Great work, thank you very much! For some reason however, I see a lot of blue outlines when using the Estus settings for GEM and SweetFX. I'm using the low DOF installation and the latest ENB. I can post a screen and give more details if needed, just wondering if there is something obvious I might be doing wrong before I make a longer post.
Thanks!
Edit: To clarify, there is a strong blue tint to everything, the menu included, even the ENB in-game editor's normall gray boxes are now blue. If I use only sweetfx I can see the color difference made by the Estus settings, things seem to go awry when using the ENB+GEM.
Could you provide some screenshots? I do see a slight blue hinge which is intentional to balance other colors saturated and color shift by DSII internal shaders. You may be referring to HBO which is essentially a light stereoscopy (red channel and blue channel shift) blue is shifted upper right, red lower left from what it looks like, which is a intended effect.
You can disable this in GEM Settings.
You'll notice in screenshots from vanilla gray steel textures have a red hinge from internal shaders shifting RGB (mainly red channel)
Here is one screen, you can see what I'm talking about pretty clearly with the blue outline around the helmet of the player, and the arch and tree outlines in the background.
I'm using the latest ENB v257, the GEM+ENB Low DOF pack, sweetfx 1.5, and the GEM/sweetfx settings.
You'll also notice some warnings and an error from the ENB menu, not sure if this is normal I need to look into it.
Yeah, Estus Edition is not for GEM-ENB 1.2.1, I haven't' balanced for the new updates yet. :3 I'll have a look though.
Until then, reinstall GEM-ENB 1.2.1 over Estus Edition, and if you want at least Estus's color, you can go into "SweetFX_settings.txt" and change the following
#define USE_VIBRANCE 0 //[0 or 1] Vibrance : Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
to
#define USE_VIBRANCE 1 //[0 or 1] Vibrance : Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
And than
/*-----------------------------------------------------------. /Vibrance settings / '-----------------------------------------------------------*/ #define Vibrance 0.0 //[-1.00 to 1.00] Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
to
/*-----------------------------------------------------------. /Vibrance settings / '-----------------------------------------------------------*/ #define Vibrance 0.6 //[-1.00 to 1.00] Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
0.6 I believe will work good, if it's still not colorful enough try: #define Vibrance 1.0
My game still has blue outlines however but you are correct of course, they are from the having HBO on. For some reason these outlines are very pronounced on things like trees and are a bit out of place, but this has to do with GEM not the Estus settings. Thanks for the HBO pointer ill post about the outlines on the GEM forum as I'm sure they are unintended. Great settings thought, I love the colors!
That is interesting, I don't get this effect. I get the normal anaglyph like look but not that solid blue offset in your screens. Wonder what's causing that. What card do you use?
I have a GTX 780 on a 1920 x 1200 monitor, since this causes letterboxing I can see a red line on the top letterbox and a blue line on the bottom. I can give some screens if that is interesting. But that blue outline appears on the bottom of things - like the underside of trees, buildings etc, and is not there when I remove GEM HBO. At first I thought it might be a conflicting setting from nvidia inspector but it still appears with all inspector settings at default.
I'll spend some time in game an see what else is effected, might be helpful in figuring out why those lines are there.
I wonder if this is related to the resolution. I think i did notice predefined resolutions, 1920x1080 being one of them, not 1000, so that may be why the overlays are offset. Lucifer Hawk would know for sure.
You're welcome. I'm sure my friend doing his "Let's Play" wants to update as well. I like the vibrant colors and all, but I much more like the bleak and washed look of default GEM-ENB. :3
Any chance you could get some shots from inside Aldia's Keep? That's where the giant dragon skeleton is. Also are you still getting AO flickering in some areas?
Flickering is due to ENB, which is still very much a beta at this point, I'd consider it a alpha in my opinion but most people don't understand the meaning of Alpha, Beta, RC, and Final, these days, it seems. I honestly don't get much flickering on my DX10 card, this may be DX11 related, which I have yet to do testing on as I'm waiting on the HD7770
DX11 might be the case, could you just test and see if you get any in Heide's Tower of Flame? The more information we can give to the developer on the issue, the better.
