ENBSeries wrote:It's called dithering and is made in Skyrim from almost first version of the mod.
Yes but I managed to combine reshade with enb via the enbinjector and the shader that is included in the reshade version actually removed all banding from the sky. The dithering from sweetfx didn't.
Maybe you could take a look at the code when you have the time, as I think many users would love this feature, especially all screenshoters.
Edit: Fallout 3 was a huge difference around smoke and clouds.
Sorry for offtopic-ness but, which method of dithering do you use? I use dithering in my sky shader I made for Unity, it helps but it still has banding
Dithering in SweetFX cannot remove the degree of banding in Skyrim.
The best way (as in cheapest and least image intrusive overall) to fight the banding is by adding a low intensity saturated random noise piece of code. This will help smooth out the banding of all but the most extreme of grey tones... The special case of grey scale banding is extremely difficult to combat. I have still not found any post processing methods that can do it.
Also one thing to remember is that ENB have a different pipeline than reshade and sweetFX. Reshade etc. only affects the image after all effects etc. ENB injects before the final render, hence you will get different results putting the same code in enbeffect.fx and in effect.txt (You can use effect.txt as a substitute for reshade and sweetFX if you do not want to mess with additional .dll´s )
As for the most useless feature in ENB.. I am inclinced to agree with transparency AA. Either it does nothing and cost nothing, or you have a lot of foilage and it will tank every computer known to man with very small visible benefits at just about all resolutions.