SweetFX – Settings For PES 2014

Programma che dovrebbe fare miglioramenti nella grafica,tipo ENB Series

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    SweetFX Settings For PES 2014


    SweetFX is a universal image improvement and tweaking mod, that works with almost any 32-bit DirectX 9, 10 or 11 game or application.


    This software is made by Guru3D’s own CeeJay.dk and as will be supported here on Guru3D.com to the fullest extend. The goal of this software is to provide similar tools to games in realtime, as video processing software provides for movies and videos. You will need some technical grasp to be able to work with this software though. As such we recommend you to read the information below carefully.


    What is it?


    So in case you’re new to SweetFX Shader Suite (or just SweetFX), it’s a mod built on the InjectSMAA shader injector, that allows you to apply a suite of post processing shader effects to your games.

    You may have tried another shader injection mod before, like InjectFXAA, InjectSMAA or FXAAtool. SweetFX improves upon all of these.


    You can add SMAA anti-aliasing , sharpening and tweak the color, gamma , exposure and more.

    It’s meant to allow you to improve the look of your games and change the look and mood of it to your liking.

    If you use SMAA antialiasing instead of MSAA or an even more expensive antialaliasing technique you can also make the game run faster (than with MSAA)


    Effects included:



    [*] SMAA Anti-aliasing : Anti-aliases the image using the SMAA technique – see www.iryoku.com/smaa/
    [*] Cartoon : Creates an outline-effect that makes the image look more cartoonish.

    [*] Advanced CRT : Mimics the look of an old arcade CRT display.

    [*] LumaSharpen : Sharpens the image, making details easier to see

    [*] Bloom : Makes strong lights bleed their light into their surroundings

    [*] HDR : Mimics an HDR tonemapped look

    [*] Technicolor : Makes the image look like it was processed using a three-strip Technicolor process – see http://en.wikipedia.org/wiki/Technicolor

    [*] Cineon DPX : Makes the image look like it was converted from film to Cineon DPX. Can be used to create a “sunny” look.

    [*] Monochrome : Removes colors from the image so it appears as if shot on black and white film.

    [*] Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights (avoids clipping)

    [*] Tonemap : Adjust gamma, exposure, saturation, bleach and defog. (may cause clipping)

    [*] Vibrance : Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.

    [*] Curves : Contrast adjustments using S-curves.

    [*] Sepia : Sepia tones the image – see http://en.wikipedia.org/wiki/Sepia_tone#Sepia_toning

    [*] Vignette : Darkens the edges of the image to make it look more like it was shot with a camera lens. – see http://en.wikipedia.org/wiki/Vignetting )

    [*] Dither : Applies dithering to simulate more colors than your monitor can display. This lessens banding artifacts – see http://en.wikipedia.org/wiki/Dithering#Dig...mage_processing )
    [*] Border : Makes the screenedge black as a workaround for the bright edge that forcing some AA modes sometimes causes.
    [*] Splitscreen : Enables the before-and-after splitscreen comparison mode.

    It works with all 32bit DirectX 9 , 10 and 11 games (and many applications).

    Download
    author home

    Basta copiare tutti i file nella directory di PES
    e lì troverete le impostazioni.
    Modificate il testo in file di SweetFX_settings.txt con quello che ho scritto in codice:
    O in alternativa scaricatevi questo file da inserire nella directory di Pes


    CODICE
    /*-----------------------------------------------------------.  
     /                       Description                           /
     '------------------------------------------------------------/

    Game: Any
    SweetFX version: 1.4
    Author: CeeJay.dk
    Description:

    These are the default settings for SweetFX 1.4
    They smoothen jagged edges with SMAA anti-aliasing, sharpen the image with LumaSharpen and make the colors slightly more vibrant with Vibrance.

    Please note when tweaking settings that higher numbers does not always equal better (nor does lower).
    Finding the best settings for your game and your taste is about finding just the right amount to apply.