No, ENB is also based only on DX9 and can also not be used on DX11 games. SweetFX and GEMFX support DX11 (not this GEM though cause I only included the d3d9.dll)
You can easly find out checking their .dll library files. d3d9 -> dx9 dxgi, d3d11 -> dx11
Can you tell me why when I run on the HD7770 (dx11) it uses GAUS_DX11.h file instead of DX9? as well as FXAA_DX11.h instead of DX9 ones? I'm pretty sure it uses what your card allows you to use? Cause those are the files I have to edit now, on this card.
Also, when I slapped in the HD7770 and forgot to install DX11, DSII complained "Your card is not supported. This game required DX11 to run error code 0x00100 blah blah blah" while I had DX9 installed just fine, but the game checked my card, noticed it's DX11, and tried to call for it.
Also when you look at my images below, from DX9 on the 9600GT (all max settings) game looks terrible compared to resent screenshots I've submitted on this card. Same settnigs, just a DX11 card. Especially on the FXAA side. Even DoF and Guass are much smoother on DX11 interpretation. So I think DX11 legacy support allows for some DX11 features in place of DX9, at least what is happening with me. Cause I can complete erase GAUS_DX9.h and still have gaussian. xD
If you use GEMFX it definitly loads the D3DXCreateEffectFromFile(device, GetDirectoryFile( "SweetFXShadersGAUSS_DX9.fx" ) Its in the source code of the d3d9.dll and there is not other file loaded. Still you see naming of shaders is absolutly arbitrary since I can load what ever I want as long as the content is supported. There are many implementation differences since DX10 which makes DX9 definitly distinct. If your game is running on DX9 it cannot run on DX11 at the same time. If it is running on DX9 it will trigger the d3d9.dll.
For a game that supports both, DX9 and DX11 (like Rome 2, Deus Ex Human Revolution, ..) it will trigger the library file that corresponds to the ingame settings. When Rome 2 is started using DX9 it will load the d3d9.dll but when it is started using DX11 it will load the dxgi.dll / d3d11.dll but not both at the same time. Also, games that only support DX11 will not trigger the d3d9.dll from ENB which makes ENB incompatible to DX10/11 games. SweetFX/GEMFX however are compatible with both games as they deliver both library files and what every DX the game is running the corresponding library file will be triggered.
Since I know that DSII is only supporting DX9 (thats what it says in the store page and it loads the d3d9.dll automatically) I only added d3d9.dll to the GEMFX files in the DSII release.
Yeah I was referring to SweetFX normal build. Like when I play DSII now, it's using their GAUS_DX11.h file instead now, so when I was adding my 6th and 7th passes, it wasn't doing anything, until I added those passes to GAUS_DX11.h. So now I'm confused.
Do you have both SweetFX library files in the game folder? This could mean that DSII has indeed a DX10 or DX11 support and maybe was also running on a different engine before release. To verify that you can delete the d3d9.dll and see if effects are still applied. If so then we have to lock this thread and get in hiding cause the Japanese CIA will hunt us for uncovering that
The version I get is the custom one with film grain, not offered by original authors on 3DGuru (at least version you download there has no film grain) but it loads from /SweetFX/Shaders
This version includes more vibrant colors and stronger bloom using a third pass with SweetFX Bloom, while retaining darker tones. Feel free to check them. out.
PS, my current card is DX9, so if you'd like to add some DX11 screenshots, that'd be wonderful. I'll add some this week.
GEM-ENB Estus Edition (35 comments)
For some reason however, I see a lot of blue outlines when using the Estus settings for GEM and SweetFX. I'm using the low DOF installation and the latest ENB. I can post a screen and give more details if needed, just wondering if there is something obvious I might be doing wrong before I make a longer post.
Thanks!
Edit: To clarify, there is a strong blue tint to everything, the menu included, even the ENB in-game editor's normall gray boxes are now blue. If I use only sweetfx I can see the color difference made by the Estus settings, things seem to go awry when using the ENB+GEM.
You can disable this in GEM Settings.
You'll notice in screenshots from vanilla gray steel textures have a red hinge from internal shaders shifting RGB (mainly red channel)
I'm using the latest ENB v257, the GEM+ENB Low DOF pack, sweetfx 1.5, and the GEM/sweetfx settings.
You'll also notice some warnings and an error from the ENB menu, not sure if this is normal I need to look into it.
Blue outlines
Below is the image although its shifted over. I'll re upload tomorrow its 3am
Thanks again!
