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Individual Mods and Packs for IL-2 1946 => Other Mods => Visual Mods => Topic started by: Bee on June 29, 2015, 08:16:16 AM

Title: I just got Reshade/SweetFX working in OpenGL...
Post by: Bee on June 29, 2015, 08:16:16 AM
Haven't had time to devise some preferred settings yet, but here's how I managed it.

Go here:  http://reshade.me/#download
Download, Reshade 0.19.0 and extract the "ReShade32.dll" file and rename it to "opengl32.dll"  This goes in your main 1946 folder

Now download "Reshade + SweetFX 2.0" and extract Reshade.fx, Sweet.fx and the SweetFX folder and put these in your main 1946 folder too.

You can now enable all the graphical tweaks of SweetFX by making the appropriate changes to the SweetFX_settings.txt file.

Sorry it's not a winning screenshot.  Still got to fiddle-fart around with the settings, but you get the general idea.  ;)

(http://i221.photobucket.com/albums/dd119/Feathered_IV/il2fb%202015-06-30%2000-11-26_zpswb0id6sr.jpg)
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: PA_Willy on June 29, 2015, 08:49:10 AM
Very interesting. I would like you share any recommended settings to start my tests. Thank you.
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: Bee on June 29, 2015, 08:53:36 AM
Here's what I've got so far.  Overwrite the contents of your SweetFX_settings.txt with this then experiment from there.  Scroll Lock key toggles on and off.  Printscreen saves a shot as a png in your main 1946 folder.

Code: [Select]
   /*-----------------------------------------------------------.
  /                       Description                           /
  '------------------------------------------------------------/

Game:
Preset:
SweetFX: v2.0 Preview 8 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          1 //[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            1 //[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_LENS_DISTORTION 0 //[0 or 1] Cubic Lens Distortion : Distorts the lens cubicly. (WIP)

#define USE_NOSTALGIA       0 //[0 or 1] Nostalgia : Remember when you played that game you always played on that first system of yours? You don't? Well here is a reminder.
#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    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_TECHNICOLOR2    0 //[0 or 1] TECHNICOLOR 2 : Yet another Technicolor effect - not sure if this stays or not. Let me know if you like it.
#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      0 //[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      1 //[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. (Only partially working right now)

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

#define USE_DEPTH          0 //[0 or 1] Depth : Enables the possibility to display the depth buffer - You will still need to toogle it on/off with (*) in-game

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

   /*-----------------------------------------------------------.
  /                         Ascii settings                      /
  '-----------------------------------------------------------*/
#define Ascii_input_image                         1   //[1 or 2] 1 = Color buffer, 2 = Depth buffer.
#define Ascii_spacing                             1   //[0 to 9] Determines the spacing between characters. I feel 1 to 3 looks best.

#define Ascii_font                                2   //[1 or 2] 1 = 5x5 font, 2 = 3x5 font
#define Ascii_font_color       float3(255, 255, 255)  //[0 to 255, 0 to 255, 0 to 255] What color the font should be. In integer RGB colors.
#define Ascii_background_color float3(0, 0, 0)        //[0 to 255, 0 to 255, 0 to 255] What color the background should be. In integer RGB colors.
#define Ascii_swap_colors                         0   //Swaps the font and background color when you are too lazy to edit the settings above (I know I am)

#define Ascii_invert_brightness                   0   //[0 or 1]
#define Ascii_font_color_mode                     1   //[0 to 2] 0 = font_color, 1 = image color, 2 = colorized grayscale
 

   /*-----------------------------------------------------------.
  /                  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_DEPTH_THRESHOLD        0.100 //[0.001 to 0.100] Depth edge detection threshold. Same as above but for the depth edge detection. This can go insanely low and still look good.
#define SMAA_MAX_SEARCH_STEPS         32  //[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            2  //[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 0.001  // 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               0.000  //[0.000 to 1.000] Choose the amount of sub-pixel aliasing removal. Higher values makes the image softer/blurrier.
#define fxaa_EdgeThreshold        0.166  //[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     0.000  //[0.000 to 1.000] Darkness threshold. Pixels darker than this are not processed in order to increase performance.


   /*-----------------------------------------------------------.
  /                     Explosion settings                      /
  '-----------------------------------------------------------*/
#define Explosion_Radius     2.0         //[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      22.25    //[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             1.33    //[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 0.95   //[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)

   /*----------------------------------------------------------.
  /                      Notalgia settings                     /
  '----------------------------------------------------------*/
//Nothing here yet, but you will get to set the palette to use and toggle dithering, and maybe pixelate the image .. once the effect is done.
//For now it just displays the image with a C64 palette

   /*----------------------------------------------------------.
  /                       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        0.40 //[0.00 to 1.00]
#define TechniPower         4.00 //[0.00 to 8.00]
#define redNegativeAmount   0.88 //[0.00 to 1.00]
#define greenNegativeAmount 0.88 //[0.00 to 1.00]
#define blueNegativeAmount  0.88 //[0.00 to 1.00]

   /*-----------------------------------------------------------.
  /                     TECHNICOLOR 2 settings                  /
  '-----------------------------------------------------------*/
#define Technicolor2_Red_Strength 0.2 //[0.05 to 1.0] Color Strength of Red channel. Higher means darker and more intense colors.
#define Technicolor2_Green_Strength 0.2 //[0.05 to 1.0] Color Strength of Green channel. Higher means darker and more intense colors.
#define Technicolor2_Blue_Strength 0.2 //[0.05 to 1.0] Color Strength of Blue channel. Higher means darker and more intense colors.
#define Technicolor2_Brightness   1.0 //[0.5 to 1.5] Brightness Adjustment, higher means brighter image.
#define Technicolor2_Strength   1.0 //[0.0 to 1.0] Strength of Technicolor effect. 0.0 means original image.
#define Technicolor2_Saturation    0.7 //[0.0 to 1.5] Additional saturation control since technicolor tends to oversaturate the image.

   /*-----------------------------------------------------------.
  /                       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(0.21, 0.72, 0.07) //[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(1.000, 1.000, 1.000)  //[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     0.15  //[-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        2 //[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 0.15 //[-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|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 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       //[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)  //[0.000 to 1.000, 0.000 to 1.000] Center of effect.

   /*-----------------------------------------------------------.
  /                        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(0,1)        //[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(180, 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 "Winners_Dont_Use_Drugs.png" //["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     ImageFadeOut //Can be "FadeIn", "FadeOut", "CurtainOpen", "CurtainClose" or "ImageFadeOut"

   /*-----------------------------------------------------------.
  /                            Depth                            /
  '-----------------------------------------------------------*/
#define Depth_z_near               0.01   //[0.00001 to 100000.0] Camera z near
#define Depth_z_far              100.00   //[0.00001 to 100000.0] Camera z far, must be further than the near value.

   /*-----------------------------------------------------------.
  /                       Custom settings                       /
  '-----------------------------------------------------------*/
#define custom_strength  1.1 //[0.00 to 1.00] Adjust the strength of the effect
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: Uufflakke on June 29, 2015, 09:26:33 AM
Got it working.  ;)

Thanks.  8)

As a simple test I enabled Bloom and HDR.

(http://s20.postimg.cc/4aqrhr6r1/Effects.jpg) (http://postimage.org/)
image upload no size limit (http://postimage.org/)

Now the interesting part comes. The right settings.

By the way, when posting settings please use the # (Insert Code) to avoid huge posts.  ;)
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: WindWpn on June 29, 2015, 09:44:53 AM
hmmm, tried this but my my il2 experiences the il2fb.exe has stopped working error.  Note, I am using TotalModder to launch my IL2, so perhaps that is the cause?

I checked the opengl32 log and I think it looks good:
Code: [Select]
29/06/2015 11:37:03:892 [04816] | INFO  | Initializing Crosire's ReShade version '0.19.0.890' built on '2015-06-22 21:22:17' loaded from "D:\Software Data\My Games\IL2 - 1946\IL-2 Sturmovik 1946\Opengl32.dll" to "D:\Software Data\My Games\IL2 - 1946\IL-2 Sturmovik 1946\il2fb.exe" ...
29/06/2015 11:37:03:911 [04816] | INFO  | Registering hooks for "C:\Windows\system32\d3d8.dll" ...
29/06/2015 11:37:03:911 [04816] | INFO  | > Delayed.
29/06/2015 11:37:03:912 [04816] | INFO  | Registering hooks for "C:\Windows\system32\d3d9.dll" ...
29/06/2015 11:37:03:912 [04816] | INFO  | > Delayed.
29/06/2015 11:37:03:912 [04816] | INFO  | Registering hooks for "C:\Windows\system32\d3d10.dll" ...
29/06/2015 11:37:03:912 [04816] | INFO  | > Delayed.
29/06/2015 11:37:03:912 [04816] | INFO  | Registering hooks for "C:\Windows\system32\d3d10_1.dll" ...
29/06/2015 11:37:03:912 [04816] | INFO  | > Delayed.
29/06/2015 11:37:03:912 [04816] | INFO  | Registering hooks for "C:\Windows\system32\d3d11.dll" ...
29/06/2015 11:37:03:912 [04816] | INFO  | > Delayed.
29/06/2015 11:37:03:912 [04816] | INFO  | Registering hooks for "C:\Windows\system32\dxgi.dll" ...
29/06/2015 11:37:03:912 [04816] | INFO  | > Delayed.
29/06/2015 11:37:03:912 [04816] | INFO  | Registering hooks for "C:\Windows\system32\opengl32.dll" ...
29/06/2015 11:37:03:912 [04816] | INFO  | > Delayed.
29/06/2015 11:37:03:912 [04816] | INFO  | Registering hooks for "C:\Windows\system32\user32.dll" ...
29/06/2015 11:37:03:912 [04816] | INFO  | > Libraries loaded.
29/06/2015 11:37:03:923 [04816] | INFO  | > Found 5 match(es). Installing ...
29/06/2015 11:37:03:948 [04816] | INFO  | > Installed 5 hook(s).
29/06/2015 11:37:03:948 [04816] | INFO  | Registering hooks for "C:\Windows\system32\ws2_32.dll" ...
29/06/2015 11:37:03:948 [04816] | INFO  | > Libraries loaded.
29/06/2015 11:37:03:951 [04816] | INFO  | > Found 8 match(es). Installing ...
29/06/2015 11:37:03:988 [04816] | INFO  | > Installed 8 hook(s).
29/06/2015 11:37:03:988 [04816] | INFO  | Initialized.

any others try this with TM or other launcher with success, or does it work only with stock il2 launcher?

~S~
wind
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: Draken on June 29, 2015, 09:53:42 AM
Interesting .
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: Uufflakke on June 29, 2015, 11:21:30 AM
My new settings.

Everything becomes much sharper now. Especially noticable in the landscape.
It needs some tweeking but getting there.

I took these settings from Jason Williams in one of the SweetFX related topics at BOS.  ;D   :D



(http://s20.postimg.cc/5eavtpre5/29_06_2015_17_08_46.jpg) (http://postimg.cc/image/6tcgifsh5/full/)
print screen windows 7 (http://postimage.org/app.php)

(http://s20.postimg.cc/i6yztn2zx/29_06_2015_18_39_51.jpg) (http://postimg.cc/image/msv41zoix/full/)
how to screenshot on windows 7 (http://postimage.org/app.php)


Code: [Select]
   /*-----------------------------------------------------------.
  /                       Description                           /
  '------------------------------------------------------------/

Game:
Preset:
SweetFX: v2.0 Preview 8 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          0 //[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_LENS_DISTORTION 0 //[0 or 1] Cubic Lens Distortion : Distorts the lens cubicly. (WIP)

#define USE_NOSTALGIA       0 //[0 or 1] Nostalgia : Remember when you played that game you always

played on that first system of yours? You don't? Well here is a reminder.
#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_TECHNICOLOR2    0 //[0 or 1] TECHNICOLOR 2 : Yet another Technicolor effect - not sure if

this stays or not. Let me know if you like it.
#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. (Only partially working right now)

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

the regularly scheduled programming

#define USE_DEPTH          0 //[0 or 1] Depth : Enables the possibility to display the depth buffer

- You will still need to toogle it on/off with (*) in-game

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

then enable it here.

   /*-----------------------------------------------------------.
  /                         Ascii settings                      /
  '-----------------------------------------------------------*/
#define Ascii_input_image                         1   //[1 or 2] 1 = Color buffer, 2 = Depth buffer.
#define Ascii_spacing                             1   //[0 to 9] Determines the spacing between

characters. I feel 1 to 3 looks best.

#define Ascii_font                                2   //[1 or 2] 1 = 5x5 font, 2 = 3x5 font
#define Ascii_font_color       float3(255, 255, 255)  //[0 to 255, 0 to 255, 0 to 255] What color the

font should be. In integer RGB colors.
#define Ascii_background_color float3(0, 0, 0)        //[0 to 255, 0 to 255, 0 to 255] What color the

background should be. In integer RGB colors.
#define Ascii_swap_colors                         0   //Swaps the font and background color when you are

too lazy to edit the settings above (I know I am)

#define Ascii_invert_brightness                   0   //[0 or 1]
#define Ascii_font_color_mode                     1   //[0 to 2] 0 = font_color, 1 = image color, 2 =

colorized grayscale
 

   /*-----------------------------------------------------------.
  /                  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_DEPTH_THRESHOLD        0.001 //[0.001 to 0.100] Depth edge detection threshold. Same as

above but for the depth edge detection. This can go insanely low and still look good.
#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 0.001  // 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               0.000  //[0.000 to 1.000] Choose the amount of sub-pixel aliasing

removal. Higher values makes the image softer/blurrier.
#define fxaa_EdgeThreshold        0.166  //[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     0.000  //[0.000 to 1.000] Darkness threshold. Pixels darker than this

are not processed in order to increase performance.


   /*-----------------------------------------------------------.
  /                     Explosion settings                      /
  '-----------------------------------------------------------*/
#define Explosion_Radius     2.0         //[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      23.25    //[0.00 to 50.00] Threshold for what is a bright light (that causes

bloom) and what isn't.
#define BloomPower           2.00   //[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             0.97    //[0.00 to 8.00] Strangely lowering this makes the image brighter
#define radius2              0.90    //[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 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)

   /*----------------------------------------------------------.
  /                      Notalgia settings                     /
  '----------------------------------------------------------*/
//Nothing here yet, but you will get to set the palette to use and toggle dithering, and maybe pixelate

the image .. once the effect is done.
//For now it just displays the image with a C64 palette

   /*----------------------------------------------------------.
  /                       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        0.10 //[0.00 to 1.00]
#define TechniPower         8.00 //[0.00 to 8.00]
#define redNegativeAmount   0.50 //[0.00 to 1.00]
#define greenNegativeAmount 0.80 //[0.00 to 1.00]
#define blueNegativeAmount  0.50 //[0.00 to 1.00]

   /*-----------------------------------------------------------.
  /                     TECHNICOLOR 2 settings                  /
  '-----------------------------------------------------------*/
#define Technicolor2_Red_Strength 0.2 //[0.05 to 1.0] Color Strength of Red channel.

Higher means darker and more intense colors.
#define Technicolor2_Green_Strength 0.2 //[0.05 to 1.0] Color Strength of Green channel. Higher

means darker and more intense colors.
#define Technicolor2_Blue_Strength 0.2 //[0.05 to 1.0] Color Strength of Blue channel.

Higher means darker and more intense colors.
#define Technicolor2_Brightness   1.0 //[0.5 to 1.5] Brightness Adjustment, higher

means brighter image.
#define Technicolor2_Strength   1.0 //[0.0 to 1.0] Strength of Technicolor effect.

0.0 means original image.
#define Technicolor2_Saturation    0.7 //[0.0 to 1.5] Additional saturation control

since technicolor tends to oversaturate the image.

   /*-----------------------------------------------------------.
  /                       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 0.10    //[0.00 to 1.00] How strong the effect should be.


   /*------------------------------------------------------------.
  /                       Monochrome settings                    /
  '------------------------------------------------------------*/
#define Monochrome_conversion_values float3(0.21, 0.72, 0.07) //[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(0.40,0.40,0.40)  //[0.000 to 2.000] Adjust shadows for Red, Green and Blue.
#define RGB_Gamma float3(1.20,1.20,1.20)  //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
#define RGB_Gain  float3(0.95,0.95,0.95)  //[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       1.15  //[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    0.01  //[-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       0.06  //[0.000 to 1.000] How much of the color tint to remove
#define FogColor float3(0.30,0.30,0.40) //[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        2 //[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 0.00 //[-1.00 to 1.00] The amount of contrast you want

// -- Advanced curve settings --
#define Curves_formula     7 //[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(1.00,1.00,0.90) //[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      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      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(0,1)        //[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(180, 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 "Winners_Dont_Use_Drugs.png" //["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     ImageFadeOut //Can be "FadeIn", "FadeOut", "CurtainOpen", "CurtainClose" or

"ImageFadeOut"

   /*-----------------------------------------------------------.
  /                            Depth                            /
  '-----------------------------------------------------------*/
#define Depth_z_near               0.01   //[0.00001 to 100000.0] Camera z near
#define Depth_z_far              100.00   //[0.00001 to 100000.0] Camera z far, must be further than the

near value.

   /*-----------------------------------------------------------.
  /                       Custom settings                       /
  '-----------------------------------------------------------*/
#define custom_strength  1.1 //[0.00 to 1.00] Adjust the strength of the effect


EDIT:

This version has same settings as above except: No bloom and less saturated.

https://www.mediafire.com/download/oeuzt1j1lhamen1/SweetFX_settings.txt (https://www.mediafire.com/download/oeuzt1j1lhamen1/SweetFX_settings.txt)

(http://s20.postimg.cc/5jen3dyp9/il2fb_2015_06_30_20_16_03.jpg) (http://postimg.cc/image/ril1qlfjd/full/)
upload gambar (http://postimage.org/)

Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: PA_Willy on June 29, 2015, 02:43:15 PM
Thank you Uufflakke. Testing it.
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: JG54Spookie on June 29, 2015, 02:44:30 PM
This looks promising. If this could replace the need to run Gamma Panel or Powerstrip, I'm very excited! Now, if only I had the time to add this to my long list of Il-2 tinkerings.
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: bomberkiller on June 29, 2015, 03:53:42 PM
Hello Bee,

thank you for the tip.  ;)

Best regards, Gerhard  :)
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: Knochenlutscher on June 29, 2015, 04:05:11 PM
Guys, can you who got it working please post further Info ;Conf.ini, Game Mod version,
any pre setting others might miss, but seems incremental to run. Call it JSGME whatever.
In plain DBW and CUP I can't have it going, I'm not assuming our Mod is different, but maybe what's that certain specs that enables this. Please be so kind and contribute.

I followed Bee's instructions, even have multisampling/AA is disabled, still no go...

Log lst, pretty small...

Code: [Select]
[29.06.2015 23:46:46] ------------ BEGIN log session -------------
OpenGL provider: Opengl32.dll

OpenGL Log

Code: [Select]
30/06/2015 01:46:47:053 [03708] | INFO  | Initializing Crosire's ReShade version '0.19.1.898' built on '2015-06-29 21:17:31' loaded from "D:\Spiele\DBW 1.71\IL-2 Sturmovik\Opengl32.dll" to "D:\Spiele\DBW 1.71\IL-2 Sturmovik\il2fb.exe" ...
30/06/2015 01:46:47:072 [03708] | INFO  | Registering hooks for "C:\Windows\system32\d3d8.dll" ...
30/06/2015 01:46:47:072 [03708] | INFO  | > Delayed.
30/06/2015 01:46:47:072 [03708] | INFO  | Registering hooks for "C:\Windows\system32\d3d9.dll" ...
30/06/2015 01:46:47:072 [03708] | INFO  | > Delayed.
30/06/2015 01:46:47:072 [03708] | INFO  | Registering hooks for "C:\Windows\system32\d3d10.dll" ...
30/06/2015 01:46:47:074 [03708] | INFO  | > Delayed.
30/06/2015 01:46:47:074 [03708] | INFO  | Registering hooks for "C:\Windows\system32\d3d10_1.dll" ...
30/06/2015 01:46:47:074 [03708] | INFO  | > Delayed.
30/06/2015 01:46:47:074 [03708] | INFO  | Registering hooks for "C:\Windows\system32\d3d11.dll" ...
30/06/2015 01:46:47:074 [03708] | INFO  | > Delayed.
30/06/2015 01:46:47:074 [03708] | INFO  | Registering hooks for "C:\Windows\system32\dxgi.dll" ...
30/06/2015 01:46:47:075 [03708] | INFO  | > Delayed.
30/06/2015 01:46:47:075 [03708] | INFO  | Registering hooks for "C:\Windows\system32\opengl32.dll" ...
30/06/2015 01:46:47:075 [03708] | INFO  | > Delayed.
30/06/2015 01:46:47:075 [03708] | INFO  | Registering hooks for "C:\Windows\system32\user32.dll" ...
30/06/2015 01:46:47:075 [03708] | INFO  | > Libraries loaded.
30/06/2015 01:46:47:090 [03708] | INFO  | > Found 5 match(es). Installing ...
30/06/2015 01:46:47:112 [03708] | INFO  | > Installed 5 hook(s).
30/06/2015 01:46:47:112 [03708] | INFO  | Registering hooks for "C:\Windows\system32\ws2_32.dll" ...
30/06/2015 01:46:47:113 [03708] | INFO  | > Libraries loaded.
30/06/2015 01:46:47:116 [03708] | INFO  | > Found 8 match(es). Installing ...
30/06/2015 01:46:47:151 [03708] | INFO  | > Installed 8 hook(s).
30/06/2015 01:46:47:151 [03708] | INFO  | Initialized.
30/06/2015 01:46:47:168 [03708] | INFO  | Redirecting 'RegisterClassW(0012F928)' ...

Any Hints?
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: Bee on June 29, 2015, 08:41:34 PM

By the way, when posting settings please use the # (Insert Code) to avoid huge posts.  ;)

Sorry about that!  :)

The image sharpening looks great.  I haven't been able to get the antialiasing to do much yet.  Perhaps in-game AA needs to be off.  I'd be interested to see what others discover. 
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: Knochenlutscher on June 30, 2015, 02:25:49 AM
That's funny, yours working straight in main folder.
I have DBW with latest Selector, only works in bin for me.
@WindWpn check for bin, that should solve it  ;)

I took the original Read Me and studied a bit, here's what I found.
Code: [Select]
If it still does not work, make sure the DLL is loaded at all (a log file with
the DLL name is created). Repeat the  process with another name from the list.
Sometimes the game loads its DLLs from a different directory (a "bin" folder
for instance), so try to install ReShade to that one instead.

Download
Code: [Select]
ReShade 0.19.1 Public Beta with SweetFX 2.0 Beta 8.7z
and extract the "ReShade32.dll" file and rename it to "opengl32.dll"  This goes in your bin folder
and extract Reshade.fx, Sweet.fx and the SweetFX folder and put these in your bin folder too.

Absolutely gorgeous lil Tool. Contrasts are richer and smacking now eyecandy.
On our desert Maps it looks like FH2 Maps now, great. Say goodbye to yellow Maps.
Thanks a bunch Bee



Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: decipher on June 30, 2015, 02:43:03 AM
interesting to see how much it sharpens the ground textures in some shots. i have to test this for myself sometime, see if it changes this so drastically for me too, since i already have added higher anisotropic filtering and anti-aliasing with nvidia inspector.

thanksfortheheadsup. will give this a try sometime
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: bomberkiller on June 30, 2015, 04:08:32 AM
...with my 4.10.1 & DBW 1.71. My videocard: Nvidia 660 GTX.

Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: WindWpn on June 30, 2015, 07:05:38 AM
That's funny, yours working straight in main folder.
I have DBW with latest Selector, only works in bin for me.
@WindWpn check for bin, that should solve it  ;)

No joy loading from bin utilizing TotalModder.  There is likely some other locale required or config requirement to make this work with TM.  If anyone finds solution, please post.  If not, when I have some further time to investigate, I may find the solution.

~S~
wind
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: benitomuso on June 30, 2015, 09:03:03 AM
Wind,
              I have used it with TotalMODder without any troubles. There isn't anything TM3 could interfere with this.

  First, considering I have a Windows 7 64bit plenty of resources, I tried by renaming the 64 bit version to Opengl32.dll or specifying ReShade64.dll as the OpenGl Provider in Conf.ini, but it didn't worked, I had to specifically rename the ReShade32.dll to Opengl32.dll in the root of Il-2 1946 with the other amenities, and it worked OK.

  Regards,
                        Pablo

That's funny, yours working straight in main folder.
I have DBW with latest Selector, only works in bin for me.
@WindWpn check for bin, that should solve it  ;)

Wind

No joy loading from bin utilizing TotalModder.  There is likely some other locale required or config requirement to make this work with TM.  If anyone finds solution, please post.  If not, when I have some further time to investigate, I may find the solution.

~S~
wind
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: SAS~Storebror on June 30, 2015, 09:06:57 AM
No need to put it into the "bin" folder, really, not at all.
My money is on a different pile:
When reshade absolutely refuses to work for you, check the folder where you put the file "Opengl32.dll" in (the renamed Reshade32.dll, usually your IL-2 game folder) and watch out for a file "opengl32.log").
If that file doesn't exist, reshade didn't load at all.
If it exists, take a look inside.
If it contains a line like this
Code: [Select]
ERROR | Your graphics card does not seem to support OpenGL 4.3. Initialization failed.your graphics card just cannot handle Reshade.

Best regards - Mike
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: WindWpn on June 30, 2015, 09:39:42 AM
Yea interestingly, I appear to get a clean initialization of Reshade per the opengl32.log noted in:   https://www.sas1946.com/main/index.php/topic,46936.msg521559.html#msg521559

However, appears that il2fb.exe fails to load with an APPCRASH reported from Windows problems.

Thus, likely an issue associated with the il2 application load attempt.  Note, the il2 log.lst is empty, and the Initlog.lst appears loads as follows
Code: [Select]
2015-06-30 11:27:59:364 : ******************************************************************
2015-06-30 11:27:59:364 : *** New Wrapper by 'benitomuso' was activated, loading game... ***
2015-06-30 11:27:59:364 : **  Loading MODs Profile from: 'D:\Software Data\My Games\IL2 - 1946\IL-2 Sturmovik 1946\il2fb.mods'
2015-06-30 11:27:59:364 : **  Root Folder for MODs: 'D:\Software Data\My Games\IL2 - 1946\IL-2 Sturmovik 1946\jsgmemods\'
2015-06-30 11:27:59:364 : **  A total of 61588 files will MODify the Il-2 Sturmovik game when loading!
2015-06-30 11:27:59:364 : **  A total of 1 SFS files will be mounted when .preload is invoked!
2015-06-30 11:27:59:364 : ******************************************************************
2015-06-30 11:27:59:375 : JVM Parameters injector activated
2015-06-30 11:27:59:375 : Applying JVM Memory Settings from IL-2 Selector...
2015-06-30 11:27:59:375 : Adding JVM Option: -Xms444M
2015-06-30 11:27:59:375 : Adding JVM Option: -Xmx444M
2015-06-30 11:27:59:375 : Adding JVM Option: -Xss4096K
2015-06-30 11:27:59:375 : Adding JVM Option: -XX:PermSize=64M
2015-06-30 11:27:59:375 : Adding JVM Option: -XX:MaxPermSize=64M
2015-06-30 11:27:59:376 : Checking duplicate JVM Options...
2015-06-30 11:27:59:376 : Checking mandatory JVM Options...
2015-06-30 11:27:59:376 : Adding JVM Option: -Djava.class.path=.
2015-06-30 11:27:59:376 : Adding JVM Option: -Xincgc
2015-06-30 11:27:59:376 : Adding JVM Option: -Xverify:none
2015-06-30 11:27:59:376 : Adding JVM Option: -Xcomp
2015-06-30 11:27:59:376 : Final JVM Option List:
2015-06-30 11:27:59:376 : -Xms444M
2015-06-30 11:27:59:377 : -Xmx444M
2015-06-30 11:27:59:377 : -Xss4096K
2015-06-30 11:27:59:377 : -XX:PermSize=64M
2015-06-30 11:27:59:377 : -XX:MaxPermSize=64M
2015-06-30 11:27:59:377 : -Djava.class.path=.
2015-06-30 11:27:59:377 : -Xincgc
2015-06-30 11:27:59:378 : -Xverify:none
2015-06-30 11:27:59:378 : -Xcomp
2015-06-30 11:27:59:404 : Hooked "SAS_CreateJavaVM" function activated, injecting JVM Parameters
2015-06-30 11:27:59:419 : JVM Parameters injected successfully

At this point, something appears to crash between completion of the initlog and the log.lst?

~S~
wind

Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: SAS~Storebror on June 30, 2015, 10:08:04 AM
Hm... strange.
Did you try updating your Selector to the latest version?
I've just kicked out a new one today due to a bug caused by a faulty Vista June 2015 update.

The opengl32.log should continue like this normally:
Code: [Select]
... | INFO  | Redirecting 'RegisterClassW(0018F924)' ...
... | INFO  | Installing delayed hooks for "C:\Windows\system32\opengl32.dll" ...
... | INFO  | > Found 360 match(es). Installing ...
... | INFO  | > Installed 360 hook(s).
... | INFO  | Redirecting ...
So apparently your Reshade freaks out right when the game window should be created.

Best regards - Mike
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: Knochenlutscher on June 30, 2015, 08:37:49 PM
You're right Mike, bin was useless no log created.

OK, as I'm off on vacation I did a marathon to track up our issue.
Appearently it's the same log as yesterday, with latest Version of Selector.
That was not the culprit. Installation of 0.19 was only curious as it didn't showed what was wrong.
I tried the setup installation as well as the manual, at least it's not
demanding. No hope in sight.

I got a hint in the BF2 Modding Community, that in order to see if it's working at the end,
one can chose from an earlier built or special BF2 built. I did so, first Tests of BF2 builds were
worser than here, no Log at all. Just crashing FH2 or PR 1.3 Selectors.
Basicly it should work from my specs, as I have fella chaps in the BF2 community using it.
I can run BF3 and never had probs.
One fella talked about using earlier builds to test. Did so, there I got prompted a plethora of missing dlls from my system...  ???
I did further testing with ReShade_0.18.0_Public_Beta_with_SweetFX_2.0_Beta_8 from their Archives
http://sfx.thelazy.net/downloads/ (http://sfx.thelazy.net/downloads/)
and was prompted a Windows Error that my MSVCP110.dll is missing.??
Searched that file, manually inserted to my Vista, now I kept getting MSVCR110.dll is missing?
Visual C++ Redistributable für Visual Studio 2012 Update 4 is usually referred to both files
I have 5 of them installed none version 2012, maybe there's the trouble? Who knows what's missing next...
Installed this
Code: [Select]
Visual C++ Redistributable für Visual Studio 2012 Update 4 and see...
it works, I got message popping at Startscreen, DBW loading.
I remember, as far I got a hold about official Vista Updates I'm up to date, Visual C++ Installs I did, but somehow no Game or application
ever referred a line about it's need so far. Now I'm in urgent need of coffee...
Hope this Helps

Still I don't know why I can't run 0.19.0 or 0.19.1, so far only 0.18.0 works for me. Need to investigate further,
maybe it's another Microsoft Application needed, that I miss?!
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: SAS~Storebror on June 30, 2015, 11:46:42 PM
Reshade 0.18 seems to be living in the dependency hell.
My dependency walker doesn't even survive opening that file and I cannot tell you what it is linked against and what not.
0.19 is much better in those terms, looking at it from within the dependency walker you'll notice that 99.9% of the DLL dependencies are from delayed loads and apparently missing library errors are caught and logged there. There's a couple of linked libraries I'm not quite sure of what they're used for though, e.g. GPS libraries are linked as well...

Playing around with Reshade 0.19.1 so far I can tell that it's working from the scratch for me as soon as I install it correctly:

I missed steps 2 and 3 once and wondered why no effect applied, just as a heads up...
For testing I'd recommend to set "USE_SPLITSCREEN      1" in SweetFX_settings.txt and "SweetFX_Greeting          1" in "Global_settings.txt" so you know whether it's working or not immediately at game start.

Any anti aliasing mode was not working on my GTX 970.
SMAA only makes all text ugly with spikes around it, but jagged lines on meshes and textures stay.
FXAA has no effect at all.
All other Reshade effects seem to be working fine for me.

Best regards - Mike
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: Knochenlutscher on July 01, 2015, 01:15:15 AM
ReShade_0.18.0_Public_Beta_with_SweetFX_2.0_Beta_8
ReShade_0.18.1_Public_Beta_with_SweetFX_2.0_Beta_8
ReShade_0.18.3_Public_Beta_with_SweetFX_2.0_Beta_8
ReShade_0.18.4_Public_Beta_with_SweetFX_2.0_Beta_8
ReShade_0.18.7_Public_Beta_with_SweetFX_2.0_Beta_8
ReShade_0.19.0_Public_Beta_with_SweetFX_2.0_Beta_8
ReShade_0.19.1_Public_Beta_with_SweetFX_2.0_Beta_8


latest Test on 0.19.1
Enabled both Lines "USE_SPLITSCREEN      1" in SweetFX_settings.txt and "SweetFX_Greeting          1" in "Global_settings.txt"

Selector still crashes instantly.
Here's a screen showing my Gamefolder:
(http://s9.postimg.cc/meiy3go6n/Unbenannt_1.jpg) (http://postimage.org/)

Logfile:
Code: [Select]
[01.07.2015 7:01:48] ------------ BEGIN log session -------------
OpenGL provider: opengl32.dll

opengl Logfile:
Code: [Select]
01/07/2015 09:01:48:983 [03900] | INFO  | Initializing Crosire's ReShade version '0.19.1.898' built on '2015-06-29 21:17:31' loaded from "D:\Spiele\DBW 1.71 LW\opengl32.dll" to "D:\Spiele\DBW 1.71 LW\il2fb.exe" ...
01/07/2015 09:01:49:005 [03900] | INFO  | Registering hooks for "C:\Windows\system32\d3d8.dll" ...
01/07/2015 09:01:49:005 [03900] | INFO  | > Delayed.
01/07/2015 09:01:49:005 [03900] | INFO  | Registering hooks for "C:\Windows\system32\d3d9.dll" ...
01/07/2015 09:01:49:005 [03900] | INFO  | > Delayed.
01/07/2015 09:01:49:005 [03900] | INFO  | Registering hooks for "C:\Windows\system32\d3d10.dll" ...
01/07/2015 09:01:49:006 [03900] | INFO  | > Delayed.
01/07/2015 09:01:49:006 [03900] | INFO  | Registering hooks for "C:\Windows\system32\d3d10_1.dll" ...
01/07/2015 09:01:49:007 [03900] | INFO  | > Delayed.
01/07/2015 09:01:49:007 [03900] | INFO  | Registering hooks for "C:\Windows\system32\d3d11.dll" ...
01/07/2015 09:01:49:007 [03900] | INFO  | > Delayed.
01/07/2015 09:01:49:007 [03900] | INFO  | Registering hooks for "C:\Windows\system32\dxgi.dll" ...
01/07/2015 09:01:49:007 [03900] | INFO  | > Delayed.
01/07/2015 09:01:49:007 [03900] | INFO  | Registering hooks for "C:\Windows\system32\opengl32.dll" ...
01/07/2015 09:01:49:007 [03900] | INFO  | > Delayed.
01/07/2015 09:01:49:007 [03900] | INFO  | Registering hooks for "C:\Windows\system32\user32.dll" ...
01/07/2015 09:01:49:007 [03900] | INFO  | > Libraries loaded.
01/07/2015 09:01:49:022 [03900] | INFO  | > Found 5 match(es). Installing ...
01/07/2015 09:01:49:047 [03900] | INFO  | > Installed 5 hook(s).
01/07/2015 09:01:49:047 [03900] | INFO  | Registering hooks for "C:\Windows\system32\ws2_32.dll" ...
01/07/2015 09:01:49:048 [03900] | INFO  | > Libraries loaded.
01/07/2015 09:01:49:051 [03900] | INFO  | > Found 8 match(es). Installing ...
01/07/2015 09:01:49:092 [03900] | INFO  | > Installed 8 hook(s).
01/07/2015 09:01:49:092 [03900] | INFO  | Initialized.
01/07/2015 09:01:49:108 [03900] | INFO  | Redirecting 'RegisterClassW(0012F928)' ...


