- Joined
- Apr 24, 2016
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The reason why I'm asking is because SweetFX is namely used for enhancing a number of graphic features in games, both 2D and 3D, where either the options are limited or the engine simply does not support graphic filters such as Bloom, HDR, FXAA/SMAA and so forth by "normal" means (even games as old as Doom can use them).
I came across a number of 2D emulated systems such as arcade games running in MAME going back as far as NES titles that can use a number of features from SweetFX, even giving the old CRT/TV filter for those who like nostalgia back in the console days while using modern TV's and monitors so it begs the question.
Is it possible to use SweetFX with RPG Maker VX Ace (specifically the "games" made with it) and if so, how would one set up the ini's and dll files to enable it?
While I know that Zeus81's Map Effects can do something similar, I ran in to a minor issue with it and Effectus having a "non-error" conflict where events and shadows (the 8x8 ones generated in the map editor) would shift by 2 pixels in the same direction you walk which is an unintended bug (one I recently informed them of to see if they can figure out how to fix it). It can also be far more taxing, depending on which effect you use(motion blur, Gaussian blur, etc), as Zeus81's script requires far more processing power to "generate" screenshots directly from the CPU than SweetFX does (it injects itself in to the DirectX/OpenGL).
Any help would be appreciated.
I came across a number of 2D emulated systems such as arcade games running in MAME going back as far as NES titles that can use a number of features from SweetFX, even giving the old CRT/TV filter for those who like nostalgia back in the console days while using modern TV's and monitors so it begs the question.
Is it possible to use SweetFX with RPG Maker VX Ace (specifically the "games" made with it) and if so, how would one set up the ini's and dll files to enable it?
While I know that Zeus81's Map Effects can do something similar, I ran in to a minor issue with it and Effectus having a "non-error" conflict where events and shadows (the 8x8 ones generated in the map editor) would shift by 2 pixels in the same direction you walk which is an unintended bug (one I recently informed them of to see if they can figure out how to fix it). It can also be far more taxing, depending on which effect you use(motion blur, Gaussian blur, etc), as Zeus81's script requires far more processing power to "generate" screenshots directly from the CPU than SweetFX does (it injects itself in to the DirectX/OpenGL).
Any help would be appreciated.
