Dragon's Dogma 0.300
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- *master*
- Posts: 188
- Joined: 26 Apr 2014, 20:05
Re: Dragon's Dogma 0.300
Just wanted to say thanks again , just been inside the dark caves and didn't get any AO popping through. It looks great too!
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https://archive.org/details/wickfut-enb ... ogma-v-476
https://archive.org/details/wickfut-enb ... ogma-v-476
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- Joined: 19 Jan 2016, 13:36
Re: Dragon's Dogma 0.300
Is this because AO has been tweaked? Or do you have to do something in addition to AO to get this to work?wickfut wrote:Just wanted to say thanks again , just been inside the dark caves and didn't get any AO popping through. It looks great too!
_________________
i7-930 @3.8GHz/1.2V | GTX970@1430MHz/4001MHz | 16GB@1600MHz | ASUS PA249Q
Enhanced Vanilla ENB for Dragon's Dogma
SSAO SizeScale= Efficiency Calculator
i7-930 @3.8GHz/1.2V | GTX970@1430MHz/4001MHz | 16GB@1600MHz | ASUS PA249Q
Enhanced Vanilla ENB for Dragon's Dogma
SSAO SizeScale= Efficiency Calculator
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- *master*
- Posts: 188
- Joined: 26 Apr 2014, 20:05
Re: Dragon's Dogma 0.300
I didn't have to do anything... And the pic was taken at dusk in the catacombs - so the ambient light bug is well fixed.
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https://archive.org/details/wickfut-enb ... ogma-v-476
https://archive.org/details/wickfut-enb ... ogma-v-476
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Re: Dragon's Dogma 0.300
Looks spooky. Thanks!wickfut wrote:I didn't have to do anything... And the pic was taken at dusk in the catacombs - so the ambient light bug is well fixed.
_________________
i7-930 @3.8GHz/1.2V | GTX970@1430MHz/4001MHz | 16GB@1600MHz | ASUS PA249Q
Enhanced Vanilla ENB for Dragon's Dogma
SSAO SizeScale= Efficiency Calculator
i7-930 @3.8GHz/1.2V | GTX970@1430MHz/4001MHz | 16GB@1600MHz | ASUS PA249Q
Enhanced Vanilla ENB for Dragon's Dogma
SSAO SizeScale= Efficiency Calculator
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- *master*
- Posts: 188
- Joined: 26 Apr 2014, 20:05
Re: Dragon's Dogma 0.300
I'm struggling getting my enbeffect settings carried over from v299. I seem to be landing either too far or too little in contrast/brightness.
//POSTPROCESS 2
float EAdaptationMinV2=0.11;
float EAdaptationMaxV2=0.11;//0.125;
float EToneMappingCurveV2=6.0;
float EIntensityContrastV2=1.1;
float EColorSaturationV2=0.8;
float EToneMappingOversaturationV2=180.0;
any ideas?
//POSTPROCESS 2
float EAdaptationMinV2=0.11;
float EAdaptationMaxV2=0.11;//0.125;
float EToneMappingCurveV2=6.0;
float EIntensityContrastV2=1.1;
float EColorSaturationV2=0.8;
float EToneMappingOversaturationV2=180.0;
any ideas?
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https://archive.org/details/wickfut-enb ... ogma-v-476
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- *sensei*
- Posts: 402
- Joined: 04 Jan 2012, 20:27
- Location: Russia, Vladimir
Re: Dragon's Dogma 0.300
Its because the shader has been changed a bit.
You have to uncomment this(delete /*):
Then uncomment this:
And replace this code:
With this:
You have to uncomment this(delete /*):
Code: Select all
/*
float EAdaptationMin
<
string UIName="Adaptation: Min";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=100.0;
> = {1.0};
float EAdaptationMax
<
string UIName="Adaptation: Max";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=100.0;
> = {1.0};
*/
Code: Select all
/*
//better to disable, because not required for Dragon's Dogma with it's dark nights
//+++ apply brightness adaptation
float4 Adaptation=tex2D(_s4, 0.5); //adaptation texture
float grayadaptation=max(max(Adaptation.x, Adaptation.y), Adaptation.z);
grayadaptation=max(grayadaptation, 0.0);
grayadaptation=min(grayadaptation, 100.0);
color.xyz=color.xyz / (grayadaptation*EAdaptationMax + EAdaptationMin);
*/
Code: Select all
//+++ tonemapping and color ops
color.xyz*=EBrightness;
float maxgray=max(color.x, max(color.y, color.z));
maxgray+=0.000001;
float3 normalizedcolor=color.xyz / maxgray;
normalizedcolor=lerp(1.0, normalizedcolor, EColorSaturation);
maxgray=pow(maxgray, EIntensityContrast);
color.xyz=normalizedcolor * maxgray;
color.xyz=color.xyz / (color.xyz * EOversaturation + EToneMappingCurve);
Then reconfigure to your old settings. I hope i didnt miss anything. also you have to change float UIMax=; values, as their limits are changed in this version.color.xyz+=0.000001;
float3 xncol=normalize(color.xyz);
float3 scl=color.xyz/xncol.xyz;
scl=pow(scl, EIntensityContrast);
xncol.xyz=pow(xncol.xyz, EColorSaturation);
color.xyz=scl*xncol.xyz;
float lumamax=EOversaturation;
color.xyz=(color.xyz * (1.0 + color.xyz/lumamax))/(color.xyz + EToneMappingCurve);
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- *master*
- Posts: 188
- Joined: 26 Apr 2014, 20:05
Re: Dragon's Dogma 0.300
Hey, thanks for that!
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- Joined: 10 Jul 2012, 00:04
Re: Dragon's Dogma 0.300
wow, I was out of town for a week and I come back to find some VERY nice updates, amazing work. Loving the new object processing, looks much, much better than original. The new game DoF is great as well.
I noticed you have been finding more and more annoying little details to disable like the fake shadows and ambient light, there is another annoying effect that maybe you can find out how to disable. When you walk up to doors, they begin to glow and flash a bit, which looks pretty ugly as they lose their natural shading. Would be nice to get rid of this annoying effect as well.
I noticed you have been finding more and more annoying little details to disable like the fake shadows and ambient light, there is another annoying effect that maybe you can find out how to disable. When you walk up to doors, they begin to glow and flash a bit, which looks pretty ugly as they lose their natural shading. Would be nice to get rid of this annoying effect as well.
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- Posts: 77
- Joined: 19 Jan 2016, 13:36
Re: Dragon's Dogma 0.300
Can I use v0.300 enbeffect.fx with v0.298 d3d9.dll?
_________________
i7-930 @3.8GHz/1.2V | GTX970@1430MHz/4001MHz | 16GB@1600MHz | ASUS PA249Q
Enhanced Vanilla ENB for Dragon's Dogma
SSAO SizeScale= Efficiency Calculator
i7-930 @3.8GHz/1.2V | GTX970@1430MHz/4001MHz | 16GB@1600MHz | ASUS PA249Q
Enhanced Vanilla ENB for Dragon's Dogma
SSAO SizeScale= Efficiency Calculator