I use Default as global settings for IL-2 for my GTS 450

Here my 0.81 Logs that I got working:
Code: [Select]
01/07/2015 04:11:12:890 [00216] | INFO  | Initializing Crosire's ReShade version '0.18.0.832' built on '2015-04-19 20:12:31' loaded from "D:\Spiele\DBW 1.71\IL-2 Sturmovik\Opengl32.dll" to "D:\Spiele\DBW 1.71\IL-2 Sturmovik\il2fb.exe" ...
01/07/2015 04:11:12:902 [00216] | INFO  | Registering hooks for "C:\Windows\system32\d3d8.dll" ...
01/07/2015 04:11:12:903 [00216] | INFO  | > Delayed.
01/07/2015 04:11:12:903 [00216] | INFO  | Registering hooks for "C:\Windows\system32\d3d9.dll" ...
01/07/2015 04:11:12:903 [00216] | INFO  | > Delayed.
01/07/2015 04:11:12:903 [00216] | INFO  | Registering hooks for "C:\Windows\system32\d3d10.dll" ...
01/07/2015 04:11:12:904 [00216] | INFO  | > Delayed.
01/07/2015 04:11:12:904 [00216] | INFO  | Registering hooks for "C:\Windows\system32\d3d10_1.dll" ...
01/07/2015 04:11:12:904 [00216] | INFO  | > Delayed.
01/07/2015 04:11:12:904 [00216] | INFO  | Registering hooks for "C:\Windows\system32\d3d11.dll" ...
01/07/2015 04:11:12:904 [00216] | INFO  | > Delayed.
01/07/2015 04:11:12:904 [00216] | INFO  | Registering hooks for "C:\Windows\system32\dxgi.dll" ...
01/07/2015 04:11:12:905 [00216] | INFO  | > Delayed.
01/07/2015 04:11:12:905 [00216] | INFO  | Registering hooks for "C:\Windows\system32\opengl32.dll" ...
01/07/2015 04:11:12:905 [00216] | INFO  | > Delayed.
01/07/2015 04:11:12:905 [00216] | INFO  | Registering hooks for "C:\Windows\system32\user32.dll" ...
01/07/2015 04:11:12:905 [00216] | INFO  | > Libraries loaded.
01/07/2015 04:11:12:919 [00216] | INFO  | > Found 4 match(es). Installing ...
01/07/2015 04:11:12:939 [00216] | INFO  | > Installed 4 hook(s).
01/07/2015 04:11:12:939 [00216] | INFO  | Registering hooks for "C:\Windows\system32\ws2_32.dll" ...
01/07/2015 04:11:12:939 [00216] | INFO  | > Libraries loaded.
01/07/2015 04:11:12:942 [00216] | INFO  | > Found 8 match(es). Installing ...
01/07/2015 04:11:12:982 [00216] | INFO  | > Installed 8 hook(s).
01/07/2015 04:11:12:982 [00216] | INFO  | Initialized.
01/07/2015 04:11:12:998 [00216] | INFO  | Redirecting 'RegisterClassW(0012F928)' ...
01/07/2015 04:11:13:003 [00216] | INFO  | Installing delayed hooks for "C:\Windows\system32\opengl32.dll" ...
01/07/2015 04:11:13:008 [00216] | INFO  | > Found 360 match(es). Installing ...
01/07/2015 04:11:13:010 [00216] | INFO  | > Installed 360 hook(s).
01/07/2015 04:11:13:021 [00216] | INFO  | Redirecting 'wglChoosePixelFormat(DE01170A, 0012F950)' ...
01/07/2015 04:11:13:201 [00216] | INFO  | Redirecting 'wglSetPixelFormat(DE01170A, 9, 0012F950)' ...
01/07/2015 04:11:13:201 [00216] | WARN  | > Application mistakenly called 'wglSetPixelFormat' directly. Passing on to 'SetPixelFormat':
01/07/2015 04:11:13:201 [00216] | INFO  | Redirecting 'wglSetPixelFormat(DE01170A, 9, 0012F950)' ...
01/07/2015 04:11:13:202 [00216] | INFO  | Redirecting 'wglCreateContext(DE01170A)' ...
01/07/2015 04:11:13:206 [00216] | INFO  | Redirecting 'wglMakeCurrent(DE01170A, 00010000)' ...
01/07/2015 04:11:13:399 [00216] | INFO  | > Switched to new runtime 2F667338.
01/07/2015 04:11:15:375 [00216] | INFO  | Resizing runtime 2F667338 on device context DE01170A to 1920x1080 ...
01/07/2015 04:11:15:867 [00216] | INFO  | Recreated effect environment on runtime 2F667338.
01/07/2015 04:11:16:120 [00216] | INFO  | Loading effect from "D:\Spiele\DBW 1.71\IL-2 Sturmovik\ReShade.fx" ...
01/07/2015 04:11:30:491 [00216] | INFO  | > Successfully compiled effect.
01/07/2015 04:12:55:257 [00216] | INFO  | Redirecting 'wglMakeCurrent(00000000, 00000000)' ...
01/07/2015 04:12:55:257 [00216] | INFO  | > Cleaning up runtime 2F667338 ...
01/07/2015 04:12:55:257 [00216] | INFO  | Destroyed effect environment on runtime 2F667338.
01/07/2015 04:12:55:276 [00216] | INFO  | Redirecting 'wglDeleteContext(00010000)' ...
01/07/2015 04:12:55:445 [00216] | INFO  | Exiting ...
01/07/2015 04:12:55:445 [00216] | INFO  | Uninstalling 406 hook(s) ...
01/07/2015 04:12:55:652 [00216] | INFO  | Exited.

The Logfile:
https://www.mediafire.com/download/2owg7kaaxtfeqo8/log.rar (https://www.mediafire.com/download/2owg7kaaxtfeqo8/log.rar)

 :-\
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: SAS~Storebror on July 01, 2015, 02:08:50 AM
Remember that Reshade is still beta ;)
You seem not to be alone: http://reshade.me/forum/troubleshooting/822-new-versions-crash-under-game-start

How about switching to stock game mode using the selector first, just to rule out the obvious?
If anything else fails and Reshade 0.18 works for you while 0.19 doesn't, then maybe you should stick with that old version until the Reshade devs found the reason why, and in order to assist them, you might want to report your troubles there.
Who knows, maybe 0.19 isn't that compatible with the lower end of the supported graphics card list anymore?

Best regards - Mike
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: Knochenlutscher on July 01, 2015, 02:29:04 AM
Good Point, tried stock game through Selector, same...
Nevertheless Thanks for support Mike.  :)
Have a nice day
Tobias
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: hadji4 on July 01, 2015, 04:10:29 PM
I when the ReShade 0.19.1 Public Beta with SweetFX 2.0 Beta 8, the screen goes dark, why is this happening? Sorry for bad english
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: bomberkiller on July 01, 2015, 05:18:50 PM
Quote
Any anti aliasing mode was not working on my GTX 970.
SMAA only makes all text ugly with spikes around it, but jagged lines on meshes and textures stay.
FXAA has no effect at all.

Hello Mike,

FSAA (x8) and AF (x4) works with my Nvidia 660GTX on my "Online Computer"!

Please watch under "Choose effects" the 4th line.

Hello hadji4,

try this:

Code: [Select]
   /*-----------------------------------------------------------.
  /                       Description                           /
  '------------------------------------------------------------/

Game:
Preset:
SweetFX: v2.0 Preview 8 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            0 //[0 or 1] SMAA Anti-aliasing : Smoothens jagged lines using the SMAA technique.
#define USE_FXAA             1 //[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              1 //[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_LENS_DISTORTION 0 //[0 or 1] Cubic Lens Distortion : Distorts the lens cubicly. (WIP)

#define USE_NOSTALGIA       0 //[0 or 1] Nostalgia : Remember when you played that game you always played on that first system of yours? You don't? Well here is a reminder.
#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      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_TECHNICOLOR2    0 //[0 or 1] TECHNICOLOR 2 : Yet another Technicolor effect - not sure if this stays or not. Let me know if you like it.
#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         0 //[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. (Only partially working right now)

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

#define USE_DEPTH            0 //[0 or 1] Depth : Enables the possibility to display the depth buffer - You will still need to toogle it on/off with (*) in-game

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

   /*-----------------------------------------------------------.
  /                         Ascii settings                      /
  '-----------------------------------------------------------*/
#define Ascii_input_image                         1   //[1 or 2] 1 = Color buffer, 2 = Depth buffer.
#define Ascii_spacing                             1   //[0 to 9] Determines the spacing between characters. I feel 1 to 3 looks best.

#define Ascii_font                                2   //[1 or 2] 1 = 5x5 font, 2 = 3x5 font
#define Ascii_font_color       float3(255, 255, 255)  //[0 to 255, 0 to 255, 0 to 255] What color the font should be. In integer RGB colors.
#define Ascii_background_color float3(0, 0, 0)        //[0 to 255, 0 to 255, 0 to 255] What color the background should be. In integer RGB colors.
#define Ascii_swap_colors                         0   //Swaps the font and background color when you are too lazy to edit the settings above (I know I am)

#define Ascii_invert_brightness                   0   //[0 or 1]
#define Ascii_font_color_mode                     1   //[0 to 2] 0 = font_color, 1 = image color, 2 = colorized grayscale
 

   /*-----------------------------------------------------------.
  /                  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_DEPTH_THRESHOLD        0.100 //[0.001 to 0.100] Depth edge detection threshold. Same as above but for the depth edge detection. This can go insanely low and still look good.
#define SMAA_MAX_SEARCH_STEPS         32  //[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            2  //[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 0.001  // 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               0.000  //[0.000 to 1.000] Choose the amount of sub-pixel aliasing removal. Higher values makes the image softer/blurrier.
#define fxaa_EdgeThreshold        0.166  //[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     0.000  //[0.000 to 1.000] Darkness threshold. Pixels darker than this are not processed in order to increase performance.


   /*-----------------------------------------------------------.
  /                     Explosion settings                      /
  '-----------------------------------------------------------*/
#define Explosion_Radius     2.0         //[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      22.25    //[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             1.33    //[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 0.95   //[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)

   /*----------------------------------------------------------.
  /                      Notalgia settings                     /
  '----------------------------------------------------------*/
//Nothing here yet, but you will get to set the palette to use and toggle dithering, and maybe pixelate the image .. once the effect is done.
//For now it just displays the image with a C64 palette

   /*----------------------------------------------------------.
  /                       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        0.40 //[0.00 to 1.00]
#define TechniPower         4.00 //[0.00 to 8.00]
#define redNegativeAmount   0.88 //[0.00 to 1.00]
#define greenNegativeAmount 0.88 //[0.00 to 1.00]
#define blueNegativeAmount  0.88 //[0.00 to 1.00]

   /*-----------------------------------------------------------.
  /                     TECHNICOLOR 2 settings                  /
  '-----------------------------------------------------------*/
#define Technicolor2_Red_Strength    0.2      //[0.05 to 1.0] Color Strength of Red channel. Higher means darker and more intense colors.   
#define Technicolor2_Green_Strength 0.2      //[0.05 to 1.0] Color Strength of Green channel. Higher means darker and more intense colors.
#define Technicolor2_Blue_Strength    0.2      //[0.05 to 1.0] Color Strength of Blue channel. Higher means darker and more intense colors.
#define Technicolor2_Brightness      1.0      //[0.5 to 1.5] Brightness Adjustment, higher means brighter image.
#define Technicolor2_Strength         1.0      //[0.0 to 1.0] Strength of Technicolor effect. 0.0 means original image.
#define Technicolor2_Saturation       0.7      //[0.0 to 1.5] Additional saturation control since technicolor tends to oversaturate the image.

   /*-----------------------------------------------------------.
  /                       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(0.21, 0.72, 0.07) //[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(1.000, 1.000, 1.000)  //[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     0.15  //[-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        2 //[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 0.15 //[-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|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 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       //[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)  //[0.000 to 1.000, 0.000 to 1.000] Center of effect.

   /*-----------------------------------------------------------.
  /                        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(0,1)        //[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(180, 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 "Winners_Dont_Use_Drugs.png" //["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     ImageFadeOut //Can be "FadeIn", "FadeOut", "CurtainOpen", "CurtainClose" or "ImageFadeOut"

   /*-----------------------------------------------------------.
  /                            Depth                            /
  '-----------------------------------------------------------*/
#define Depth_z_near               0.01   //[0.00001 to 100000.0] Camera z near
#define Depth_z_far              100.00   //[0.00001 to 100000.0] Camera z far, must be further than the near value.

   /*-----------------------------------------------------------.
  /                       Custom settings                       /
  '-----------------------------------------------------------*/
#define custom_strength  1.1 //[0.00 to 1.00] Adjust the strength of the effect

Good luck!  :)

Best regards, Gerhard
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: Paulo Hirth on July 01, 2015, 08:39:52 PM
 
  Yes, very interesting!  http://sfx.thelazy.net/games/preset/3906/
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: benitomuso on July 01, 2015, 09:27:34 PM
That preset published in the SweetFX knowledge base is too strong. I mean: this seems an interestnig tool to sharpen and made a Little higher (more vivid) image, spec ially in nVIDIA cards, where it always was quite soft, but if you deeply saturate the video output it becomes very unreal...

In my current GTX760 everything seems to work properly.

Regards,
                       Pablo
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: bomberkiller on July 02, 2015, 04:59:34 AM
@ Paulo Hirth:

Just tried the setting from your link. Not good for my game cause it's all to dark and to much blue.

But anyway, thank you very much.  ;)

Best regards, Gerhard  :)
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: steven197106 on July 02, 2015, 06:47:56 AM
 Reshade/SweetFX works for me ,but I dont see all of the screen , a  circle in the middle of the screen with the rest blacked out, do you have to set resolution
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: Uufflakke on July 02, 2015, 07:13:32 AM
Reshade/SweetFX works for me ,but I dont see all of the screen , a  circle in the middle of the screen with the rest blacked out, do you have to set resolution

Sounds like you have 'Vignette' enabled.
Set this line to '0'

#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.
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: steven197106 on July 02, 2015, 07:34:12 AM
Thanks Uufflakke problem solved ;)
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: hadji4 on July 02, 2015, 03:00:25 PM
Thanks bomberkiller  for the help everything was working
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: Bee on July 02, 2015, 05:25:51 PM
Just to clarify, do not empty the entire contents of the SweetFX folder into your main Il-2 1946 directory.   Just put the SweetFX folder in there as it is.
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: santobr on July 02, 2015, 09:42:27 PM
Working Ok here. :)

Radeon HD6950



santobr.
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: Darkwind on July 04, 2015, 03:02:19 PM
Looking real good here! Thank you so much for sharing!
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: hadji4 on July 05, 2015, 12:27:46 AM
Quote
Any anti aliasing mode was not working on my GTX 970.
SMAA only makes all text ugly with spikes around it, but jagged lines on meshes and textures stay.
FXAA has no effect at all.

Hello Mike,

FSAA (x8) and AF (x4) works with my Nvidia 660GTX on my "Online Computer"!

Please watch under "Choose effects" the 4th line.

Hello hadji4,

try this:

Code: [Select]
   /*-----------------------------------------------------------.
  /                       Description                           /
  '------------------------------------------------------------/

Game:
Preset:
SweetFX: v2.0 Preview 8 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            0 //[0 or 1] SMAA Anti-aliasing : Smoothens jagged lines using the SMAA technique.
#define USE_FXAA             1 //[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              1 //[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_LENS_DISTORTION 0 //[0 or 1] Cubic Lens Distortion : Distorts the lens cubicly. (WIP)

#define USE_NOSTALGIA       0 //[0 or 1] Nostalgia : Remember when you played that game you always played on that first system of yours? You don't? Well here is a reminder.
#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      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_TECHNICOLOR2    0 //[0 or 1] TECHNICOLOR 2 : Yet another Technicolor effect - not sure if this stays or not. Let me know if you like it.
#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         0 //[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. (Only partially working right now)

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

#define USE_DEPTH            0 //[0 or 1] Depth : Enables the possibility to display the depth buffer - You will still need to toogle it on/off with (*) in-game

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

   /*-----------------------------------------------------------.
  /                         Ascii settings                      /
  '-----------------------------------------------------------*/
#define Ascii_input_image                         1   //[1 or 2] 1 = Color buffer, 2 = Depth buffer.
#define Ascii_spacing                             1   //[0 to 9] Determines the spacing between characters. I feel 1 to 3 looks best.

#define Ascii_font                                2   //[1 or 2] 1 = 5x5 font, 2 = 3x5 font
#define Ascii_font_color       float3(255, 255, 255)  //[0 to 255, 0 to 255, 0 to 255] What color the font should be. In integer RGB colors.
#define Ascii_background_color float3(0, 0, 0)        //[0 to 255, 0 to 255, 0 to 255] What color the background should be. In integer RGB colors.
#define Ascii_swap_colors                         0   //Swaps the font and background color when you are too lazy to edit the settings above (I know I am)

#define Ascii_invert_brightness                   0   //[0 or 1]
#define Ascii_font_color_mode                     1   //[0 to 2] 0 = font_color, 1 = image color, 2 = colorized grayscale
 

   /*-----------------------------------------------------------.
  /                  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_DEPTH_THRESHOLD        0.100 //[0.001 to 0.100] Depth edge detection threshold. Same as above but for the depth edge detection. This can go insanely low and still look good.
#define SMAA_MAX_SEARCH_STEPS         32  //[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            2  //[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 0.001  // 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               0.000  //[0.000 to 1.000] Choose the amount of sub-pixel aliasing removal. Higher values makes the image softer/blurrier.
#define fxaa_EdgeThreshold        0.166  //[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     0.000  //[0.000 to 1.000] Darkness threshold. Pixels darker than this are not processed in order to increase performance.


   /*-----------------------------------------------------------.
  /                     Explosion settings                      /
  '-----------------------------------------------------------*/
#define Explosion_Radius     2.0         //[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      22.25    //[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             1.33    //[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 0.95   //[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)

   /*----------------------------------------------------------.
  /                      Notalgia settings                     /
  '----------------------------------------------------------*/
//Nothing here yet, but you will get to set the palette to use and toggle dithering, and maybe pixelate the image .. once the effect is done.
//For now it just displays the image with a C64 palette

   /*----------------------------------------------------------.
  /                       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        0.40 //[0.00 to 1.00]
#define TechniPower         4.00 //[0.00 to 8.00]
#define redNegativeAmount   0.88 //[0.00 to 1.00]
#define greenNegativeAmount 0.88 //[0.00 to 1.00]
#define blueNegativeAmount  0.88 //[0.00 to 1.00]

   /*-----------------------------------------------------------.
  /                     TECHNICOLOR 2 settings                  /
  '-----------------------------------------------------------*/
#define Technicolor2_Red_Strength    0.2      //[0.05 to 1.0] Color Strength of Red channel. Higher means darker and more intense colors.   
#define Technicolor2_Green_Strength 0.2      //[0.05 to 1.0] Color Strength of Green channel. Higher means darker and more intense colors.
#define Technicolor2_Blue_Strength    0.2      //[0.05 to 1.0] Color Strength of Blue channel. Higher means darker and more intense colors.
#define Technicolor2_Brightness      1.0      //[0.5 to 1.5] Brightness Adjustment, higher means brighter image.
#define Technicolor2_Strength         1.0      //[0.0 to 1.0] Strength of Technicolor effect. 0.0 means original image.
#define Technicolor2_Saturation       0.7      //[0.0 to 1.5] Additional saturation control since technicolor tends to oversaturate the image.

   /*-----------------------------------------------------------.
  /                       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(0.21, 0.72, 0.07) //[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(1.000, 1.000, 1.000)  //[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     0.15  //[-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        2 //[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 0.15 //[-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|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 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       //[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)  //[0.000 to 1.000, 0.000 to 1.000] Center of effect.

   /*-----------------------------------------------------------.
  /                        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(0,1)        //[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(180, 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 "Winners_Dont_Use_Drugs.png" //["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     ImageFadeOut //Can be "FadeIn", "FadeOut", "CurtainOpen", "CurtainClose" or "ImageFadeOut"

   /*-----------------------------------------------------------.
  /                            Depth                            /
  '-----------------------------------------------------------*/
#define Depth_z_near               0.01   //[0.00001 to 100000.0] Camera z near
#define Depth_z_far              100.00   //[0.00001 to 100000.0] Camera z far, must be further than the near value.

   /*-----------------------------------------------------------.
  /                       Custom settings                       /
  '-----------------------------------------------------------*/
#define custom_strength  1.1 //[0.00 to 1.00] Adjust the strength of the effect

Good luck!  :)

Best regards, Gerhard

Thank you for your assistance very helpful !!! I wanted to ask that those responsible for the setup screen is dark? Sorry for bad english

Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: Uufflakke on July 05, 2015, 02:44:45 AM
Thank you for your assistance very helpful !!! I wanted to ask that those responsible for the setup screen is dark? Sorry for bad english

The SweetFX settings not only does its job in game while flying but also influences colours,contrast etc. of the splash screen and setup screen.
If you want default setup screen as you are used to and effects only while flying then open the Global_settings file in your SweetFX folder and change the 1 into 0 in this line:

#define ReShade_Start_Enabled     0   //[0 or 1] Start with the effects enabled or disabled?

Now everything is back to normal. Effects will get activated after pressing the Scroll Lock button.
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: hadji4 on July 05, 2015, 04:48:10 AM
 with on and off I understand. But if you insert another instance is not your SweetFX_settings settings and such other SweetFX_Settings_IL-2 Sturmovik- 1946 [CUP] _IL-2
Then when you start getting much screen is dark? Thank you very much !!!
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: Darkwind on July 06, 2015, 07:13:39 AM
Has anyone found any really impressive settings??  ???
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: bomberkiller on July 06, 2015, 07:20:16 AM
Quote
Has anyone found any really impressive settings??

...try these settings:



Code: [Select]
   /*-----------------------------------------------------------.
  /                       Description                           /
  '------------------------------------------------------------/

Game:
Preset:
SweetFX: v2.0 Preview 8 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            0 //[0 or 1] SMAA Anti-aliasing : Smoothens jagged lines using the SMAA technique.
#define USE_FXAA             1 //[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              1 //[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_LENS_DISTORTION 0 //[0 or 1] Cubic Lens Distortion : Distorts the lens cubicly. (WIP)

#define USE_NOSTALGIA       0 //[0 or 1] Nostalgia : Remember when you played that game you always played on that first system of yours? You don't? Well here is a reminder.
#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      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_TECHNICOLOR2    0 //[0 or 1] TECHNICOLOR 2 : Yet another Technicolor effect - not sure if this stays or not. Let me know if you like it.
#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         0 //[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. (Only partially working right now)

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

#define USE_DEPTH            0 //[0 or 1] Depth : Enables the possibility to display the depth buffer - You will still need to toogle it on/off with (*) in-game

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

   /*-----------------------------------------------------------.
  /                         Ascii settings                      /
  '-----------------------------------------------------------*/
#define Ascii_input_image                         1   //[1 or 2] 1 = Color buffer, 2 = Depth buffer.
#define Ascii_spacing                             1   //[0 to 9] Determines the spacing between characters. I feel 1 to 3 looks best.

#define Ascii_font                                2   //[1 or 2] 1 = 5x5 font, 2 = 3x5 font
#define Ascii_font_color       float3(255, 255, 255)  //[0 to 255, 0 to 255, 0 to 255] What color the font should be. In integer RGB colors.
#define Ascii_background_color float3(0, 0, 0)        //[0 to 255, 0 to 255, 0 to 255] What color the background should be. In integer RGB colors.
#define Ascii_swap_colors                         0   //Swaps the font and background color when you are too lazy to edit the settings above (I know I am)

#define Ascii_invert_brightness                   0   //[0 or 1]
#define Ascii_font_color_mode                     1   //[0 to 2] 0 = font_color, 1 = image color, 2 = colorized grayscale
 

   /*-----------------------------------------------------------.
  /                  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_DEPTH_THRESHOLD        0.100 //[0.001 to 0.100] Depth edge detection threshold. Same as above but for the depth edge detection. This can go insanely low and still look good.
#define SMAA_MAX_SEARCH_STEPS         32  //[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            2  //[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 0.001  // 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               0.000  //[0.000 to 1.000] Choose the amount of sub-pixel aliasing removal. Higher values makes the image softer/blurrier.
#define fxaa_EdgeThreshold        0.166  //[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     0.000  //[0.000 to 1.000] Darkness threshold. Pixels darker than this are not processed in order to increase performance.


   /*-----------------------------------------------------------.
  /                     Explosion settings                      /
  '-----------------------------------------------------------*/
#define Explosion_Radius     2.0         //[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      22.25    //[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           1.2  //1.33    //[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 0.95   //[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)

   /*----------------------------------------------------------.
  /                      Notalgia settings                     /
  '----------------------------------------------------------*/
//Nothing here yet, but you will get to set the palette to use and toggle dithering, and maybe pixelate the image .. once the effect is done.
//For now it just displays the image with a C64 palette

   /*----------------------------------------------------------.
  /                       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        0.40 //[0.00 to 1.00]
#define TechniPower         4.00 //[0.00 to 8.00]
#define redNegativeAmount   0.88 //[0.00 to 1.00]
#define greenNegativeAmount 0.88 //[0.00 to 1.00]
#define blueNegativeAmount  0.88 //[0.00 to 1.00]

   /*-----------------------------------------------------------.
  /                     TECHNICOLOR 2 settings                  /
  '-----------------------------------------------------------*/
#define Technicolor2_Red_Strength    0.2      //[0.05 to 1.0] Color Strength of Red channel. Higher means darker and more intense colors.   
#define Technicolor2_Green_Strength 0.2      //[0.05 to 1.0] Color Strength of Green channel. Higher means darker and more intense colors.
#define Technicolor2_Blue_Strength    0.2      //[0.05 to 1.0] Color Strength of Blue channel. Higher means darker and more intense colors.
#define Technicolor2_Brightness      1.0      //[0.5 to 1.5] Brightness Adjustment, higher means brighter image.
#define Technicolor2_Strength         1.0      //[0.0 to 1.0] Strength of Technicolor effect. 0.0 means original image.
#define Technicolor2_Saturation       0.7      //[0.0 to 1.5] Additional saturation control since technicolor tends to oversaturate the image.

   /*-----------------------------------------------------------.
  /                       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(0.21, 0.72, 0.07) //[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(1.000, 1.000, 1.000)  //[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     0.15  //[-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        2 //[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 0.15 //[-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|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 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       //[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)  //[0.000 to 1.000, 0.000 to 1.000] Center of effect.

   /*-----------------------------------------------------------.
  /                        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(0,1)        //[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(180, 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 "Winners_Dont_Use_Drugs.png" //["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     ImageFadeOut //Can be "FadeIn", "FadeOut", "CurtainOpen", "CurtainClose" or "ImageFadeOut"

   /*-----------------------------------------------------------.
  /                            Depth                            /
  '-----------------------------------------------------------*/
#define Depth_z_near               0.01   //[0.00001 to 100000.0] Camera z near
#define Depth_z_far              100.00   //[0.00001 to 100000.0] Camera z far, must be further than the near value.

   /*-----------------------------------------------------------.
  /                       Custom settings                       /
  '-----------------------------------------------------------*/
#define custom_strength  1.1 //[0.00 to 1.00] Adjust the strength of the effect
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: SAS~Storebror on July 06, 2015, 07:20:50 AM
Has anyone found any really impressive settings??  ???
Do bears actually shit in the woods?
Please specify "really impressive", we seem to have different perceptions.

Best regards - Mike
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: Griffon_301 on July 06, 2015, 10:44:29 AM
using the settings posted by BK all I can say is WOW - a whole new game now! works great in CUP btw and with the right settings for missions (time, overcast etc) great for taking impressive screenies;
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: Jgunner on August 06, 2015, 05:36:49 PM
I've followed the directions, I've tried everything. Once Reshade whatever 32.dll is renamed to opengl32.dll it crashes. My il-2 doesn't even get into the splash, it crashes before the game launches. Please help.
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: bomberkiller on August 06, 2015, 07:32:51 PM
Hello Jgunner,

at first: I fly 4.10 & DBW with a Nvidia videocard.

If it is the same for you try what follows please:


1.) Dezip this folder on your desktop, copy the deziped folder and put it in your maingamefolder (overwrite your old folder if you're ask!):

https://www.mediafire.com/download/cyxccwv41vb40zy/SweetFX.7z (https://www.mediafire.com/download/cyxccwv41vb40zy/SweetFX.7z)

(My settings are integrated in this folder - at first please don't change nothing in it.)


2.) Dezip this folder on your desktop and put this deziped folder in your maingamefolder too (if you're ask overwrite your old OpenGL32.dll):

https://www.mediafire.com/download/fdmulqa36tbu4w3/OpenGL32+dll.7z (https://www.mediafire.com/download/fdmulqa36tbu4w3/OpenGL32+dll.7z)


Now it will run. Good luck!  ;)

Wbr, Gerhard  :)

Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: SAS~Storebror on August 07, 2015, 04:42:15 AM
I would like to add that in order to get reshade to work, you need to match the hardware requirements.
For OpenGL your graphics card needs to provide support for OpenGL 4.3 at least.
For Nvidia cards, this usually applies to the GT(X)400 series cards and later.

You can see at a glance whether this is an issue by looking at the file "opengl32.log" which will be created in your IL-2 game folder by Reshade.
When you read something like this
Code: [Select]
ERROR | Your graphics card does not seem to support OpenGL 4.3. Initialization failed.then Reshade just cannot work for you.

Best regards - Mike
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: SAS~Tom2 on August 07, 2015, 05:30:40 AM
For people having issues with it, gapa gamma is a real neat alternative IMHO, I use it with all my IL-2 installs.
https://www.sas1946.com/main/index.php?topic=3324.0

https://www.sas1946.com/main/index.php?topic=21096.0

Sweet FX has more features but also more power to pprevent proper game loading if it does not work. I don't like it. :D
Well,that is just me, maybe connected to the fact I also totally do not like NVidia.
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: Jgunner on August 08, 2015, 09:57:04 AM


I'm still getting the opengl crash :(((((((((((((((((
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: SAS~Storebror on August 08, 2015, 10:32:55 AM
A little more information would be great.
We told you a couple of points to look for.

Best regards - Mike
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: Jgunner on August 08, 2015, 08:21:39 PM
I don't get any errors at all, not even in the opengl file. I just know that once I rename the file to opengl32.dll it crashed on launch.
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: GroteVogel35 on September 19, 2015, 08:41:15 AM
After fiddling around a bit with the template from bomberkiller (reply #41) I found a very realistic jaw-dropping and simple setting for sweetfx.. Bloom is actually not necessary for a good picture, only HDR is needed.
Also lumasharpen makes the game a bit more crisp.

So, put only HDR and lumasharpen from 0 to 1 (on).

HDR
HDRpower: ~1.5
radius2:     ~0,93

Lumasharpen is less delicate, I decided to decrease it a bit from bomberkiller's template:
sharp_strength 0.35
sharp_clamp    0.015

Both can be adjusted to one's taste, but I think this is a good start.
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: bomberkiller on September 20, 2015, 06:55:44 AM
Quote
HDRpower: ~1.5

Hello GroteVogel35,

HDR power 1.5 is very bright on sunny days in the clouds.  ;)

I have it on 1.2 and this is sometimes too much brightness.

Best regards, Gerhard  :)
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: GroteVogel35 on September 22, 2015, 08:01:43 AM
Yes I assessed it mainly on the ground textures, but the rest indeed gets too extremely contrasted/burned. Best is I think to set it according to clouds and the aircraft. Ground can be altered afterwards by 'Landlight.mat'.

Lot of parameters to adjust, still looking.
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: spartan18a on September 22, 2015, 11:04:58 AM
Testing in CUP .... Any other one doing the same?
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: arthuro12 on September 23, 2015, 02:09:32 AM
Runs pretty damn well on CUP 4.12 if you ask me :)
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: CzechTexan on September 24, 2015, 09:48:52 PM
I would like to add that in order to get reshade to work, you need to match the hardware requirements.
For OpenGL your graphics card needs to provide support for OpenGL 4.3 at least.
For Nvidia cards, this usually applies to the GT(X)400 series cards and later.

You can see at a glance whether this is an issue by looking at the file "opengl32.log" which will be created in your IL-2 game folder by Reshade.
When you read something like this
Code: [Select]
ERROR | Your graphics card does not seem to support OpenGL 4.3. Initialization failed.then Reshade just cannot work for you.

Best regards - Mike

Thanks alot, Mike!
I checked the log and I had that warning about midway down the page.  I did some research to find the new AMD Catalyst for my AMD Radeon 7700; Windows 7, 64-bit.  Updated that and IT NOW WORKS!

But I have some text at the top left of screen:
ReShade 0.19.0.890 by Crosire
Visit http://......
Loading effect...No effect found!

What does that last line mean?  And how do I remove the texts?

Another thing is that I notice frame rates have dropped.  Any tips to increase it?
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: CzechTexan on September 25, 2015, 09:45:21 AM
I believe I fixed my problem.
I downloaded ReShade 0.19.2.904 and followed first instructions by Bee (thank you Bee!).

Now the greeting message is:  "Compiling effect...Succeeded!"

Frame rates seem better than before.
For Anti-aliasing I'm using "override application settings".
Using "Use Application Settings" helps increase frame rates but it's not as sharp.
If there are any tips to help increase frame rates let me know.

Anyway, I'm happy thanks to everyone posting here!  :)
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: Toobone on September 28, 2015, 02:13:02 AM
ReShade2.0 working in DirectX fine, picture in HD 1360x768 almost looks like in stock OpenGL Perfect Mode in FullHD!
(http://forum.aviaskins.com/attachment.php?attachmentid=35950&d=1443425977)
Avala mat-files really help to improve the image
(http://forum.aviaskins.com/attachment.php?attachmentid=35952&d=1443425977)
& finally 2D pic
(http://forum.aviaskins.com/attachment.php?attachmentid=35957&d=1443538098)
NOTE: fps started to breaks  in large by objects missions in DBW on feeble PC.
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: SAS~Storebror on September 28, 2015, 11:52:36 AM
Holy cow, that's what I call a great idea!
Take ReShade to make DirectX look fine in IL-2.
You should develop this a bit further and tell all others in the lounge, I'm sure you will make a whole lot of laptop users happy as a larch when they read and see this.

Thanks a lot for this idea and the proof that it works!

Best regards - Mike
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: bomberkiller on October 09, 2015, 06:35:08 AM
Information only.

Download the last "SweetFX 2.0" (ReShade 1.0.0, Aug, 31th) here:

https://sfx.thelazy.net/downloads/ (https://sfx.thelazy.net/downloads/)

I've just put it in my old "GTLegends" too  ;)

WONDERFUL!  :D

Regards, Gerhard  :)
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: BravoFxTrt on October 18, 2015, 01:18:46 PM
Thanks Bee, UUfflake, and Gerhard.

This is in Windows 10 Enterprise 64bit.

(http://i.imgur.com/efPmOtE.jpg)
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: bomberkiller on October 18, 2015, 03:15:49 PM
Hello Guy,

what a nice B-17 skin!  8)

Best regards to my old FAC wingman,

Gerhard  :)
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: SAS~Tom2 on October 18, 2015, 03:58:24 PM
Great shot Bravo.
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: BravoFxTrt on October 18, 2015, 06:18:00 PM
Thanks guys :-)
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: Sparviero on October 18, 2015, 11:54:23 PM

bomberkiller setting are good but when is night is "too" dark. Any suggestion?
Thanks
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: bomberkiller on October 19, 2015, 06:48:27 AM
Quote
bomberkiller setting are good but when is night is "too" dark. Any suggestion?

The best what you can do in night-missions:

Click the key "scroll".

This will disable the mod. You don't need Sweet FX in night-missions.

Best regards,

Gerhard
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: Sparviero on October 19, 2015, 08:47:58 AM
The best what you can do in night-missions:

Click the key "scroll".

This will disable the mod. You don't need Sweet FX in night-missions.
You are right, this is the easier (and best) method to use this great addition.
Thank you.
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: Bauta on November 05, 2015, 12:56:43 PM
Hello everyone

I have a problem with the mod in that its not initialising

When i start the game its only showing my version number but not the mod in the upper left corner.
It worked before but i just reseted my Windows and installed IL2 1946 with the newest Version (4.13.RC04)
Before that i had 4.12 with HSFX7.03

I tried reinstalling the patch in every way i could think of and disabled my firewall (in case win8.1. is messing up the start)

If anyone has a idea why it is not starting please share it :)
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: SAS~Storebror on November 06, 2015, 03:18:40 AM
After installing Reshade correctly, you should have a subfolder "SweetFX" and three files (Opengl32.dll, ReShade.fx and Sweet.fx) in your IL-2 game folder.
When running IL-2 now, you should get two logfiles: log.lst and opengl32.log.
Both of them would help much trying to nail down the issue.

Best regards - Mike
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: bomberkiller on November 06, 2015, 05:49:31 AM
...and when you've installed SweetFX 2.0:

In your SweetFX folder you'll find "Global_Settings.txt".

Watch there the 3rd line.

Regards, Gerhard
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: Bauta on November 06, 2015, 07:00:46 AM
3d line says :
#define ReShade_Start_Enabled     1   //[0 or 1] Start with the effects enabled or disabled?

So that should be ok

End of the log says
06/11/2015 14:50:19:988 [05492] | ERROR | Your graphics card does not seem to support OpenGL 4.3. Initialization failed.

Which is interesting because like i said, it worked before. What is the easiest way to find out if OpenGL is doing what it should be doing ?

