DJTreeno

DJTreeno

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10 лет на Пикабу

Настройка GTA5 для радиков!

Доброго всем времени суток!
Промучился четыре дня над настройками сглаживания в GTA5. Задолбали мерцающие отражения и мерцание граней на удаленных объектах. Решение найдено!
Надо скачать ReShade 0.18.1 Public Beta with SweetFX 2.0 Beta 8.
Все содержимое (это несколько файлов и папка SweetFX) скачанной папки бросаем в корень игры там где лаунчер.
Далее находим файл ReShade64.dll и переименовываем на dxgi.dll
Далее заходим в папку SweetFX и открываем блокнотом файл SweetFX_settings.txt, удаляем все, что там написано и вставляем следующее:
//============================================//
// Quentin Tarantino //
// Presents //
//============================================//

// 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 0 //[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.

#define USE_PALETTE 0 //[0 or 1] Palette : Matches the color to a constrained palette.
#define USE_LEVELS 1 //[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_DPX 1 //[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 1 //[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 1 //[0 or 1] Curves : Contrast adjustments using S-curves.
#define USE_SEPIA 0 //[0 or 1] Sepia : Sepia tones the image.
#define USE_FILMICPASS 0 //[0 or 1] Filmic Pass: Applies some common color adjustments to mimic a more cinema-like look.
#define USE_REINHARDLINEAR 0 //[0 or 1] Reinhard: Reinhard mixed with some linear tonemapping.
#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 1 //[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 transitions to the regularly scheduled programming

//===========================================//
// 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

#define Ascii_ToggleKey RFX_ToggleKey

//===========================================//
// Transition //
// Settings //
//===========================================//
#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"

#define Transition_ToggleKey RFX_ToggleKey

//===========================================//
// SMAA Anti Aliasing //
// Settings //
//===========================================//
#define SMAA_THRESHOLD 0.05 //[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_MAX_SEARCH_STEPS 64 //[0 to 98] Determines the radius SMAA will search for aliased edges
#define SMAA_MAX_SEARCH_STEPS_DIAG 16 //[0 to 16] Determines the radius SMAA will search for diagonal aliased edges
#define SMAA_CORNER_ROUNDING 100 //[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.

#define SMAA_ToggleKey RFX_ToggleKey

//===========================================//
// FXAA Anti Aliasing //
// Settings //
//===========================================//
#define FXAA_QUALITY__PRESET 9 //[1 to 9] Choose the quality preset. 9 is the highest quality.
#define fxaa_Subpix 0.9 //[0.000 to 1.000] Choose the amount of sub-pixel aliasing removal. Higher values makes the image softer/blurrier.
#define fxaa_EdgeThreshold 0.000 //[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.

#define FXAA_ToggleKey RFX_ToggleKey

//===========================================//
// Explosion //
// Settings //
//===========================================//
#define Explosion_Radius 1 //[0.2 to 100.0] Amount of effect you want.

#define Explosion_ToggleKey RFX_ToggleKey

//===========================================//
//
Показать полностью
Отличная работа, все прочитано!

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