------------------------------------. / Lift Gamma Gain settings / '-----------------------------------------------------------*/ #define RGB_Lift float3(0.400000, 0.400000, 0.400000) //[0.000 to 2.000] Adjust shadows for Red, Green and Blue #define RGB_Gamma float3(1.200, 1.200, 1.200) //[0.000 to 2.000] Adjust midtones for Red, Green and Blue #define RGB_Gain float3(0.950, 0.950, 0.950) //[0.000 to 2.000] Adjust highlights for Red, Green and Blue /*-----------------------------------------------------------. / Tonemap settings / '-----------------------------------------------------------*/ #define Gamma 1.15 //[0.00 to 2.00] Adjust midtones #define Exposure 0.01 //[-1.00 to 1.00] Adjust exposure #define Saturation 0.0000 //[-1.00 to 1.00] Adjust saturation #define Bleach 0.00 //[0.00 to 1.00] Brightens the shadows and fades the colors #define Defog 0.055 //[0.00 to 1.00] How much of the color tint to remove #define FogColor float3(0.30, 0.30, 0.40) //[0.00 to 1.00, 0.00 to 1.00, 0.00 to 1.00] What color to remove - default is blue /*-----------------------------------------------------------. / Vibrance settings / '-----------------------------------------------------------*/ #define Vibrance 0.50 //[-1.0 to 1.0] Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation. /*-----------------------------------------------------------. / Curves settings / '-----------------------------------------------------------*/ #define Curves_contrast 0.00 //[-1.0 to 1.0] The amount of contrast you want // -- Advanced curve settings -- #define Curves_formula 7 //[1|2|3|4|5|6|7] The constrast s-curve you want to use. /*-----------------------------------------------------------. / Sepia settings / '-----------------------------------------------------------*/ #define ColorTone float3(1.40, 1.10, 0.90) //[0.00 to 1.00, 0.00 to 1.00, 0.00 to 1.00] What color to tint the image #define GreyPower 0.11 //[0.0 to 1.0] How much desaturate the image before tinting it #define SepiaPower 0.58 //[0.0 to 1.0] How much to tint the image /*-----------------------------------------------------------. / Vignette settings / '-----------------------------------------------------------*/ #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 6 //[1 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) //[0.00 to 1.00] Center of effect. /*-----------------------------------------------------------. / Dither settings / '-----------------------------------------------------------*/ //No settings yet, beyond switching it on or off in the top section. //Note that the checkerboard pattern used by Dither, makes an image harder to compress. //This can make your screenshots and video recordings take up more space. /*-----------------------------------------------------------. / Splitscreen settings / '-----------------------------------------------------------*/ #define splitscreen_mode 1 //[1|2|3|4|5] 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 ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Find these settings in Jason's post on page 24. You have to manually change these in the SweetFX config when it is installed in your game. Read the instructions carefully! However, if you are not already using it then I would recommend Lasers handy utility to install and configure it called FlightFX which is posted above. This allows you to change settings on the fly by means of sliders. Much more handy! A couple of things to remember; I have to start the game with post-effects enabled otherwise SweetFX does not work. When the game has started I then disable post effects within the video options page. I don't use post-effects as I'm running all this through an Nvidia 460gtx with 756mbvram :D and it puts too much strain on my system. MAKE A BACK UP COPY OF YOUR GAME FOLDER FIRST!!!!!! Also, I have disabled FXAA in the Nvidia control panel as it conflicts with the Lumasharpening tool. Btw, I also disabled triple-buffering there too and this seems to help with smoothness on the operation of my TrackIr 4 using the latest TrackIr 5 drivers and software. Makes no visible difference in game either. Finally, did I mention this thing works wonders in CLoD too?
FlatSpinMan Posted December 20, 2012 Posted December 20, 2012 I can't access RoF right now so could someone post some comparative shots to illustrate what this does?
Requiem Posted December 21, 2012 Posted December 21, 2012 (edited) I can't access RoF right now so could someone post some comparative shots to illustrate what this does? These are the only two I have right now, but I'll make some more tomorrow for you. The difference is quite subtle, at least for my settings anyway, but RoF looks much sharper without a yellowish tinge I notice when I turn it off. Where SweetFX really shines though is at altitude (The first screenshot is with FX and the second is without). Edited December 21, 2012 by Requiem
gavagai Posted December 21, 2012 Posted December 21, 2012 The Breguet looks better without FlightFX. WW1 aircraft may have been covered with canvas, but they did not have a textured appearance. You already know that, of course!
Requiem Posted December 22, 2012 Posted December 22, 2012 (edited) The Breguet looks better without FlightFX. WW1 aircraft may have been covered with canvas, but they did not have a textured appearance. You already know that, of course! Here are some other comparison shots. It's always a tweaking process though because its hard to get the balance right between the aircraft and ground (I might just give up and use Fifi's settings). Anyway, the best thing about SweetFX is you can customise it to how you like it First shot is with FX, second is without. Edited December 22, 2012 by Requiem
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