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A Brighter Starcraft II - Page 3

Forum Index > SC2 General
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Prev 1 2 3 All
o29
Profile Joined November 2010
United States220 Posts
Last Edited: 2013-05-09 13:36:07
May 09 2013 13:34 GMT
#41
On May 09 2013 13:06 Gaphunkyl wrote:
i cannnot find that dt haha, anyone mind editing and circling it for me haha


It's like Where's Waldo with a DT.

+ Show Spoiler +
For the confused.
Creegz
Profile Blog Joined November 2010
Canada354 Posts
May 09 2013 14:54 GMT
#42
It's too bright for me. I have LED IPS monitors, so the game is quite bright as is. I actually had a custom setting I would swap to for D3 to be darker. That being said, those images kinda look washed out in my opinion. I see where you're coming from and it's not a bad idea, but becoming dependent on this sort of thing can also be negative if you go to lans and such, sometimes they dislike this kind of stuff. All in all, decent idea though, and if it's tweakable then it could be very useful.
Who is this guy? ^
megid
Profile Joined November 2011
Brazil142 Posts
May 09 2013 14:59 GMT
#43
On May 09 2013 06:17 Enema wrote:
It burns my eyes to look at those screenshots~ maybe just me


You are not alone. Me too.
Existor
Profile Joined July 2010
Russian Federation4295 Posts
Last Edited: 2013-05-12 03:17:30
May 12 2013 03:07 GMT
#44
Here are settings of mine darkD3_Settings.h

In summary, with slighty brighter game I've also used some sharpeness and a bit less color, so it looks a bit closer to BroodWar color gamma. And averagely it feels not so contrast like in first post.

+ Show Spoiler +
/*======================================================================================
"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 applied
float fxaaQualitySubpix = 0.60; // Default: 0.75 Raise to increase amount of blur
float fxaaQualityEdgeThreshold = 0.133; // Lower the value for more smoothing
float fxaaQualityEdgeThresholdMin = 0.0633; // Lower the value for more smoothing


/*------------------------------------------------------------------------------
PRE_SHARPEN
------------------------------------------------------------------------------*/
//For higher precision in the calculation of contour, requires slightly more processing power
bool highQualitySharpen = 0; //0 = Disable | 1 = Enable

// Set values to calculate the amount of AA produced blur to consider for the sharpening pass
#define Average 0.43
#define CoefBlur 1

// Set values of the sharpening amount
#define SharpenEdge 1.0
#define Sharpen_val0 1.0


/*------------------------------------------------------------------------------
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 2
float BloomPreset = 3; // Disabled = 0 (Valid Preset Values = 1 to 9) Preset value 1 to 9 takes control over the next 3 settings.
float BloomThreshold = 1; // The min. level at which the effect starts (Valid Values = 1 to 9, use decimals for finetuning)
float BloomWidth = 1.2; // Sets the width of the effect (Valid Values = 1 to 9, use decimals for finetuning)
float BloomPower = 1; // The power of the effect (Valid Values = 1 to 9, use decimals for finetuning)


/*------------------------------------------------------------------------------
TECHNICOLOR
------------------------------------------------------------------------------*/
#define TechniAmount 0.00 // 1.00 = Max
#define TechniPower 9.9 // lower values = whitening

// lower values = stronger channel
#define redNegativeAmount 1.0 // 1.00 = Max
#define greenNegativeAmount 0.403 // 1.00 = Max
#define blueNegativeAmount 0.205 // 1.00 = Max


/*------------------------------------------------------------------------------
TONEMAP
------------------------------------------------------------------------------*/
#define Gamma 0.88
#define Exposure 0.00
#define Saturation -0.25 // use negative values for less saturation.
#define BlueShift 0.00 // Higher = more blue in image.
#define Bleach 0.16 // Bleach bypass, higher = stronger effect
#define Defog 0.00 // Strength of Lens Colors.
#define FogColor float4(0.2, 0.4, 0.9, 0.5) //Lens-style color filters for Blue, Red, Yellow, White.


/*------------------------------------------------------------------------------
SEPIA
------------------------------------------------------------------------------*/
#define Liver // Color Tone, available tones can be seen in ColorTones.PNG (Do not use spaces in the name!)
#define SepiaPower 0.82 // 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 1.10 // lower values = stronger radial effect from center
#define VignetteAmount -0.05 // Strength of black. -2.00 = Max Black, 1.00 = Max White.


/*------------------------------------------------------------------------------
POST_SHARPEN
------------------------------------------------------------------------------*/
// Controls additional sharpening applied after previous processing. Strength should be max 0.25!
float Sharpen = 0.05;


/*------------------------------------------------------------------------------
FINAL_LIMITER
------------------------------------------------------------------------------*/
// Controls the strenght of the limiter. 1.000 for default setting
int LimiterStrenght = 1.000;


Comparsion screenshots with these settings and without

[image loading]

[image loading]

[image loading]
Sitinte
Profile Blog Joined January 2011
United States499 Posts
Last Edited: 2013-05-12 03:10:21
May 12 2013 03:10 GMT
#45
Heh, it looks like Kerrigan is saying "ta-da, I'm brighter now"
Existor
Profile Joined July 2010
Russian Federation4295 Posts
May 12 2013 13:17 GMT
#46
On May 12 2013 12:10 Sitinte wrote:
Heh, it looks like Kerrigan is saying "ta-da, I'm brighter now"

Well, why not. It also allows to toggle in game via Pause hotkey, so u can get brighter image or not depending on map brightness
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