Btw my game is running over Open GL and i have a Nvidia chip
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: SAS~Storebror on November 06, 2015, 09:09:48 AM
End of the log says
06/11/2015 14:50:19:988 [05492] | ERROR | Your graphics card does not seem to support OpenGL 4.3. Initialization failed.

Which is interesting because like i said, it worked before. What is the easiest way to find out if OpenGL is doing what it should be doing ?

Btw my game is running over Open GL and i have a Nvidia chip
You might need to install latest Nvidia drivers and/or your system might currently be configured to use the integrated CPU graphics instead.
What type of Nvidia Chip does your graphics card have?

Best regards - Mike
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: Bauta on November 06, 2015, 11:05:47 AM
I installed the latest driver with Nvidia Experience
Now its not starting, when i click the f2b exe nothing is happening.
The log says this :

06/11/2015 18:55:00:926 [05680] | INFO  | Installing delayed hooks for "C:\WINDOWS\system32\ws2_32.dll" (Just loaded via 'LoadLibraryA("C:\GOG Games\IL-2 Sturmovik 1946\il2_usgs2.dll")') ...
06/11/2015 18:55:00:929 [05680] | INFO  | > Found 8 match(es). Installing ...
06/11/2015 18:55:01:016 [05680] | INFO  | > Installed 8 hook(s).
06/11/2015 18:55:06:053 [05680] | INFO  | Exiting ...
06/11/2015 18:55:06:053 [05680] | INFO  | Uninstalling 17 hook(s) ...
06/11/2015 18:55:06:218 [05680] | INFO  | Exited.

(Cant post as code , the site tells me that i am not allowed to post eternal links)
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: bomberkiller on November 06, 2015, 11:25:00 AM
Are you sure you've installed SweetFX right?

Have you this in your maingame-folder?

Code: [Select]
opengl32.dll
If not, read the install-instructions please.

Good luck  ;)
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: Bauta on November 06, 2015, 11:37:15 AM
I installed a second version of IL2 and retried, there i get a longer log.

Code: [Select]
06/11/2015 19:35:42:264 [00192] | INFO  | Initializing Crosire's ReShade version '1.0.0.915' built on '2015-08-10 01:52:59' loaded from "C:\Program Files (x86)\IL-2 Sturmovik 1946\opengl32.dll" to "C:\Program Files (x86)\IL-2 Sturmovik 1946\il2fb.exe" ...
06/11/2015 19:35:42:307 [00192] | INFO  | Registering hooks for "C:\WINDOWS\system32\d3d8.dll" ...
06/11/2015 19:35:42:307 [00192] | INFO  | > Delayed.
06/11/2015 19:35:42:307 [00192] | INFO  | Registering hooks for "C:\WINDOWS\system32\d3d9.dll" ...
06/11/2015 19:35:42:307 [00192] | INFO  | > Delayed.
06/11/2015 19:35:42:307 [00192] | INFO  | Registering hooks for "C:\WINDOWS\system32\d3d10.dll" ...
06/11/2015 19:35:42:307 [00192] | INFO  | > Delayed.
06/11/2015 19:35:42:308 [00192] | INFO  | Registering hooks for "C:\WINDOWS\system32\d3d10_1.dll" ...
06/11/2015 19:35:42:308 [00192] | INFO  | > Delayed.
06/11/2015 19:35:42:308 [00192] | INFO  | Registering hooks for "C:\WINDOWS\system32\d3d11.dll" ...
06/11/2015 19:35:42:308 [00192] | INFO  | > Delayed.
06/11/2015 19:35:42:308 [00192] | INFO  | Registering hooks for "C:\WINDOWS\system32\dxgi.dll" ...
06/11/2015 19:35:42:308 [00192] | INFO  | > Delayed.
06/11/2015 19:35:42:308 [00192] | INFO  | Registering hooks for "C:\WINDOWS\system32\opengl32.dll" ...
06/11/2015 19:35:42:308 [00192] | INFO  | > Delayed.
06/11/2015 19:35:42:308 [00192] | INFO  | Registering hooks for "C:\WINDOWS\system32\user32.dll" ...
06/11/2015 19:35:42:308 [00192] | INFO  | > Libraries loaded.
06/11/2015 19:35:42:326 [00192] | INFO  | > Found 5 match(es). Installing ...
06/11/2015 19:35:42:385 [00192] | INFO  | > Installed 5 hook(s).
06/11/2015 19:35:42:385 [00192] | INFO  | Registering hooks for "C:\WINDOWS\system32\ws2_32.dll" ...
06/11/2015 19:35:42:385 [00192] | INFO  | > Delayed.
06/11/2015 19:35:42:385 [00192] | INFO  | Initialized.
06/11/2015 19:35:43:317 [00192] | INFO  | Installing delayed hooks for "C:\WINDOWS\system32\ws2_32.dll" (Just loaded via 'LoadLibraryA("C:\Program Files (x86)\IL-2 Sturmovik 1946\il2_usgs2.dll")') ...
06/11/2015 19:35:43:322 [00192] | INFO  | > Found 8 match(es). Installing ...
06/11/2015 19:35:43:405 [00192] | INFO  | > Installed 8 hook(s).
06/11/2015 19:35:49:800 [00192] | INFO  | Redirecting 'RegisterClassW(0018F920)' ...
06/11/2015 19:35:49:803 [00192] | INFO  | Installing delayed hooks for "C:\WINDOWS\system32\opengl32.dll" ...
06/11/2015 19:35:49:807 [00192] | INFO  | > Found 360 match(es). Installing ...
06/11/2015 19:35:49:810 [00192] | INFO  | > Installed 360 hook(s).
06/11/2015 19:35:50:174 [00192] | INFO  | Redirecting 'wglChoosePixelFormat(06011CB6, 0018F948)' ...
06/11/2015 19:35:50:425 [00192] | INFO  | Redirecting 'wglSetPixelFormat(06011CB6, 5, 0018F948)' ...
06/11/2015 19:35:50:425 [00192] | INFO  | Redirecting 'wglSetPixelFormat(06011CB6, 5, 00000000)' ...
06/11/2015 19:35:50:426 [00192] | INFO  | Redirecting 'wglCreateContext(06011CB6)' ...
06/11/2015 19:35:50:437 [00192] | INFO  | Redirecting 'wglMakeCurrent(06011CB6, 00010000)' ...
06/11/2015 19:35:51:028 [00192] | ERROR | Your graphics card does not seem to support OpenGL 4.3. Initialization failed.
06/11/2015 19:36:10:075 [00192] | INFO  | Redirecting 'wglMakeCurrent(00000000, 00000000)' ...
06/11/2015 19:36:10:075 [00192] | INFO  | Redirecting 'wglDeleteContext(00010000)' ...
06/11/2015 19:36:11:671 [00192] | INFO  | Exiting ...
06/11/2015 19:36:11:671 [00192] | INFO  | Uninstalling 405 hook(s) ...
06/11/2015 19:36:12:339 [00192] | INFO  | Exited.
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: bomberkiller on November 06, 2015, 08:17:44 PM
Bauta,

you need help? Give us informations!

Give an answer to Storebrors question!

Quote
What type of Nvidia Chip does your graphics card have?

Do you have the "readme" read exactly?

