Yeah I toyed around with ramps in various color depth in Nuke and found a 10/10/10/2 wasn't THAT destructive compared to 16/16/16/16. So I guess you're probably right to go lesser depth road.ENBSeries wrote:Okay, for next release i changed 64 to 32 bit format and also added new temporary render target of 32 bit hdr format, which is better for performance of depth of field if someone will use it, but 64 bit hdr input and output still in there, i don't think ugly r11g11b10 banding will be acceptable for dof and applying dithering in the dof too is not great solution for everyone.
Another thing bother me - where to put enblens.fx shader. It must be before dof and "inside" of it for some types, but in SKyrim i utilized bloom blurred textures as inputs for lens fx, because no need to blur screen again. From other point, bloom is also programmable and dependency of lens from bloom shader leads to bugs or simply different looking effect. In Skyrim applied lens on main hdr image before enbeffect.fx (additive operation), but may be some users want different look of it, so i have three choices:
1) additive like in Skyrim.
2) lens shader have similar techniques as dof, so code is applied in any way you want it.
3) result of lens shader is input of enbeffect.fx shader, like adaptation or bloom in there.
As far as the Enblens.fx goes... I guess this is for the likes of Fish Eye and stuff ? I'll confess I don't really know where that should go. Purely compositing speaking as in "non realtime CG work", my guts tell me the bloom should come after the distortion, which could mean 3/, but since we're talking RT here it might not be the wisest course of action. Were the various enblens.fx shader used a lot in Skyrim ? If not, maybe just stick with what you're used to do, meaning 1/ .