KeyserSoeze Posted November 17, 2011 Posted November 17, 2011 (edited) Played around some with the great FXAA-mod and got this result. I think it looks much better than the original game. Have try if you want, here is my ini, copy paste this into your "injFX_Settings.h". Link to the mod: http://www.skyrimnexus.com/downloads/file.php?id=131 /*====================================================================================== "USER" ADJUSTABLE SETTINGS======================================================================================*/ // TODO: Normalize values to be on a human range scale, whole numbers prefered, decimals usable for micro adjustments// These values should have min/max limit checks included in their functions, so that the end user doesn't get crazy results /*------------------------------------------------------------------------------ FILTER SELECTION------------------------------------------------------------------------------*/// Comment to deactivate an effect. // Example: To disable the tonemap effect, use // in front of #define USE_TONEMAP#define USE_ANTI_ALIASING#define USE_PRE_SHARPEN#define USE_BLOOM#define USE_TECHNICOLOR#define USE_TONEMAP//#define USE_SEPIA//#define USE_VIGNETTE#define USE_POST_SHARPEN//#define USE_FINAL_LIMITER /*------------------------------------------------------------------------------ FXAA SHADER------------------------------------------------------------------------------*/// Set values to calculate the amount of Anti Aliasing appliedfloat fxaaQualitySubpix = 0.60; // Default: 0.75 Raise to increase amount of blurfloat fxaaQualityEdgeThreshold = 0.133; // Lower the value for more smoothingfloat fxaaQualityEdgeThresholdMin = 0.0633; // Lower the value for more smoothing /*------------------------------------------------------------------------------ PRE_SHARPEN------------------------------------------------------------------------------*///For higher precision in the calculation of contour, requires slightly more processing powerbool highQualitySharpen = 0; //0 = Disable | 1 = Enable // Set values to calculate the amount of AA produced blur to consider for the sharpening pass#define Average 0.8#define CoefBlur 2 // Set values of the sharpening amount#define SharpenEdge 0.15#define Sharpen_val0 1.25 /*------------------------------------------------------------------------------ BLOOM------------------------------------------------------------------------------*/// Number of samples per pixel taken for the Bloom effect. Don't set it to high! 4 = 25spp, 8 = 81spp, 16 = 289spp#define NUM_SAMPLES2 4 // Must be set with a value dividable by 2float BloomPreset = 5; // Disabled = 0 (Valid Preset Values = 1 to 9) Preset value 1 to 9 takes control over the next 3 settings.float BloomThreshold = 1.5; // The min. level at which the effect starts (Valid Values = 1 to 9, use decimals for finetuning)float BloomWidth = 1.85; // Sets the width of the effect (Valid Values = 1 to 9, use decimals for finetuning)float BloomPower = 1.75; // The power of the effect (Valid Values = 1 to 9, use decimals for finetuning) /*------------------------------------------------------------------------------ TECHNICOLOR------------------------------------------------------------------------------*/#define TechniAmount 0.10 // 1.00 = Max#define TechniPower 4.20 // lower values = whitening // lower values = stronger channel#define redNegativeAmount 0.9 // 1.00 = Max#define greenNegativeAmount 0.925 // 1.00 = Max#define blueNegativeAmount 0.9 // 1.00 = Max /*------------------------------------------------------------------------------ TONEMAP------------------------------------------------------------------------------*/#define Gamma 1.10#define Exposure -0.10#define Saturation 1.1 // use negative values for less saturation. #define BlueShift 0.25 // Higher = more blue in image.#define Bleach 0.00 // Bleach bypass, higher = stronger effect#define Defog 0.000 // Strength of Lens Colors.#define FogColor float4(0.0, 0.0, 0.0, 0.0) //Lens-style color filters for Blue, Red, Yellow, White. /*------------------------------------------------------------------------------ SEPIA------------------------------------------------------------------------------*/#define Earthyellow // Color Tone, available tones can be seen in ColorTones.PNG (Do not use spaces in the name!)