Code: [Select]
Manually:
~~~~~~~~~

Figure  whether  the game  is 32bit or 64bit  and copy either ReShade32.dll or
ReShade64.dll to the directory the game executable is in:

Figure out which  API the game uses for rendering, or any of the following DLL
names the game loads and rename the DLL you just copied to that:
- Direct3D8 => d3d8.dll
- Direct3D9[Ex] => d3d9.dll
- Direct3D10.X => dxgi.dll
- Direct3D11.X => dxgi.dll
- OpenGL => opengl32.dll (for 64bit too)  <===========================

Done!

If it still does not work, make sure the DLL is loaded at all (a log file with
the DLL name is created). Repeat the  process with another name from the list.
Sometimes the  game loads its DLLs from a different  directory (a "bin" folder
for instance), so try to install ReShade to that one instead.

In case you experience  crashes on startup, make sure no third-party overlays,
game  boosters, screen  recording, screen  streaming or  similar  software  is
running.

If that all fails, please report  back with a detailed description of what you
tried so far.

 ;)
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: Bauta on November 07, 2015, 05:46:59 AM
Chipset is a GeForce GT 740 M

like i said before, it worked with the 32bit Version before i needed to reset my PC

The log looks like its starting and then runs into problem with my Open GL, my Intel and my Nvidia drivers are on the newest patch so i dont know what it could be.
Could it be a problem with the latest game patch ?
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: Bauta on November 07, 2015, 09:05:03 AM
Please read my post again, it worked before perfectly so it has to be a problem with my drivers, if so i cant pin it down.
Or its not working with the 4.13 patch which is why i would like to know if anyone is runing sweet fx with it
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: SAS~Storebror on November 10, 2015, 05:36:14 AM
The GT 740M definitely supports OpenGL 4.3 so that will be no issue.
Your drivers will be fine too, I can't think of any GT 7xxM driver not being OpenGL 4.3 capable.
If I had to guess, my money would be on your Laptop using the CPU integrated Intel HD graphics instead of your Nvidia GT 740M dedicated GPU.
The way to address this issue depends on your Laptop.
Some have a BIOS setting where you can select the primary GPU to use.
Others have "special" tailored Nvidia drivers from their manufacturer where you can apply that setting.

Whatever it is, check and make sure the game really uses the GT 740M, currently it appears not to do so.

Best regards - Mike
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: Bauta on November 12, 2015, 05:46:25 AM
Ok i fixed it and the way i did it is weird.

I changed the video ptions to Direct X and when it stared up again reshade started with it  :D
I have no idea how to explain it but well, im not complaining

Edit
Hmm now it cuts my frames down to a constant 30, so i guess it still needs some tuning
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: SAS~Storebror on November 12, 2015, 10:37:11 AM
I don't know what's weird about your "fix", cause this is what you did:

Your laptop still uses it's internal Intel HD graphics for IL2, hence doesn't work with reshade in OpenGL mode.
Now that you switched to DirectX, reshade will work (sure, it supports Direct3D version 8, 9, 10 and 11, basically anything from late 90s onwards minus Windows 10's Direct3D 12).
However since your laptop still uses the internal CPU's Intel HD graphics and not the Nvidia GT 740M dedicated GPU, your frame rates are crap since the Intel HD is way too weak to run IL-2 on good settings with additional reshade post-image-processing.

The advice and the "real" solution stays the same like before:
check and make sure the game really uses the GT 740M, currently it appears not to do so.

Best regards - Mike
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: Bauta on November 12, 2015, 11:37:22 AM
I fixed it by using this
https://knowledge.autodesk.com/support/infraworks-360/troubleshooting/caas/sfdcarticles/sfdcarticles/How-to-force-your-laptop-to-Run-with-Graphics-Processor-vs-the-default-Integrated-Graphics-for-InfraWorks.html

If anyone els runs into the problem, plese try the solution.

Thanks for heling anyone :)
Time for a new Youtube campaign
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: wolfiz on November 25, 2015, 09:02:24 AM
I was wondering where the intermittent pauses I keep getting after I start a mission were coming from.

How in the world do you turn off this &*%&*$%&$ opengl32.log?

BTW I was getting the pauses with log.lst off. I have it on here because I was trying to figure out what the issue was..

(https://scontent-iad3-1.xx.fbcdn.net/hphotos-xtp1/t31.0-8/12273589_962021520521975_2105195107733273770_o.jpg)


EDIT: Oooops. Easy fix. Open log in notepad. Delete all the text. Save. Set attributes to read only. No lag.



Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: SAS~Storebror on November 25, 2015, 10:07:03 AM
You've got only a few kB of opengl.log, lucky you.
Mine raised to 750MB within a 4 hour game session.

The reason behind is that IL-2 makes massive use of "wglMakeCurrent" OpenGL function calls, basically two times at least per frame.
According to the devs Reshade isn't compatible with such kind of games, so we can only be lucky that it's working at all.

Your hint with setting the file to "read only" however sounds promising, I'll try that.

Best regards - Mike
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: CorsairX on December 02, 2015, 05:58:07 PM
Looking very good in CUP with Radeon R9 270X (OpenGL) and Bomberkiller's settings.
Opengl32.log marked as "read only"

Thank you! and regards
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: wolfiz on December 02, 2015, 08:41:05 PM
Awesome, yes no issues here, maybe if Bee drops by he could add opengl.log fix to his OP.
My settings are pretty tame, I don't use anything that will make it harder to identify an a/c far away.
A little bloom and a little bluer, and mild noise settings for dark shades, a really good effect, especially for landscape at dawn/dusk..
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: SAS~Storebror on December 17, 2015, 12:08:14 PM
Reshade 1.1 has been released meanwhile, but beware:
I couldn't get it to work with IL2/OpenGL at all.
Looks like Reshade 1.1 fights "wglMakeCurrent" loop bug, but unfortunately at the cost of just respecting the first of these function calls and ignoring all others.
IL-2 in turn calls "wglMakeCurrent" on every frame update to toggle the back buffer.
First call makes the back buffer the active OpenGL context (that's what Reshade 1.1 respects), second switches back to front buffer (after redrawing front buffer from back buffer) and so on...
Since Reshade 1.1 only respects the very first "wglMakeCurrent" function call, the result is that all Reshade 1.1 effects apply to the back buffer only, where they're simply not seen.

Reverting back to Reshade 1.0 fixed that issue for me and setting "Opengl32.log" to read only fixed the loop bug anyway.

Best regards - Mike
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: mikojan3 on January 17, 2016, 03:00:01 PM
MANY THANKS  worked super  with cup
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: WindWpn on March 08, 2016, 07:56:55 AM
v2.0 is out and works well!  no longer need to host config files per app install.
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: SAS~Storebror on March 08, 2016, 08:10:42 AM
Thanks for the heads up, will test when I'm back home.

Best regards - Mike
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: SAS~Storebror on March 08, 2016, 09:43:38 AM
*bump*

Might be just me, but Reshade 2.0 has the same issue like Reshade 1.1 in my Nvidia / OpenGL IL2 installation:
Quote
Looks like Reshade 1.1 fights "wglMakeCurrent" loop bug, but unfortunately at the cost of just respecting the first of these function calls and ignoring all others.
IL-2 in turn calls "wglMakeCurrent" on every frame update to toggle the back buffer.
First call makes the back buffer the active OpenGL context (that's what Reshade 1.1 respects), second switches back to front buffer (after redrawing front buffer from back buffer) and so on...
Since Reshade 1.1 only respects the very first "wglMakeCurrent" function call, the result is that all Reshade 1.1 effects apply to the back buffer only, where they're simply not seen.

It's the very same thing with Reshade 1.1 and Reshade 2.0.
Putting the old Reshade 1.0 dll back in place gets everything up and running again.

I'm wondering how it can be that you say it's working for you?
Are you running your game in DirectX mode?

Best regards - Mike
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: WindWpn on March 08, 2016, 03:03:02 PM
i am running in openGL

1.1 worked for me too.  Of note, i recently did a new "build" to Window 7 and this allowed reshade to work flawlessly for me.  I am fully patched on Win7 with not much else installed other than chrome, and some flight sims.  Trying to keep the new SSD as clean as possible for now.
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: flyingfisch on March 08, 2016, 03:23:31 PM
In case anyone was trying to run this in WINE on linux, I don't think you can. But if you find a way, please let me know!
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: bomberkiller on March 08, 2016, 06:12:23 PM
Quote
It's the very same thing with Reshade 1.1 and Reshade 2.0.

Hi Mike,

for me "Reshade 2.0" is running perfect in my 4.10 & DBW (OpenGL for sure with perfect settings)!

Win7 64 Pro, 6 GB RAM, Nvidia 760 GTX, "OpenGL.log" = read only.

I have "Reshade/ SweetFX" never tested in UP3RC4 or in C.U.P. "WAW" installation!  ;)

Best regards, Gerhard  :)


Edit: Just tested, SweetFX 2.0 is running flawless too in my "C.U.P. - #WAW"!

 
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: SAS~Storebror on March 08, 2016, 11:24:24 PM
That's odd and I'm somewhat lost here.

Let me explain my setup:
Intel Core i5 2500K, Nvidia Geforce GTX 970, Windows 7 64 Bit, 8GB RAM.
Started with Reshade up to Version 1.00 + SweetFX 2.0, everything is working great.
Please find my full set of configuration files for Reshade/SweetFX here (https://storebror.it.cx/sas/Reshade+SweetFX_Storebror_2016-03-09.7z), they go directly into the IL2 game folder.
When I run this set of Reshade, all effects apply and this is a sample log of launching into the startup screen of IL2:
Code: [Select]
09/03/2016 07:01:43:869 [03312] | INFO  | Initializing Crosire's ReShade version '1.0.0.915' built on '2015-08-10 01:52:59' loaded from "D:\Programme\IL2\IL-2 Ultrapack 3 RC\opengl32.dll" to "D:\Programme\IL2\IL-2 Ultrapack 3 RC\il2fb.exe" ...
09/03/2016 07:01:43:895 [03312] | INFO  | Registering hooks for "C:\Windows\system32\d3d8.dll" ...
09/03/2016 07:01:43:896 [03312] | INFO  | > Delayed.
09/03/2016 07:01:43:896 [03312] | INFO  | Registering hooks for "C:\Windows\system32\d3d9.dll" ...
09/03/2016 07:01:43:896 [03312] | INFO  | > Delayed.
09/03/2016 07:01:43:896 [03312] | INFO  | Registering hooks for "C:\Windows\system32\d3d10.dll" ...
09/03/2016 07:01:43:896 [03312] | INFO  | > Delayed.
09/03/2016 07:01:43:896 [03312] | INFO  | Registering hooks for "C:\Windows\system32\d3d10_1.dll" ...
09/03/2016 07:01:43:897 [03312] | INFO  | > Delayed.
09/03/2016 07:01:43:897 [03312] | INFO  | Registering hooks for "C:\Windows\system32\d3d11.dll" ...
09/03/2016 07:01:43:897 [03312] | INFO  | > Delayed.
09/03/2016 07:01:43:897 [03312] | INFO  | Registering hooks for "C:\Windows\system32\dxgi.dll" ...
09/03/2016 07:01:43:898 [03312] | INFO  | > Delayed.
09/03/2016 07:01:43:898 [03312] | INFO  | Registering hooks for "C:\Windows\system32\opengl32.dll" ...
09/03/2016 07:01:43:898 [03312] | INFO  | > Delayed.
09/03/2016 07:01:43:898 [03312] | INFO  | Registering hooks for "C:\Windows\system32\user32.dll" ...
09/03/2016 07:01:43:898 [03312] | INFO  | > Libraries loaded.
09/03/2016 07:01:43:907 [03312] | INFO  | > Found 5 match(es). Installing ...
09/03/2016 07:01:43:940 [03312] | INFO  | > Installed 5 hook(s).
09/03/2016 07:01:43:940 [03312] | INFO  | Registering hooks for "C:\Windows\system32\ws2_32.dll" ...
09/03/2016 07:01:43:941 [03312] | INFO  | > Libraries loaded.
09/03/2016 07:01:43:942 [03312] | INFO  | > Found 8 match(es). Installing ...
09/03/2016 07:01:43:996 [03312] | INFO  | > Installed 8 hook(s).
09/03/2016 07:01:43:996 [03312] | INFO  | Initialized.
09/03/2016 07:01:44:201 [03312] | INFO  | Redirecting 'RegisterClassW(0018F924)' ...
09/03/2016 07:01:44:204 [03312] | INFO  | Installing delayed hooks for "C:\Windows\system32\opengl32.dll" ...
09/03/2016 07:01:44:207 [03312] | INFO  | > Found 360 match(es). Installing ...
09/03/2016 07:01:44:208 [03312] | INFO  | > Installed 360 hook(s).
09/03/2016 07:01:44:220 [03312] | INFO  | Redirecting 'wglChoosePixelFormat(62012E6A, 0018F94C)' ...
09/03/2016 07:01:44:309 [03312] | INFO  | Redirecting 'wglSetPixelFormat(62012E6A, 11, 0018F94C)' ...
09/03/2016 07:01:44:309 [03312] | WARN  | > Application mistakenly called 'wglSetPixelFormat' directly. Passing on to 'SetPixelFormat':
09/03/2016 07:01:44:309 [03312] | INFO  | Redirecting 'wglSetPixelFormat(62012E6A, 11, 0018F94C)' ...
09/03/2016 07:01:44:309 [03312] | INFO  | Redirecting 'wglCreateContext(62012E6A)' ...
09/03/2016 07:01:44:310 [03312] | INFO  | Redirecting 'wglMakeCurrent(62012E6A, 00010000)' ...
09/03/2016 07:01:44:516 [03312] | INFO  | > Switched to new runtime 2ECA1890.
09/03/2016 07:01:44:876 [03312] | INFO  | Resizing runtime 2ECA1890 on device context 62012E6A to 1920x1080 ...
09/03/2016 07:01:44:885 [03312] | INFO  | Recreated effect environment on runtime 2ECA1890.
09/03/2016 07:01:44:916 [03312] | INFO  | Loading effect from "D:\Programme\IL2\IL-2 Ultrapack 3 RC\ReShade.fx" ...
09/03/2016 07:01:45:634 [03312] | INFO  | > Successfully compiled effect.
09/03/2016 07:01:57:675 [03312] | INFO  | Redirecting 'wglMakeCurrent(00000000, 00000000)' ...
09/03/2016 07:01:57:675 [03312] | INFO  | > Cleaning up runtime 2ECA1890 ...
09/03/2016 07:01:57:675 [03312] | INFO  | Destroyed effect environment on runtime 2ECA1890.
09/03/2016 07:01:57:677 [03312] | INFO  | Redirecting 'wglDeleteContext(00010000)' ...
09/03/2016 07:01:57:827 [03312] | INFO  | Exiting ...
09/03/2016 07:01:57:827 [03312] | INFO  | Uninstalling 409 hook(s) ...
09/03/2016 07:01:58:142 [03312] | INFO  | Exited.

Pay special attention to the line
Code: [Select]
09/03/2016 07:01:44:916 [03312] | INFO  | Loading effect from "D:\Programme\IL2\IL-2 Ultrapack 3 RC\ReShade.fx" ...
Now I pick Reshade 1.10...
The only thing I'm doing is to replace the "OpenGL32.dll" (renamed ReShade32.dll) by the new file from Reshade 1.10.
Old version 1.00 OpenGL32.dll (renamed ReShade32.dll) file size is 503808 bytes, new (Version 1.10) is 501760 bytes.
Everything else remains untouched.
This is the IL2 startup log again:
Code: [Select]
09/03/2016 07:02:45:748 [06652] | INFO  | Initializing crosire's ReShade version '1.1.0.962' built on '2015-11-07 11:55:53' loaded from "D:\Programme\IL2\IL-2 Ultrapack 3 RC\opengl32.dll" to "D:\Programme\IL2\IL-2 Ultrapack 3 RC\il2fb.exe" ...
09/03/2016 07:02:45:776 [06652] | INFO  | Registering hooks for "C:\Windows\system32\d3d8.dll" ...
09/03/2016 07:02:45:777 [06652] | INFO  | > Delayed.
09/03/2016 07:02:45:777 [06652] | INFO  | Registering hooks for "C:\Windows\system32\d3d9.dll" ...
09/03/2016 07:02:45:777 [06652] | INFO  | > Delayed.
09/03/2016 07:02:45:777 [06652] | INFO  | Registering hooks for "C:\Windows\system32\d3d10.dll" ...
09/03/2016 07:02:45:778 [06652] | INFO  | > Delayed.
09/03/2016 07:02:45:778 [06652] | INFO  | Registering hooks for "C:\Windows\system32\d3d10_1.dll" ...
09/03/2016 07:02:45:778 [06652] | INFO  | > Delayed.
09/03/2016 07:02:45:778 [06652] | INFO  | Registering hooks for "C:\Windows\system32\d3d11.dll" ...
09/03/2016 07:02:45:778 [06652] | INFO  | > Delayed.
09/03/2016 07:02:45:778 [06652] | INFO  | Registering hooks for "C:\Windows\system32\d3d12.dll" ...
09/03/2016 07:02:45:778 [06652] | INFO  | > Delayed.
09/03/2016 07:02:45:778 [06652] | INFO  | Registering hooks for "C:\Windows\system32\dxgi.dll" ...
09/03/2016 07:02:45:779 [06652] | INFO  | > Delayed.
09/03/2016 07:02:45:779 [06652] | INFO  | Registering hooks for "C:\Windows\system32\opengl32.dll" ...
09/03/2016 07:02:45:779 [06652] | INFO  | > Delayed.
09/03/2016 07:02:45:779 [06652] | INFO  | Registering hooks for "C:\Windows\system32\user32.dll" ...
09/03/2016 07:02:45:779 [06652] | INFO  | > Libraries loaded.
09/03/2016 07:02:45:786 [06652] | INFO  | > Found 5 match(es). Installing ...
09/03/2016 07:02:45:819 [06652] | INFO  | > Installed 5 hook(s).
09/03/2016 07:02:45:819 [06652] | INFO  | Registering hooks for "C:\Windows\system32\ws2_32.dll" ...
09/03/2016 07:02:45:819 [06652] | INFO  | > Libraries loaded.
09/03/2016 07:02:45:821 [06652] | INFO  | > Found 8 match(es). Installing ...
09/03/2016 07:02:45:872 [06652] | INFO  | > Installed 8 hook(s).
09/03/2016 07:02:45:872 [06652] | INFO  | Initialized.
09/03/2016 07:02:46:088 [06652] | INFO  | Redirecting 'RegisterClassW(0018F924)' ...
09/03/2016 07:02:46:092 [06652] | INFO  | Installing delayed hooks for "C:\Windows\system32\opengl32.dll" ...
09/03/2016 07:02:46:094 [06652] | INFO  | > Found 360 match(es). Installing ...
09/03/2016 07:02:46:094 [06652] | INFO  | > Installed 360 hook(s).
09/03/2016 07:02:46:107 [06652] | INFO  | Redirecting 'wglChoosePixelFormat(79013060, 0018F94C)' ...
09/03/2016 07:02:46:203 [06652] | INFO  | Redirecting 'wglSetPixelFormat(79013060, 11, 0018F94C)' ...
09/03/2016 07:02:46:204 [06652] | WARN  | > Application mistakenly called 'wglSetPixelFormat' directly. Passing on to 'SetPixelFormat':
09/03/2016 07:02:46:204 [06652] | INFO  | Redirecting 'wglSetPixelFormat(79013060, 11, 0018F94C)' ...
09/03/2016 07:02:46:204 [06652] | INFO  | Redirecting 'wglCreateContext(79013060)' ...
09/03/2016 07:02:46:204 [06652] | INFO  | Redirecting 'wglMakeCurrent(79013060, 00010000)' ...
09/03/2016 07:02:46:411 [06652] | INFO  | > Switched to new runtime 2FEF1890.
09/03/2016 07:02:46:746 [06652] | INFO  | Resizing runtime 2FEF1890 on device context 79013060 to 1920x1080 ...
09/03/2016 07:02:46:755 [06652] | INFO  | Recreated runtime environment on runtime 2FEF1890.
09/03/2016 07:02:57:937 [06652] | INFO  | Redirecting 'wglMakeCurrent(00000000, 00000000)' ...
09/03/2016 07:02:57:937 [06652] | INFO  | > Cleaning up runtime 2FEF1890 ...
09/03/2016 07:02:57:937 [06652] | INFO  | Destroyed runtime environment on runtime 2FEF1890.
09/03/2016 07:02:57:938 [06652] | INFO  | Redirecting 'wglDeleteContext(00010000)' ...
09/03/2016 07:02:58:075 [06652] | INFO  | Exiting ...
09/03/2016 07:02:58:075 [06652] | INFO  | Uninstalling 409 hook(s) ...
09/03/2016 07:02:58:382 [06652] | INFO  | Exited.

Basically everything seems fine comparing one log to the other, but no effects apply ... and they can't ... because the line
Code: [Select]
(...) | INFO  | Loading effect from "D:\Programme\IL2\IL-2 Ultrapack 3 RC\ReShade.fx" ...is missing, so the effects are never loaded.
The file is there, mind you I didn't change anything but replaced the "OpenGl32.dll" file.

Next step, same thing with ReShade 2.00.
The only thing I'm doing is to replace the "OpenGL32.dll" (renamed ReShade32.dll) by the new file from Reshade 2.00.
Old version 1.10 OpenGL32.dll (renamed ReShade32.dll) file size is 501760 bytes, new (Version 2.00) is 494080 bytes.
Everything else remains untouched.
This is the IL2 startup log again:
Code: [Select]
09/03/2016 07:05:45:526 [07292] | INFO  | Initializing crosire's ReShade version '2.0.1.1086' built on '2016-03-06 14:35:25' loaded from "D:\Programme\IL2\IL-2 Ultrapack 3 RC\opengl32.dll" to "D:\Programme\IL2\IL-2 Ultrapack 3 RC\il2fb.exe" ...
09/03/2016 07:05:45:553 [07292] | INFO  | Registering hooks for "C:\Windows\system32\d3d8.dll" ...
09/03/2016 07:05:45:553 [07292] | INFO  | > Delayed.
09/03/2016 07:05:45:553 [07292] | INFO  | Registering hooks for "C:\Windows\system32\d3d9.dll" ...
09/03/2016 07:05:45:554 [07292] | INFO  | > Delayed.
09/03/2016 07:05:45:554 [07292] | INFO  | Registering hooks for "C:\Windows\system32\d3d10.dll" ...
09/03/2016 07:05:45:554 [07292] | INFO  | > Delayed.
09/03/2016 07:05:45:554 [07292] | INFO  | Registering hooks for "C:\Windows\system32\d3d10_1.dll" ...
09/03/2016 07:05:45:555 [07292] | INFO  | > Delayed.
09/03/2016 07:05:45:555 [07292] | INFO  | Registering hooks for "C:\Windows\system32\d3d11.dll" ...
09/03/2016 07:05:45:555 [07292] | INFO  | > Delayed.
09/03/2016 07:05:45:555 [07292] | INFO  | Registering hooks for "C:\Windows\system32\d3d12.dll" ...
09/03/2016 07:05:45:555 [07292] | INFO  | > Delayed.
09/03/2016 07:05:45:555 [07292] | INFO  | Registering hooks for "C:\Windows\system32\dxgi.dll" ...
09/03/2016 07:05:45:556 [07292] | INFO  | > Delayed.
09/03/2016 07:05:45:556 [07292] | INFO  | Registering hooks for "C:\Windows\system32\opengl32.dll" ...
09/03/2016 07:05:45:556 [07292] | INFO  | > Delayed.
09/03/2016 07:05:45:556 [07292] | INFO  | Registering hooks for "C:\Windows\system32\user32.dll" ...
09/03/2016 07:05:45:556 [07292] | INFO  | > Libraries loaded.
09/03/2016 07:05:45:556 [07292] | INFO  | > Found 5 match(es). Installing ...
09/03/2016 07:05:45:589 [07292] | INFO  | > Installed 5 hook(s).
09/03/2016 07:05:45:589 [07292] | INFO  | Registering hooks for "C:\Windows\system32\ws2_32.dll" ...
09/03/2016 07:05:45:589 [07292] | INFO  | > Libraries loaded.
09/03/2016 07:05:45:589 [07292] | INFO  | > Found 4 match(es). Installing ...
09/03/2016 07:05:45:616 [07292] | INFO  | > Installed 4 hook(s).
09/03/2016 07:05:45:616 [07292] | INFO  | Initialized.
09/03/2016 07:05:45:836 [07292] | INFO  | Redirecting 'RegisterClassW(0018F924)' ...
09/03/2016 07:05:45:840 [07292] | INFO  | Installing delayed hooks for "C:\Windows\system32\opengl32.dll" ...
09/03/2016 07:05:45:841 [07292] | INFO  | > Found 360 match(es). Installing ...
09/03/2016 07:05:45:841 [07292] | INFO  | > Installed 360 hook(s).
09/03/2016 07:05:45:857 [07292] | INFO  | Redirecting 'wglChoosePixelFormat(420132A9, 0018F94C)' ...
09/03/2016 07:05:45:949 [07292] | INFO  | Redirecting 'wglSetPixelFormat(420132A9, 11, 0018F94C)' ...
09/03/2016 07:05:45:949 [07292] | WARN  | > Application mistakenly called 'wglSetPixelFormat' directly. Passing on to 'SetPixelFormat':
09/03/2016 07:05:45:949 [07292] | INFO  | Redirecting 'wglSetPixelFormat(420132A9, 11, 0018F94C)' ...
09/03/2016 07:05:45:949 [07292] | INFO  | Redirecting 'wglCreateContext(420132A9)' ...
09/03/2016 07:05:45:950 [07292] | INFO  | Redirecting 'wglMakeCurrent(420132A9, 00010000)' ...
09/03/2016 07:05:46:162 [07292] | INFO  | Starting input capture for window 00420E9E ...
09/03/2016 07:05:46:162 [07292] | INFO  | > Switched to new runtime 2ECB1890.
09/03/2016 07:05:46:510 [07292] | INFO  | Resizing runtime 2ECB1890 on device context 420132A9 to 1920x1080 ...
09/03/2016 07:05:46:519 [07292] | INFO  | Recreated runtime environment on runtime 2ECB1890.
09/03/2016 07:06:01:471 [07292] | INFO  | Redirecting 'wglMakeCurrent(00000000, 00000000)' ...
09/03/2016 07:06:01:471 [07292] | INFO  | > Cleaning up runtime 2ECB1890 ...
09/03/2016 07:06:01:471 [07292] | INFO  | Destroyed runtime environment on runtime 2ECB1890.
09/03/2016 07:06:01:473 [07292] | INFO  | Redirecting 'wglDeleteContext(00010000)' ...
09/03/2016 07:06:01:617 [07292] | INFO  | Exiting ...
09/03/2016 07:06:01:617 [07292] | INFO  | Uninstalling 405 hook(s) ...
09/03/2016 07:06:01:900 [07292] | INFO  | Exited.

Basically everything's the same like before with ReShade 1.10, no effects apply ... and they can't ... because the line
Code: [Select]
(...) | INFO  | Loading effect from "D:\Programme\IL2\IL-2 Ultrapack 3 RC\ReShade.fx" ...is missing, so the effects are never loaded.
The file is there, mind you I didn't change anything but replaced the "OpenGl32.dll" file.

Tried to disable triple buffering in Nvidia Control Panel.
Tried to stop Nvidia Shield Service (even though Shield wasn't running, I was curious whether this might affect the "additional overlay" limitation).
Tried to run the very same thing in a fresh installed plain vanilla 4.12.2 game.
Tried to reset all Nvidia settings to default.
Tried with the default configuration files shipping with "Reshade 1.10 + SweetFX 2.00".
Each and everything to no avail, the startup log always stays the same and no effect file is loaded.

As soon as I revert the "OpenGL32.dll" file back to the ReShade 1.00 one, regardless in which game installation, regardless Nvidia Control Panel settings, everything is working fine again immediately.

That's odd to say the least...

Best regards - Mike
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: WindWpn on March 09, 2016, 07:12:44 AM
for Reshade 2.0, are u using Reshade Assistant to set up your configuration?

Basically, recommend removing all reshade content from your IL2 installation folder including any reshade dlls in the root IL2 folder.

Then fire up Reshade Assistant and create a new Profile for IL2.  The once the new profile is created, then create a new IL2 Preset.

once complete, then fire up IL2 and try a quick mission to see if the 2.0 reshade kicks in.


I have found that if any previous reshade content (mainly the old dlls, were left in an all install, it will cause failure). 

I am successfully, running reshade 2.0 with all my flight sims (DCS, BMS, IL2, CLOD) all managed via Reshade Assistant.

Nice tutorial on using Reshade Assistant
https://www.youtube.com/watch?v=2tOs3ilY7Nw

Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: SAS~Storebror on March 09, 2016, 08:18:34 AM
Thanks for the hint WindWpn, I might have shot myself in the feet doing it all manually, but that's what I was used to ever since ReShade 0.10.0.
On that note, since there seems to be no SweetFX shipped with ReShade 2.0 anymore, is this being superseded in any way or are we supposed to install it on top separately?

Best regards - Mike
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: WindWpn on March 09, 2016, 08:52:26 AM
SweetFX is now fully integrated in Reshade.  The sweetFX options are available as listed under "CeeJay" choices in Reshade Assistant. 
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: SAS~Storebror on March 09, 2016, 08:56:16 AM
Alright, sounds like a plan ;)
I think I'll give this a go on the weekend, doesn't look like something to try within 5 minutes on an evening ;)
Thanks a lot for your feedback WW :)

Best regards - Mike
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: wolfiz on March 10, 2016, 03:05:30 AM
Got it working 100% just now. There's a new update so make sure and get it: ReShade 2.0.1f2.7z.

Reshade assistant wouldn't even run when I first installed...hmm. Checked windows error log and saw a message about NET Framework. So I updated to 4.5.2. Good to go. The default interface settings for the Assistant are garbage. So fiddle with that so you can actually read the text.

I see ZERO options to select squat on the Profile tab. So I watched the "ReShade Assistant Tutorial" on youtube, which showed a microscopic black down arrow for the game selector. Started jabbing my mouse around that area and the exe browser opened.

The effects don't kick in on menu, only when flight starts. The good thing is you can tab out and select/deselect/apply effects while flying.

Just testing individual effects to see what they do. Emphasis is kind of cool. 

But I do see an issue: subtle rapid flashing on water reflections when facing the sun, no matter what setting.

I'll work on that later to see if there's a fix or it's just a fluke: reboot or game restart, etc.

I just want something very close to my earlier version settings. Performance and FPS generally very good. More later.

Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: SAS~Storebror on March 19, 2016, 01:29:52 AM
The effects don't kick in on menu, only when flight starts.
A lifesaving comment worth noting.
Reshade versions prior to 2.0 had the effects applying to the menu already.
Initially I was shocked and thought that it won't work for me again, even though using the assitant, and I've been all about posting here again when I read that line of yours.
Thanks a lot!

I just want something very close to my earlier version settings. Performance and FPS generally very good. More later.
What I did was to keep a backup of my Reshade 1.0 "SweetFX" folder, inside there you will find the "SweetFX_settings.txt" file which holds all your old settings.
Applying them to the new assistant gave me exaclty the same look and feel like before.
You have to take care of a few things:


Best regards - Mike
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: bomberkiller on March 19, 2016, 03:43:56 PM
Hello Mike,

Reshade/ SweetFX looks wonderful too in our old RtCW.  ;)

Best regards, Gerhard  :)

Copy these files and put them in your "Return to Castle Wolfenstein" gamefolder.

Download:

https://www.mediafire.com/download/cno22y7ogusp2bk/SweetFX_RtCW.7z (https://www.mediafire.com/download/cno22y7ogusp2bk/SweetFX_RtCW.7z)
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: Music on April 01, 2016, 01:45:55 AM
Version 2.0.2f1 was released on March 28th.

This download combines the ReShade injector with a collection of post-processing shaders, which are maintained on GitHub by crosire (ReShade developer), Ganossa (ReShade Assistant tool developer), CeeJay.dk, Marty McFly, JPulowski and others.
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: cheech420 on June 25, 2016, 02:09:09 PM
Haven't had time to devise some preferred settings yet, but here's how I managed it.

Go here:  http://reshade.me/#download
Download, Reshade 0.19.0 and extract the "ReShade32.dll" file and rename it to "opengl32.dll"  This goes in your main 1946 folder

this post is confusing mate  what do i take from eather winra file it  excactly the same files as the link aove were do i install the files do i install them all  do i over wirte the files of the link above  with  reshade + sweetfx 2.0 and ware do i download the reshade + sweetfx from Now download "Reshade + SweetFX 2.0" and extract Reshade.fx, Sweet.fx and the SweetFX folder and put these in your main 1946 folder too.

You can now enable all the graphical tweaks of SweetFX by making the appropriate changes to the SweetFX_settings.txt file.

Sorry it's not a winning screenshot.  Still got to fiddle-fart around with the settings, but you get the general idea.  ;)

(http://i221.photobucket.com/albums/dd119/Feathered_IV/il2fb%202015-06-30%2000-11-26_zpswb0id6sr.jpg)
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: Peter Lynn on June 27, 2016, 07:48:34 AM
I have been away from il2 for a short while but on returning I discovered the latest Reshade Assistant. I have used it successfully in CloD and other games but for no apparent reason in CUP I have badly corrupted water surfaces with large areas of the surface showing as angled lines and small areas of the correct hi res textures. This happens as soon as I try to introduce fxaa or smaa. With all the shaders turned off the correct texture returns but the waves flicker and flash and ships cause their own versions of the effect on the surface. The water is the only texture that is a problem and it all worked with earlier versions of Reshade. To get rid of it I have to uninstall Reshade from CUP. Everything else is great and it is very frustrating. I am using a new 970 GTX card that performs otherwise brilliantly. Can anybody assist please?
Thank you
Peter Lynn
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: bweiß on July 01, 2016, 08:06:29 AM
I'll post on this one. I'm originally from West Virginia, and so I apologize in advance that my English ain't so good.  ;)

I ran across this thread again after rebuilding a fresh install of il2fb v4.12.2m, with the vp_modpack install, and all core files as provided by vp in his mod, (selector, dgen, etc.). In addition I have added the IL2 Random Skies mod, and internally via jsgme I have added the SAS 530 Optional mods "FOV Mod", "FX Small Collection" mod, "Light Splash Screens" mod, "Random Belt Start Pos" mod, and the "WHC Retextured NewGuines v3", map repaint.

 So I downloaded the Reshade 1.1 with SweetFX 2.0 zip, and followed the instructions exactly. Pretty simple, unzip, select the setup file aim it at il2fb, and POOF, worked like advertised right out of the box. No muss, no fuss.

At first I didn't think the thing was working as I have never seen any "Sweet FX Welcome" message despite having it set in the SweetFX settings file. So when I cranked up a quick mission test, I really didn't notice anything different. Second time I ran one then I noted the start up language in the upper left corner telling me SweetFX had loaded, initiated, and was working. I used the scroll key to turn it on and off, just to make sure it was indeed working.

I then copied and pasted a new set of Sweet FX settings from beekiller and uufflakke as posted, renamed them to the Sweet FX settings file name, and replaced the original (saving it in a safe place of course), and then the eye candy really popped.

I did not get the Reshade 1.1 assistant, as it is not provided in the Reshade1.1 and SweetFX 2.0 zip file. Only the files necessary to install SweetFX 2.0 and for it to work. I'm guessing I need to download one of the Reshade zips to get that. However, since I only want to dress up the overall eye candy a tad, I'm not really into achieving a real word view at the expense of playing the game itself. So with all the ready made profiles out there to choose from which I can just rename the SweetFX setting file and plug them in, I'm good with making changes manually using this method.

All in all I have to say this is a really nice little app that has a big impact on visuals with little or no frame rate penalties, depending on what one selects of course. The FX settings file nicely identifies those settings that chew up FPS if you want to avoid them. I'm using an Intel i7-4790K, and Nvidia GTX980.

Oh, by the way. I also experienced a periodic lag as I had read about in this thread and used the same suggested fix. I changed the properties of the "Opengl32.log" filed located in the il2fb main folder to "read only", and that fixed the periodic lag or stutter as well as to keep it from growing like Pinocho's nose. Thanks to everyone for their comments in this thread. After reading through this, installing and getting SweetFX to work on my install was thankfully pretty simple.
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: bomberkiller on July 01, 2016, 12:59:33 PM
Quote
I then copied and pasted a new set of Sweet FX settings from beekiller and uufflakke as posted, renamed them

Pinche schei**e, I'm a beekiller...  :o  Shame on bk. :))

You want to switch reshade on/ off... and it needs a lot of time (you see a clock on a blackscreen only):

Let the running game stay on "Pause" for a second and the on/ off/ on... reshade will switch directly then.  ;)

Best regards, Gerhard  :)
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: bweiß on July 01, 2016, 05:08:43 PM
Quote
Pinche schei**e, I'm a beekiller...  :o  Shame on bk. :))

Thanks Gerhard, sorry about that. Seems I got the bee's in me bonnet!!!  :-|

I haven't see a clock on a blackscreen, but then by happenstance every time I've used SweetFX I've been hitting the pause button before using the scroll key to switch on/off. So it's been doing just as you said; switching directly. I was unaware that the pause button is actually needed and not just good practice. Appreciate the tip.

~Salute, Bruno


Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: SAS~Storebror on July 02, 2016, 12:27:21 AM
Just for the record, I've got the reshade toggle key on F11 (and the reshade screenshot key on F12, just saying) and toggling reshade on/off even during heaviest action works flawlessly on my i5-2500K + GTX970 rig with ReShade 2.0.

Best regards - Mike
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: bomberkiller on July 02, 2016, 09:24:33 AM
Mike, your PC is a Saturn V rocket, my PC is an old dune buggy.  :D

Best regards, Gerhard  :)
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: SAS~Storebror on July 02, 2016, 12:40:29 PM
It might be of the same age but not same speed :D
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: BlackAce7727 on August 07, 2016, 12:42:08 AM
Sweet FX really looks the business when it comes to graphic enhancement, however, installing it first time over after downloading from this little post I found it can't seem to access the IL2.exe file, I tried uninstalling-reinstalling....and it actually ruined my CUP install....all it did was make a post of it's specs in the top right hand corner of my game, which refused to go away. And then somehow it took control of my resolution and made that go all silly as well.  o_O

Despite reading the Readme several times, and even on a vanilla install it still gave me hell, and yes I did make sure that I followed the install procedure fully as well.....the user Beebop on M4T had the same isses.  :-|

I wonder if anyone knows how to correctly install this program or at least give a guide for the IL2 install without busting the game's files?  :)

All the best guys,

BlackAce
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: Kashmiro on August 07, 2016, 09:05:23 AM
Well...im at work actually but...manual install...there are 2different version of reshademe...like 1.07 version of sweet fx and 1.00...both are working pretty flawlessly. Automatic install works only for 1 this version so its allways better to use manual install. Rename reshade32.dll in reshades folder to opengl32.dll ant put it in il2 main folder. Than copy sweetfx folder located inside reshademe folder into main game folder. Done
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: Beebop on August 07, 2016, 10:30:09 AM
...This version has same settings as above except: No bloom and less saturated.
Uufflakke, Thank you for these settings.  I really like the way the game looks using them and desert maps are no longer over luminescent and washed out.
I highly recommend Uufflakke's settings for anyone who wants an improved image without a overly saturated look.

The forum won't let me post images or links from other posts.  Uufflakke's settings pic and link are on the first page of this thread. >:(

Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: SAS~Storebror on August 07, 2016, 10:14:51 PM
The forum won't let me post images or links from other posts.  Uufflakke's settings pic and link are on the first page of this thread. >:(
That's a spambot protection we're using quite a while successfully now, you need to have 5 posts at least before you can post links.
Your account has been adjusted, you "have" 5 posts now.
In this particular case this mechanism seemed to have kept you from posting a fullquote, which isn't all that welcome on forums, and that's not worth an angry smiley, isn't it? ;)

Best regards - Mike
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: Beebop on August 08, 2016, 11:22:56 PM
I did not know or didn't remember reading about the 5 post "requirement".   Maybe I just don't remember reading it when I signed up.   I looked through the 'Announcements" sub-forum for further enlightenment but was unsuccessful.  Nonetheless let me say Thank You for "adjusting" my account.
As for the smilely, I apologize.  At my age, (yes, may name appears as a co-applicant on the Patent Application for inventing dirt), I just didn't see the little angry eyebrows.  I truly thought I was choosing a "Sad" smilely.  I'll get stronger glasses in the future.  (I think I can rent the Griffith Observatory  telescope at a reasonable rate.)   :-*

Mostly I come here to read how to install mods and read the forums to see what problems others may have had and their solutions.

Again apologies for inadvertently causing "vortex turbulence" as I flew through.   
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: SAS~Storebror on August 09, 2016, 12:25:39 AM
No worries Beebop, glad to see you here :)
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: benitomuso on August 09, 2016, 06:47:34 AM
People, I didn't have enough time to investigate it in depth, but theorically SweetFX and others of these graphic manipulation libraries, could allow using the depth buffer of the OpenGL to create a depth-of-field effect, but I couldn't find any real example of how to use it, and I figured out it is more a dream feature than something really applicable.

Has any of you made an attempt with Il-2 or other software?
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: bomberkiller on August 09, 2016, 08:57:53 AM
Please try this:

SweetFX_(bk) download:

https://www.mediafire.com/download/tk6ji2ulftoi22c/ReShade_SweetFX_%28bk%29.7z (https://www.mediafire.com/download/tk6ji2ulftoi22c/ReShade_SweetFX_%28bk%29.7z)


Dezip the 7z-folder on your desktop.

Copy all files and folders from the "ReShade_SweetFX" folder and put them simply in your maingamefolder.

If it will not run open the desktop-folder "ReShade_SweetFX" and you'll see what you have to delete.

"SweetFX_(bk)" is for OpenGL only! Good luck!  ;)

Best regards, Gerhard  :)
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: benitomuso on August 09, 2016, 10:24:41 AM
Please try this:

SweetFX_(bk) download:

https://www.mediafire.com/download/tk6ji2ulftoi22c/ReShade_SweetFX_%28bk%29.7z (https://www.mediafire.com/download/tk6ji2ulftoi22c/ReShade_SweetFX_%28bk%29.7z)


Dezip the 7z-folder on your desktop.

Copy all files and folders from the "ReShade_SweetFX" folder and put them simply in your maingamefolder.

If it will not run open the desktop-folder "ReShade_SweetFX" and you'll see what you have to delete.

"SweetFX_(bk)" is for OpenGL only! Good luck!  ;)

Best regards, Gerhard  :)

Thank you Gerhard, but I didn't mean that I don't know how to make it work in general. I meant I wasn't successful on making depth-of-field feature work in particular.

Regards,
                    Pablo
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: SAS~Storebror on August 14, 2016, 01:26:48 AM
It works... in a way... and at the same time it doesn't.
Getting DOF activated in Reshade is quite simple.
You select your active profile, add the DOF shader and save the profile.
You can select the DOF shader with a right mouse-click and adjust settings, but for my short test I left it at default settings.
All of this can be done using the "ReShade Assistant", no need to manually frickle with the settings files.

The result is this (at best haha), Full HD on click:

(https://www.sas1946.rocks/flickr/storebror/8689/28894099741_176d4f7206_c.jpg) (https://www.sas1946.rocks/flickr/storebror/8689/28894099741_e21e244387_o.jpg)

The problem however is that the focal point only works for one specific perspective, other perspectives have the focus set somewhere else, e.g. in the distance:
(https://www.sas1946.rocks/flickr/storebror/8166/28351489404_c843b9936f_c.jpg) (https://www.sas1946.rocks/flickr/storebror/8166/28351489404_caa22b6ded_o.jpg)

Certain perspectives show completely distorted edges:
(https://www.sas1946.rocks/flickr/storebror/8778/28970503295_7680e82b2c_c.jpg) (https://www.sas1946.rocks/flickr/storebror/8778/28970503295_4874342291_o.jpg)

And again others even blank out whole parts of the image:
(https://www.sas1946.rocks/flickr/storebror/8066/28894099581_4294b8fe0c_c.jpg) (https://www.sas1946.rocks/flickr/storebror/8066/28894099581_3191eb0a06_o.jpg)

The issues might be able to resolve by adjusting the DOF shader settings, I don't know and didn't check.

Best regards - Mike
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: tartenmuche on August 14, 2016, 04:35:35 AM
Dear Bomberkiller,
I installed Sweet Fx following your instructions but I am not fully happy with the results.
Could you kindly tell me what I have to do to remove it safely?
Best regards.
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: bomberkiller on August 14, 2016, 05:33:43 AM
Quote
I installed Sweet Fx following your instructions but I am not fully happy with the results.

Hello tartenmuche,

what is not right with your SweetFX?

Quote
Could you kindly tell me what I have to do to remove it safely?

Please read here again:

https://www.sas1946.com/main/index.php/topic,46936.msg567027.html#msg567027 (https://www.sas1946.com/main/index.php/topic,46936.msg567027.html#msg567027)

Or simply rename (set - in front) the two folders "ReShade" and "SweetFX" and the two files "opengl32.dll" and "ReShade64.dll" - that's all.

Best regards, Gerhard  :)
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: SAS~Storebror on August 14, 2016, 06:59:32 AM
Actually even just renaming opengl32.dll, e.g. to "-opengl32.dll" would be enough to "remove" ReShade.
But even more, in ReShade you can define a key to toggle ReShade "on/off" at runtime in your game ;)

Best regards - Mike
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: tartenmuche on August 14, 2016, 10:14:47 AM
Dear Bomberkiller,
I did two things in the same time : I installed the settings in my conf.ini recommanded by Storebror and also Sweet fx, I bit off more than I can chew.
Dear Storebror,
could you please explain where i can find the on/off command in Reshade.
Best regards.
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: baggo on August 14, 2016, 01:43:12 PM
tartenmutch try scroll lock key....kev.
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: tartenmuche on August 14, 2016, 02:35:58 PM
Dear Baggo,
I am sorry but I don't understand.
Where is the lock key in the Il2 folder or in the control and command of the game when launched?
Thank you and best regards.
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: baggo on August 14, 2016, 03:10:31 PM
tartenmutche I followed bommerkillers instructions to benitumuso a few posts back works like a charm,and you can toggle effects on and off with the scroll lock key,hope this helps .kev.
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: baggo on August 14, 2016, 03:47:44 PM
tartenmutche, sorry mate just saw your other posts,didnt realise you had already tried those instructions.all I can say is they worked for me and I can turn on and off the effects with the scoll lock key,sorry I coudnt help you more I'm just starting to look at what you can do with it, maybe mike or bk can sort your prob their far more into this mod than I am,sorry I couldn't help more mate .kev
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: bomberkiller on August 15, 2016, 02:03:53 AM
(http://www2.pic-upload.de/img/31463725/ScrollLockKey.jpg)

 ;)
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: SAS~Storebror on August 15, 2016, 02:47:46 AM
Using the ReShade Assistant you can configure the "toggle on/off" key to any key you like.
And just to be on the safe side:
Your keyboard might not have an "Any" key, in that case please ask your local dealer for this supplementary 3-key keyboard from M$:

(https://s3.postimg.cc/nl5y3tenn/newkeyboard.jpg)

Best regards - Mike
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: tartenmuche on August 15, 2016, 10:09:13 AM
Dear Storebror, dear Bomberkiller,
I am struggling with my Logitech azerty keyboard searching for a scroll key.
I could choose a key at random but what is its name in Sweetfix?
Best regards.
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: SAS~Storebror on August 15, 2016, 10:40:00 AM
I am struggling with my Logitech azerty keyboard searching for a scroll key.
http://support.logitech.com/en_us/article/12444?product=a0qi00000069vE9AAI

I could choose a key at random but what is its name in Sweetfix?
Open ReShade Assistant.
Choose Profile:
(https://s3.postimg.cc/z0ohy9o1v/2016_08_15_18_36_36_Re_Shade_Assistant.png)

Click Profile Settings and assign virtual key code for "RESHADE_TOGGLE_KEY", here for instance mine is set to F11:
(https://s3.postimg.cc/bnqgfr7yb/2016_08_15_18_37_02_Re_Shade_Assistant.png)

Virtual Key Codes can be found e.g. here: http://cherrytree.at/misc/vk.htm

Best regards - Mike
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: tartenmuche on August 15, 2016, 01:26:24 PM
Dear Storebror,
it works. I changed the  non-existing scroll key into F1=112 in the Global setting text in the folder Sweet.fx. I didnt find the Reshade assistant.
Many thanks to you, to Baggo and to Bomberkiller.
Best regards.
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: SAS~Storebror on August 15, 2016, 10:38:01 PM
I didnt find the Reshade assistant.
That's true when you started with BK's sample folder.
His sample is based on ReShade 1.0.0.915 which didn't have any assistant, instead you had to configure everything manually in text files and all files were stored in the game folder.
Meanwhile we're at ReShade 2.0.3f1, Sweetfx has been integrated in ReShade, only two files go into your game folder and the configuration takes place in a graphical tool called "ReShade Assistant" which is part of ReShade 2.x.

You can get a fresh copy at http://reshade.me/ if you like to try.

Best regards - Mike
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: bomberkiller on August 16, 2016, 01:35:33 AM
Quote
His sample is based on ReShade 1.0.0.915 which didn't have any assistant, instead you had to configure everything manually in text files and all files were stored in the game folder.

Right!

This version with reasonable settings I chose for the IL-2 pilots had the problems with "SweetFX".  ;)

Mike, thanks for the link.

Best regards, Gerhard  :)
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: benitomuso on August 16, 2016, 06:38:09 AM
Mike, thank you for your comments. The only time I tried it I wasunable to get any success. I'm going to start a new set of tests. Probably not in general, but for some ScreenShots and details the DOF of Reshade could be very useful. What I got working with OpenGL in the Render for the VisualMOD is too slow and unusable.

Regards, Pablo

It works... in a way... and at the same time it doesn't.
Getting DOF activated in Reshade is quite simple.
You select your active profile, add the DOF shader and save the profile.
You can select the DOF shader with a right mouse-click and adjust settings, but for my short test I left it at default settings.
All of this can be done using the "ReShade Assistant", no need to manually frickle with the settings files.

The result is this (at best haha), Full HD on click:


The problem however is that the focal point only works for one specific perspective, other perspectives have the focus set somewhere else, e.g. in the distance:


Certain perspectives show completely distorted edges:


And again others even blank out whole parts of the image:

The issues might be able to resolve by adjusting the DOF shader settings, I don't know and didn't check.

Best regards - Mike
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: SAS~Storebror on August 17, 2016, 02:29:45 AM
ReShade can still be a tricky thing at times, beware of side effects!

Yesterday I've tried to get rid of a graphics issue for one hour.
It apparently happened after installing a new Nvidia Graphics driver update.
The effect was like having a non-working anisotropic filter:
Flying low over the water, I've had a quite narrow circle of "crisp" water shown with a sudden change to a very softened version of the same waves.
The edge between the two zone (crisp / soft) was clearly visible.
Screenshot is at home right now, I can show it later.

Since right before that flight I installed the new graphics driver, I've checked my settings first but everything looked fine.
Disabling AF in Nvidia Control Panel showed the same picture, so I was confident that I had to deal with a graphics driver/settings issue.
Finally I rolled back the graphics driver to previous version: Same issue.
I checked conf.ini, everything fine.
So I gave up and tried again this morning.

Kicked up a fresh vanilla modact 5 game: No issue.
Started Ultrapack again: Same issue.

So I checked the difference and finally tried to disable opengl32.dll in Ultrapack: Bingo. No issue.

I've tackled it down to my trials with "Depth of Field" then.
Turns out that even when you disable shaders in ReShade Assistant after having tried them, they still stay in the "pipeline.cfg" file which enlists all applicable shaders of a profile.
Albeit being disabled, some of the shaders seem to show effects (and as you can see in my case, sometimes quite negative ones) and to make matters worse, even disabling ReShade using the Toggle key will not fix that type of issue.

I ended up streamlining my "pipeline.cfg" file so that it only contains the shaders I'm really using, and voilá: ReShade working again and issue is solved.

Best regards - Mike
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: SAS~Storebror on August 17, 2016, 09:34:41 AM
*bump*
This was the effect my game was suffering from when ReShade didn't really disable unused shaders, in this case most likely something "depth of field" related.
See the changing water effects behind skylla's plane (Full HD on click):
(https://www.sas1946.rocks/flickr/storebror/8602/28941878792_7caf1503f2_c.jpg) (https://www.sas1946.rocks/flickr/storebror/8602/28941878792_f5ce578982_o.png)

Best regards - Mike
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: Ibis on August 17, 2016, 08:15:45 PM
 I had similar issues with the new Nvidia drivers in CLOD so reverted back and all now good once more.
 cheers.
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: Mars1986 on September 04, 2016, 10:03:40 PM
It is not letting me post...

Dammit... Ok, finally, it's letting me post.

Sorry, I had a whole thing typed out, really polite, thanking everybody, etc, but I just spent ten minutes fighting with it to let me post for some reason... So, it's the short SHORT version now.

I have CUP working successfully, and after some intermittent failures getting SweetFX to work, I gave up. Then I found ReShade, noticed other people have it working... ish. When enabled, it hardcrashes the executable immediately. The log it generates follows at the end of my post.

My System:
Windows 10
Intel I7-6700k
Nvidia 980ti, latest drivers
32gb DDR4 2666mhz

I'm sorry it's not encapsulated in the code thingy, but it says I can't post external links when I do that, and it's... kind of important to the task at hand.



Code: [Select]
An unexpected exception has been detected in native code outside the VM.
Unexpected Signal : unknown exception code occurred at PC=0x77c2dae8
Function name=RaiseException
Library=C:\WINDOWS\SYSTEM32\KERNELBASE.dll

Current Java thread:
at com.maddox.opengl.GLContext.SwapBuffers(Native Method)
at com.maddox.opengl.GLContext.swapBuffers(GLContext.java:191)
at com.maddox.il2.engine.Renders.a(Unknown Source)
at com.maddox.il2.engine.Renders.paint(Unknown Source)
at com.maddox.il2.engine.ConsoleGL0Render.exlusiveDraw(ConsoleGL0Render.java:25)
at com.maddox.il2.engine.ConsoleGL0.exclusiveDraw(ConsoleGL0.java:70)
at com.maddox.il2.game.Main3D.drawRandomSplashScreen(Main3D.java:3290)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1623)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)

Dynamic libraries:
0x00400000 - 0x0049A000 D:\Steam\steamapps\common\IL 2 Sturmovik 1946\il2fb.exe
0x77E80000 - 0x77FFB000 C:\WINDOWS\SYSTEM32\ntdll.dll
0x76300000 - 0x763E0000 C:\WINDOWS\SYSTEM32\KERNEL32.DLL
0x77B70000 - 0x77CEE000 C:\WINDOWS\SYSTEM32\KERNELBASE.dll
0x71AD0000 - 0x71B62000 C:\WINDOWS\system32\apphelp.dll
0x76600000 - 0x76747000 C:\WINDOWS\SYSTEM32\USER32.dll
0x760A0000 - 0x761EF000 C:\WINDOWS\SYSTEM32\GDI32.dll
0x76DF0000 - 0x76E6B000 C:\WINDOWS\SYSTEM32\ADVAPI32.dll
0x76750000 - 0x7680E000 C:\WINDOWS\SYSTEM32\msvcrt.dll
0x76430000 - 0x76474000 C:\WINDOWS\SYSTEM32\sechost.dll
0x77A50000 - 0x77AFD000 C:\WINDOWS\SYSTEM32\RPCRT4.dll
0x75F90000 - 0x75FAE000 C:\WINDOWS\SYSTEM32\SspiCli.dll
0x75F80000 - 0x75F8A000 C:\WINDOWS\SYSTEM32\CRYPTBASE.dll
0x77350000 - 0x773A8000 C:\WINDOWS\SYSTEM32\bcryptPrimitives.dll
0x77970000 - 0x7799B000 C:\WINDOWS\SYSTEM32\IMM32.dll
0x55680000 - 0x556A0000 D:\Steam\steamapps\common\IL 2 Sturmovik 1946\DINPUT.dll
0x75EC0000 - 0x75EE4000 C:\WINDOWS\SYSTEM32\WINMM.dll
0x75DA0000 - 0x75DC3000 C:\WINDOWS\SYSTEM32\WINMMBASE.dll
0x763F0000 - 0x76427000 C:\WINDOWS\SYSTEM32\cfgmgr32.dll
0x6D420000 - 0x6D4EF000 D:\Steam\steamapps\common\IL 2 Sturmovik 1946\bin\hotspot\jvm.dll
0x6D220000 - 0x6D227000 D:\Steam\steamapps\common\IL 2 Sturmovik 1946\bin\hpi.dll
0x6D3B0000 - 0x6D3BD000 D:\Steam\steamapps\common\IL 2 Sturmovik 1946\bin\verify.dll
0x6D250000 - 0x6D266000 D:\Steam\steamapps\common\IL 2 Sturmovik 1946\bin\java.dll
0x6D3C0000 - 0x6D3CD000 D:\Steam\steamapps\common\IL 2 Sturmovik 1946\bin\zip.dll
0x481D0000 - 0x4821F000 D:\Steam\steamapps\common\IL 2 Sturmovik 1946\wrapper.dll
0x742C0000 - 0x756BE000 C:\WINDOWS\SYSTEM32\SHELL32.dll
0x773B0000 - 0x778AA000 C:\WINDOWS\SYSTEM32\windows.storage.dll
0x76B20000 - 0x76CDD000 C:\WINDOWS\SYSTEM32\combase.dll
0x76E90000 - 0x76ED5000 C:\WINDOWS\SYSTEM32\shlwapi.dll
0x77B00000 - 0x77B0C000 C:\WINDOWS\SYSTEM32\kernel.appcore.dll
0x76010000 - 0x7609D000 C:\WINDOWS\SYSTEM32\shcore.dll
0x762B0000 - 0x762F4000 C:\WINDOWS\SYSTEM32\powrprof.dll
0x763E0000 - 0x763EF000 C:\WINDOWS\SYSTEM32\profapi.dll
0x68380000 - 0x683A7000 D:\Steam\steamapps\common\IL 2 Sturmovik 1946\DT.dll
0x02530000 - 0x0253A000 D:\Steam\steamapps\common\IL 2 Sturmovik 1946\pathfind.dll
0x48AB0000 - 0x4B98A000 D:\Steam\steamapps\common\IL 2 Sturmovik 1946\il2_corep4.dll
0x7C340000 - 0x7C396000 D:\Steam\steamapps\common\IL 2 Sturmovik 1946\MSVCR71.dll
0x48220000 - 0x48243000 D:\Steam\steamapps\common\IL 2 Sturmovik 1946\jgl.dll
0x48250000 - 0x4828A000 D:\Steam\steamapps\common\IL 2 Sturmovik 1946\il2_usgs2.dll
0x77B10000 - 0x77B6F000 C:\WINDOWS\SYSTEM32\WS2_32.dll
0x4E010000 - 0x4E087000 D:\Steam\steamapps\common\IL 2 Sturmovik 1946\mg_snd_sse.dll
0x651C0000 - 0x651F6000 C:\WINDOWS\SYSTEM32\dinput8.dll
0x681D0000 - 0x681DA000 C:\WINDOWS\SYSTEM32\HID.DLL
0x76EE0000 - 0x772EB000 C:\WINDOWS\SYSTEM32\SETUPAPI.DLL
0x75D10000 - 0x75D32000 C:\WINDOWS\SYSTEM32\DEVOBJ.dll
0x76480000 - 0x764C2000 C:\WINDOWS\SYSTEM32\WINTRUST.dll
0x779A0000 - 0x779AE000 C:\WINDOWS\SYSTEM32\MSASN1.dll
0x77CF0000 - 0x77E69000 C:\WINDOWS\SYSTEM32\CRYPT32.dll
0x72310000 - 0x72385000 C:\WINDOWS\system32\uxtheme.dll
0x6D340000 - 0x6D348000 D:\Steam\steamapps\common\IL 2 Sturmovik 1946\bin\net.dll
0x757B0000 - 0x757B8000 C:\WINDOWS\SYSTEM32\WSOCK32.dll
0x719E0000 - 0x719F2000 C:\WINDOWS\system32\napinsp.dll
0x719C0000 - 0x719D6000 C:\WINDOWS\system32\pnrpnsp.dll
0x719A0000 - 0x719B4000 C:\WINDOWS\system32\NLAapi.dll
0x72430000 - 0x7247F000 C:\WINDOWS\System32\mswsock.dll
0x73CF0000 - 0x73D74000 C:\WINDOWS\SYSTEM32\DNSAPI.dll
0x76DE0000 - 0x76DE7000 C:\WINDOWS\SYSTEM32\NSI.dll
0x71990000 - 0x7199B000 C:\WINDOWS\System32\winrnr.dll
0x71970000 - 0x71981000 C:\WINDOWS\System32\wshbth.dll
0x70820000 - 0x70900000 C:\WINDOWS\SYSTEM32\Opengl32.dll
0x71E70000 - 0x71E95000 C:\WINDOWS\SYSTEM32\GLU32.dll
0x70100000 - 0x701EE000 C:\WINDOWS\SYSTEM32\DDRAW.dll
0x70B60000 - 0x70B67000 C:\WINDOWS\SYSTEM32\DCIMAN32.dll
0x764E0000 - 0x765FF000 C:\WINDOWS\SYSTEM32\MSCTF.dll
0x6EE80000 - 0x6EEB7000 C:\Program Files\ASUSTeKcomputer.Inc\SS2\UserInterface\SS2DevProps.dll
0x76980000 - 0x76A6B000 C:\WINDOWS\SYSTEM32\ole32.dll
0x6EEC0000 - 0x6EF11000 C:\Program Files\ASUSTeKcomputer.Inc\SS2\UserInterface\SS2OSD.dll
0x76A70000 - 0x76AF4000 C:\WINDOWS\SYSTEM32\clbcatq.dll
0x75D40000 - 0x75D95000 C:\WINDOWS\System32\MMDevApi.dll
0x75BC0000 - 0x75D0B000 C:\WINDOWS\System32\PROPSYS.dll
0x779B0000 - 0x77A42000 C:\WINDOWS\SYSTEM32\OLEAUT32.dll
0x75B50000 - 0x75BB8000 C:\WINDOWS\SYSTEM32\AUDIOSES.DLL
0x75A80000 - 0x75B48000 C:\WINDOWS\SYSTEM32\wintypes.dll
0x68D30000 - 0x6A599000 C:\WINDOWS\SYSTEM32\nvoglv32.DLL
0x73AA0000 - 0x73AAF000 C:\WINDOWS\SYSTEM32\WTSAPI32.dll
0x6FD70000 - 0x6FEAF000 C:\WINDOWS\SYSTEM32\dbghelp.dll
0x757A0000 - 0x757A8000 C:\WINDOWS\SYSTEM32\VERSION.dll
0x722B0000 - 0x722D8000 C:\WINDOWS\SYSTEM32\ntmarta.dll
0x71F40000 - 0x71F5D000 C:\WINDOWS\system32\dwmapi.dll
0x717A0000 - 0x717E4000 C:\WINDOWS\SYSTEM32\WINSTA.dll
0x5E930000 - 0x5E955000 C:\WINDOWS\system32\dinput.dll
0x54F60000 - 0x54F66000 C:\Program Files (x86)\NaturalPoint\TrackIR5\NPClient.dll
0x75DD0000 - 0x75E56000 C:\WINDOWS\SYSTEM32\dsound.dll
0x564D0000 - 0x56690000 D:\Steam\steamapps\common\IL 2 Sturmovik 1946\d3d9.dll
0x6EFC0000 - 0x6F18B000 C:\WINDOWS\system32\d3d9.dll
0x76E70000 - 0x76E8B000 C:\WINDOWS\SYSTEM32\imagehlp.dll
0x764D0000 - 0x764D6000 C:\WINDOWS\SYSTEM32\PSAPI.DLL

Local Time = Sun Sep 04 22:14:09 2016
Elapsed Time = 12
#
# The exception above was detected in native code outside the VM
#
# Java VM: Java HotSpot(TM) Client VM (1.3.1-b24 compiled mode)
#
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: SAS~Storebror on September 05, 2016, 12:41:12 AM
I'm sorry for the link posting issues, we took this opportunity to explain the background here (https://www.sas1946.com/main/index.php/topic,20216.msg569118.html#msg569118).
Concerning your ReShade issue, generally your system should be fine to run ReShade, my bet is that the issues have something to do with the fact that it's a Steam game installation.

There's a couple more things that need to be checked but this would be step 1:
I'd recommend to copy the whole game folder ("D:\Steam\steamapps\common\IL 2 Sturmovik 1946\" in your case) to a different place, e.g. D:\Games\IL2\Modact, then download and install Modact and then the Direct2Drive Patch (https://www.sas1946.com/main/index.php/topic,1531.0.html).
Which Modact version you'll have to choose depends on the game version you're running currently.
If it's 4.12.2m, then install Modact 5.3 (https://www.sas1946.com/main/index.php/topic,37662.0.html).
If it's 4.13.1m, then install Modact 6.1 (https://www.sas1946.com/main/index.php/topic,51012.0.html).
If it's 4.13.2m, then downgrade to 4.13.1 first (http://forum.1cpublishing.eu/showthread.php?t=229683) and then proceed with Modact 6.1 installation.

Next step would be to check your conf.ini since it seems like you're running your game in DirectX mode currently, which is not good for IL-2.
You should choose OpenGL instead and adjust your conf.ini so your game runs in "perfect mode", see here (https://www.sas1946.com/main/index.php/topic,9756.msg185327.html#msg185327).

Last but not least ReShade generates it's own logfile.
When you run your game in OpenGL mode, the logfile name is "opengl32.log". The contents of that log would be important in case of a ReShade crash.

Best regards - Mike
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: Mars1986 on September 05, 2016, 06:17:00 AM
Final Edit



Confirmed, working as intended now. I had the wrong ReShade version evidently. I had one that had "Mediator" instead of "Assistant" which is apparently much older. Odd,  because I clicked the main download link, I'm sure... Anyway, whatever, it's fixed now. Thank you for your assistance (even though it was older posts that got me on the right track) :P





I wasted.... Soooo... many hours. Every waking moment of the last week over something that stupid... Sad.
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: Mars1986 on September 08, 2016, 06:01:26 PM
For future reference, I just discovered the source of my on again/off again relationship with Reshade :
Republic of Gamers / Asus     :  Sonic Suite 2

It has some sort of built in overlay/interface that seems to interfere with some things, Reshade being one. Coincidentally, I also have to disable it in order to make CloD work. I'm just going to uninstall it altogether since it doesn't really do much anyway. Interestingly, disabling it causes Reshade to resume working, but then I experience water artifacts and texture corruption, with or without Reshade, it seems. I'll update this post if/when I find out what the deal is there.

-edit

I was mistaken, it is indeed Reshade doing it, and it's the SMAA option causing the artifacting specifically. Disabling that makes the problems go away.
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: Mars1986 on September 10, 2016, 11:01:28 AM
Alright, I finally fully resolved the last of the Reshade issues I was having.

Storebor, that effect you mentioned that looked like a depth of field issue? I was having the same thing, but I instead went through the pipeline.cfg line by line until I isolated the specific shaders causing it. In my case, at least, if ANY shaders from MartyMcFly are in the pipeline, at ALL, it causes that weird halo effect. And as previously mentioned, SMAA was causing the flickering I experienced. I also discovered that removing Otis'  "DepthHaze" effect from the pipeline caused all manner of erratic artifacting and issues (it being there doesn't hurt anything, but removing it, enabled or not, causes problems).

So, I've removed all of Marty's stuff, SMAA, and the first DoF thing (since it didn't work properly anyway) and now I can use whatever other shaders are still in the list and don't appear to be having any issues whatsoever now.
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: Uufflakke on September 25, 2016, 06:35:55 AM
Since I use VP Modpack (based on 4.12.2) I get default screenshots when Reshade/SweetFX is enabled.
In game everything looks fine but screenies still default.
(My previous modpack I used untill recently was DBW 1.71 and everything worked fine.)

Any solution on this matter?



Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: Samurai999 on December 30, 2016, 09:49:01 AM
When installed this mod, there were problems with all of the original cabins of aircraft.
 
(https://s23.postimg.cc/3vbz0jwuj/2016_12_23_17_34_05.jpg) (https://postimg.cc/image/5n4xvgg7b/)

??? ??? ??????????
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: resistor on January 06, 2017, 12:29:42 PM
Has anyone else had issues with keyboard/mouse control when you launch the latest 3.0.6.164 reshade? The program launches, but I cant do anything once Im in. It works fine in other games.

I'm using my track IR for views, so I'd think the kb/mouse would work. Is there a way to switch which app has use of the kb\mouse?
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: SAS~Storebror on January 06, 2017, 01:20:14 PM
Mouseuse=1
That will fix it, but with side effects.
In a nutshell, stay with reshade 2 at the moment.
3 has serious issues :
https://reshade.me/forum/troubleshooting/2768-reshade-3-0-x-and-il-2-sturmovik-1946
https://reshade.me/forum/troubleshooting/2777-opengl-invisible-elements

Best regards - Mike
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: teh_pwnisher on January 06, 2017, 05:22:30 PM
Just FYI if anyone is getting black streaks on the water with reshade. Change IL21946 from Opengl to directx. Then use the directx wrapper for reshade.
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: resistor on January 07, 2017, 05:55:37 PM
Thanks Mike! That visual bubble and the mouse movement stuff isn't so bad, although it would be nice if they'd fix it. One day I suppose.

Mouseuse=1 did get my mouse working though. The visuals are stunning.

I never used v2.x before and the installs seemed a bit convoluted for my taste.
 
Mouseuse=1
That will fix it, but with side effects.
In a nutshell, stay with reshade 2 at the moment.
3 has serious issues :
https://reshade.me/forum/troubleshooting/2768-reshade-3-0-x-and-il-2-sturmovik-1946
https://reshade.me/forum/troubleshooting/2777-opengl-invisible-elements

Best regards - Mike
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: Treetop64 on January 31, 2017, 11:21:19 AM
Used the latest version of ReShade in the game, and encountered the same mouse functionality and visual "cockpit chopping" issues.

After a couple of days worth of tinkering I found settings that resembled as close to natural light tones and ambiance as I could, and the result was very pleasing.  The mouse issue is easy enough to work around (set mouse=1, then play replays in game 'til you get the settings you like, then reset mouse=2).  However, that cockpit clipping issue is unacceptable, especially when flying larger or multi-engined aircraft where you have much of the exterior model right close to the cockpit (SB-2, Pe-2, etc).  Tried living with it but it's too distracting.

Just removed Reshade in the end.  Absolutely loved the visual improvements it gave but the clipping is a deal-breaker.  Really wish they'd fix that...
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: SAS~Storebror on January 31, 2017, 11:35:53 PM
You can always use Reshade 2.x versions like I do.
They come with mostly the same set of effects, the biggest difference is that Reshade 2.x uses a separate application to configure your effects.

Best regards - Mike
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: SAS~Bombsaway on February 01, 2017, 08:32:59 AM
Could someone post a link to Reshade 2.x and the sweet FX that works for IL2 or send it to me via pm? I go to the site link in the first post and its a later version.
Thanks. :)
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: SAS~Storebror on February 01, 2017, 09:09:27 AM
This is the official Reshade Repository:
https://www.mediafire.com/folder/8ar1jhh1809cl/ReShade_Repository

In the "ReShade 2.0" folder you will find the latest 2.0 version (2.0.3f1) which is working perfectly fine with IL-2.

Best regards - Mike
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: SAS~Bombsaway on February 01, 2017, 09:14:13 AM
Thanks Mike. :)
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: Treetop64 on February 02, 2017, 03:23:17 PM
This is the official Reshade Repository:
https://www.mediafire.com/folder/8ar1jhh1809cl/ReShade_Repository

In the "ReShade 2.0" folder you will find the latest 2.0 version (2.0.3f1) which is working perfectly fine with IL-2.

Best regards - Mike

Many thanks, Mike.  Will DL when I get home. 
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: edc1 on February 03, 2017, 03:38:42 AM
Hi Mike,
HELP-Tried to download From your link,
but when I press downlod button I get an advert to upgrade to mult-download Pro
and no download happens, tried it using Google and firefox same result.
Cheers edc1
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: SAS~Storebror on February 03, 2017, 04:36:45 AM
Ask that to mediafire please.
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: baggo on February 03, 2017, 05:01:46 AM
EDC1 you could try bomber killers reply 119 page 10 of this thread complete with instructions,I think it still works ....Kev.
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: SAS~Storebror on February 03, 2017, 07:11:58 AM
BK's link might work, but the ReShade version behind it is outdated.
So, what's the underlying issue?
Mediafire massively spammed their site with adverts about a year ago.
If you don't have an adblocker, mediafire will show a fullscreen popup window when you click on the "download" button for the first time.
You will then have to close that popup window, find your original mediafire window behind and click on "download" again, this will start your download.

If you have an adblocker and mediafire download links don't work anymore, then your adblocker is apeshit. Screw it and install "AdBlocker Ultimate" instead.

Best regards - Mike
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: bomberkiller on February 03, 2017, 08:54:52 AM
Quote
BK's link might work, but the ReShade version behind it is outdated.

Right!

But, it runs perfectly in my IL-2 and a lot of other old games.  ;)

Best regards, Gerhard
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: edc1 on February 03, 2017, 10:06:02 AM
Hi mike ,
Dont have an add blocker,So I
got it to download by clicking on the share button,(on your link)
then copying the link into the http address line, then I pressed enter.
It then opened a page with all the downloads on it, clicked on the download I wanted
and the normal medifire download page opened up.
Got the download now
A very different way to download from medifire.
Cheers edc1 (stan)
and thanks to bomberkiller for your input
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: GroteVogel35 on February 19, 2017, 05:33:27 AM
Anyone interested in Reshade/Sweetfx 3? Try to answer this:

https://www.sas1946.com/main/index.php/topic,53167.msg578303.html#msg578303
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: SAS~Storebror on February 19, 2017, 06:22:08 AM
Read before post, it's been answered in this thread already: https://www.sas1946.com/main/index.php/topic,46936.msg582425.html#msg582425
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: GroteVogel35 on February 19, 2017, 07:16:42 AM
Thanks for the heads up.
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: nelsonluis7 on March 02, 2017, 09:12:07 AM
Good day gentlemen,
I don't know if this was answered before, if so, my apologies. With the reshade 2.0 assistant I can not select OpenGL as the renderer. Directx 9 is automatically selected instead and I have no way to change it. I am runing SAS modact 6.3. Any idea how can I select OpenGL?

System: Windows 8.1 x64
GPU: Nvidia GeForce GTX 970 4 GB
Processor: i7-4770K 3.5 GHz
RAM: 16 GB, DDR3 1600 MHz

Regards
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: SAS~Storebror on March 02, 2017, 10:05:43 AM
You can select a renderer in Reshade assistant?
Where?
Never seen that.
I can select a thousand things in there, but not the renderer.
Wouldn't make a difference anyway.
In the end you copy the "ReShade32.dll" file to your game and call it "opengl32.dll", that's what makes Reshade intercept the OpenGL renderer of IL-2.
The "Reshade Assistant"'s sole property is to setup a profile with the shaders of your choice and their regarding settings.

Best regards - Mike
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: nelsonluis7 on March 02, 2017, 10:28:23 AM
Thanks Mike!!

Yes, in the initial screen of the assistant appears the option to select d38, d39, d311 and OpenGL. But clicking in the options that aren't highlighted does nothing (if I remember it correctly  ;D).
I am at work now but in the evening I will try to post a screenshot.

Anyway, I will do it as you recommend.

Regards

P.S.: my mistake. As you say, there is no way to select the renderer. Nevertheless, I followed your instructions and it is working perfectly. Thanks :)
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: hazeuk on March 05, 2017, 07:23:45 AM
will reshade crash my computer (mean blue screen of death) intel graphics 4000 and 4 gb ram
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: SAS~Storebror on March 05, 2017, 07:32:49 AM
It will actually eat it.
In one big chunk.

Catch it, wash it and finally eat it.

Best regards - Mike
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: brokenshadows on May 24, 2017, 01:58:24 PM
Mouseuse=1
That will fix it, but with side effects.

Stupid question, but in which file do i change mouseuse=1?
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: SAS~Storebror on May 25, 2017, 12:27:07 AM
That's in conf.ini ([rts] section) inside your IL-2 game folder.
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: SAS~Bombsaway on October 28, 2017, 09:12:32 AM
Would someone please give a set detailed install instructions for this? It would seem this has progressed over some time and I would love to try it.

Thank you. :)
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: SAS~Storebror on October 30, 2017, 09:00:09 AM
Okay, I'll try...

First off, forget about the latest official ReShade release.
Since ReShade 3.0 there's a bug that will create an all-transparent invisible sphere around your viewpoint that is much larger than IL-2's default sphere e.g. applying in cockpits, resulting in "see-through" effects, misplacement of views etc.
The latest ReShade version working well with IL-2 is the latest ReShade 2.0 version, which is ReShade 2.0.3f1, mirrored for download here:
https://www.mediafire.com/file/s8lnxx24tdrx4qg/ReShade_2.0.3f1.7z

Installation:

Configuration:

Run "ReShade Assistant.exe" in your IL-2 game folder.
On the first start, the EULA will appear in an editor window, you can just close it after reading and understanding the contents:
(https://s1.postimg.cc/79p3hwg45r/2017-10-30_15_11_30-_EULA_-_Editor.png)

You will start in the "Assistant Settings" by default thereafter. I recommend to leave this untouched.
(https://s1.postimg.cc/3ft3d3vofj/2017-10-30_15_11_03-_Re_Shade_Assistant.png)

Switch to the "Profiles" tab now.
You can work with multiple profiles if you want, in that case click the "+" icon above "Default" and create a new profile.
