ENBSeries wrote:Dork
I don't like how game looks. In general colors outside are okay for some old game, but it's simple color toning like every other game on the market. Reminds me Bioshock 3. And i will not play Fallout 4, because Oblivion was the only one Bethesda game played and i can't say it was heart touching experience, rather like going to the job each day, only few places were scary, that's all. Btw, i don't like open world games any more, after traveling in all places i don't have any reason to continue playing. Probably the only last exclusions were Guild Wars 2 mmo (and after i learned it's huge various world, quited the game, but it's great) and Dragon's Dogma which is much more simple by design, but attracting by other features (i hope so much to get high quality port for PC this winter).
benhat
Negative lod may not look like it should in F4, because many textures forced to be lower resolution because of invalid streaming implementation (based on distance of object to character instead of uv lod in viewport). Also in dx11 lod bias implementation not worth performance impact to handle it (parameters stored in classes, wanna change something - create new class).
I can't make a decision how to implement post processing. Game apply bloom, adaptation and tonemapping first, then applies Skyrim like depth based bluriness visible at rainy weather (mod have parameter to disable it in enblocal.ini), then motion blur (that's another prehistoric invention of mad mind), then color filter based on 3d textures (lut probably). All these stages use hdr texture for render target and input. I can change generic execution of the mod shaders, so enbeffectprepass.fx will not be followed by enbeffect.fx and effect.txt, to add separate shader for color palette. But in this case will be impossible to use alpha channel and any stored in textures information, like some presets have to achieve more complex effects. If i'll put all post process shaders where bloom and tonemapping computed by F4, then what should i do with lut shader? I'm not yet sure if it always used in all locations and weather conditions (night vision not tested too). Mix it's code to the post process will make difference for thouse motion blur and distance blurring going after it, they will not be processed, at least brightness will differ, especially noticable for bright areas of the screen, like lights. Okay, moving them to lut shader is a risk that it will not be used at some conditions (again, not yet confirmed). Colors for motion blur and blurriness will change also, because they will be computed with hdr data.
PS: god rays (i hate this naming so much) pixelisation when quality is not ultra happens only because of low resolution of texture, sampling it with bilinear filtering fixes issue and produce another one, avoiding low res artifacts can't be done that easy. I guess better ignore this issue, may be new patches will change something and my fixes will be broken.
I see. Well if I know Bethsoft, they'll lose interest in patching their game soon enough. Other than that, take it easy, wait and see how Bethsoft is treating the first couple of patches. We'd be grateful for anything usable you can think of now, but don't put work in it now you'll probably regret losing later.