Category of enbseries.ini presets:
ReflectionPower=(0..100) level of vehicles reflection. Overbright reflections problem may be because of UseAdditiveReflection parameter set to 1, try to change it also.
ChromePower=(0..100) temporary disabled. Level of steel vehicle parts reflection.
UseCurrentFrameReflection=(0,1) when 1 use for reflection current screen image, this reduce quality because not all objects reflected, but there is no delay between scene and reflections. Otherwise use previous frame image. Performance is much faster when this parameter is active. In GTA San Andreas game reflection level depending a bit from this parameter, so after changing it correct ReflectionPower also.
ReflectionQuality=(0..2) quality, 0 means maximal quality and slowest speed. At 0 quality reflections not very sharp because they use mipmapping. Currently this parameter not affect speed too much, but in future the difference will be huge.
ReflectionSourceSpecular=(0..100) percent of using "specular" material color as reflection factor ("glosiness" in exporter). Some car parts may be reflective with this setting, but works good for original car models, set this to 0 to elliminate some invalid reflections, but better modify car. This parameter mixing with ReflectionSourceTFactor to compute final reflection level.
ReflectionSourceTFactor=(0..100) percent of using "texture factor" as game environment map mix level ("reflection" in exporter). Some car parts may not be reflective with this parameter and on the contrary, tested and work perfectly on original cars. This parameter mixing with ReflectionSourceSpecular to compute final reflection level.
UseAdditiveReflection=(0,1) reflections added to screen car colors making bright, in some situations oversaturated reflections. 0 means more softly reflection that depends from car brightness, for bright cars reflection level is lower than for dark cars. Does not affect rendering speed.
ReflectionDepthBias=(0..1000) shifts reflection geometry relative to camera viewpoint. For some videocards may be useful to remove flickering and hiding artifacts. ATI videocards users must set this parameter to 100 or something like that, unless they use single pass reflections.
UseLowResReflection=(0,1) use small and blurred texture as reflection, looks like matte reflection, interesting effect. By rendering speed it's a bit faster, but not too much.
ReflectionSinglePass=(0,1) draw reflection together with car geometry. At this moment also activates per pixel lighting, which increase vertex processing performance, but decrease it for pixel processing, so it depending from the size of car on screen. Temporary some limitations have place, shaders 3_0 required and environment texture that simulate reflections not in use. If you have artifacts on cars, try to disable this.
UseEnvBump=(0,1) allow deformation of reflections by car texture, brighter texels means more deformed (frequently named environment bump, dudv bump). Affect rendering speed, but not too much for modern hardware.
EnvBumpAmount=(0..1000) level of reflections deformation. Do not set too big values, if the car was not specially designed to be compatible with environmental bump effect.
EnvBumpOffset=(0..1000) step for generating direction and amount of bump from car texture. Bigger texture size need less value to make visible small details.
ReflectionFlip=(0,1) reflection texture fliped in comparison to standart method of previous ENBSeries versions. This greatly increase specific artefacts of used reflection algorithm, but in some cases looks more realistic. Do not affect speed.
|Copyright (c) 2009 Vorontsov Boris (ENB developer)|