    If you made a good setttings preset please share it with your friends, on forums and websites,
    and/or submit it to the SweetFX Settings Database : http://sfx.thelazy.net/games/

      /*-----------------------------------------------------------.
     /                      Choose effects                         /
     '-----------------------------------------------------------*/

    // Set to 1 for ON or 0 for OFF
    #define USE_SMAA_ANTIALIASING 1 //[0 or 1] SMAA Anti-aliasing : Smoothens jagged lines using the SMAA technique.
    #define USE_FXAA_ANTIALIASING 0 //[0 or 1] FXAA Anti-aliasing : Smoothens jagged lines using the FXAA technique. WIP - Currently only works in DX9 and you need to use the FXAA injector dlls.
    #define USE_CARTOON       0 //[0 or 1] Cartoon : "Toon"s the image. (Interferes with SMAA, CRT, Bloom, HDR and Lumasharpen)
    #define USE_ADVANCED_CRT  0 //[0 or 1] Advanced CRT : Simulates an old CRT TV display. (Interferes with SMAA, Cartoon, Bloom, HDR and Lumasharpen, and it has a very 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 : Also sharpens the antialiased edges which makes them less smooth - I'm working on fixing 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           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_LIFTGAMMAGAIN 1 //[0 or 1] Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights (avoids clipping)
    #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        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_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 : Makes the screenedge black as a workaround for the bright edge that forcing some AA modes sometimes causes.
    #define USE_SPLITSCREEN   0 //[0 or 1] Splitscreen : Enables the before-and-after splitscreen comparison mode.


      /*-----------------------------------------------------------.
     /                  SMAA Anti-aliasing settings                /
     '-----------------------------------------------------------*/

    #define SMAA_THRESHOLD 0.14           //[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 17      //[0 to 98] Determines the radius SMAA will search for aliased edges
    #define SMAA_MAX_SEARCH_STEPS_DIAG 7  //[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 COLOR_EDGE_DETECTION 1        //[0 or 1] 1 Enables color edge detection (slower but slightly more acurate) - 0 uses luma edge detection (faster)
    #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.

      /*-----------------------------------------------------------.
     /                  FXAA Anti-aliasing settings                /
     '-----------------------------------------------------------*/
    #define FXAA_QUALITY__PRESET 9       //[1 to 9] Choose the quality preset. 9 is the highest quality.
    #define fxaa_Subpix 0.600            //[0.000 to 1.000] Choose the amount of sub-pixel aliasing removal.
    #define fxaa_EdgeThreshold 0.450     //[0.000 to 1.000] Edge detection threshold. The minimum amount of local contrast required to apply algorithm.
    #define fxaa_EdgeThresholdMin 0.360  //[0.000 to 1.000] Darkness threshold. Trims the algorithm from processing darks.


      /*-----------------------------------------------------------.
     /                      Cartoon settings                       /
     '-----------------------------------------------------------*/
    #define CartoonPower 1.0             //[0.1 to 10.0] Amount of effect you want.


      /*-----------------------------------------------------------.
     /                    Advanced CRT settings                   /
     '----------------------------------------------------------*/
    #define CRTAmount            1.00    //[0.00 to 1.00]  Amount of CRT effect you want

    #define CRTResolution        1.2     //[1.0 to 8.O]    Input size coefficent (low values gives the "low-res retro look"). Default is 1.2
    #define CRTgamma             2.4     //[0.0 to 4.0]    Gamma of simulated CRT (default 2.4)
    #define CRTmonitorgamma      2.2     //[0.0 to 4.0]    Gamma of display monitor (typically 2.2 is correct)
    #define CRTBrightness        1.0     //[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   1.5     //[0.0 to 2.0]       Curvature Radius (only effective when Curvature is enabled). Default is 1.5
    #define CRTCornerSize        0.0010  //[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            -0.10   //[-0.20 to 0.20]    Tilt angle in radians (Y coordinates). (Value of -0.15 gives the 'arcade tilt' look)
    #define CRTOverScan          1.01    //[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)

      /*-----------------------------------------------------------.
     /                       Bloom settings                        /
     '-----------------------------------------------------------*/
    #define BloomThreshold 20.25 //[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 1.30  //[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 1.60   //[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)