#define SepiaPower 0.5 // 1.00 = Max /*------------------------------------------------------------------------------ VIGNETTE------------------------------------------------------------------------------*/// Vignette effect, process by which there is loss in clarity towards the corners and sides of the image, like a picture frame#define VignetteCenter float2(0.500, 0.500) // Center of screen for effect.#define VignetteRadius 1.00 // lower values = stronger radial effect from center#define VignetteAmount -0.70 // Strength of black. -2.0 = Max Black, 1.00 = Max White. /*------------------------------------------------------------------------------ POST_SHARPEN------------------------------------------------------------------------------*/// Controls additional sharpening applied after previous processing. Strength should be max 0.25!float Sharpen = 0.045; /*------------------------------------------------------------------------------ FINAL_LIMITER------------------------------------------------------------------------------*/// Controls the strenght of the limiter. 1.000 for default settingint LimiterStrenght = 1.000; Enjoy! Some Screens: http://www.thepicturehost.com/thumbnails/c9c21a0392067fbe1d0be074537b0b40.png http://www.thepicturehost.com/thumbnails/6423c0a679d91e87048d56d2c9e4c5dd.png http://www.thepicturehost.com/thumbnails/758901508ebd6e570469579441596c78.png http://www.thepicturehost.com/thumbnails/c51c5414f783e2beb3d094886d7810e3.png http://www.thepicturehost.com/thumbnails/0b04767015dd9d9f8d37108acddb324b.png http://www.thepicturehost.com/thumbnails/bbe24badddcdf1513182d86a3c43f846.png http://www.thepicturehost.com/thumbnails/3636ed1f0cdf7c1e149e4eb79e5400d2.png http://www.thepicturehost.com/thumbnails/6abec6f662f6ab1063f2dae88f441464.png http://www.thepicturehost.com/thumbnails/405b95b18c1ae310551e975a71b8fc2e.png http://www.thepicturehost.com/thumbnails/a42e0d9bea57b2fa105ce82e4adda07e.png Edited November 17, 2011 by KeyserSoeze
metalmatt Posted November 17, 2011 Posted November 17, 2011 Too oversaturated.I agree. It should be subtle. A lot of people will like the more colorful views, but I think the dullness of Skyrim is what makes it beautiful.
LadyAubrie Posted November 17, 2011 Posted November 17, 2011 (edited) I like it, too. :) My first impression of Skyrim was that it was way, way too desaturated...almost black and white. What version of FXAA are you using? I tried downloading your file and it made my game crash. Maybe I have the wrong version... Edited November 17, 2011 by LadyAubrie
Ashrok Posted November 17, 2011 Posted November 17, 2011 It really looks like Vanilla Oblivion ^^ Not my taste though... but maybe its also a difference in Screen adjustment.
KeyserSoeze Posted November 17, 2011 Author Posted November 17, 2011 I like it, too. :) My first impression of Skyrim was that it was way, way too desaturated...almost black and white. What version of FXAA are you using? I tried downloading your file and it made my game crash. Maybe I have the wrong version... FXAA_PPI_Automatic_Installer-131-1-2 Try and copy paste the values into your ini then. /*====================================================================================== "USER" ADJUSTABLE SETTINGS======================================================================================*/ // TODO: Normalize values to be on a human range scale, whole numbers prefered, decimals usable for micro adjustments// These values should have min/max limit checks included in their functions, so that the end user doesn't get crazy results /*------------------------------------------------------------------------------ FILTER SELECTION------------------------------------------------------------------------------*/// Comment to deactivate an effect. // Example: To disable the tonemap effect, use // in front of #define USE_TONEMAP#define USE_ANTI_ALIASING#define USE_PRE_SHARPEN#define USE_BLOOM#define USE_TECHNICOLOR#define USE_TONEMAP//#define USE_SEPIA//#define USE_VIGNETTE#define USE_POST_SHARPEN//#define USE_FINAL_LIMITER /*------------------------------------------------------------------------------ FXAA SHADER------------------------------------------------------------------------------*/// Set values to calculate the amount of Anti Aliasing appliedfloat fxaaQualitySubpix = 0.60; // Default: 