Until then, reinstall GEM-ENB 1.2.1 over Estus Edition, and if you want at least Estus's color, you can go into "SweetFX_settings.txt" and change the following
#define USE_VIBRANCE 0 //[0 or 1] Vibrance : Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
to
#define USE_VIBRANCE 1 //[0 or 1] Vibrance : Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
And than
/*-----------------------------------------------------------.
/Vibrance settings /
'-----------------------------------------------------------*/
#define Vibrance 0.0 //[-1.00 to 1.00] Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
to
/*-----------------------------------------------------------.
/Vibrance settings /
'-----------------------------------------------------------*/
#define Vibrance 0.6 //[-1.00 to 1.00] Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
0.6 I believe will work good, if it's still not colorful enough try: #define Vibrance 1.0
My game still has blue outlines however but you are correct of course, they are from the having HBO on. For some reason these outlines are very pronounced on things like trees and are a bit out of place, but this has to do with GEM not the Estus settings. Thanks for the HBO pointer ill post about the outlines on the GEM forum as I'm sure they are unintended. Great settings thought, I love the colors!
I'll spend some time in game an see what else is effected, might be helpful in figuring out why those lines are there.
And here is the update for GEM-ENB v1.2.1!
Download GEM-ENB Estus Edition v1.2.1 Preset (320 KB) ( Mediafire )
Thanks for following the update request to the current version of GEM
SweetFX and GEMFX support DX11 (not this GEM though cause I only included the d3d9.dll)
You can easly find out checking their .dll library files.
d3d9 -> dx9
dxgi, d3d11 -> dx11
Also, when I slapped in the HD7770 and forgot to install DX11, DSII complained "Your card is not supported. This game required DX11 to run error code 0x00100 blah blah blah" while I had DX9 installed just fine, but the game checked my card, noticed it's DX11, and tried to call for it.
Also when you look at my images below, from DX9 on the 9600GT (all max settings) game looks terrible compared to resent screenshots I've submitted on this card. Same settnigs, just a DX11 card. Especially on the FXAA side. Even DoF and Guass are much smoother on DX11 interpretation. So I think DX11 legacy support allows for some DX11 features in place of DX9, at least what is happening with me. Cause I can complete erase GAUS_DX9.h and still have gaussian. xD
D3DXCreateEffectFromFile(device, GetDirectoryFile( "SweetFXShadersGAUSS_DX9.fx" )
Its in the source code of the d3d9.dll and there is not other file loaded.
Still you see naming of shaders is absolutly arbitrary since I can load what ever I want as long as the content is supported.
There are many implementation differences since DX10 which makes DX9 definitly distinct.
If your game is running on DX9 it cannot run on DX11 at the same time.
If it is running on DX9 it will trigger the d3d9.dll.
For a game that supports both, DX9 and DX11 (like Rome 2, Deus Ex Human Revolution, ..) it will trigger the library
file that corresponds to the ingame settings. When Rome 2 is started using DX9 it will load the d3d9.dll but when it is started using DX11 it will load the dxgi.dll / d3d11.dll but not both at the same time.
Also, games that only support DX11 will not trigger the d3d9.dll from ENB which makes ENB incompatible to DX10/11 games.
SweetFX/GEMFX however are compatible with both games as they deliver both library files and what every DX the game is running the corresponding library file will be triggered.
Since I know that DSII is only supporting DX9 (thats what it says in the store page and it loads the d3d9.dll automatically)
I only added d3d9.dll to the GEMFX files in the DSII release.
This could mean that DSII has indeed a DX10 or DX11 support and maybe was also running on a different engine before release. To verify that you can delete the d3d9.dll and see if effects are still applied. If so then we have to lock this thread and get in hiding cause the Japanese CIA will hunt us for uncovering that
I would love to try out this version! The more vibrant colors are to my taste.
Thanks for the hard work.
Custom Settings for GEM-ENB
GEM-ENB Estus Edition Setttings Download ( Mediafire )
( Backup and overwrite your setting files in Dark Souls 2 Game folder. )
This version includes more vibrant colors and stronger bloom using a third pass with SweetFX Bloom, while retaining darker tones. Feel free to check them. out.
PS, my current card is DX9, so if you'd like to add some DX11 screenshots, that'd be wonderful. I'll add some this week.
And thanks in advance for the help with the website!