Or you can just work with that Default profile by left-clicking it.
(https://s1.postimg.cc/6wm7vd5qsf/2017-10-30_15_13_35-_Re_Shade_Assistant.png)

After selecting the profile of your choice (or default), to the left of the "Profiles" tab a new "Profile Settings" will appear.
Click on it.
Here you can setup a couple of global settings for your profile, e.g. a toggle key to enable/disable ReShade at runtime and the Screenshot key.
Yes, ReShade has it's own builtin Screenshot mechanism which - in my point of view - works much better and faster than IL-2's screenshots, and it has more output options, e.g. it can create lossless compressed png screenshots.
I'd recommend to change the Screenshot key here, as per default ReShade and IL-2 will use the same key, which in the end will result in randomly one or the other creating screenshots when you press it.
My personal setting is png screenshots, F11 as ReShade Toggle key (that is keycode "122" for ReShade) and F12 as screenshot key (keycode "123"):
Furthermore, since IIRC IL-2 doesn't support it (and I don't use it), I'm disabling the depth linearization (set to "0"):
(https://s1.postimg.cc/9asegw6jy7/2017-10-30_15_28_49-_Re_Shade_Assistant.png)

After applying your settings, I'd recommend to save your settings here for the first time.
The reason is: The ReShade Assistant can sometimes react quite surprisingly, especially when you edit the shaders.
If that happens, the best thing to do is to just exit the ReShade Assistant without saving, then re-enter it again and proceed from your last "Save" point.

In order to save settings, first click "Save" and then immediately "Confirm":
(https://s1.postimg.cc/185plxfznj/2017-10-30_15_32_25-_Re_Shade_Assistant.png)

(https://s1.postimg.cc/1tfd88b33j/2017-10-30_15_34_08-_Re_Shade_Assistant.png)

Now it's time to switch to the "Presets" tab. Once again, you can create your own preset or just edit the "Default" one:
(https://s1.postimg.cc/28mt7sli2n/2017-10-30_15_29_36-_Re_Shade_Assistant.png)

Once the Preset has been selected, switch to the "Shaders" tab.
Here you can enable/disable Shaders of your choice.
Personally I am using these Shaders:
(https://s1.postimg.cc/16158wly3j/2017-10-30_15_37_09-_Re_Shade_Assistant.png)

Once again, after selecting Shaders, I recommend to save settings.

Now it's time to adjust Shader Settings.
To do so, left-click right beside the name of an activated Shader.
This is when ReShade Assistant acts strange for me, e.g. it looks like this (selects multiple lines at once):
(https://s1.postimg.cc/1waqbff767/2017-10-30_15_40_27-_Re_Shade_Assistant.png)

It doesn't matter much as long as the correct line is selected for real, which you can see because it's font will turn bold.
Switch to the "Shader Settings" tab now.
For the VIBRANCE shader I have toned down blue from 1.0 to 0.95:
(https://s1.postimg.cc/84oei3uwj3/2017-10-30_15_42_20-_Re_Shade_Assistant.png)

Shader Settings done? Time to save!!!

Go back to the "Shaders" tab, select the next Shader and switch back to the "Shader Settings" again.
The next Shader in my list is LUMASHARPEN.
Here I have increased the "sharp strength" significantly from default value "0.65" to "1.50" and I have increased "sharp_clamp" from default "0.035" to "0.235":
(https://s1.postimg.cc/9qgfo3buin/2017-10-30_15_45_32-_Re_Shade_Assistant.png)

Save Settings -> Back to Shaders -> Next Shader (BLOOM) -> Shader Settings.
Here I have increased the "BloomThreshold" value from default "20.25" to "22.25":
(https://s1.postimg.cc/6suyaqvfov/2017-10-30_15_47_45-_Re_Shade_Assistant.png)

Save Settings -> Back to Shaders -> Next Shader (HDR) -> Shader Settings.
Here I have decreased HDRPower from default "1.30" to "1.20" and radius2 from default "0.87" to "0.85":
(https://s1.postimg.cc/26yu2e3wj3/2017-10-30_15_49_23-_Re_Shade_Assistant.png)

Save Settings (don't forget to click "Confirm"!!!), close ReShade Assistant and you're basically done.

One last step I would recommend is to create an empty file "opengl32.log" in your IL-2 folder and make it read-only.
The reason is that ReShade will try to create that log file and flood it with megabytes of useless repetive false errors.

Last but not least, here you can find the whole stuff including my settings, all ready and prepared just to drop into your IL-2 game folder, ready to go, with F11 as ReShade Toggle key, F12 as ReShade screenshot key and all shader settings set as shown above.
Note that since these settings use the "Default" profile, you will see a yellow warning message from ReShade when it first kicks in, that's because ReShade wants to be bound to a specific app (exe file) and usually uses the "Default" profile for fallback only. But that doesn't make a difference in using it.
https://www.mediafire.com/file/59h45i8paklydgj/ReShade_2.0.3f1_with_Storebror_Settings_2017-10-30.7z

Best regards - Mike
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: SAS~Bombsaway on October 30, 2017, 09:06:37 AM
WOW! Thank you. I'll try to get it installed.
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: PA_Willy on October 30, 2017, 01:19:13 PM
Wow! Thank you for this impressive tutorial.
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: SAS~Storebror on November 08, 2017, 04:40:09 AM
For the sake of completeness, this is what you need to do if your game is running in DirectX mode.

First off, make sure you really need to run the game in DirectX mode (usually you won't, it's only really necessary for players bound to use their CPU-integrated Intel HD graphics).
If you really need to use DirectX mode, check that your conf.ini is properly configured: https://www.sas1946.com/main/index.php/topic,9756.msg632271.html#msg632271

Then, basically you follow the gide for OpenGL posted 3 posts before, but Instead of Installation step 2...
Copy "ReShade32.dll" to "opengl32.dll".
...you need to copy "ReShade32.dll" to "d3d9.dll".

Now that ReShade is DirectX 9 and IL-2 is DirectX8, you need to add a "translator", called "d3d8to9".
The latest binaries can be found here: https://github.com/crosire/d3d8to9/releases
You download the newest dll file and put it into your IL-2 game folder, right beside the "d3d9.dll" file you've just created when "installing" ReShade.

Then please follow the configuration guide posted 3 posts before, it's the same thing for both DirectX and OpenGL.

Finally, instead of...
One last step I would recommend is to create an empty file "opengl32.log" in your IL-2 folder and make it read-only.
The reason is that ReShade will try to create that log file and flood it with megabytes of useless repetive false errors.
...please do the same but with an empty file "d3d9.log".

If you use my ReShade sample with settings (https://www.mediafire.com/file/59h45i8paklydgj/ReShade_2.0.3f1_with_Storebror_Settings_2017-10-30.7z), please rename "opengl32.dll" to "d3d9.dll", rename "opengl32.log" to "d3d9.log" and download the latest d3d8.dll from https://github.com/crosire/d3d8to9/releases and put it into your IL-2 game folder.

Best regards - Mike
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: baggo on November 15, 2017, 05:02:23 PM
thanks for this mike,tried your settings really liked them,then i found i had the open sea problem you had earlier in this thread, tried your cure and got rid of every shader that wasnt CeeJays in the cfg pipeline and bingo working brill, really pleased,many thanks mike for this and all the other stuff you do,i cant do but i can say THANK YOU.......kev.
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: SAS~Storebror on November 15, 2017, 10:21:44 PM
i found i had the open sea problem you had earlier in this thread, tried your cure and got rid of every shader that wasnt CeeJays in the cfg pipeline and bingo working brill
Thanks for the heads up baggo, fell victim of this on sunday myself lol 8)
I'll do some further tests to see which shader exactly causes that issue and will update the settings post accordingly then.

Thanks again and best regards - Mike
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: bumpyflies on March 05, 2018, 01:08:19 AM
Dear smarter-than-me people,
I'm stumped. For the love of me I can't get Reshade to work on a "clean" Il-2 installation from GOG, a 12.2m "megapatched" copy of that, or any of the other versions I've installed.  My consistent error is "il2b.exe has stopped working". 

I'm working with a newish Acer (2017) laptop with NVidia 940mx graphics and Windows 10 (1709).  "Perfect" mode works with OpenGL.  Everything else works.  BAT works beautifully (thank you for all your hard work!).  And now laugh please...I bought this laptop precisely because it had an NVidia card...so I could play Il-2...and precisely because once upon a time I met a Malta spitfire pilot when I was delivering newspapers at age 14.   

I've tried several incarnations to resolve the Reshade/SweetFX issue as mentioned in this thread. SAS~Storbror's solution comes very close - but no cigar.  The exact same settings when installed for a DirectX installation works perfectly.  From this I can understand the appeal of ReShade - and can also understand why OpenGL is preferred.

My logfile tells me that il-2 started and "splash screens" were available.  My opengl.log tells me that somewhere along the line, processing stopped

'D3D11CreateDevice(35150BC0, 0, 00000000, 0x89, 2F8AD940, 1, 7, 2F8AD948, 00000000, 00000000)' ...
01/01/2018 22:01:19:882 [10148] | INFO  | > Passing on to 'D3D11CreateDeviceAndSwapChain':
01/01/2018 22:01:19:882 [10148] | INFO  | Redirecting 'D3D11CreateDeviceAndSwapChain(35150BC0, 0, 00000000, 0x89, 2F8AD940, 1, 7, 00000000, 00000000, 2F8AD948, 00000000, 00000000)' ...

In reading through this thread, it strikes me that others have seemingly experienced the same thing... and achieved no resolution.  So...mayday...mayday...ideas?


Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: SAS~Storebror on March 05, 2018, 02:02:12 AM
I take it that you have renamed the reshade.dll to "ReShade32.dll" to "opengl32.dll" in your IL-2 folder.
I also take it that you are using the ReShade 2.0.3f1 version posted here in this thread some posts ago, instead of the now-official ReShade 3.x versions which are known to cause all kind of issues with IL-2.
If that's made sure, the next thing we need is your full conf.ini file contents and the full opengl.log contents.

Cheers!
Mike
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: bomberkiller on March 05, 2018, 04:37:01 AM
...or take this:

https://www.mediafire.com/file/j97vfdn6311bf5d/ReShade_SweetFX_IL-2_%28bk%29.7z (https://www.mediafire.com/file/j97vfdn6311bf5d/ReShade_SweetFX_IL-2_%28bk%29.7z)

Unzip, open the "ReShade_SweetFX" folder and copy the two folders and the five files.

Put it all in your maingamefolder - done.

Best regards, Gerhard
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: bumpyflies on March 06, 2018, 12:08:12 PM
Thank you gentlemen, OK here goes:
1) Fresh install of 4.12.2m (megapatched) in c:\il-2 1946
2) Conf.ini copied from my BAT installation (tested + works + generates logfile.lst file just as it should)
3) Followed instructions in Reply #175 to the letter (Thanks bomberkiller, I tried that too)
Many thanks in advance!

P.S:  I've tried posting the Conf.in and Opengl logfile (contained within the appropriate CODE tags).  I can preview this, but when I try to post I get an error message saying "Sorry, you are not allowed to post external links".  It would appear that I may have posted too infrequently here, so I am being blocked.  Suggestions?
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: bumpyflies on March 06, 2018, 12:44:06 PM
Ok, I've posted a couple of screenshots elsewhere, so this should now work...thanks for your patience!   :-*

Thank you gentlemen, OK here goes:
1) Fresh install of 4.12.2m (megapatched) in c:\il-2 1946
2) Conf.ini copied from my BAT installation (tested + works + generates logfile.lst file just as it should)
3) Followed instructions in Reply #175 to the letter (Thanks bomberkiller, I tried that too)
Many thanks in advance!

Here's my conf.ini
Code: [Select]
[il2]
title=Il2-Sturmovik Forgotten Battles
hotkeys=HotKey game

[HotKey Console]
Shift Tab=Activate

[Console]
HISTORY=1024
HISTORYCMD=1024
LOGFILE=logfile.lst
LOG=1
LOGKEEP=0
LOGTIME=0

[HotKey gui]
Escape=activate

[window]
width=1920
height=1080
ColourBits=32
DepthBits=24
StencilBits=8
ChangeScreenRes=1
FullScreen=1
DrawIfNotFocused=0
EnableResize=0
EnableClose=1
SaveAspect=0
WideScreenFoV=1
Use3Renders=0
UIColor=0
UIDetail=0
UIBackground=en
Use3RendersUI=0

[GLPROVIDER]
GL=Opengl32.dll

[GLPROVIDERS]
Open GL=Opengl32.dll
DirectX=dx8wrap.dll

[NET]
speed=5000
routeChannels=0
serverChannels=31
localPort=21000
remotePort=21000
SkinDownload=1
serverName=No Name
serverDescription=
remoteHost=
localHost=
socksHost=
checkServerTimeSpeed=1
checkClientTimeSpeed=0

[MaxLag]
farMaxLagTime=10.0
nearMaxLagTime=2.0
cheaterWarningDelay=5.0
cheaterWarningNum=-1

[chat]
region=(dx=0.6925,dy=0.071666665,x=0.0,y=0.0)

[game]
Arcade=0
HighGore=1
mapPadX=0.6689453
mapPadY=-0.046875
viewSet=64
Intro=0
NoSubTitles=0
NoChatter=0
NoHudLog=0
NoLensFlare=0
iconTypes=3
eventlog=eventlog.lst
eventlogkeep=0
3dgunners=1
ScreenshotType=0
RecordingIndicator=0
MapAlpha=1.0
SaveTrk=1
IconUnits=0
SkipParatrooperViews=0
NoMissionInfoHud=0
noKillInfoHud=0
BlockMorseChat=0
SmallMapWPLabels=1
ShowMorseAsText=0
lowInfoHud=0


[HotKey game]
PrintScreen=ScreenShot
P=pause
Pause=pause

[HotKey gui]
Escape=activate

[HookViewFly Config]
timeFirstStep=2.0
deltaZ=10.0

[HookView]
MouseLeft=Len

[HookView Config]
AzimutSpeed=0.1
TangageSpeed=0.1
LenSpeed=1.0
MinLen=1.0
DefaultLen=20.0
MaxLen=3000.0
Speed=6

[HotKey builder]
MouseLeft=objectMove
MouseRight=popupmenu
Enter=freeView
Shift MouseLeft=worldZoom
Alt MouseLeft=select+
Alt MouseRight=select-
Alt Ctrl=unselect
PageDown=change+
PageUp=change-
End=change++
Home=change--
Ctrl MouseLeft=insert+
Insert=insert+
NumPad-0=insert+
F=fill
Ctrl MouseRight=delete+
NumPad.=delete+
Delete=delete+
Backspace=cursor
Tab=cursor
F10=land
F11=onLand
NumPad-=normalLand
NumPad+=toLand
NumPad-5=resetAngles
NumPad-8=resetTangage90
NumPad-7=stepAzimut-5
NumPad-4=stepAzimut-15
NumPad-1=stepAzimut-30
NumPad-9=stepAzimut5
NumPad-6=stepAzimut15
NumPad-3=stepAzimut30

[MouseXYZ]
F1=SpeedSlow
F2=SpeedNormal
F3=SpeedFast
MouseRight=XYmove
F4 MouseRight=Zmove
MouseMiddle=Amove
F5 MouseRight=Amove
F6 MouseRight=Tmove
F7 MouseRight=Kmove

[MouseXYZ Config]
RealTime=1

[HotKey Console]
Shift Tab=Activate
[Console]
HISTORY=1024
HISTORYCMD=1024
LOAD=console.cmd
SAVE=console.cmd
LOG=1
LOGTIME=0
LOGFILE=logfile.lst
LOGKEEP=0

[sound]
SoundUse=1
SoundEngine=1
Speakers=0
Placement=0
SoundFlags.reversestereo=0
RadioFlags.Enabled=1
RadioEngine=2
MusicVolume=0
ObjectVolume=14
MusState.takeoff=0
MusState.inflight=0
MusState.crash=0
MusFlags.play=1
MasterVolume=14
Attenuation=7
SoundMode=1
SamplingRate=2
NumChannels=2
SoundExt.occlusions=0
SoundFlags.hardware=1
SoundFlags.streams=1
SoundFlags.duplex=1
SoundExt.acoustics=0
SoundExt.volumefx=0
SoundFlags.voicemgr=0
SoundFlags.static=1
VoiceVolume=12
Channels=2
SoundExt.extrender=0
SoundFlags.bugscorrect=0
SoundSetupId=8
ActivationLevel=0.02
Preemphasis=0.85
RadioLatency=0.5
AGC=1
PTTMode=1
SoundFlags.UseRadioChatter=0
SoundFlags.AutoActivation=0
RadioFlags.PTTMode=0
RadioFlags.PlayClicks=0
ActLevel=0
MicLevel=0
SoundFlags.forceEAX1=0

[rts]
;ProcessAffinityMask=1
mouseUse=2
joyUse=1
trackIRUse=1
DisableIME=0
locale=
UseSmartAxis=0

[rts_mouse]
SensitivityX=1.0
SensitivityY=1.0
Invert=0

[rts_joystick]
X=0 1 4 9 16 25 36 49 64 81 100 0
Y=0 1 4 9 16 25 36 49 64 81 100 0
Z=0 10 20 30 40 50 60 70 80 90 100
RZ=0 10 20 30 40 50 60 70 80 90 100 0
FF=0
U=0 10 20 30 40 50 60 70 80 90 100 0
V=0 10 20 30 40 50 60 70 80 90 100 0

[Render_DirectX]
TexQual=3
TexMipFilter=2
TexCompress=0
TexFlags.UseDither=1
TexFlags.UseAlpha=0
TexFlags.UseIndex=0
TexFlags.PolygonStipple=1
TexFlags.UseClampedSprites=0
TexFlags.DrawLandByTriangles=1
TexFlags.UseVertexArrays=1
TexFlags.DisableAPIExtensions=0
TexFlags.ARBMultitextureExt=1
TexFlags.TexEnvCombineExt=1
TexFlags.SecondaryColorExt=1
TexFlags.VertexArrayExt=1
TexFlags.ClipHintExt=0
TexFlags.UsePaletteExt=0
TexFlags.TexAnisotropicExt=0
TexFlags.TexCompressARBExt=1
TexFlags.TexEnvCombine4NV=0
TexFlags.TexEnvCombineDot3=0
TexFlags.DepthClampNV=0
TexFlags.SeparateSpecular=0
TexFlags.TextureShaderNV=0

HardwareShaders=0

Shadows=2
Specular=2
SpecularLight=2
DiffuseLight=2
DynamicalLights=1
MeshDetail=2
VisibilityDistance=3

Sky=2
Forest=2
LandShading=3
LandDetails=2

LandGeom=2
TexLarge=1
TexLandQual=3
TexLandLarge=1

VideoSetupId=15
ForceShaders1x=0
PolygonOffsetFactor=-0.15
PolygonOffsetUnits=-3.0
Water=1
Effects=1


[Render_OpenGL]
TexQual=3
TexMipFilter=3
TexCompress=0
TexFlags.UseDither=0
TexFlags.UseAlpha=0
TexFlags.UseIndex=0
TexFlags.PolygonStipple=1
TexFlags.UseClampedSprites=0
TexFlags.DrawLandByTriangles=0
TexFlags.UseVertexArrays=1
TexFlags.DisableAPIExtensions=0
TexFlags.ARBMultitextureExt=1
TexFlags.TexEnvCombineExt=1
TexFlags.SecondaryColorExt=1
TexFlags.VertexArrayExt=1
TexFlags.ClipHintExt=1
TexFlags.UsePaletteExt=1
TexFlags.TexAnisotropicExt=1
TexFlags.TexCompressARBExt=0

TexFlags.TexEnvCombine4NV=1
TexFlags.TexEnvCombineDot3=1
TexFlags.DepthClampNV=1
TexFlags.SeparateSpecular=1
TexFlags.TextureShaderNV=1

HardwareShaders=1

Shadows=2
Specular=2
SpecularLight=2
DiffuseLight=2
DynamicalLights=1
MeshDetail=2
VisibilityDistance=3

Sky=2
Forest=3
LandShading=3
LandDetails=2

LandGeom=3
TexLarge=1
TexLandQual=3
TexLandLarge=1

VideoSetupId=17
Water=4
Effects=2
ForceShaders1x=0
PolygonOffsetFactor=-0.0625
PolygonOffsetUnits=-1.0
And here's my opengl logfile
Code: [Select]
05/03/2018 22:52:46:128 [12872] | INFO  | Initializing crosire's ReShade version '2.0.3.1120' built on '2016-04-03 19:20:33' loaded from "C:\IL-2 1946\Opengl32.dll" to "C:\IL-2 1946\il2fb.exe" ...
05/03/2018 22:52:46:275 [12872] | INFO  | Registering hooks for "C:\WINDOWS\system32\d3d8.dll" ...
05/03/2018 22:52:46:275 [12872] | INFO  | > Delayed.
05/03/2018 22:52:46:275 [12872] | INFO  | Registering hooks for "C:\WINDOWS\system32\d3d9.dll" ...
05/03/2018 22:52:46:275 [12872] | INFO  | > Delayed.
05/03/2018 22:52:46:275 [12872] | INFO  | Registering hooks for "C:\WINDOWS\system32\d3d10.dll" ...
05/03/2018 22:52:46:275 [12872] | INFO  | > Delayed.
05/03/2018 22:52:46:275 [12872] | INFO  | Registering hooks for "C:\WINDOWS\system32\d3d10_1.dll" ...
05/03/2018 22:52:46:275 [12872] | INFO  | > Delayed.
05/03/2018 22:52:46:275 [12872] | INFO  | Registering hooks for "C:\WINDOWS\system32\d3d11.dll" ...
05/03/2018 22:52:46:275 [12872] | INFO  | > Delayed.
05/03/2018 22:52:46:275 [12872] | INFO  | Registering hooks for "C:\WINDOWS\system32\d3d12.dll" ...
05/03/2018 22:52:46:275 [12872] | INFO  | > Delayed.
05/03/2018 22:52:46:275 [12872] | INFO  | Registering hooks for "C:\WINDOWS\system32\dxgi.dll" ...
05/03/2018 22:52:46:275 [12872] | INFO  | > Delayed.
05/03/2018 22:52:46:275 [12872] | INFO  | Registering hooks for "C:\WINDOWS\system32\opengl32.dll" ...
05/03/2018 22:52:46:275 [12872] | INFO  | > Delayed.
05/03/2018 22:52:46:275 [12872] | INFO  | Registering hooks for "C:\WINDOWS\system32\user32.dll" ...
05/03/2018 22:52:46:275 [12872] | INFO  | > Libraries loaded.
05/03/2018 22:52:46:275 [12872] | INFO  | > Found 5 match(es). Installing ...
05/03/2018 22:52:46:460 [12872] | INFO  | > Installed 5 hook(s).
05/03/2018 22:52:46:460 [12872] | INFO  | Registering hooks for "C:\WINDOWS\system32\ws2_32.dll" ...
05/03/2018 22:52:46:460 [12872] | INFO  | > Libraries loaded.
05/03/2018 22:52:46:460 [12872] | INFO  | > Found 8 match(es). Installing ...
05/03/2018 22:52:46:761 [12872] | INFO  | > Installed 8 hook(s).
05/03/2018 22:52:46:761 [12872] | INFO  | Initialized.
05/03/2018 22:52:46:761 [12872] | INFO  | Redirecting 'RegisterClassW(0019F920)' ...
05/03/2018 22:52:46:761 [12872] | INFO  | Installing delayed hooks for "C:\WINDOWS\system32\opengl32.dll" ...
05/03/2018 22:52:46:761 [12872] | INFO  | > Found 360 match(es). Installing ...
05/03/2018 22:52:46:761 [12872] | INFO  | > Installed 360 hook(s).
05/03/2018 22:52:46:776 [12872] | INFO  | Redirecting 'wglChoosePixelFormat(F8012C3C, 0019F948)' ...
05/03/2018 22:52:47:209 [12872] | INFO  | Redirecting 'wglSetPixelFormat(F8012C3C, 9, 0019F948)' ...
05/03/2018 22:52:47:209 [12872] | WARN  | > Application mistakenly called 'wglSetPixelFormat' directly. Passing on to 'SetPixelFormat':
05/03/2018 22:52:47:209 [12872] | INFO  | Redirecting 'wglSetPixelFormat(F8012C3C, 9, 0019F948)' ...
05/03/2018 22:52:47:209 [12872] | INFO  | Redirecting 'wglCreateContext(F8012C3C)' ...
05/03/2018 22:52:47:224 [12872] | INFO  | Redirecting 'wglMakeCurrent(F8012C3C, 00010000)' ...
05/03/2018 22:52:48:031 [12872] | INFO  | Starting input capture for window 006B0BBC ...
05/03/2018 22:52:48:031 [12872] | INFO  | > Switched to new runtime 18130E20.
05/03/2018 22:52:48:498 [12872] | INFO  | Resizing runtime 18130E20 on device context F8012C3C to 1920x1080 ...
05/03/2018 22:52:48:506 [12872] | INFO  | Recreated runtime environment on runtime 18130E20.
05/03/2018 22:52:48:507 [12872] | INFO  | Installing delayed hooks for "C:\WINDOWS\system32\dxgi.dll" (Just loaded via 'LoadLibraryW("C:\WINDOWS\system32\dxgi.dll")') ...
05/03/2018 22:52:48:507 [12872] | INFO  | > Found 7 match(es). Installing ...
05/03/2018 22:52:48:798 [12872] | INFO  | > Installed 7 hook(s).
05/03/2018 22:52:48:799 [12872] | INFO  | Installing delayed hooks for "C:\WINDOWS\system32\d3d11.dll" (Just loaded via 'LoadLibraryW("C:\WINDOWS\system32\d3d11.dll")') ...
05/03/2018 22:52:48:799 [12872] | INFO  | > Found 2 match(es). Installing ...
05/03/2018 22:52:48:881 [12872] | INFO  | > Installed 2 hook(s).
05/03/2018 22:52:48:881 [12872] | INFO  | Redirecting 'CreateDXGIFactory1({770AAE78-F26F-4DBA-A829-253C83D1B387}, 181BD6F8)' ...
05/03/2018 22:52:48:885 [12872] | INFO  | Redirecting 'D3D11CreateDevice(18229928, 0, 00000000, 0x9, 00000000, 0, 7, 181BD6EC, 0019D984, 181BD6F0)' ...
05/03/2018 22:52:48:885 [12872] | INFO  | > Passing on to 'D3D11CreateDeviceAndSwapChain':
05/03/2018 22:52:48:885 [12872] | INFO  | Redirecting 'D3D11CreateDeviceAndSwapChain(18229928, 0, 00000000, 0x9, 00000000, 0, 7, 00000000, 00000000, 181BD6EC, 0019D984, 181BD6F0)' ...
05/03/2018 22:52:48:919 [12872] | INFO  | Redirecting 'IDXGIFactory2::CreateSwapChainForHwnd(181DFC50, 1C74E678, 006B0BBC, 0019D9B0, 00000000, 00000000, 181BD700)' ...
05/03/2018 22:52:48:920 [12872] | INFO  | Redirecting 'D3D11CreateDevice(1C7C0F40, 0, 00000000, 0x89, 0019D320, 1, 7, 0019D328, 00000000, 00000000)' ...
05/03/2018 22:52:48:920 [12872] | INFO  | > Passing on to 'D3D11CreateDeviceAndSwapChain':
05/03/2018 22:52:48:920 [12872] | INFO  | Redirecting 'D3D11CreateDeviceAndSwapChain(1C7C0F40, 0, 00000000, 0x89, 0019D320, 1, 7, 00000000, 00000000, 0019D328, 00000000, 00000000)' ...
05/03/2018 22:52:49:249 [12872] | INFO  | Exiting ...
05/03/2018 22:52:49:249 [12872] | INFO  | Uninstalling 422 hook(s) ...
05/03/2018 22:52:51:199 [12872] | INFO  | Exited.
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: Clint Watters on March 08, 2018, 01:08:01 PM
Hi everyone !
I installed reshade on "IL-2 Selector.exe" (OpenGL) of course. all effects installed. I also exported the "ReShade32.dll" (Manual way) and renamed it "opengl32.dll". Replaced it in main IL-2 directory.
I can't seem to get the mouse working when it's time to edit the effect. It just won't move at all.
Windowed mode doesn't solves the problem either.

http://s328.photobucket.com/user/clint941/media/asdadasdadsadsa_zpsp3nuospd.jpg.html

Also, regarding the installation of reshade, the first topic I didn't understand quite well because reshade only comes with 2 files (in the manual install) and they were indeed mentioned. But the "SweetFX" thing was missing. I couldn't find it and I think it might have been part of an older version of reshade maybe?

Thanks for the help  :P
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: SAS~Storebror on March 08, 2018, 10:17:55 PM
@bumpyflies: Can we have some details about your hardware, especially the graphics card please?
And could you furthermore provide the log.lst file when that crash happens?

@Clint Watters: You don't install Reshade "on" anything. You just copy the dll to your IL-2 game folder. In fact it will apply to il2fb.exe. The Selector has nothing to do with it.
The image you've shared is too small to see shit.
The one thing I can tell you is what we've told a few hundred times now: Don't use ReShade 3.x with IL-2, it won't work.
Use ReShade 2.0.3f1 as outlined in Reply #175 or use bomberkiller's "ready to go" version from Reply #183.

Cheers!
Mike
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: bumpyflies on March 09, 2018, 01:04:25 AM
Absolutely. 
Y'know, for someone who uses a "ask me if I care" moniker - I frankly don't believe you.

My system specs
(https://s18.postimg.cc/kcklafuh5/Bat_Problem_reporting_2.jpg) (https://postimg.cc/image/ixj0lptdx/)

And my latest logfile.lst - which does not show any evidence of "splash screens"
Code: [Select]
[Mar 7, 2018 8:17:01 PM] ------------ BEGIN log session -------------
OpenGL provider: Opengl32.dll
OpenGL library:
  Vendor: NVIDIA Corporation
  Render: GeForce 940MX/PCIe/SSE2
  Version: 4.6.0 NVIDIA 390.77
  Extensions: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gl_spirv GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_polygon_offset_clamp GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_spirv_extensions GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_filter_anisotropic GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_formatted GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_window_rectangles GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_EXT_memory_object GL_EXT_memory_object_win32 GL_EXT_win32_keyed_mutex GL_KHR_parallel_shader_compile GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_EXT_semaphore GL_EXT_semaphore_win32 GL_KTX_buffer_region GL_NV_alpha_to_coverage_dither_control GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_equation_advanced_coherent GL_NV_blend_minmax_factor GL_NV_blend_square GL_NV_command_list GL_NV_compute_program5 GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_draw_vulkan_image GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_internalformat_sample_query GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_query_resource GL_NV_query_resource_tag GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_atomic_int64 GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_multisample
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: SAS~Storebror on March 09, 2018, 02:46:59 AM
Well okay, we can stop right here.
Looks like ReShade has an issue with 940MX cards, see https://reshade.me/forum/troubleshooting/3917-nvidia-940mx-reshade-issues
As you can see from that guy's log, the fun ends at the very same spot ("D3D11CreateDeviceAndSwapChain") for him.
This seems to be an issue between ReShade and the Geforce driver.
We will not be able to solve it.
Ask the ReShade guys for support, you can join the above mentioned thread for instance, maybe they care.

Cheers!
Mike
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: bumpyflies on March 09, 2018, 11:07:18 AM
Many thanks Mike,
That does indeed seem to be the case.  The Nvidia 940MX card and Reshade (I tried various flavors as shown below) appears to be a no-go. 

Many thanks for your help - perhaps it will help prevent others from needlessly banging their heads against the wall!   :-|

Happy flying
Andrew

(https://s18.postimg.cc/ujyj9kovt/Reshade_Experiments.jpg) (https://postimages.org/)
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: JCTiggs on April 04, 2018, 02:05:48 AM
For future reference, I just discovered the source of my on again/off again relationship with Reshade :
Republic of Gamers / Asus     :  Sonic Suite 2

It has some sort of built in overlay/interface that seems to interfere with some things, Reshade being one. Coincidentally, I also have to disable it in order to make CloD work. I'm just going to uninstall it altogether since it doesn't really do much anyway. Interestingly, disabling it causes Reshade to resume working...

Thanks for this information re: Asus Sonic! What's strange is IL2 is the only game that hangs up with Reshade and Sonic. Disabled Sonic fixed the issue (I should really just uninstall Sonic lol).

Anyway, I've been using Reshade v3.2.1 with v4.12.2 and the VP Modpack and it's works great. I'm REALLY happy with how the game looks after some tweaks. I didn't notice any issues with this latest Reshade release, have they been fixed in a previous version?
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: JCTiggs on April 13, 2018, 05:32:38 PM
Some screen comparison shots with the VP Modpack and ReShade v3.1.2 which is working great!

I mostly just tried to remove the heavy red hues , smooth out the jaggies and add a bit more natural color. It's fairly light and doesn't cause a big fps drop. Effects used in these pics are; Colourfulness.fx, FXAA.fx, FakeHDR.fx, Tonemap.fx, Levels.fx, LiftGammaGain.fx, LumaSharpen.fx and SMAA.fx.

Optionally, I also tweaked the AmbientLight.Fx setting which has a nice effect but is a bit more taxing on the fps. AmbientLight.fx was not used in these screenshots.

The first few pics are from The Channel 'Summer map' so colors are more vibrant when compared to fall or spring. I've also toned down the blue hues a bit since these pics were taken.

(https://s7.postimg.cc/alxi1cw7v/il2fb_2018-04-05_20-12-39.png) (https://postimg.cc/image/hcdzasjdj/)

(https://s7.postimg.cc/n0ka1p35n/il2fb_2018-04-05_20-12-37.png) (https://postimg.cc/image/y05hdatkn/)

(https://s7.postimg.cc/8u4j6jsbf/il2fb_2018-04-05_22-46-26.png) (https://postimg.cc/image/8u4j6jsbb/)

(https://s7.postimg.cc/488ey7m7v/il2fb_2018-04-05_22-46-25.png) (https://postimg.cc/image/te9d51nhz/)

(https://s7.postimg.cc/optda7ta3/il2fb_2018-04-05_22-45-50.png) (https://postimg.cc/image/rwnwtudpz/)

(https://s7.postimg.cc/8rknk36rv/il2fb_2018-04-05_22-45-53.png) (https://postimg.cc/image/pfc5ml1jb/)

(https://s7.postimg.cc/5n9zn1pwr/il2fb_2018-04-05_22-47-13.png) (https://postimg.cc/image/osd8wt4kn/)

(https://s7.postimg.cc/zcn6fnokr/il2fb_2018-04-05_23-20-48.png) (https://postimg.cc/image/lvq7wse93/)

(https://s7.postimg.cc/blnsxkbiz/il2fb_2018-04-05_23-20-46.png) (https://postimg.cc/image/hmlhumy53/)

(https://s7.postimg.cc/j1n2jd6y3/il2fb_2018-04-05_23-26-38.png) (https://postimg.cc/image/d0pdmakbr/)

(https://s7.postimg.cc/a6m88upvf/il2fb_2018-04-05_23-26-36.png) (https://postimg.cc/image/9h3fwhpbr/)

(https://s7.postimg.cc/kgon83ngr/il2fb_2018-04-05_23-45-34.png) (https://postimg.cc/image/efqyb10uf/)

(https://s7.postimg.cc/b8werf3jv/il2fb_2018-04-05_23-45-33.png) (https://postimg.cc/image/fusizrp2v/)


Newest screenshots with BAT v3.3 (Channel map, summer) and ReShade v3.1.2;

(https://s7.postimg.cc/la5ue6nxn/2018-04-13_at_04-33-34.jpg) (https://postimg.cc/image/e6xyykihz/)

(https://s7.postimg.cc/benn4ocwr/2018-04-15_at_00-42-43.jpg) (https://postimg.cc/image/s2f5767o7/)

(https://s7.postimg.cc/eli6ob52j/2018-04-15_at_00-42-46.jpg) (https://postimg.cc/image/g0jrd165j/)

(https://s7.postimg.cc/4bfrp2umj/2018-04-14_at_03-46-19.jpg) (https://postimg.cc/image/kmfvle747/)

(https://s7.postimg.cc/s2f5772jf/2018-04-14_at_03-46-17.jpg) (https://postimg.cc/image/50yk1g2vr/)
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: SAS~Storebror on April 14, 2018, 12:03:28 AM
Speaking of Reshade 3, what does it look like in your case when you look from pilot's view to your wing root?
I've had serious issues where there'd be an "invisible bubble" letting wing roots and other plane parts disappear when looking around in the cockpit, something that occured with Reshade 3 only (no issues with Reshade 2) and I wasn't able to solve it, let alone getting any help from the Reshade devs.

Cheers!
Mike
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: JCTiggs on April 14, 2018, 06:55:19 PM
Hi Mike!

I haven't noticed any issues with this version. Here are some cockpit views from each side with ReShade v3.1.2 and B.A.T. v3.3;

(https://s7.postimg.cc/4o75v5pq3/2018-04-15_at_00-46-18.jpg) (https://postimg.cc/image/4bfroz7g7/)

(https://s7.postimg.cc/m1hga10gr/2018-04-15_at_00-46-54.jpg) (https://postimg.cc/image/rcwcuqmjb/)

(https://s7.postimg.cc/e8qsi29x7/2018-04-15_at_00-47-01.jpg) (https://postimg.cc/image/oit7hazsn/)

(https://s7.postimg.cc/9zm2fwedn/2018-04-15_at_00-46-10.jpg) (https://postimg.cc/image/9zm2fwedj/)
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: Proto on May 10, 2018, 08:56:32 AM
@JCTiggs
WOW, can you please give me your sweetfx configuration to get this  !
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: mikojan3 on May 10, 2018, 10:28:05 AM
what for configuration you have can i see ?
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: blackshark on May 18, 2018, 10:50:49 AM
as others already asked, may you please tell us your configuration ?
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: muzashi1963 on May 20, 2018, 12:18:18 AM
Reshade  version 3.3.2.289 working perfectly in Il2 1946 BAT Pathfinder.
Windows 10Pro  64bit
Nvidia GTX 760 4g (EVGA)
AMD Fx8350

And I can say, why oh why, did I not do this before? It is like a totally new, endlessly better game.
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: blackshark on May 26, 2018, 08:46:28 AM
Okay, I'll try...

First off, forget about the latest official ReShade release.
Since ReShade 3.0 there's a bug that will create an all-transparent invisible sphere around your viewpoint that is much larger than IL-2's default sphere e.g. applying in cockpits, resulting in "see-through" effects, misplacement of views etc.
The latest ReShade version working well with IL-2 is the latest ReShade 2.0 version, which is ReShade 2.0.3f1, mirrored for download here:
https://www.mediafire.com/file/s8lnxx24tdrx4qg/ReShade_2.0.3f1.7z

Installation:
...

Best regards - Mike

Thank you very much Mike for your detailed tutorial, you saved me hours to study and understand  what to do 8)

I have a question: I have not used SMAA or FXAA, because in my nvidia settings i already have AA=8 but I see that many users in their preset use FXAA and/or SMAA. If I remember, FXAA should be used just for older/lower GPU (i have a gtx 1050 so do not need it, i think) but what about SMAA ? maybe SMAA would be better than nvidia AA ? can/should it be used together or in place of nvidia AA to improve sweetfx effects ? i read all the thread but that's not clear to me




Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: SAS~Storebror on May 26, 2018, 11:53:14 AM
Short answer: Forget about Reshade AA settings if you have a Maxwell or newer Nvidia card (900 or 1000 series that is, and the upcoming 1100 series for that matter).
The Nvidia AA is much more effective and looks better than anything you would get from Reshade.
And indeed, FXAA doesn't make much sense with a 1050 in IL-2 1946.
It would make sense though e.g. for Battle of Stalingrad.

]cheers[
Mike
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: TheOligopolist on August 02, 2018, 10:13:12 PM
Hello everyone.

Thought I'd share my Reshade settings. This will give more dynamic range, saturation and clarity without making looking near the sun overly blinding. There's also a little chromatic aberation around the sides but nothing over done.
Vanilla:
(https://s15.postimg.cc/nishi38uz/il2fb_2018-08-03_16-08-44.png) (https://postimg.cc/image/nvjvo9r4n/)
Reshade:
(https://s15.postimg.cc/s4olqgwyz/il2fb_2018-08-03_16-08-48.png) (https://postimg.cc/image/77sdlsyxz/)

Made using Reshade 3.4.0

Code: [Select]
Effects=Curves.fx,Technicolor2.fx,DPX.fx,FakeHDR.fx,MagicBloom.fx,Prism.fx
Techniques=Curves,DPX,HDR,MagicBloom,ChromaticAberration,Technicolor2
TechniqueSorting=LeiFx_Tech,AdaptiveFog,AdaptiveSharpen,AmbientLight,ASCII,BloomAndLensFlares,Border,Cartoon,Chromakey,CA,Clarity,ColorMatrix,Colourfulness,AdvancedCRT,Curves,Daltonize,Deband,KNearestNeighbors,NonLocalMeans,DepthHaze,DisplayDepth,RingDOF,MagicDOF,GP65CJ042DOF,MatsoDOF,MartyMcFlyDOF,DPX,EGAfilter,Emphasize,EyeAdaption,HDR,MotionBlur,FilmGrain,FilmGrain2,FilmicAnamorphSharpen,FilmicPass,Mode1,Mode2,Mode3,FXAA,GaussianBlur,GlitchB,HighPassSharp,HQ4X,Levels,LiftGammaGain,LightDoF_AutoFocus,LightDoF_Far,LightDoF_Near,LumaSharpen,LUT,MagicBloom,Monochrome,MultiLUT,MXAO,Nightvision,Nostalgia,PerfectPerspective,ChromaticAberration,ReflectiveBumpmapping,Tint,SMAA,SurfaceBlur,Technicolor,Technicolor2,TiltShift,Tonemap,UIDetect,UIDetect_Before,UIDetect_After,UIMask_Top,UIMask_Bottom
KeyCartoon=0
KeyBorder=0

[Border.fx]
border_width=0.000000,1.000000
border_ratio=2.350000
border_color=0.700000,0.000000,0.000000

[PerfectPerspective.fx]
FOV=90
Borders=1
Vertical=0.618000
Type=0
Color=0.027000,0.027000,0.027000,0.902000
Zooming=1.000000

[Denoise.fx]
NoiseLevel=0.079000
LerpCoefficeint=0.220000
WeightThreshold=0.000000
CounterThreshold=0.050000
GaussianSigma=50.000000

[3DFX.fx]
DITHERAMOUNT=0.500000
DITHERBIAS=-1
LEIFX_PIXELWIDTH=1.500000
LEIFX_LINES=1.000000
GAMMA_LEVEL=1.000000

[Bloom.fx]
bGodrayEnable=0
iBloomMixmode=2
fBloomSaturation=2.000000
fBloomThreshold=0.595000
fBloomAmount=0.400000
fLensdirtSaturation=0.000000
fBloomTint=0.779412,0.896194,1.000000
fLensdirtIntensity=1.000000
bLensdirtEnable=0
fFlareLuminance=0.095000
iLensdirtMixmode=1
fLensdirtTint=0.382353,0.418685,1.000000
bLenzEnable=0
bAnamFlareEnable=0
fAnamFlareCurve=1.200000
fAnamFlareThreshold=0.900000
fAnamFlareWideness=2.400000
fAnamFlareAmount=14.500000
fAnamFlareColor=0.012000,0.313000,0.588000
fLenzIntensity=1.000000
fLenzThreshold=0.800000
bChapFlareEnable=0
fChapFlareTreshold=0.900000
iChapFlareCount=15
fChapFlareDispersal=0.250000
fChapFlareSize=0.450000
fFlareIntensity=2.070000
fChapFlareCA=0.000000,0.010000,0.020000
fChapFlareIntensity=100.000000
fGodrayDecay=0.990000
fGodrayExposure=1.000000
fGodrayWeight=1.250000
fGodrayDensity=1.000000
iGodraySamples=128
fGodrayThreshold=0.900000
fFlareBlur=200.000000
fFlareTint=0.137000,0.216000,1.000000

[AdaptiveFog.fx]
FogColor=0.900000,0.900000,0.900000
FogCurve=1.500000
MaxFogFactor=0.800000
FogStart=0.050000
BloomPower=10.000000
BloomThreshold=10.250000
BloomWidth=0.200000

[AmbientLight.fx]
alDebug=0
alAdaptBaseMult=0.520000