0.75 Raise to increase amount of blurfloat fxaaQualityEdgeThreshold = 0.133; // Lower the value for more smoothingfloat fxaaQualityEdgeThresholdMin = 0.0633; // Lower the value for more smoothing /*------------------------------------------------------------------------------ PRE_SHARPEN------------------------------------------------------------------------------*///For higher precision in the calculation of contour, requires slightly more processing powerbool highQualitySharpen = 0; //0 = Disable | 1 = Enable // Set values to calculate the amount of AA produced blur to consider for the sharpening pass#define Average 0.8#define CoefBlur 2 // Set values of the sharpening amount#define SharpenEdge 0.15#define Sharpen_val0 1.25 /*------------------------------------------------------------------------------ BLOOM------------------------------------------------------------------------------*/// Number of samples per pixel taken for the Bloom effect. Don't set it to high! 4 = 25spp, 8 = 81spp, 16 = 289spp#define NUM_SAMPLES2 4 // Must be set with a value dividable by 2float BloomPreset = 5; // Disabled = 0 (Valid Preset Values = 1 to 9) Preset value 1 to 9 takes control over the next 3 settings.float BloomThreshold = 1.5; // The min. level at which the effect starts (Valid Values = 1 to 9, use decimals for finetuning)float BloomWidth = 1.85; // Sets the width of the effect (Valid Values = 1 to 9, use decimals for finetuning)float BloomPower = 1.75; // The power of the effect (Valid Values = 1 to 9, use decimals for finetuning) /*------------------------------------------------------------------------------ TECHNICOLOR------------------------------------------------------------------------------*/#define TechniAmount 0.10 // 1.00 = Max#define TechniPower 4.20 // lower values = whitening // lower values = stronger channel#define redNegativeAmount 0.9 // 1.00 = Max#define greenNegativeAmount 0.925 // 1.00 = Max#define blueNegativeAmount 0.9 // 1.00 = Max /*------------------------------------------------------------------------------ TONEMAP------------------------------------------------------------------------------*/#define Gamma 1.10#define Exposure -0.10#define Saturation 1.1 // use negative values for less saturation. #define BlueShift 0.25 // Higher = more blue in image.#define Bleach 0.00 // Bleach bypass, higher = stronger effect#define Defog 0.000 // Strength of Lens Colors.#define FogColor float4(0.0, 0.0, 0.0, 0.0) //Lens-style color filters for Blue, Red, Yellow, White. /*------------------------------------------------------------------------------ SEPIA------------------------------------------------------------------------------*/#define Earthyellow // Color Tone, available tones can be seen in ColorTones.PNG (Do not use spaces in the name!)#define SepiaPower 0.5 // 1.00 = Max /*------------------------------------------------------------------------------ VIGNETTE------------------------------------------------------------------------------*/// Vignette effect, process by which there is loss in clarity towards the corners and sides of the image, like a picture frame#define VignetteCenter float2(0.500, 0.500) // Center of screen for effect.#define VignetteRadius 1.00 // lower values = stronger radial effect from center#define VignetteAmount -0.70 // Strength of black. -2.0 = Max Black, 1.00 = Max White. /*------------------------------------------------------------------------------ POST_SHARPEN------------------------------------------------------------------------------*/// Controls additional sharpening applied after previous processing. Strength should be max 0.25!float Sharpen = 0.045; /*------------------------------------------------------------------------------ FINAL_LIMITER------------------------------------------------------------------------------*/// Controls the strenght of the limiter. 1.000 for default settingint LimiterStrenght = 1.000;
LadyAubrie Posted November 17, 2011 Posted November 17, 2011 (edited) Awesome! It works like a charm...thank you so much, Keyser! :) -kudos given- Edited November 17, 2011 by LadyAubrie
KeyserSoeze Posted November 17, 2011 Author Posted November 17, 2011 Awesome! It works like a charm...thank you so much, Keyser! :) -kudos given- Great! Nice you liked it :)
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