      /*-----------------------------------------------------------.
     /                      TECHNICOLOR settings                   /
     '-----------------------------------------------------------*/
    #define TechniAmount 0.4         //[0.00 to 1.00]
    #define TechniPower  4.0         //[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]


      /*-----------------------------------------------------------.
     /                      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(0.18,0.41,0.41) //[0.00 to 1.00] Percentage of RGB to include (should sum up to 1.00)


      /*-----------------------------------------------------------.
     /                      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


      /*-----------------------------------------------------------.
     /                        Tonemap settings                     /
     '-----------------------------------------------------------*/
    #define Gamma 1.0        //[0.000 to 2.000] Adjust midtones

    #define Exposure 0.00    //[-1.000 to 1.000] Adjust exposure

    #define Saturation 0.00  //[-1.000 to 1.000] Adjust saturation

    #define Bleach 0.00      //[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 0.25 //[-1.00 to 1.00] Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.


      /*-----------------------------------------------------------.
     /                        Curves settings                      /
     '-----------------------------------------------------------*/
    #define Curves_mode 0        //[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] 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.
                                //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


      /*-----------------------------------------------------------.
     /                       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 = Ordering dithering (good and very fast), 2 = Random dithering (even better dithering but not as fast)

    //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                      /
     '-----------------------------------------------------------*/
    //No settings yet, beyond switching it on or off in the top section.


      /*-----------------------------------------------------------.
     /                     Splitscreen settings                    /
     '-----------------------------------------------------------*/
    #define splitscreen_mode 1  //[1|2|3|4|5]  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


    Traduzione Maccheronica

    SweetFX è un miglioramento dell'immagine universale e tweaking mod, che funziona con quasi tutte le DirectX 9, 10 o 11 gioco o un'applicazione a 32 bit.

    Questo software è fatto dalla propria CeeJay.dk di Guru3D e come sarà supportato qui in Guru3D.com ai pieni. L'obiettivo di questo software è quello di fornire strumenti simili ai giochi in tempo reale, come il software di elaborazione video prevede per film e video. Avrete bisogno di un po 'di conoscenza tecnica per essere in grado di lavorare con questo software però. Come tale si consiglia di leggere attentamente le informazioni qui di seguito.

    Che cosa è?

    Quindi, nel caso in cui sei un nuovo SweetFX Shader Suite (o solo SweetFX), si tratta di un mod costruita sul InjectSMAA shader di iniettore, che consente di applicare una serie di post processing effetti shader per i vostri giochi.
    Si può avere provato un altro dello shader mod iniezione prima, come InjectFXAA, InjectSMAA o FXAAtool. SweetFX migliora su tutti questi.

    È possibile aggiungere SMAA anti-aliasing, affilare e ritoccare il colore, gamma, esposizione e altro ancora.
    E 'pensato per consentire di migliorare l'aspetto dei vostri giochi e cambiare l'aspetto e l'atmosfera delle a proprio piacimento.
    Se si utilizza SMAA antialiasing invece di MSAA o una tecnica antialaliasing ancora più costoso è anche possibile rendere il gioco più veloce (che con MSAA)
    Istruzioni
    Funziona con tutti i 32bit DirectX 9, 10 e 11 i giochi (e molte applicazioni).



    CITAZIONE (Alby #17 @ 26/9/2013, 22:08) 

    SweetFX settings by Stahuuuu


    Prev



    This mod improves graphics by adjusting colors and adding effects.
    I know, there is another thread with SweetFX settings but I think posting other settings in someone's thread isn't nice.

    How to install:
    1. Extract zip file
    2. Paste to your PES directory

    DOWNLOAD
    MEGA
    Zippyshare
    Mediafire
    Gamefront



    Edited by Alby #17 - 26/9/2013, 22:10
     
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    ottimo i cambiamenti si vedono ma non capisco perche da quando l'ho messo appena finito il primo tempo non riesci a giocarci piu il monitor diventa tutto nero e non si vede piu nulla
     
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    Buon tool,c'è un buon miglioramento qualitativo dell'immagine.
    Ma il codice che hai postato tu è applicabile per tutti i giochi o solo per pes?