alInt=4.600000
AL_DirtTex=0
AL_Adaptive=0
alThreshold=2.000000
AL_Adaptation=4294967295
alAdapt=0.720000
AL_Dirt=0
alAdaptBaseBlackLvL=2
alLensThresh=0.500000
AL_Vibrance=0
alDirtInt=1.000000
alDirtOVInt=1.000000
AL_Lens=0
alLensInt=2.000000

[AdaptiveSharpen.fx]
curve_height=1.000000
L_compr_low=0.167000
D_compr_low=0.250000
curveslope=0.500000
L_overshoot=0.003000
D_overshoot=0.009000
scale_cs=0.056000
L_compr_high=0.334000
D_compr_high=0.500000
scale_lim=0.100000
pm_p=0.700000

[HQ4X.fx]
s=1.500000
k=-1.100000
mx=1.000000
max_w=0.750000
min_w=0.030000
lum_add=0.330000

[ASCII.fx]
Ascii_spacing=0.360000
Ascii_font_g=255
Ascii_font=1
Ascii_back_g=0
Ascii_font_r=255
Ascii_font_b=255
Ascii_back_r=0
Ascii_back_b=0
Ascii_swap_colors=0
Ascii_invert_brightness=0
Ascii_dithering_temporal=0
Ascii_font_color_mode=1

[Cartoon.fx]
Power=1.500000
EdgeSlope=1.500000

[Sepia.fx]
Tint=0.550000,0.430000,0.420000
Strength=0.580000

[DepthHaze.fx]
EffectStrength=0.900000
FogStart=0.200000
FogColor=0.800000,0.800000,0.800000
FogFactor=0.200000

[Colourfulness.fx]
colourfulness=0.110000
lim_luma=0.470000

[MultiLUT.fx]
fLUT_LutSelector=0
fLUT_AmountChroma=1.000000
fLUT_AmountLuma=1.000000

[ChromaticAberration.fx]
Shift=2.500000,-0.500000
Strength=0.500000

[Curves.fx]
Mode=2
Formula=0
Contrast=0.620000

[SurfaceBlur.fx]
BlurRadius=1
BlurOffset=1.000000
DebugMode=0
BlurEdge=0.500000
BlurStrength=1.000000

[Daltonize.fx]
Type=2

[FineSharp.fx]
sstr=2.000000
cstr=0.900000
xstr=0.190000
pstr=1.272000
xrep=0.250000
lstr=1.490000

[Deband.fx]
Threshold=0.007000
Range=33.130001
Iterations=6
Grain=0.006000

[CRT.fx]
Amount=1.000000
ScanlineGaussian=1
Resolution=1.150000
Gamma=2.400000
Brightness=0.900000
Curvature=0
MonitorGamma=2.200000
ScanlineIntensity=2
CurvatureRadius=1.500000
CornerSize=0.010000
ViewerDistance=2.000000
Angle=0.000000,0.000000
Overscan=1.010000
Oversample=1

[DOF.fx]
DOF_AUTOFOCUS=4294967295
fADOF_ShapeCurvatureAmount=0.300000
DOF_FARBLURCURVE=1.485000
DOF_MOUSEDRIVEN_AF=0
fGPDOFBiasCurve=2.000000
fRingDOFBias=0.000000
DOF_FOCUSPOINT=0.500000,0.500000
DOF_INFINITEFOCUS=0.347000
DOF_MANUALFOCUSDEPTH=0.500000
DOF_FOCUSSAMPLES=6
bADOF_ShapeApertureEnable=0
DOF_NEARBLURCURVE=1000.000000
DOF_FOCUSRADIUS=0.059000
bGPDOFPolygonalBokeh=1
fGPDOFBrightnessMultiplier=2.000000
DOF_BLURRADIUS=2.000000
iRingDOFSamples=14
iRingDOFRings=4
fADOF_ShapeDiffusionAmount=0.100000
fRingDOFThreshold=0.700000
fGPDOFBrightnessThreshold=0.500000
fRingDOFGain=27.000000
fRingDOFFringe=0.500000
iMagicDOFBlurQuality=8
bADOF_ImageChromaEnable=0
fMagicDOFColorCurve=4.000000
iGPDOFQuality=6
bMatsoDOFChromaEnable=1
fADOF_SmootheningAmount=1.000000
iGPDOFPolygonCount=5
fADOF_ShapeChromaAmount=0.125000
fGPDOFBias=10.000000
fGPDOFChromaAmount=0.150000
fMatsoDOFChromaPow=1.400000
fMatsoDOFBokehCurve=8.000000
iMatsoDOFBokehQuality=2
fMatsoDOFBokehAngle=0.000000
fADOF_ImageChromaCurve=1.000000
iADOF_ShapeQuality=17
fADOF_ShapeRotation=0.000000
bADOF_ShapeDistortEnable=0
bADOF_RotAnimationEnable=0
fADOF_RotAnimationSpeed=2.000000
bADOF_ShapeCurvatureEnable=0
iADOF_ShapeChromaMode=3
iADOF_ImageChromaHues=5
fADOF_ShapeApertureAmount=0.010000
fADOF_ShapeWeightAmount=1.000000
bADOF_ShapeAnamorphEnable=0
fADOF_ShapeAnamorphRatio=0.200000
fADOF_ShapeDistortAmount=0.200000
fADOF_ShapeWeightCurve=4.000000
bADOF_ShapeChromaEnable=0
bADOF_ShapeDiffusionEnable=0
bADOF_ShapeWeightEnable=0
fADOF_BokehCurve=4.000000
fADOF_ImageChromaAmount=3.000000

[FilmicAnamorphSharpen.fx]
Strength=1.000000
Coefficient=0
Offset=1
Clamp=1.000000
Contrast=128
Preview=0

[Technicolor2.fx]
Saturation=0.600000
ColorStrength=1.000000,0.999990,0.999990
Brightness=1.500000
Strength=0.180000

[DPX.fx]
RGB_Curve=8.000000,8.000000,8.000000
Strength=0.200000
RGB_C=0.360000,0.360000,0.340000
Contrast=0.210000
Saturation=4.400000
Colorfulness=2.500000

[Emphasize.fx]
FocusDepth=0.264000
FocusRangeDepth=0.725000
Sphere_FocusVertical=0.500000
FocusEdgeDepth=0.956000
BlendColor=0.000000,0.000000,0.000000
Spherical=0
Sphere_FieldOfView=75
Sphere_FocusHorizontal=0.500000
BlendFactor=0.000000
EffectFactor=0.900000

[EyeAdaption.fx]
fAdp_Speed=0.101000
bAdp_BrightenEnable=1
bAdp_DarkenEnable=1
fAdp_DarkenCurve=0.500000
fAdp_BrightenThreshold=0.200000
fAdp_BrightenBlack=0.500000
fAdp_BrightenCurve=1.000000
fAdp_BrightenMax=0.100000
fAdp_BrightenDynamic=0.500000
fAdp_BrightenSaturation=0.000000
fAdp_DarkenThreshold=0.300000
fAdp_DarkenMax=0.400000
fAdp_DarkenDynamic=0.500000
fAdp_DarkenWhite=0.500000
fAdp_DarkenSaturation=0.000000

[Chromakey.fx]
Color=0
Pass=0
Threshold=0.100000
CustomColor=1.000000,0.000000,0.000000

[FakeHDR.fx]
HDRPower=1.140000
radius1=0.560000
radius2=0.560000

[MagicBloom.fx]
f2Adapt_Clip=0.000000,1.000000
fBloom_Intensity=0.506000
fBloom_Threshold=4.500000
fDirt_Intensity=0.000000
fExposure=0.500000
fAdapt_Sensitivity=1.000000
fAdapt_Speed=0.100000
iDebug=0
iAdapt_Precision=1076677837

[FakeMotionBlur.fx]
mbRecall=0.000000
mbSoftness=2.000000

[UIMask.fx]
fMask_Intensity=1.000000
bDisplayMask=0

[SMAA.fx]
EdgeDetectionType=1
EdgeDetectionThreshold=0.100000
MaxSearchSteps=98
MaxSearchStepsDiagonal=16
CornerRounding=0
DebugOutput=0

[FilmGrain.fx]
Intensity=0.500000
Variance=0.400000
Mean=0.500000
SignalToNoiseRatio=6

[ReflectiveBumpMapping.fx]
fRBM_BlurWidthPixels=100.000000
iRBM_SampleCount=32
fRBM_LowerThreshold=0.100000
fRBM_ReliefHeight=0.300000
fRBM_ColorMask_Orange=1.000000
fRBM_FresnelReflectance=0.300000
fRBM_FresnelMult=0.500000
fRBM_UpperThreshold=0.200000
fRBM_ColorMask_Red=1.000000
fRBM_ColorMask_Yellow=1.000000
fRBM_ColorMask_Green=1.000000
fRBM_ColorMask_Cyan=1.000000
fRBM_ColorMask_Blue=1.000000
fRBM_ColorMask_Magenta=1.000000

[FilmGrain2.fx]
grainamount=0.050000
coloramount=0.600000
lumamount=1.000000
grainsize=1.600000

[FilmicPass.fx]
Strength=0.716000
Linearization=0.500000
Fade=0.204000
Contrast=1.000000
Bleach=0.565000
BaseGamma=1.000000
Saturation=-0.100000
RedCurve=1.000000
GreenCurve=1.000000
BlueCurve=1.000000
BaseCurve=1.500000
EffectGamma=1.000000
EffectGammaB=0.880000
EffectGammaR=1.180000
EffectGammaG=1.200000
LumCoeff=0.212656,0.715158,0.072186

[FXAA.fx]
Subpix=0.250000
EdgeThreshold=0.125000
EdgeThresholdMin=0.000000

[GaussianBlur.fx]
GaussianBlurRadius=1
GaussianBlurOffset=1.000000
GaussianBlurStrength=0.300000

[Glitch.fx]
Amount=1.000000
bUseUV=0

[HighPassSharpen.fx]
HighPassSharpRadius=1
HighPassSharpOffset=1.000000
HighPassViewBlendIfMask=0
HighPassBlendIfLight=255
HighPassBlendIfDark=0
HighPassBlendMode=1
HighPassLightIntensity=1.000000
HighPassDarkIntensity=1.000000
HighPassSharpStrength=0.400000
HighPassViewSharpMask=0

[LUT.fx]
fLUT_AmountChroma=1.000000
fLUT_AmountLuma=1.000000

[Levels.fx]
BlackPoint=5
WhitePoint=233
HighlightClipping=0

[TiltShift.fx]
BlurMultiplier=16.400000
Line=0
Axis=12
Offset=0.000000
BlurCurve=2.230000

[LiftGammaGain.fx]
RGB_Lift=1.000000,1.000000,1.000000
RGB_Gamma=1.000000,1.000000,1.000000
RGB_Gain=1.000000,1.000000,1.000000

[LightDoF.fx]
fLightDoF_Width=5.000000
f2Bokeh_AutoFocusCenter=0.500000,0.500000
f2LightDoF_CA=0.000000,1.000000
fLightDoF_Amount=10.000000
bLightDoF_UseCA=0
bLightDoF_AutoFocus=1
fLightDoF_ManualFocus=0.000000
bLightDoF_UseMouseFocus=0
fLightDoF_AutoFocusSpeed=0.100000

[MXAO.fx]
MXAO_GLOBAL_SAMPLE_QUALITY_PRESET=3
MXAO_FADE_DEPTH_END=0.270000
MXAO_SAMPLE_RADIUS=4.400000
MXAO_DEBUG_VIEW_ENABLE=0
MXAO_SAMPLE_NORMAL_BIAS=0.152000
MXAO_GLOBAL_RENDER_SCALE=1.000000
MXAO_FADE_DEPTH_START=0.240000
MXAO_SSAO_AMOUNT=0.040000
MXAO_BLEND_TYPE=0

[LumaSharpen.fx]
pattern=1
sharp_strength=0.650000
sharp_clamp=0.035000
offset_bias=1.000000
show_sharpen=0

[Monochrome.fx]
Coefficients=0.210000,0.720000,0.070000
ColorSaturation=0.000000

[Prism.fx]
Aberration=6
SampleCount=8
Curve=4.000000
Automatic=4294967295

[Technicolor.fx]
Power=4.080000
RGBNegativeAmount=0.999990,0.999997,1.000000
Strength=0.400000

[Tonemap.fx]
Gamma=1.000000
Bleach=0.000000
Defog=0.000000
Exposure=0.000000
Saturation=0.000000
FogColor=0.000000,0.000000,1.000000

[Clarity.fx]
ClarityRadius=3
ClarityBlendMode=2
ClarityDarkIntensity=0.400000
ClarityOffset=2.000000
ClarityBlendIfDark=50
ClarityBlendIfLight=205
ClarityStrength=0.400000
ClarityViewMask=0
ClarityViewBlendIfMask=0
ClarityLightIntensity=0.000000


Copy the code into a text editor and save it as a .ini file. Place it somewhere in your IL2 directory then open it up from within game using Reshade's in game menu (shift+F2 by default)
Remember you will need to set:
mouseUse=1
in your conf.ini to be able to drive the menu with your mouse.
Remember to set Reshade to performance mode once you've done configuring so that it loads much faster.
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: SAS~Storebror on August 02, 2018, 10:59:28 PM
Looks nice, thanks for sharing your settings!

]cheers[
Mike
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: ianp on August 31, 2018, 08:07:52 PM
TheOligopolist, thanks for sharing the instillation tips and your settings, very nice indeed. Reshade 3.4.1
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: OverDhill on September 13, 2018, 07:03:59 PM
Yes TheOligopolist thanks for sharing
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: -=MaD=- on February 20, 2019, 01:47:26 AM
After a week of desaster ending with a complete new win 10 I tried to fly a little bit with my different saved copies of 1946. No installation worked for me.
So I made 2 fresh installed version - one with hsfx and one with 4.13.4. Both worked fine untill I tried reshade on them.
No version was working - before I had an installation working with reshade 2.x and another one with the newest 4.1.1. After fiddling with some files I found the opengl32.dll was culprit to prevent il2fb.exe starting. I found some very different opengl32.dlls on my pc and tried them all, but only a old version (reshade 0.18) is working. Probably I should post this in the reshade forum but as this is a specific reshade with 1946 problem, I try it here.
In initlog.lst I found some problems, but as its working now I only could try to use again a nonworking version and send a report here.
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: SAS~Storebror on February 20, 2019, 01:51:32 AM
I found ReShade a PITA with IL-2 1946 since they released version 3.
The latest version 2 was the utmost I could get to work.

]cheers[
Mike
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: -=MaD=- on February 20, 2019, 12:47:47 PM
Had the same problems with anything since version 2. But on the fresh win 10 I only get this very old 0.18 working. The dll's later dont work for me anymore. I will try to find a solution and post it here, if I'm lucky ;-)
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: steven197106 on April 02, 2019, 04:57:03 AM
Just installed a new version of BAT and tried running Reshade now my game will not run, have use mike's version with no problem till now  but this new version will not work, running i7 with RTX
2080 Card.
Code: [Select]
[Apr 2, 2019 10:50:17 AM] ------------ BEGIN log session -------------
OpenGL provider: Opengl32.dll
Main begin: ChoosePixelFormat failed
com.maddox.opengl.GLContextException: ChoosePixelFormat failed
at com.maddox.opengl.GLContext.CreateWin32(Native Method)
at com.maddox.opengl.GLContext.createWin32(GLContext.java:130)
at com.maddox.il2.engine.Config.createGlContext(Config.java:363)
at com.maddox.il2.engine.Config.createGlContext(Config.java:383)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1474)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:405)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Main end: null
java.lang.NullPointerException
at com.maddox.rts.CfgTools.save(CfgTools.java:59)
at com.maddox.sound.AudioDevice.saveControls(AudioDevice.java:289)
at com.maddox.il2.engine.Config.saveSound(Config.java:288)
at com.maddox.il2.engine.Config.save(Config.java:126)
at com.maddox.il2.game.MainWin3D.endApp(MainWin3D.java:168)
at com.maddox.il2.game.Main.exec(Main.java:441)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[Apr 2, 2019 10:50:41 AM] -------------- END log session -------------
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: bomberkiller on April 02, 2019, 05:44:14 AM
https://www.mediafire.com/file/j97vfdn6311bf5d/ReShade_SweetFX_IL-2_%28bk%29.7z (https://www.mediafire.com/file/j97vfdn6311bf5d/ReShade_SweetFX_IL-2_%28bk%29.7z)

 ;)
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: steven197106 on April 02, 2019, 10:33:22 AM
does not work with your version bomberkiller
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: Robyfongaro on April 02, 2019, 10:48:23 AM
Try to download the latest varsion of Reshade, i did it and it works in OpenGL
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: steven197106 on April 07, 2019, 11:54:32 PM
Does anyone have any Reshade 4 profile and shaders
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: TheOligopolist on April 20, 2019, 01:00:27 AM
Does anyone have any Reshade 4 profile and shaders

I have a couple I've been working on and I've tweaked them both to work with the current version of Reshade (4.2.1)

More colour and dynamic range:
Code: [Select]
Effects=Curves.fx,Technicolor2.fx,DPX.fx,FakeHDR.fx,MagicBloom.fx,Prism.fx
Techniques=Curves,DPX,HDR,MagicBloom,ChromaticAberration,Technicolor2
TechniqueSorting=LeiFx_Tech,AdaptiveFog,AdaptiveSharpen,AmbientLight,ASCII,BloomAndLensFlares,Border,Cartoon,Chromakey,CA,Clarity,ColorMatrix,Colourfulness,AdvancedCRT,Curves,Daltonize,Deband,KNearestNeighbors,NonLocalMeans,DepthHaze,DisplayDepth,RingDOF,MagicDOF,GP65CJ042DOF,MatsoDOF,MartyMcFlyDOF,DPX,EGAfilter,Emphasize,EyeAdaption,HDR,MotionBlur,FilmGrain,FilmGrain2,FilmicAnamorphSharpen,FilmicPass,Mode1,Mode2,Mode3,FXAA,GaussianBlur,GlitchB,HighPassSharp,HQ4X,Levels,LiftGammaGain,LightDoF_AutoFocus,LightDoF_Far,LightDoF_Near,LumaSharpen,LUT,MagicBloom,Monochrome,MultiLUT,MXAO,Nightvision,Nostalgia,PerfectPerspective,ChromaticAberration,ReflectiveBumpmapping,Tint,SMAA,SurfaceBlur,Technicolor,Technicolor2,TiltShift,Tonemap,UIDetect,UIDetect_Before,UIDetect_After,UIMask_Top,UIMask_Bottom
KeyCartoon=0
KeyBorder=0

[Border.fx]
border_width=0.000000,1.000000
border_ratio=2.350000
border_color=0.700000,0.000000,0.000000

[PerfectPerspective.fx]
FOV=90
Borders=1
Vertical=0.618000
Type=0
Color=0.027000,0.027000,0.027000,0.902000
Zooming=1.000000

[Denoise.fx]
NoiseLevel=0.079000
LerpCoefficeint=0.220000
WeightThreshold=0.000000
CounterThreshold=0.050000
GaussianSigma=50.000000

[3DFX.fx]
DITHERAMOUNT=0.500000
DITHERBIAS=-1
LEIFX_PIXELWIDTH=1.500000
LEIFX_LINES=1.000000
GAMMA_LEVEL=1.000000

[Bloom.fx]
bGodrayEnable=0
iBloomMixmode=2
fBloomSaturation=2.000000
fBloomThreshold=0.595000
fBloomAmount=0.400000
fLensdirtSaturation=0.000000
fBloomTint=0.779412,0.896194,1.000000
fLensdirtIntensity=1.000000
bLensdirtEnable=0
fFlareLuminance=0.095000
iLensdirtMixmode=1
fLensdirtTint=0.382353,0.418685,1.000000
bLenzEnable=0
bAnamFlareEnable=0
fAnamFlareCurve=1.200000
fAnamFlareThreshold=0.900000
fAnamFlareWideness=2.400000
fAnamFlareAmount=14.500000
fAnamFlareColor=0.012000,0.313000,0.588000
fLenzIntensity=1.000000
fLenzThreshold=0.800000
bChapFlareEnable=0
fChapFlareTreshold=0.900000
iChapFlareCount=15
fChapFlareDispersal=0.250000
fChapFlareSize=0.450000
fFlareIntensity=2.070000
fChapFlareCA=0.000000,0.010000,0.020000
fChapFlareIntensity=100.000000
fGodrayDecay=0.990000
fGodrayExposure=1.000000
fGodrayWeight=1.250000
fGodrayDensity=1.000000
iGodraySamples=128
fGodrayThreshold=0.900000
fFlareBlur=200.000000
fFlareTint=0.137000,0.216000,1.000000

[AdaptiveFog.fx]
FogColor=0.900000,0.900000,0.900000
FogCurve=1.500000
MaxFogFactor=0.800000
FogStart=0.050000
BloomPower=10.000000
BloomThreshold=10.250000
BloomWidth=0.200000

[AmbientLight.fx]
alDebug=0
alAdaptBaseMult=0.520000
alInt=4.600000
AL_DirtTex=0
AL_Adaptive=0
alThreshold=2.000000
AL_Adaptation=4294967295
alAdapt=0.720000
AL_Dirt=0
alAdaptBaseBlackLvL=2
alLensThresh=0.500000
AL_Vibrance=0
alDirtInt=1.000000
alDirtOVInt=1.000000
AL_Lens=0
alLensInt=2.000000

[AdaptiveSharpen.fx]
curve_height=1.000000
L_compr_low=0.167000
D_compr_low=0.250000
curveslope=0.500000
L_overshoot=0.003000
D_overshoot=0.009000
scale_cs=0.056000
L_compr_high=0.334000
D_compr_high=0.500000
scale_lim=0.100000
pm_p=0.700000

[HQ4X.fx]
s=1.500000
k=-1.100000
mx=1.000000
max_w=0.750000
min_w=0.030000
lum_add=0.330000

[ASCII.fx]
Ascii_spacing=0.360000
Ascii_font_g=255
Ascii_font=1
Ascii_back_g=0
Ascii_font_r=255
Ascii_font_b=255
Ascii_back_r=0
Ascii_back_b=0
Ascii_swap_colors=0
Ascii_invert_brightness=0
Ascii_dithering_temporal=0
Ascii_font_color_mode=1

[Cartoon.fx]
Power=1.500000
EdgeSlope=1.500000

[Sepia.fx]
Tint=0.550000,0.430000,0.420000
Strength=0.580000

[DepthHaze.fx]
EffectStrength=0.900000
FogStart=0.200000
FogColor=0.800000,0.800000,0.800000
FogFactor=0.200000

[Colourfulness.fx]
colourfulness=0.110000
lim_luma=0.470000

[MultiLUT.fx]
fLUT_LutSelector=0
fLUT_AmountChroma=1.000000
fLUT_AmountLuma=1.000000

[ChromaticAberration.fx]
Shift=2.500000,-0.500000
Strength=0.500000

[Curves.fx]
Mode=2
Formula=0
Contrast=0.620000

[SurfaceBlur.fx]
BlurRadius=1
BlurOffset=1.000000
DebugMode=0
BlurEdge=0.500000
BlurStrength=1.000000

[Daltonize.fx]
Type=2

[FineSharp.fx]
sstr=2.000000
cstr=0.900000
xstr=0.190000
pstr=1.272000
xrep=0.250000
lstr=1.490000

[Deband.fx]
Threshold=0.007000
Range=33.130001
Iterations=6
Grain=0.006000

[CRT.fx]
Amount=1.000000
ScanlineGaussian=1
Resolution=1.150000
Gamma=2.400000
Brightness=0.900000
Curvature=0
MonitorGamma=2.200000
ScanlineIntensity=2
CurvatureRadius=1.500000
CornerSize=0.010000
ViewerDistance=2.000000
Angle=0.000000,0.000000
Overscan=1.010000
Oversample=1

[DOF.fx]
DOF_AUTOFOCUS=4294967295
fADOF_ShapeCurvatureAmount=0.300000
DOF_FARBLURCURVE=1.485000
DOF_MOUSEDRIVEN_AF=0
fGPDOFBiasCurve=2.000000
fRingDOFBias=0.000000
DOF_FOCUSPOINT=0.500000,0.500000
DOF_INFINITEFOCUS=0.347000
DOF_MANUALFOCUSDEPTH=0.500000
DOF_FOCUSSAMPLES=6
bADOF_ShapeApertureEnable=0
DOF_NEARBLURCURVE=1000.000000
DOF_FOCUSRADIUS=0.059000
bGPDOFPolygonalBokeh=1
fGPDOFBrightnessMultiplier=2.000000
DOF_BLURRADIUS=2.000000
iRingDOFSamples=14
iRingDOFRings=4
fADOF_ShapeDiffusionAmount=0.100000
fRingDOFThreshold=0.700000
fGPDOFBrightnessThreshold=0.500000
fRingDOFGain=27.000000
fRingDOFFringe=0.500000
iMagicDOFBlurQuality=8
bADOF_ImageChromaEnable=0
fMagicDOFColorCurve=4.000000
iGPDOFQuality=6
bMatsoDOFChromaEnable=1
fADOF_SmootheningAmount=1.000000
iGPDOFPolygonCount=5
fADOF_ShapeChromaAmount=0.125000
fGPDOFBias=10.000000
fGPDOFChromaAmount=0.150000
fMatsoDOFChromaPow=1.400000
fMatsoDOFBokehCurve=8.000000
iMatsoDOFBokehQuality=2
fMatsoDOFBokehAngle=0.000000
fADOF_ImageChromaCurve=1.000000
iADOF_ShapeQuality=17
fADOF_ShapeRotation=0.000000
bADOF_ShapeDistortEnable=0
bADOF_RotAnimationEnable=0
fADOF_RotAnimationSpeed=2.000000
bADOF_ShapeCurvatureEnable=0
iADOF_ShapeChromaMode=3
iADOF_ImageChromaHues=5
fADOF_ShapeApertureAmount=0.010000
fADOF_ShapeWeightAmount=1.000000
bADOF_ShapeAnamorphEnable=0
fADOF_ShapeAnamorphRatio=0.200000
fADOF_ShapeDistortAmount=0.200000
fADOF_ShapeWeightCurve=4.000000
bADOF_ShapeChromaEnable=0
bADOF_ShapeDiffusionEnable=0
bADOF_ShapeWeightEnable=0
fADOF_BokehCurve=4.000000
fADOF_ImageChromaAmount=3.000000

[FilmicAnamorphSharpen.fx]
Strength=1.000000
Coefficient=0
Offset=1
Clamp=1.000000
Contrast=128
Preview=0

[Technicolor2.fx]
Saturation=0.600000
ColorStrength=1.000000,0.999990,0.999990
Brightness=1.500000
Strength=0.180000

[DPX.fx]
RGB_Curve=8.000000,8.000000,8.000000
Strength=0.200000
RGB_C=0.360000,0.360000,0.340000
Contrast=0.210000
Saturation=4.400000
Colorfulness=2.500000

[Emphasize.fx]
FocusDepth=0.264000
FocusRangeDepth=0.725000
Sphere_FocusVertical=0.500000
FocusEdgeDepth=0.956000
BlendColor=0.000000,0.000000,0.000000
Spherical=0
Sphere_FieldOfView=75
Sphere_FocusHorizontal=0.500000
BlendFactor=0.000000
EffectFactor=0.900000

[EyeAdaption.fx]
fAdp_Speed=0.101000
bAdp_BrightenEnable=1
bAdp_DarkenEnable=1
fAdp_DarkenCurve=0.500000
fAdp_BrightenThreshold=0.200000
fAdp_BrightenBlack=0.500000
fAdp_BrightenCurve=1.000000
fAdp_BrightenMax=0.100000
fAdp_BrightenDynamic=0.500000
fAdp_BrightenSaturation=0.000000
fAdp_DarkenThreshold=0.300000
fAdp_DarkenMax=0.400000
fAdp_DarkenDynamic=0.500000
fAdp_DarkenWhite=0.500000
fAdp_DarkenSaturation=0.000000

[Chromakey.fx]
Color=0
Pass=0
Threshold=0.100000
CustomColor=1.000000,0.000000,0.000000

[FakeHDR.fx]
HDRPower=1.140000
radius1=0.560000
radius2=0.560000

[MagicBloom.fx]
f2Adapt_Clip=0.000000,1.000000
fBloom_Intensity=0.506000
fBloom_Threshold=4.500000
fDirt_Intensity=0.000000
fExposure=0.500000
fAdapt_Sensitivity=1.000000
fAdapt_Speed=0.100000
iDebug=0
iAdapt_Precision=1076677837

[FakeMotionBlur.fx]
mbRecall=0.000000
mbSoftness=2.000000

[UIMask.fx]
fMask_Intensity=1.000000
bDisplayMask=0

[SMAA.fx]
EdgeDetectionType=1
EdgeDetectionThreshold=0.100000
MaxSearchSteps=98
MaxSearchStepsDiagonal=16
CornerRounding=0
DebugOutput=0

[FilmGrain.fx]
Intensity=0.500000
Variance=0.400000
Mean=0.500000
SignalToNoiseRatio=6

[ReflectiveBumpMapping.fx]
fRBM_BlurWidthPixels=100.000000
iRBM_SampleCount=32
fRBM_LowerThreshold=0.100000
fRBM_ReliefHeight=0.300000
fRBM_ColorMask_Orange=1.000000
fRBM_FresnelReflectance=0.300000
fRBM_FresnelMult=0.500000
fRBM_UpperThreshold=0.200000
fRBM_ColorMask_Red=1.000000
fRBM_ColorMask_Yellow=1.000000
fRBM_ColorMask_Green=1.000000
fRBM_ColorMask_Cyan=1.000000
fRBM_ColorMask_Blue=1.000000
fRBM_ColorMask_Magenta=1.000000

[FilmGrain2.fx]
grainamount=0.050000
coloramount=0.600000
lumamount=1.000000
grainsize=1.600000

[FilmicPass.fx]
Strength=0.716000
Linearization=0.500000
Fade=0.204000
Contrast=1.000000
Bleach=0.565000
BaseGamma=1.000000
Saturation=-0.100000
RedCurve=1.000000
GreenCurve=1.000000
BlueCurve=1.000000
BaseCurve=1.500000
EffectGamma=1.000000
EffectGammaB=0.880000
EffectGammaR=1.180000
EffectGammaG=1.200000
LumCoeff=0.212656,0.715158,0.072186

[FXAA.fx]
Subpix=0.250000
EdgeThreshold=0.125000
EdgeThresholdMin=0.000000

[GaussianBlur.fx]
GaussianBlurRadius=1
GaussianBlurOffset=1.000000
GaussianBlurStrength=0.300000

[Glitch.fx]
Amount=1.000000
bUseUV=0

[HighPassSharpen.fx]
HighPassSharpRadius=1
HighPassSharpOffset=1.000000
HighPassViewBlendIfMask=0
HighPassBlendIfLight=255
HighPassBlendIfDark=0
HighPassBlendMode=1
HighPassLightIntensity=1.000000
HighPassDarkIntensity=1.000000
HighPassSharpStrength=0.400000
HighPassViewSharpMask=0

[LUT.fx]
fLUT_AmountChroma=1.000000
fLUT_AmountLuma=1.000000

[Levels.fx]
BlackPoint=5
WhitePoint=233
HighlightClipping=0

[TiltShift.fx]
BlurMultiplier=16.400000
Line=0
Axis=12
Offset=0.000000
BlurCurve=2.230000

[LiftGammaGain.fx]
RGB_Lift=1.000000,1.000000,1.000000
RGB_Gamma=1.000000,1.000000,1.000000
RGB_Gain=1.000000,1.000000,1.000000

[LightDoF.fx]
fLightDoF_Width=5.000000
f2Bokeh_AutoFocusCenter=0.500000,0.500000
f2LightDoF_CA=0.000000,1.000000
fLightDoF_Amount=10.000000
bLightDoF_UseCA=0
bLightDoF_AutoFocus=1
fLightDoF_ManualFocus=0.000000
bLightDoF_UseMouseFocus=0
fLightDoF_AutoFocusSpeed=0.100000

[MXAO.fx]
MXAO_GLOBAL_SAMPLE_QUALITY_PRESET=3
MXAO_FADE_DEPTH_END=0.270000
MXAO_SAMPLE_RADIUS=4.400000
MXAO_DEBUG_VIEW_ENABLE=0
MXAO_SAMPLE_NORMAL_BIAS=0.152000
MXAO_GLOBAL_RENDER_SCALE=1.000000
MXAO_FADE_DEPTH_START=0.240000
MXAO_SSAO_AMOUNT=0.040000
MXAO_BLEND_TYPE=0

[LumaSharpen.fx]
pattern=1
sharp_strength=0.650000
sharp_clamp=0.035000
offset_bias=1.000000
show_sharpen=0

[Monochrome.fx]
Coefficients=0.210000,0.720000,0.070000
ColorSaturation=0.000000

[Prism.fx]
Aberration=6
SampleCount=8
Curve=4.000000
Automatic=4294967295

[Technicolor.fx]
Power=4.080000
RGBNegativeAmount=0.999990,0.999997,1.000000
Strength=0.400000

[Tonemap.fx]
Gamma=1.000000
Bleach=0.000000
Defog=0.000000
Exposure=0.000000
Saturation=0.000000
FogColor=0.000000,0.000000,1.000000

[Clarity.fx]
ClarityRadius=3
ClarityBlendMode=2
ClarityDarkIntensity=0.400000
ClarityOffset=2.000000
ClarityBlendIfDark=50
ClarityBlendIfLight=205
ClarityStrength=0.400000
ClarityViewMask=0
ClarityViewBlendIfMask=0
ClarityLightIntensity=0.000000


Technicolor based config:
https://i.postimg.cc/s37wBp2S/il2fb-2019-04-20-18-04-13.png

Code: [Select]
Effects=MagicBloom.fx,Clarity.fx,Curves.fx,Deband.fx,Technicolor.fx,DPX.fx,Levels.fx,FilmicPass.fx
Techniques=Curves,Deband,DPX,FilmicAnamorphSharpen,FilmicPass,Levels,MagicBloom,Technicolor
TechniqueSorting=LeiFx_Tech,AdaptiveFog,AdaptiveSharpen,AmbientLight,ASCII,BloomAndLensFlares,Border,Cartoon,Chromakey,CA,Clarity,ColorMatrix,Colourfulness,AdvancedCRT,Curves,Daltonize,Deband,KNearestNeighbors,NonLocalMeans,DepthHaze,DisplayDepth,RingDOF,MagicDOF,GP65CJ042DOF,MatsoDOF,MartyMcFlyDOF,DPX,Emphasize,EyeAdaption,HDR,MotionBlur,FilmGrain,FilmGrain2,FilmicAnamorphSharpen,FilmicPass,Mode1,Mode2,Mode3,FXAA,GaussianBlur,GlitchB,HighPassSharp,HQ4X,Levels,LiftGammaGain,LightDoF_AutoFocus,LightDoF_Far,LightDoF_Near,LumaSharpen,LUT,MagicBloom,Monochrome,MultiLUT,MXAO,Nightvision,Nostalgia,PerfectPerspective,ChromaticAberration,ReflectiveBumpmapping,Tint,SMAA,SurfaceBlur,Technicolor,Technicolor2,TiltShift,Tonemap,UIDetect,UIDetect_Before,UIDetect_After,UIMask_Top,UIMask_Bottom,StageDepth,Layer,Depth3D,HSLShift,LevelsPlus,Crosshair,Before,TriDither,After,CinematicDOF,Vibrance,Vignette

[Clarity.fx]
ClarityRadius=3
ClarityBlendMode=2
ClarityDarkIntensity=0.400000
ClarityOffset=2.000000
ClarityBlendIfDark=50
ClarityBlendIfLight=205
ClarityStrength=0.400000
ClarityViewMask=0
ClarityViewBlendIfMask=0
ClarityLightIntensity=0.000000

[ColorMatrix.fx]
ColorMatrix_Red=0.817000,0.183000,0.000000
ColorMatrix_Green=0.333000,0.667000,0.000000
ColorMatrix_Blue=0.000000,0.125000,0.875000
Strength=1.000000

[MultiLUT.fx]
fLUT_LutSelector=0
fLUT_AmountChroma=1.000000
fLUT_AmountLuma=1.000000

[Colourfulness.fx]
colourfulness=1.710000
lim_luma=0.100000

[Technicolor.fx]
Power=4.080000
RGBNegativeAmount=0.999990,0.999997,1.000000
Strength=0.400000

[Technicolor2.fx]
ColorStrength=1.000000,0.999990,0.999990
Saturation=0.600000
Brightness=1.500000
Strength=0.180000

[DPX.fx]
RGB_Curve=8.000000,8.000000,8.000000
Strength=0.200000
RGB_C=0.360000,0.360000,0.340000
Contrast=0.210000
Saturation=8.000000
Colorfulness=2.500000

[FakeHDR.fx]
HDRPower=1.140000
radius1=0.560000
radius2=0.560000

[SurfaceBlur.fx]
BlurRadius=1
DebugMode=0
BlurOffset=1.000000
BlurEdge=0.500000
BlurStrength=1.000000

[Curves.fx]
Mode=2
Formula=0
Contrast=0.340000

[Daltonize.fx]
Type=2

[FineSharp.fx]
sstr=2.000000
cstr=0.900000
xstr=0.190000
pstr=1.272000
xrep=0.250000
lstr=1.490000

[Glitch.fx]
Amount=1.000000
bUseUV=0

[HighPassSharpen.fx]
HighPassSharpRadius=1
HighPassSharpOffset=1.000000
HighPassViewBlendIfMask=0
HighPassBlendMode=1
HighPassBlendIfDark=0
HighPassBlendIfLight=255
HighPassSharpStrength=0.400000
HighPassDarkIntensity=1.000000
HighPassLightIntensity=1.000000
HighPassViewSharpMask=0

[AdaptiveSharpen.fx]
D_compr_low=0.250000
L_compr_low=0.167000
curve_height=1.000000
curveslope=0.500000
D_overshoot=0.009000
L_overshoot=0.003000
D_compr_high=0.500000
scale_cs=0.056000
L_compr_high=0.334000
scale_lim=0.100000
pm_p=0.700000

[HQ4X.fx]
s=1.500000
k=-1.100000
mx=1.000000
max_w=0.750000
min_w=0.030000
lum_add=0.330000

[Levels.fx]
BlackPoint=8
WhitePoint=240
HighlightClipping=0

[LUT.fx]
fLUT_AmountChroma=1.000000
fLUT_AmountLuma=1.000000

[FakeMotionBlur.fx]
mbRecall=0.000000
mbSoftness=2.000000

[SMAA.fx]
EdgeDetectionType=1
EdgeDetectionThreshold=0.100000
MaxSearchSteps=98
MaxSearchStepsDiagonal=16
CornerRounding=0
DebugOutput=0

[MagicBloom.fx]
fBloom_Intensity=0.506000
f2Adapt_Clip=0.000000,1.000000
fBloom_Threshold=4.500000
fDirt_Intensity=0.000000
fExposure=0.500000
fAdapt_Speed=0.100000
fAdapt_Sensitivity=1.000000
iAdapt_Precision=1076677837
iDebug=0

[Sepia.fx]
Tint=0.550000,0.430000,0.420000
Strength=0.580000

[Deband.fx]
Threshold=0.007000
Range=64.000000
Iterations=1
Grain=0.000000

[Tonemap.fx]
Defog=0.000000
Bleach=0.000000
Gamma=1.000000
Exposure=0.000000
Saturation=0.000000
FogColor=0.000000,0.000000,1.000000

[TiltShift.fx]
BlurMultiplier=16.400000
Line=0
Axis=12
Offset=0.000000
BlurCurve=2.230000

[CRT.fx]
ScanlineGaussian=1
Amount=1.000000
Resolution=1.150000
Curvature=0
Brightness=0.900000
Gamma=2.400000
MonitorGamma=2.200000
ScanlineIntensity=2
CurvatureRadius=1.500000
CornerSize=0.010000
ViewerDistance=2.000000
Angle=0.000000,0.000000
Overscan=1.010000
Oversample=1

[Denoise.fx]
LerpCoefficeint=0.220000
NoiseLevel=0.079000
WeightThreshold=0.000000
CounterThreshold=0.050000
GaussianSigma=50.000000

[DepthHaze.fx]
FogStart=0.200000
EffectStrength=0.900000
FogColor=0.800000,0.800000,0.800000
FogFactor=0.200000

[FilmicAnamorphSharpen.fx]
Strength=0.506000
DepthMaskContrast=128
Offset=1.000000
Coefficient=0
DepthMask=1
Clamp=1.000000
Contrast=128
Preview=0

[DOF.fx]
fADOF_ShapeCurvatureAmount=0.300000
DOF_FARBLURCURVE=1.485000
DOF_AUTOFOCUS=4294967295
DOF_MOUSEDRIVEN_AF=0
DOF_INFINITEFOCUS=0.347000
fGPDOFBiasCurve=2.000000
fRingDOFBias=0.000000
DOF_FOCUSPOINT=0.500000,0.500000
DOF_MANUALFOCUSDEPTH=0.500000
bADOF_ShapeApertureEnable=0
DOF_FOCUSSAMPLES=6
DOF_NEARBLURCURVE=1000.000000
fGPDOFBrightnessMultiplier=2.000000
bGPDOFPolygonalBokeh=1
DOF_FOCUSRADIUS=0.059000
DOF_BLURRADIUS=2.000000
iRingDOFSamples=14
fADOF_ShapeDiffusionAmount=0.100000
iRingDOFRings=4
fGPDOFBrightnessThreshold=0.500000
fRingDOFThreshold=0.700000
fRingDOFGain=27.000000
fRingDOFFringe=0.500000
bADOF_ImageChromaEnable=0
iMagicDOFBlurQuality=8
fMagicDOFColorCurve=4.000000
fADOF_SmootheningAmount=1.000000
bMatsoDOFChromaEnable=1
iGPDOFQuality=6
fADOF_ShapeChromaAmount=0.125000
iGPDOFPolygonCount=5
fGPDOFBias=10.000000
fGPDOFChromaAmount=0.150000
fMatsoDOFChromaPow=1.400000
fMatsoDOFBokehCurve=8.000000
iMatsoDOFBokehQuality=2
fADOF_ImageChromaCurve=1.000000
fMatsoDOFBokehAngle=0.000000
iADOF_ShapeQuality=17
bADOF_ShapeDistortEnable=0
fADOF_ShapeRotation=0.000000
bADOF_RotAnimationEnable=0
fADOF_RotAnimationSpeed=2.000000
iADOF_ImageChromaHues=5
iADOF_ShapeChromaMode=3
bADOF_ShapeCurvatureEnable=0
fADOF_ShapeWeightAmount=1.000000
fADOF_ShapeApertureAmount=0.010000
bADOF_ShapeAnamorphEnable=0
fADOF_ShapeAnamorphRatio=0.200000
bADOF_ShapeChromaEnable=0
fADOF_ShapeWeightCurve=4.000000
fADOF_ShapeDistortAmount=0.200000
bADOF_ShapeDiffusionEnable=0
bADOF_ShapeWeightEnable=0
fADOF_BokehCurve=4.000000
fADOF_ImageChromaAmount=3.000000

[EyeAdaption.fx]
fAdp_Speed=0.101000
bAdp_BrightenEnable=1
bAdp_DarkenEnable=1
fAdp_DarkenCurve=0.500000
fAdp_BrightenThreshold=0.200000
fAdp_BrightenBlack=0.500000
fAdp_BrightenCurve=1.000000
fAdp_BrightenMax=0.100000
fAdp_BrightenDynamic=0.500000
fAdp_BrightenSaturation=0.000000
fAdp_DarkenThreshold=0.300000
fAdp_DarkenMax=0.400000
fAdp_DarkenDynamic=0.500000
fAdp_DarkenWhite=0.500000
fAdp_DarkenSaturation=0.000000

[FilmGrain2.fx]
grainamount=0.050000
coloramount=0.600000
lumamount=1.000000
grainsize=1.600000

[FilmicPass.fx]
Linearization=0.575000
Strength=0.746000
Contrast=0.985000
Fade=0.228000
Bleach=0.430000
BaseGamma=1.000000
Saturation=-0.100000
GreenCurve=1.000000
RedCurve=1.000000
BlueCurve=1.000000
BaseCurve=1.500000
EffectGammaB=0.880000
EffectGamma=1.000000
EffectGammaR=1.200000
EffectGammaG=1.200000
LumCoeff=0.212656,0.715158,0.072186

[AmbientLight.fx]
alDebug=0
alAdaptBaseMult=0.520000
alInt=5.000000
AL_DirtTex=0
AL_Adaptive=0
alThreshold=100.000000
AL_Adaptation=4294967295
alAdapt=0.720000
AL_Dirt=0
alAdaptBaseBlackLvL=2
alLensThresh=0.500000
AL_Vibrance=0
alDirtInt=1.000000
alDirtOVInt=1.000000
AL_Lens=0
alLensInt=2.000000

[Bloom.fx]
bGodrayEnable=0
iBloomMixmode=2
fBloomSaturation=2.000000
fBloomThreshold=0.595000
fBloomAmount=0.400000
fLensdirtSaturation=0.000000
fBloomTint=0.779412,0.896194,1.000000
fLensdirtIntensity=1.000000
bLensdirtEnable=0
fFlareLuminance=0.095000
iLensdirtMixmode=1
fLensdirtTint=0.382353,0.418685,1.000000
bLenzEnable=0
bAnamFlareEnable=0
fAnamFlareCurve=1.200000
fAnamFlareThreshold=0.900000
fAnamFlareWideness=2.400000
fAnamFlareAmount=14.500000
fAnamFlareColor=0.012000,0.313000,0.588000
fLenzIntensity=1.000000
fLenzThreshold=0.800000
bChapFlareEnable=0
fChapFlareTreshold=0.900000
iChapFlareCount=15
fChapFlareDispersal=0.250000
fChapFlareSize=0.450000
fFlareIntensity=2.070000
fChapFlareCA=0.000000,0.010000,0.020000
fChapFlareIntensity=100.000000
fGodrayDecay=0.990000
fGodrayExposure=1.000000
fGodrayWeight=1.250000
fGodrayDensity=1.000000
iGodraySamples=128
fGodrayThreshold=0.900000
fFlareBlur=200.000000
fFlareTint=0.137000,0.216000,1.000000

[Monochrome.fx]
Coefficients=0.210000,0.720000,0.070000
ColorSaturation=0.000000

[LightDoF.fx]
fLightDoF_Width=5.000000
f2Bokeh_AutoFocusCenter=0.500000,0.500000
f2LightDoF_CA=0.000000,1.000000
fLightDoF_Amount=10.000000
bLightDoF_UseCA=0
bLightDoF_AutoFocus=1
fLightDoF_ManualFocus=0.000000
bLightDoF_UseMouseFocus=0
fLightDoF_AutoFocusSpeed=0.100000

[MXAO.fx]
MXAO_FADE_DEPTH_END=0.270000
MXAO_GLOBAL_SAMPLE_QUALITY_PRESET=3
MXAO_DEBUG_VIEW_ENABLE=0
MXAO_SAMPLE_RADIUS=4.400000
MXAO_SAMPLE_NORMAL_BIAS=0.152000
MXAO_FADE_DEPTH_START=0.240000
MXAO_GLOBAL_RENDER_SCALE=1.000000
MXAO_SSAO_AMOUNT=0.040000
MXAO_BLEND_TYPE=0

[ReflectiveBumpMapping.fx]
fRBM_LowerThreshold=0.100000
iRBM_SampleCount=32
fRBM_BlurWidthPixels=100.000000
fRBM_ColorMask_Orange=1.000000
fRBM_ReliefHeight=0.300000
fRBM_FresnelMult=0.500000
fRBM_FresnelReflectance=0.300000
fRBM_UpperThreshold=0.200000
fRBM_ColorMask_Red=1.000000
fRBM_ColorMask_Yellow=1.000000
fRBM_ColorMask_Green=1.000000
fRBM_ColorMask_Cyan=1.000000
fRBM_ColorMask_Blue=1.000000
fRBM_ColorMask_Magenta=1.000000

[LumaSharpen.fx]
pattern=1
sharp_strength=0.650000
sharp_clamp=0.035000
offset_bias=1.000000
show_sharpen=0


Hopefully you'll like one of those. These both work fine for me using a freshly downloaded batch of shaders via the 4.2.1 installer .exe (I just tell the installer to install on itself in a folder so I can copy the .dll and shader folder over manually.
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: steven197106 on April 20, 2019, 01:36:48 AM
Thank you  :)
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: TheOligopolist on April 21, 2019, 03:33:55 AM
I've tweaked my settings a bit more to make the colour balance a bit more neutral, the previous version had a redder tint.
I'm really happy with how this has turned out.
(https://i.postimg.cc/hPRXVtFp/il2fb-2019-04-20-18-04-34.png) (https://postimg.cc/0rZ5sxyw)

https://pastebin.com/hX0ZWLKH
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: Squashman on April 21, 2019, 09:19:20 AM
I've tweaked my settings a bit more to make the colour balance a bit more neutral, the previous version had a redder tint.
I'm really happy with how this has turned out.

I must say I like the effect you have achieved but I have never used ReShade before.

Where exactly does the profile go???
I see there is a folder called "Profiles" inside the "Personal Files" folder -
Do I just drop the text file into "Profiles" ?
How about naming ?

Thanks in advance.


Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: TheOligopolist on April 21, 2019, 02:46:38 PM
I've tweaked my settings a bit more to make the colour balance a bit more neutral, the previous version had a redder tint.
I'm really happy with how this has turned out.

I must say I like the effect you have achieved but I have never used ReShade before.

Where exactly does the profile go???
I see there is a folder called "Profiles" inside the "Personal Files" folder -
Do I just drop the text file into "Profiles" ?
How about naming ?

Thanks in advance.
No, that has nothing to do with Reshade.

Download the Reshade installer from here:
https://reshade.me/

Run the installer, click the big button and then point it to il2fb.exe in your IL-2 folder, then select OpenGL.
The installer will place a shaders directory and a couple of .dlls into your IL-2 folder. When it asks if you want to download all the shaders, click yes.

Next, download my preset from pastebin; https://pastebin.com/hX0ZWLKH by clicking the download button. Rename the text file that downloads something like technicolor.ini
Place technicolor.ini in the same place as il2fb.exe in your IL-2 folder.

Before running IL-2, open up your conf.ini and edit the line:
mouseUse=2

Change it to:
mouseUse=1

This will allow you use the Reshade ingame interface with your mouse when you start up the game.

Now fire up IL-2. Reshade should just find the technicolor.ini preset file we just made and load it automatically, but if it doesn't just follow the little tutorial and you will find a drop down menu on the home tab of the reshade interface that will let you select it. Use the interface to setup a reshade on/off key and make sure to check "Performance Mode" when you're done.

Once you have it setup you can set mouseUse=1 back to mouseUse=2 in your conf.ini and you're all done.


(https://i.postimg.cc/rF9P5jZs/il2fb-2019-04-20-18-04-13.png) (https://postimg.cc/566gVBVW)


(https://i.postimg.cc/5tC9hPn3/il2fb-2019-04-21-21-22-45.png) (https://postimg.cc/SXmp8G02)

Enjoy!
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: Squashman on April 21, 2019, 04:40:17 PM

Thanks for the quick reply and for the very clear and concise instructions.
I can't wait to get started - Thanks once more!
Squash ;D
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: D.Rasta on April 21, 2019, 05:06:39 PM
Run the installer, click the big button and then point it to il2fb.exe in your IL-2 folder, then select OpenGL.
The installer will place a shaders directory and a couple of .dlls into your IL-2 folder. When it asks if you want to download all the shaders, click yes.
When I tried to do that, process was failed...

Unable to download archive. The request was aborted: Could not create SSL/TLS secure channel

What should I do...
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: TheOligopolist on April 21, 2019, 05:40:29 PM
Run the installer, click the big button and then point it to il2fb.exe in your IL-2 folder, then select OpenGL.
The installer will place a shaders directory and a couple of .dlls into your IL-2 folder. When it asks if you want to download all the shaders, click yes.
When I tried to do that, process was failed...

Unable to download archive. The request was aborted: Could not create SSL/TLS secure channel

What should I do...

Here is someone with the same problem and the solution:
https://reshade.me/forum/troubleshooting/4287-unable-to-download-archiv

But, if you don't want to deal with that, I've uploaded the necessary components so you can just extract the archive into your IL-2 install folder:

