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For example, any 2D user-interface components must be left as-is and not blurred. In order to do it right, you need a game developer to flag some things as okay to blur, and some things that must be left as-is. How it blurs them and when the "sometimes" occurs varies by algorithm. Post-processing anti-aliasing effects look for adjacent pixels of very different colors and blurs those together sometimes. Traditional MSAA looks for boundaries between triangles and blurs those. They need the game designer to flag some things for use by the anti-aliasing algorithm, and the details of what needs to be recorded and how depends on arbitrary decisions made by the game programmer. But they can't be done properly as purely a post-processing effect. That's not to say that post-processing anti-aliasing effects are a bad thing they're great if done properly. Otherwise, you blur text and it looks horrible. Post processing anti-aliasing effects need to have some knowledge of the geometry of the scene in order to know what they should anti-alias and what they should leave alone.
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It's completely stupid at 24-bit color or higher, and of dubious benefit even at 16-bit color. Graphical artifacts from various types of film are bad things, and recreating them in games when it isn't necessary is silly.ĭithering is pretty thoroughly obsolete unless the monitor you're using is absolutely ancient.
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You can see the increased saturation and darker colors (basically reducing the gamma correction) in the second picture, but I don't see any other differences.Ī lot of the things you list would make a game look worse, not better. It works with all 32bit DirectX 9, 10 and 11 games (and many applications). * Splitscreen : Enables the before-and-after splitscreen comparison mode. * Dither : Applies dithering to simulate more colors than your monitor can display. * Vignette : Darkens the edges of the image to make it look more like it was shot with a camera lens. * Curves : Contrast adjustments using S-curves. * Vibrance : Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation. * Tonemap : Adjust gamma, exposure, saturation, bleach and defog. * Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights (avoids clipping) * Cineon DPX : Makes the image look like it was converted from film to Cineon DPX. * Technicolor : Makes the image look like it was processed using a three-strip Technicolor process - see * Bloom : Makes strong lights bleed their light into their surroundings * LumaSharpen : Sharpens the image, making details easier to see * SMAA Anti-aliasing : Anti-aliases the image using the SMAA technique - see If you use SMAA antialiasing instead of MSAA or an even more expensive antialaliasing technique you can also make the game run faster (than with MSAA) It's meant to allow you to improve the look of your games and change the look and mood of it to your liking. You can add SMAA anti-aliasing, sharpening and tweak the color, gamma, exposure and more.
#How to use sweetfx injector.txt mod
You may have tried another shader injection mod before, like InjectFXAA, InjectSMAA or FXAAtool. In case you're new to SweetFX Shader Suite (or just SweetFX), it's a mod built on the InjectSMAA shader injector, that allows you to apply a suite of post processing shader effects to your games. SweetFX is a tool that are tweaking the game so it looks better. I got information about SweeFX from Guru3d and Ive to spread the world.