    Edited by Alex' - 23/9/2013, 21:33
     
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    Tifoso Interista

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    CITAZIONE (G-Style @ 23/9/2013, 19:27) 
    ottimo i cambiamenti si vedono ma non capisco perche da quando l'ho messo appena finito il primo tempo non riesci a giocarci piu il monitor diventa tutto nero e non si vede piu nulla

    Io gioco in modalità finestra e questo bug non me l'ha dato proprio :)

    CITAZIONE (Alex' @ 23/9/2013, 19:38) 
    Buon tool,c'è un buon miglioramento qualitativo dell'immagine.
    Ma il codice che hai postato tu è applicabile per tutti i giochi o solo per pes?

    Questo codice che ho "copiato" io potrebbe andare su altri giochi, personalmente non ho testato. :ciao:
     
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  5. lasfinge363
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    e il caso di metterlo nel gioco o è tempo perso .......................

    ciao
     
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    boh a cambiare cambia moltissimo ma a me continua a freezarsi pes quando gioco, a capire se dipende da questo o da altro
     
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  7. -Paradinha's®-
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    penso dipende dalle direct x 11 non aggiornate praticamente questo è l'unico modo per poter avere un antialias decente in game visto che lo attivo da catalyst sparisce il pubblico e a me se pes non lo avvio come amministratore non parte propio

    cmq aumenta la qualità aggiungendo ambient occlusion (che non so perchè la conami non ha messo) fxaa,msaa ecc... superiori all'antialias del gioco
    risolve il problema delle porte seghettate e del pubblico penoso che sembra 2d

    unica pecca non riesco a diminuire la luminosità
     
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  8. ziggy stardust
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    Chi mi aiuta? ho una scheda ATI HD 4650, ma quando attacco sweetFX il gioco mi va a scatti.
     
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    ziggy stesso problema mio a me il gioco funziona bene per un paio di minuti poi inizia ad andare a rallentatore e alla fine va prorpio in freeze e mi tocca chiuderlo
     
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  10. ziggy stardust
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    grazie G-Style, ho provato ad abbassare alcuni valori , ma il problema resta.. che peccato :(
     
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  11. okprova123
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    scusate ma non ho capito bene come devo fare:

    ho copiato tutti i file nella cartella di pes,
    poi devo cambiare i valori dentro il file di testo "SweetFX_settings"?

    cioè dove c'è 0 provo a mettere 1 oppure dove c'è la possibilità di arrivare ad es a 16 o 100 metto questi e così via?

    è comunque quel file di testo da usare e che fa funzionare il tweak?

    grazie
     
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  12. .Drew.
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    CITAZIONE (G-Style @ 24/9/2013, 13:34) 
    ziggy stesso problema mio a me il gioco funziona bene per un paio di minuti poi inizia ad andare a rallentatore e alla fine va prorpio in freeze e mi tocca chiuderlo

    A me dava un problema simile! L audio andava a scomparire lentamente e diventava tutto nero! L ho risolto togliendo il no dvd 1.01!
     
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  13. ziggy stardust
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    io non sto usando il no-dvd
     
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    Vi siete iscritti al forum? Usatelo.. niente PM

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    tenete conto che questa mod di certo non alleggerisce il carico, anzi il contrario.. non di molto ma comunque appesantisce
     
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    CITAZIONE (.Drew. @ 24/9/2013, 14:11) 
    CITAZIONE (G-Style @ 24/9/2013, 13:34) 
    ziggy stesso problema mio a me il gioco funziona bene per un paio di minuti poi inizia ad andare a rallentatore e alla fine va prorpio in freeze e mi tocca chiuderlo

    A me dava un problema simile! L audio andava a scomparire lentamente e diventava tutto nero! L ho risolto togliendo il no dvd 1.01!

    esatto drew fa lo stesso problema anche a me, reallenta tutto e alla fine diventa tutto nero, tu hai tolto il no dvd e poi comegiochi hai il gioco originale ?
     
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78 replies since 23/9/2013, 17:05   6112 views
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