https://mega.nz/#!ktNiVQhJ!56asN4P21dTbva0kgE3K1tXybR0BwvWoxLJ8O6GJ7g0
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: D.Rasta on April 21, 2019, 06:20:08 PM
But, if you don't want to deal with that, I've uploaded the necessary components so you can just extract the archive into your IL-2 install folder:

https://mega.nz/#!ktNiVQhJ!56asN4P21dTbva0kgE3K1tXybR0BwvWoxLJ8O6GJ7g0

Thank you very much for upload!
Should I overwrite opengl.32dll file?
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: TheOligopolist on April 21, 2019, 06:31:16 PM
But, if you don't want to deal with that, I've uploaded the necessary components so you can just extract the archive into your IL-2 install folder:

https://mega.nz/#!ktNiVQhJ!56asN4P21dTbva0kgE3K1tXybR0BwvWoxLJ8O6GJ7g0

Thank you very much for upload!
Should I overwrite opengl.32dll file?
Overwriting should be fine, but back it up just in case.
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: Squashman on April 22, 2019, 07:29:12 AM
I've tweaked my settings a bit more to make the colour balance a bit more neutral, the previous version had a redder tint.
I'm really happy with how this has turned out.

I must say I like the effect you have achieved but I have never used ReShade before.

Where exactly does the profile go???
I see there is a folder called "Profiles" inside the "Personal Files" folder -
Do I just drop the text file into "Profiles" ?
How about naming ?

Thanks in advance.
No, that has nothing to do with Reshade.

Download the Reshade installer from here:
https://reshade.me/

Run the installer, click the big button and then point it to il2fb.exe in your IL-2 folder, then select OpenGL.
The installer will place a shaders directory and a couple of .dlls into your IL-2 folder. When it asks if you want to download all the shaders, click yes.

Next, download my preset from pastebin; https://pastebin.com/hX0ZWLKH by clicking the download button. Rename the text file that downloads something like technicolor.ini
Place technicolor.ini in the same place as il2fb.exe in your IL-2 folder.

Before running IL-2, open up your conf.ini and edit the line:
mouseUse=2

Change it to:
mouseUse=1

This will allow you use the Reshade ingame interface with your mouse when you start up the game.

Now fire up IL-2. Reshade should just find the technicolor.ini preset file we just made and load it automatically, but if it doesn't just follow the little tutorial and you will find a drop down menu on the home tab of the reshade interface that will let you select it. Use the interface to setup a reshade on/off key and make sure to check "Performance Mode" when you're done.

Once you have it setup you can set mouseUse=1 back to mouseUse=2 in your conf.ini and you're all done.

Enjoy!

Thank you very much for your help. I am delighted with the results  ;D
It's almost like a new sim
Your preset is excellent - I will be sure to keep a look out for more of your work

regards
Squash
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: hadji4 on April 22, 2019, 02:29:53 PM
Greetings. When installing any version of ReShade_Setup_4__ I have a black screen, it is worth returning the version of ReShade_Setup_3.4.1 everything works. Although earlier, before installing ReShade_Setup_4.02, everything was fine with me, now it’s worth installing any version from version 4 of a black screen I don’t know what can be done with it ???.
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: TheOligopolist on April 22, 2019, 04:19:11 PM
Greetings. When installing any version of ReShade_Setup_4__ I have a black screen, it is worth returning the version of ReShade_Setup_3.4.1 everything works. Although earlier, before installing ReShade_Setup_4.02, everything was fine with me, now it’s worth installing any version from version 4 of a black screen I don’t know what can be done with it ???.

If you are using a preset from an older version you might have some effects enabled that cause the screen to go blank.
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: Squashman on April 22, 2019, 04:27:33 PM

Oligopolist

Is there any benefit to using SweetFX alongside ReShade 4.2.1?

Do you know if they are compatible?
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: TheOligopolist on April 22, 2019, 04:36:51 PM

Oligopolist

Is there any benefit to using SweetFX alongside ReShade 4.2.1?

Do you know if they are compatible?

Reshade incorporates parts of SweetFX along with other things, so no. Reshade is kind of like SweetFX+other gubbins from my understanding.
Besides, once you start adding too many effects it starts to look like a J. J. Abrams movie.
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: hadji4 on April 23, 2019, 03:03:30 PM
Greetings. When installing any version of ReShade_Setup_4__ I have a black screen, it is worth returning the version of ReShade_Setup_3.4.1 everything works. Although earlier, before installing ReShade_Setup_4.02, everything was fine with me, now it’s worth installing any version from version 4 of a black screen I don’t know what can be done with it ???.

If you are using a preset from an older version you might have some effects enabled that cause the screen to go blank.

I deleted completely old versions, installed new ones but still a black screen. Although the ReShade_Setup_4.2.1 configuration screen is visible. If you exclude in the settings of the ReShade installation screen, the picture appears. Thanks for the help. I nikppk unfortunately I can not solve this problem.
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: D.Rasta on April 24, 2019, 07:42:14 PM
Next, download my preset from pastebin; https://pastebin.com/hX0ZWLKH by clicking the download button. Rename the text file that downloads something like technicolor.ini
Place technicolor.ini in the same place as il2fb.exe in your IL-2 folder.

Thanks for the help, but using your settings I got a few visual bugs.
For example, black spots on planes, a black line on the horizon, stripes on water...
Moreover, black spots and a black horizon appeared at a certain viewing angle and disappeared when the map was opened ...
The same effect is in night missions, and the map is very bright.

(https://i.postimg.cc/4dXJtxqS/il2fb-2019-04-22-06-02-59.png) (https://postimages.org/) (https://i.postimg.cc/sf9htB3v/il2fb-2019-04-22-06-02-55.png) (https://postimages.org/)
(https://i.postimg.cc/YqVLFTkw/il2fb-2019-04-25-03-45-53.png) (https://postimages.org/) (https://i.postimg.cc/FRRhDsgC/il2fb-2019-04-25-03-42-49.png) (https://postimages.org/)
(https://i.postimg.cc/d0Q7cFjr/il2fb-2019-04-25-04-18-04.png) (https://postimages.org/) (https://i.postimg.cc/KjTjD8mS/il2fb-2019-04-25-04-18-08.png) (https://postimages.org/)


May be a problem is in type of my video card (Radeon HD 5800 Series), or in my conf.ini settings?

Code: [Select]
[il2]
title=Il2-Sturmovik Forgotten Battles
hotkeys=HotKey game

[HotKey Console]
Shift Tab=Activate

[Console]
HISTORY=128
HISTORYCMD=128
LOGFILE=log.txt
LOG=1
LOGKEEP=0
LOGTIME=0

[HotKey gui]
Escape=activate

[window]
//width=1360
//height=768
//width=1440
//height=900
width=1920
height=1080

ColourBits=32
DepthBits=24
StencilBits=8
ChangeScreenRes=1
FullScreen=1
DrawIfNotFocused=1
EnableResize=0
EnableClose=1
SaveAspect=0
Use3Renders=0
WideScreenFoV=1
UIColor=5
UIDetail=0
UIBackground=rnd

[GLPROVIDER]
GL=Opengl32.dll

[GLPROVIDERS]
Open GL=Opengl32.dll
DirectX=dx8wrap.dll

[NET]
speed=5000
routeChannels=0
serverChannels=31
localPort=21000
remotePort=21000
SkinDownload=1
serverName=No Name
serverDescription=
remoteHost=
localHost=
socksHost=
checkServerTimeSpeed=1
checkClientTimeSpeed=0
disableNetStatStatistics=0
showPilotNumber=1
showPilotPing=1
showPilotName=1
showPilotScore=1
showTeamScore=0
cumulativeTeamScore=0
showPilotArmy=1
showPilotACDesignation=1
showPilotACType=1
filterUserNames=0
reflyKIADelay=0
maxAllowedKIA=-1
reflyKIADelayMultiplier=0.0
reflyDisabled=0
allowMorseAsText=1
allowCustomSounds=1

[MaxLag]
farMaxLagTime=10.0
nearMaxLagTime=2.0
cheaterWarningDelay=5.0
cheaterWarningNum=-1

[chat]
region=(dx=0.6925,dy=0.071666665,x=0.0,y=0.0)

[game]
TypeClouds=1
Arcade=0
HighGore=1
mapPadX=0.852778
mapPadY=0.05185185
viewSet=57
Intro=0
NoSubTitles=0
NoChatter=0
NoHudLog=0
NoLensFlare=0
iconTypes=3
eventlog=eventlog.lst
eventlogkeep=0
3dgunners=1
ScreenshotType=0
RecordingIndicator=0
MapAlpha=0.99
SaveTrk=1
IconUnits=0
SkipParatrooperViews=0
NoMissionInfoHud=0
noKillInfoHud=0
BlockMorseChat=0
SmallMapWPLabels=1
ShowMorseAsText=0
mapPadMode=1

[HotKey game]
PrintScreen=ScreenShot
P=pause
Pause=pause

[HookViewFly Config]
timeFirstStep=2.0
deltaZ=10.0

[HookView]
MouseLeft=Len

[HookView Config]
AzimutSpeed=0.1
TangageSpeed=0.1
LenSpeed=1.0
MinLen=1.0
DefaultLen=20.0
MaxLen=3000.0
Speed=6
LeanF=0.2
LeanS=0.2
Raise=0.089999996
RubberBand=0.04

[HotKey builder]
MouseLeft=objectMove
MouseRight=popupmenu
Enter=freeView
Shift MouseLeft=worldZoom
Alt MouseLeft=select+
Alt MouseRight=select-
Alt Ctrl=unselect
PageDown=change+
PageUp=change-
End=change++
Home=change--
Ctrl MouseLeft=insert+
Insert=insert+
NumPad-0=insert+
F=fill
Ctrl MouseRight=delete+
NumPad.=delete+
Delete=delete+
Backspace=cursor
Tab=cursor
F10=land
F11=onLand
NumPad-=normalLand
NumPad+=toLand
NumPad-5=resetAngles
NumPad-8=resetTangage90
NumPad-7=stepAzimut-5
NumPad-4=stepAzimut-15
NumPad-1=stepAzimut-30
NumPad-9=stepAzimut5
NumPad-6=stepAzimut15
NumPad-3=stepAzimut30
Ctrl C=copy
Ctrl X=cut
Ctrl V=paste
Ctrl Q=incHeight
Ctrl A=DecHeight

[MouseXYZ]
F1=SpeedSlow
F2=SpeedNormal
F3=SpeedFast
MouseRight=XYmove
F4 MouseRight=Zmove
MouseMiddle=Amove
F5 MouseRight=Amove
F6 MouseRight=Tmove
F7 MouseRight=Kmove

[MouseXYZ Config]
RealTime=1

[sound]
SoundUse=1
SoundEngine=1
Speakers=0
Placement=0
SoundFlags.reversestereo=0
RadioFlags.Enabled=1
RadioEngine=2
MusicVolume=8
ObjectVolume=14
MusState.takeoff=1
MusState.inflight=1
MusState.crash=1
MusFlags.play=0
MasterVolume=14
Attenuation=5
SoundMode=1
SamplingRate=1
NumChannels=3
SoundExt.occlusions=0
SoundFlags.hardware=1
SoundFlags.streams=1
SoundFlags.duplex=1
SoundExt.acoustics=0
SoundExt.volumefx=0
SoundFlags.voicemgr=0
SoundFlags.static=1
VoiceVolume=3
Channels=2
SoundExt.extrender=0
SoundFlags.bugscorrect=0
SoundSetupId=8
ActivationLevel=0.02
Preemphasis=0.85
RadioLatency=0.5
AGC=1
PTTMode=1
SoundFlags.UseRadioChatter=1
SoundFlags.AutoActivation=0
RadioFlags.PTTMode=0
RadioFlags.PlayClicks=0
ActLevel=0
MicLevel=0
SoundFlags.forceEAX1=0

[rts]
ProcessAffinityMask=1
mouseUse=2
joyUse=1
trackIRUse=1
DisableIME=0
locale=
UseSmartAxis=0
JoyProfile=0

[rts_mouse]
SensitivityX=1.0
SensitivityY=1.0
Invert=0
SensitivityZ=1.0

[rts_joystick]
X=0 1 4 9 16 25 36 49 64 81 100 0
Y=0 1 4 9 16 25 36 49 64 81 100 0
Z=0 10 20 30 40 50 60 70 80 90 100
RZ=0 10 20 30 40 50 60 70 80 90 100 0
FF=0
U=0 10 20 30 40 50 60 70 80 90 100 0
V=0 10 20 30 40 50 60 70 80 90 100 0
1X=0 10 20 30 40 50 60 70 80 90 100 0 0
1Y=0 10 20 30 40 50 60 70 80 90 100 0 0
1RZ=0 100 100 100 100 100 100 100 100 100 100 0 0
1U=0 100 100 100 100 100 100 100 100 100 100 0 0
1V=0 100 100 100 100 100 100 100 100 100 100 0 0

[Render_DirectX]
TexQual=3
TexMipFilter=2
TexCompress=0
TexFlags.UseDither=1
TexFlags.UseAlpha=0
TexFlags.UseIndex=0
TexFlags.PolygonStipple=1
TexFlags.UseClampedSprites=1
TexFlags.DrawLandByTriangles=1
TexFlags.UseVertexArrays=1
TexFlags.DisableAPIExtensions=0
TexFlags.ARBMultitextureExt=1
TexFlags.TexEnvCombineExt=1
TexFlags.SecondaryColorExt=1
TexFlags.VertexArrayExt=1
TexFlags.ClipHintExt=0
TexFlags.UsePaletteExt=0
TexFlags.TexAnisotropicExt=0
TexFlags.TexCompressARBExt=1
TexFlags.TexEnvCombine4NV=0
TexFlags.TexEnvCombineDot3=0
TexFlags.DepthClampNV=0
TexFlags.SeparateSpecular=0
TexFlags.TextureShaderNV=0

HardwareShaders=0

Shadows=2
Specular=2
SpecularLight=2
DiffuseLight=2
DynamicalLights=1
MeshDetail=2
VisibilityDistance=3

Sky=2
Forest=2
LandShading=3
LandDetails=2

LandGeom=2
TexLarge=1
TexLandQual=3
TexLandLarge=1

VideoSetupId=4
ForceShaders1x=0
PolygonOffsetFactor=-0.15
PolygonOffsetUnits=-3.0

[Render_OpenGL]
TexQual=3
TexMipFilter=3
TexCompress=0
TexFlags.UseDither=0
TexFlags.UseAlpha=0
TexFlags.UseIndex=0
TexFlags.PolygonStipple=1
TexFlags.UseClampedSprites=0
TexFlags.DrawLandByTriangles=0
TexFlags.UseVertexArrays=1
TexFlags.DisableAPIExtensions=0
TexFlags.ARBMultitextureExt=1
TexFlags.TexEnvCombineExt=1
TexFlags.SecondaryColorExt=1
TexFlags.VertexArrayExt=1
TexFlags.ClipHintExt=1
TexFlags.UsePaletteExt=1
TexFlags.TexAnisotropicExt=1
TexFlags.TexCompressARBExt=0

TexFlags.TexEnvCombine4NV=0
TexFlags.TexEnvCombineDot3=0
TexFlags.DepthClampNV=0
TexFlags.SeparateSpecular=1
TexFlags.TextureShaderNV=0

HardwareShaders=1

Shadows=2
Specular=2
SpecularLight=2
DiffuseLight=2
DynamicalLights=1
MeshDetail=2
VisibilityDistance=3

Sky=2
Forest=3
LandShading=3
LandDetails=2

LandGeom=3
TexLarge=1
TexLandQual=3
TexLandLarge=1

VideoSetupId=17
Water=2
Effects=2
ForceShaders1x=0
PolygonOffsetFactor=-0.0625
PolygonOffsetUnits=-1.0

[Mods]
Flyby=1
FlybyFov=60.0
ToggleMusic=1
RandomSplash=1
PALHUDMode=1
SpeedbarTAS=1
SpeedbarSIToo=1
SpeedbarShowExtraInfo=1
netCallsign=
SpeedbarUnits=1
PALGameMenuStatusBar=1
PALGameMenuShowFPS=0
PAL3DStart=0
PAL3DSepAim=0.7
PAL3DSepGun=1.35
PAL3DSepPit=1.5
PAL3DSepExt=25.0
PAL3DConvAimL=-0.01
PAL3DConvAimR=-0.01
PAL3DConvGunL=-0.09
PAL3DConvGunR=-0.09
PAL3DConvPitL=-0.13
PAL3DConvPitR=-0.13
PAL3DConvExtL=-0.55
PAL3DConvExtR=-0.55
PAL3DDOFfNumber=0.0
PAL3DDOFFocus=20.0
PAL3DAdjustVariable=1
PAL3DFullColorFrames=0
PAL3DRenderStereo=1
PAL3DFilterLeft=R___
PAL3DFilterRight=_GB_
PAL3DCockpitSoftViewEnabled=1
PAL3DCockpitSoftView=0.075
PAL3DCockpitTurretInertiaEnabled=1
PAL3DCockpitTurretInertia=0.0010
PAL3DFollowInertiaEnabled=1
PAL3DFollowInertia=0.009999999776482582
PAL3DFollowInertiaAngle=0.01
PAL3DExternalSoftView=0.075
PAL3DExternalTrackIR=0
PAL3DExternalMouseInertia=1

In addition, screenshots are now saved in two folders: in MyScreenShots folder (in JPEG format), and in the root folder of the game (in PNG format). So it should be?
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: TheOligopolist on April 26, 2019, 05:27:09 PM
It's probably just one of the shaders causing that. Try turning off magic bloom.
If it's not that it will be one of the others, you'll just have to experiment a bit, I don't have an AMD card so I can't check for myself.

You can disable Reshade from taking screenshots by removing the screenshot key binding in the settings tab of Reshade.
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: D.Rasta on April 29, 2019, 06:57:54 PM
It's probably just one of the shaders causing that. Try turning off magic bloom.
If it's not that it will be one of the others, you'll just have to experiment a bit, I don't have an AMD card so I can't check for myself.

You can disable Reshade from taking screenshots by removing the screenshot key binding in the settings tab of Reshade.

Stripes on the water and too high brightness of the map dissapeared when I disabled ''magic bloom''.
I didn't notice this earlier because the effect of turning off the "magic bloom" is not immediately visible and appears only after restarting the game.
Black spots on planes and black line on the horizon dissapeared when "curves" is disabled or when I use ''curves'' and ''clarity'' together.
Thanks again!
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: agracier on September 23, 2019, 07:00:51 PM
I installed this and it seems that less is better. Just a few effects and the results can be very discernible. I am still fooling around with the effects, but here is a screenshot using an old map. Such clarity on old textures. If I didn't know better, I'd say the texture almost simulates real looking forest. Really remarkable.

So far I simply used Adaptive Sharpen / Technicolor1 / Clarity / Hipass Sharp / Vibrance / Filmgrain1 (all with defaults)

This is going to be one of those mods where you spend more time trying to fine tune things, than actually playing the game itself ... :)


(https://i.postimg.cc/zBT1KMHF/24-09-2019-0-17-58.jpg) (https://postimg.cc/PpfckS4C)
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: Heretic on October 28, 2019, 03:53:59 PM
Reshade 4.3 also works in WINE (4.18-1) on my Arch Linux install so far.

Did the setup according to this (https://www.reddit.com/r/linux_gaming/comments/b2hi3g/reshade_working_in_wine_43/), but wqith a few adaptions.

- Download the 32bit d3dcompiler_47.dll (http://dege.freeweb.hu/dgVoodoo2/D3DCompiler_47.zip)
- Download the master shaders from Reshade's Github (https://github.com/crosire/reshade-shaders) ("Clone or Download" --> "Download ZIP")
- Download the installer (https://reshade.me/)

1. Open the installer with an archive manager and extract "Reshade32.dll"
2. Rename "Reshade32.dll" to "OpenGL32.dll" and move it into the IL-2 installation folder
3. Move "d3dcompiler_47.dll" into the IL-2 installation folder
4. Extract the shaders. Best practice is making sure that there is a parent folder for the "Shaders" and "Textures" folders (e.g. "reshade-shaders-master\Shaders" and "reshade-shaders-master\Textures") as this will not clutter up the IL-2 folder. Move the parent folder to the IL-2 folder
5. In Winecfg for your Wineprefix and il2fb.exe, add Library overrides for OpenGL32.dll (native, builtin) and d3dcompiler_47.dll (native). Note that these DLLs are not in the selection list, but this is totally okay.
6. Launch IL2FB as usual. The Reshade tutorial should pop up. Just skip through it.
7. In Reshade's menu, "Settings tab", click the "+" button below "Effects search path" and browse to Reshade's "Shaders" folder. Do the same for "Texture Search Paths" and the "Textures" folder.
8. When done, hitting the "Reload" button on the "Home" tab should add all the filters to the selection list.

Playing with these filters while in the simulator woks for me. For now, I haven't done much more than adding FXAA, HDR and some sharpening filter, but IL-2 already looks heaps better.

Hope this'll help.
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: weasel on October 29, 2019, 03:06:37 PM
I dug up Mediator for Reshade that I use for Medieval Total War 2 and thought I would give it a try as I could not get reshade 4 to work with IL2, best I could get is a black screen.  Opened Mediator which I just dropped onto my drive, pointed it to the IL2FB and picked a scheme, in this case "military cinema" and started IL2, worked perfectly. 

Mediator was created by LuciferHawk and I am not sure why they got rid of it, using his program you don't have to mess with renaming DLLs or moving folders around, and to delete the program from IL2 you just click on 'delete' and you are done.  In the pic below I have chosen military cinema, makes the sim look like ww2 films.  There are more settings then those shown,and you can modify and save as you wish too.

(https://i.postimg.cc/sM1bsYNT/mediator.jpg) (https://postimg.cc/sM1bsYNT)


***as far as I know Mediator by LuciferHawk is freeware, if someone can confirm I will post a link to my dropbox so others can try it.  It is an old program and was free to download***

####Ok, several people have asked for this file, and as I said AFAIK it is freeware as it is pretty old.  Once again, works off the bat, no messing with DLLs etc.####

https://www.dropbox.com/s/09plkvls72hgi1j/Mediator.7z?dl=0 
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: hadji4 on October 30, 2019, 01:47:16 PM
I welcome you do not tell me where you can download Mediator and how to work with this. When installing ReShade 4.3.0 on IL 2, I also have a black screen, although if you return to ReShade 3.4.1, then everything is fine.
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: weasel on October 30, 2019, 05:08:44 PM
If you want the program just PM me.  I am sure it is all fine since it was free when I got as I said, and it isn't supported anymore.  So, PM me and I will give you my DB link.
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: mikojan3 on October 31, 2019, 02:18:27 PM
I welcome you do not tell me where you can download Mediator and how to work with this. When installing ReShade 4.3.0 on IL 2, I also have a black screen, although if you return to ReShade 3.4.1, then everything is fine.

one or plus shaders make this i have tested lost version of reshade in alls versions of il-2 worked perfect but 2 or 3 shaders make this
Title: Cool B&W 8mm film
Post by: weasel on November 01, 2019, 09:14:37 PM
Looks like the old movies, done using mediator and unchecking all boxes, then checking GR8mm and colorhuefx

(https://cdn1.imggmi.com/uploads/2019/11/2/dab0440c7950270116a0ea3f620556cd-full.jpg)
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: Marat on November 14, 2019, 05:16:58 AM
Great NEWS for NVidia GeForce 940MX graphics card users! After the latest upgrading of Windows 10 and drivers of the card itself, I just wanted to try if the SweetFX works as I did many times before after upgrading Windows and 940MX, but no results. But yesterday I upgraded them again and NOW the SweetFX CAN BE USED!!! And it is fantastic! Now I can enjoy Il-2 another way and changes are great!!! Upgrade your Windows 10 and your 940MX, install SweetFX and enjoy flying!!!  :)
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: bomberkiller on November 14, 2019, 05:52:57 AM
I hope you try these settings:

https://www.sas1946.com/main/index.php/topic,46936.msg567027.html#msg567027 (https://www.sas1946.com/main/index.php/topic,46936.msg567027.html#msg567027)

 ;)

 ]cheers[

Gerhard
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: Marat on November 14, 2019, 08:05:46 AM
Thank you very much for info! I will definitely try them and revert back with the results  :)
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: Marat on November 22, 2019, 02:10:36 PM
I tested almost all vSweetFX/Reshade versions. As it turned out to be, the best option for my NVidia GeForce 940MX is Reshade of 2.0.3 version in comparison with all others. I think this info will be helpful for 940MX users  :)
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: Antony88 on January 16, 2020, 07:52:26 AM
For the sake of completeness, this is what you need to do if your game is running in DirectX mode.

First off, make sure you really need to run the game in DirectX mode (usually you won't, it's only really necessary for players bound to use their CPU-integrated Intel HD graphics).
If you really need to use DirectX mode, check that your conf.ini is properly configured:
Then, basically you follow the gide for OpenGL posted 3 posts before, but Instead of Installation step 2...
Copy "ReShade32.dll" to "opengl32.dll".
...you need to copy "ReShade32.dll" to "d3d9.dll".

Now that ReShade is DirectX 9 and IL-2 is DirectX8, you need to add a "translator", called "d3d8to9".
The latest binaries can be found here:
You download the newest dll file and put it into your IL-2 game folder, right beside the "d3d9.dll" file you've just created when "installing" ReShade.

Then please follow the configuration guide posted 3 posts before, it's the same thing for both DirectX and OpenGL.

Finally, instead of...
One last step I would recommend is to create an empty file "opengl32.log" in your IL-2 folder and make it read-only.
The reason is that ReShade will try to create that log file and flood it with megabytes of useless repetive false errors.
...please do the same but with an empty file "d3d9.log".

If you use my ReShade sample with settings

Best regards - Mike

Hi, I'm a new guy in this forum my name is Antony.
I wish I could ask you an information, please
I have read your post about reshade 2.03 to make it work with Open GL games, and I read also your guide here but....


The reshade without EFFECTS works well after I open the game, but If I try to activate any SHADER than the image become completely black.....I dont' know why but I need this special version of reshade because it has al the old SHADERS that new reshade 3 and 4 don't have. I need it to run DOOM 4 (2016)....please could you help me?
Hoping you will reply to me. Thanks in advance.

Kindly regards

Antony
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: SAS~Storebror on January 16, 2020, 08:17:58 AM
https://lmgtfy.com/?q=doom+4+2016+reshade
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: ighten on January 22, 2020, 03:43:28 AM
If your running IL2 selector and VP do you still point reshade at IL2.2exe as it doesnt seem to be doing anything for me
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: Toobone on February 16, 2020, 05:59:22 AM
Guys, help, please: how to stop working opengl32.log generated by Reshade2.0? Even after clicking OFF, Reshade always scribble something in log. More than 400Mb & a stattors ingame because of using harddisk.
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: hguderian on February 16, 2020, 07:55:37 AM
Set it as "Read-only".
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: Toobone on February 17, 2020, 07:37:37 AM
Set it as "Read-only".
Where i can find this settings place?
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: hguderian on February 17, 2020, 08:30:53 AM
click with the right button of th mouse on the file and select properties...then check the read only box under general menu.
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: Dragunoff on March 23, 2020, 07:06:46 AM
 Reshade 4.5.4  works only when i activate the map. Can anyone explain me what`s the problem? Thanks in advance!


(https://i.postimg.cc/nVdgzdTT/Il2-Sturmovik-Forgotten-Battles-21-03-2020-11-22-24.png) (https://postimages.org/)



(https://i.postimg.cc/T3TtJgkh/Il2-Sturmovik-Forgotten-Battles-21-03-2020-11-22-32.png) (https://postimages.org/)
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: hguderian on March 23, 2020, 07:40:44 AM
Hi,
probably you've mapped the same key for map and for toggle on/of reshade.

Read the reshade "read me" to see how to remap your key.

Cheers
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: Dragunoff on March 23, 2020, 08:55:07 AM
That was my first thought too, so I remaped the controls :

overlay key/ scroll lock
effect reload key/ numpad decimal
effect toogle key/ numlock

map set as - N

Everything works perfect with activated map. Without map, nothing happened. :)

(https://i.postimg.cc/4NWkHFSy/Il2-Sturmovik-Forgotten-Battles-23-03-2020-16-44-44.png) (https://postimages.org/)


(https://i.postimg.cc/J0KgJGKv/Il2-Sturmovik-Forgotten-Battles-23-03-2020-16-44-50.png) (https://postimages.org/)
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: Old_DaD on April 09, 2020, 09:18:03 AM
hi. just updated Reshade to 4.5.4 in my 4.12 VP Modpack set up all working ok, however I have this effect when I have the map up
(https://i.postimg.cc/Y9mtwfQS/il2fb-2020-04-09-16-12-54.png) (https://postimg.cc/TLGzVb78)
 
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: hadji4 on April 10, 2020, 02:15:06 PM
I welcome you, I can’t install ReShade_Setup_4.5.4 in any way, only ReShade_Setup_3.4.1 works for me, any other versions do not work. How did you find out what works for you ???
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: Old_DaD on April 10, 2020, 03:54:57 PM
Good evening from an empty London.
I installed the original version and necessary files as per all the advice in the previous posts, and any subsequent files and  updates.
When I tried installing 4.5.4 it screwed up my whole game, so I had to dump it and re-install the whole lot again from my back up (which of course we all have). I just unzipped into my main game folder via IL2fb.exe. I think it just overwrote everything , like Reshade32.dll, OpenGL32.dll etc. if you've got the old folders for the shaders and textures etc already inside your main game it should surely just overwrite. see Reply #217. I was going to use TheOligopolists settings , particularly technicolor but I didn't like those settings when I got it running. It is included in 4.5.4. The interface in this version is different now many of the profiles are included. in the end I kinda used SAS-Storebrors settings. See Reply #175. 4 elements were altered in the set up window (Press HOME KEY follow instructs).
Don't know if that's helped.. afraid it just worked for my set up.
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: Old_DaD on April 10, 2020, 03:59:17 PM
...and Ha! you turn your back and another version turns up. Now I see version 4.6 has been released on 9th. Back to the drawing board then.
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: hadji4 on April 11, 2020, 01:41:49 PM
Thanks for the advice I will try!
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: Old_DaD on April 11, 2020, 03:09:34 PM
It will happen. Just take your time and think things through slowly and logically. As in a lot of this, as you probably already know (sorry, not being patronising), it wil be something small overlooked. I've been through these posts over and over, like the Graphics Extender Mod, which at 78 posts was daunting, and in the end I realised the problem. Post when you get a result. Thsnks
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: Old_DaD on April 16, 2020, 10:25:35 AM
OK. 4.6.1 installed in my DBW set up successfully (it's working, apparently ). A small issue if I may.. I ticked the box on the Reshade 'Home' panel, for fps count to be visible in top right of game screen. It's there but seems to stick at some frame value, and is not constantly varying up and down as it should. Any pointer to a remedy, if there is one. Many Thanks.
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: Knochenlutscher on June 26, 2020, 05:46:38 AM
https://www.mediafire.com/file/02apft4zcc4egbk/Reshade_Storebror_Knoch.7z/file (https://www.mediafire.com/file/02apft4zcc4egbk/Reshade_Storebror_Knoch.7z/file)

A Technicolor Vintage setting on ReShade 2.0.3f1 with Storebror Settings 2017-10-30
Thanks to Mike

(https://i.postimg.cc/zD20TDP1/Unbenannt-1.jpg)
Bombsaways Palau, perfectly showing in clear Sky, BAT WAW.

it is for people not wanting fancy colours

Limitations atm. not good for plain white snow Maps, i.e. Stalingrad Summer (RRR),
at least with my severed Eyes, maybe you find it suit.
Other Snow Maps Sud Germany winter etc. Okay

 it enhances Sky, Flora and terrain,
the more subtle the Textures on the Map, the better it works.
I will tackle a version with less Gamma/Light heap, but that can last a bit.

Cheers
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: Knochenlutscher on June 27, 2020, 04:44:40 PM
Reshade 4.70

Retro Fans only, no Blume2000 Effect or Sharpening Optical surgery.
Just colours

(https://i.postimg.cc/5yFY8BnH/Technicolor-1.jpg)
This one a Technicolor based experiment called Technicolor 1, some chromatic fiddling
https://www.mediafire.com/file/k98h6r7n6nfuw6z/Technicolor_1.ini/file (https://www.mediafire.com/file/k98h6r7n6nfuw6z/Technicolor_1.ini/file)


(https://i.postimg.cc/G2tsmwDx/Technicolor-2.jpg)
my favourite in this Reshade, Technicolor 2, has really nice vintage looking
https://www.mediafire.com/file/5c76bsr35qf8l5g/Technicolor_2.ini/file (https://www.mediafire.com/file/5c76bsr35qf8l5g/Technicolor_2.ini/file)

Ready to use inis, just drop into your main directory where il2fb.exe sits. And go...

Enjoy
Tobias
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: blackshark on June 29, 2020, 07:57:26 AM
Hi all
maybe you can tell me where I can find a tutorial to install reshade on il2 ?
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: messyhead on July 21, 2020, 12:54:00 AM
Hi all
maybe you can tell me where I can find a tutorial to install reshade on il2 ?

https://youtu.be/dnjOzkPms9s
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: sparky on November 04, 2020, 03:48:46 PM
Hi all

I have just installed reshade, it is working fine but if I try and access the settings on pressing the 'home' button, then the mouse pointer remains stuck on the game screen and i can't move it to the settings screen. Any advice, please? I'm using BAT


thanks
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: Old_DaD on November 04, 2020, 10:50:58 PM
Hi. Have you changed your mouse=X setting in your confi. Ini file in your main game? Set mouse=1Then after you've messed around with your settings.. Set mouse =2 again
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: sparky on November 05, 2020, 03:46:49 AM
That worked, thanks very much for your help
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: Candyman0756 on December 27, 2020, 07:17:18 PM
What do you mean, mouseuse? I can't find "mouse = x" in my conf.ini
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: Old_DaD on December 28, 2020, 07:27:47 AM
OK..quite correct to point out mistake. Quite often a crime punishable by ..someform.
Yes, that one. ..mouseUse=
X in this case being an ambiguous designator. i.e. representing a numeral (1 or 2).
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: Andy H on April 11, 2021, 05:50:00 AM

Thinking "if it ain't busted, don't fix it", I'm torn between sticking with SweetFX: v2.0 and giving the latest all singing, all dancing, OpenGL compatible Reshade 4.9.1 a go. 

Anyone tried it? I'm very wary of screwing-up a BAT install that I've spent years getting as 'just so' as I can get it.
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: Old_DaD on April 11, 2021, 09:33:14 AM
Well , obviously copy your BAT setup for safety..I have that latest 4.9.1set up on my DBW and VP 4.12 game set ups working successfully..you can easily  disable it if you don't like the effects.
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: Andy H on April 11, 2021, 12:39:00 PM
Thanks! I'll give it a go.  :)
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: texaco on April 20, 2021, 03:06:46 AM
Thank You bomberkiller. Your settings work very good with my dbw 1.71
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: Kopfdorfer on April 20, 2021, 08:17:53 AM
I am curious about these effects , but I don't know which version is best suited
to IL2 1946.
In a much earlier entry in this thread , Storebror suggested v2.
Now you guys are talking about v4.6.

Can someone please discuss which version is currently best suited to IL2 1946 ?
(If it makes a difference I use (still) HSFX7.0.3.

Thanks

Kopfdorfer
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: Andy H on April 20, 2021, 12:08:53 PM
I'm happily using 4.9.1 - OpenGL compatable, the only problem I had was the mouse pointer business - sorted a few posts above, and a warning that my old SweetFX might cause glitches, easily sorted by uninstalling, which took all the old stuff with it, then re-installing.
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: Dragunoff on March 24, 2022, 03:21:02 AM
4.9.1 works very well for me. But  settings depends of map, time and weather.

(https://i.postimg.cc/43fh79Dc/Il2-Sturmovik-Forgotten-Battles-09-10-2021-16-07-42-2.png) (https://postimages.org/)

(https://i.postimg.cc/fWCT2Rrz/Il2-Sturmovik-Forgotten-Battles-16-09-2021-00-03-12.png) (https://postimages.org/)

(https://i.postimg.cc/m2ckPGmT/Il2-Sturmovik-Forgotten-Battles-23-12-2021-14-08-13-2.png) (https://postimages.org/)

(https://i.postimg.cc/zGc939PY/Il2-Sturmovik-Forgotten-Battles-29-08-2021-12-27-28.png) (https://postimages.org/)
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: Yaro59 on March 24, 2022, 12:09:00 PM
Beautiful Dragunoff Photos  ]headbang[
I am using 5.0.0

Exactly as you wrote. The look and image just depends on these things.
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: ChicagoFire1 on April 03, 2022, 03:38:12 PM
4.9.1 works very well for me. But  settings depends of map, time and weather.

(https://i.postimg.cc/43fh79Dc/Il2-Sturmovik-Forgotten-Battles-09-10-2021-16-07-42-2.png) (https://postimages.org/)

(https://i.postimg.cc/fWCT2Rrz/Il2-Sturmovik-Forgotten-Battles-16-09-2021-00-03-12.png) (https://postimages.org/)

(https://i.postimg.cc/m2ckPGmT/Il2-Sturmovik-Forgotten-Battles-23-12-2021-14-08-13-2.png) (https://postimages.org/)

(https://i.postimg.cc/zGc939PY/Il2-Sturmovik-Forgotten-Battles-29-08-2021-12-27-28.png) (https://postimages.org/)

A Question , are you using a specific preset or are you tinkering with the different settings? Cause these photos look so good.  :)
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: Dragunoff on April 05, 2022, 08:10:19 AM
Chicago Fire1, sorry for late response ! ]thumright[
I am using different settings for every map . Sometimes with Graphic Extender, sometimes not, depends of FPS. But Technicolor 2, Fake HDR, bloom , blooming and levels are always in . Try first this few and decide what is best for you!

~S~

Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: ChicagoFire1 on April 10, 2022, 05:41:15 AM
I understand your options now, and no worries about the late response.   :)

I will try as you say and see which options work the best for me.

ChicagoFire1.
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: AirShark on July 24, 2022, 04:24:14 PM
i made this preset for VP ModPack... specifically for potato computers, my eyes got twisted after messing with all the settings  :D

(https://i.postimg.cc/nrdVt55J/il2fb-2022-07-24-22-46-02.png) (https://postimg.cc/9w7HdxC8)

(https://i.postimg.cc/jq8R2pgV/il2fb-2022-07-24-23-07-12.png) (https://postimg.cc/xqbwF4Vg)

(https://i.postimg.cc/c4r0nF2v/il2fb-2022-07-24-23-08-04.png) (https://postimg.cc/mtfvxyb4)

(https://i.postimg.cc/gkQdqvbN/il2fb-2022-07-24-23-13-04.png) (https://postimg.cc/XpfTnBJC)

download: https://drive.google.com/file/d/1hNrmyMMK-f1cgrry3tepeAhtSIMy1jjC/view?usp=sharing
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: Fegelein on February 29, 2024, 04:50:16 PM
Is anyone willing to share their Reshade presets? We already are in version 6.0
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: erafitti on March 04, 2024, 03:04:59 AM
I have transformed two Preset,s made by AirShark and TheOligopolist, to Reshade v6.

To see go to: https://www.sas1946.com/main/index.php/topic,72124.0.html (https://www.sas1946.com/main/index.php/topic,72124.0.html)

Un saludo.
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: FedeM1974 on March 17, 2024, 12:22:17 PM
How the cockpits look? Tks!!
Title: Re: I just got Reshade/SweetFX working in OpenGL...
Post by: Dragunoff on May 19, 2024, 08:54:07 AM
Has anyone tried ReShade with DirectX?