This topic on Image stability is really interesting i have to check that myself without ENB first for some time the only thing i would think of that could couse flickering or near flickering behavior via ENB is only so far the Sharpening filter because you can heavily brake Bethesdas Temporal AA with it and you will percept this in Motion as Flicker on certain objects especially i think Alpha Transparent ones
The difference between a to Sharp Signal while standing and the slight blurry one in Motion could also cause extreme discomfort in between especially if you sharpen the TAA Signal (Camera Movement) to much
Fallout 4 0.307
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Re: Fallout 4 0.307
Last edited by CruNcher on 21 May 2016, 19:03, edited 3 times in total.
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Re: Fallout 4 0.307
kranazoli
It's your choice. ENBSeries SSAO is independent from game.
Arkngt
I can only fix what happens to me in such cases. And as i said, reflection in water puddles dissapear even without the mod. This was discussed several times already. If you can 100% guarantee flickering in certain condition, have saved game and game setting, then i can check it.
It's your choice. ENBSeries SSAO is independent from game.
Arkngt
I can only fix what happens to me in such cases. And as i said, reflection in water puddles dissapear even without the mod. This was discussed several times already. If you can 100% guarantee flickering in certain condition, have saved game and game setting, then i can check it.
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Re: Fallout 4 0.307
OK. As I just took two clips, I might as well link to them:
Flickering reflections (with ENB)
https://youtu.be/-6_j6vUwyzc
Reflections (w/o ENB)
https://youtu.be/jxXu-2J02U8
The thing is, as said, that it's glitchy, i.e. it's not 100%, so not sure if the save is helpful.
Flickering reflections (with ENB)
https://youtu.be/-6_j6vUwyzc
Reflections (w/o ENB)
https://youtu.be/jxXu-2J02U8
The thing is, as said, that it's glitchy, i.e. it's not 100%, so not sure if the save is helpful.
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Re: Fallout 4 0.307
@Boris
even if you keep all the original Post Processing enabled there is still a minimal Contrast Light Difference compared to Bethesdas Original Result, where is this difference coming from ?
Bethesdas Original Output has slightly less contrast compared to ENBs (Use Effect enabled) with every Original PP stage enabled it doesn't match 100% exactly.
Use Effect disabled
Use Effect enabled + All Original PP stages active
Reflection lost (Use Effect Disabled) (No ENB in the Render Chain result in every angle)
Reflection back (Use Effect Disabled)
Boris are you trying to force the Sky Reflection ?
Did Bethesda tried to get Paraboloid reflections working here instead of Cubemaps ?
Looks pretty strage sometimes you see the Sky in a specific angle but most of the time you see this generic no idea what it should be light
even if you keep all the original Post Processing enabled there is still a minimal Contrast Light Difference compared to Bethesdas Original Result, where is this difference coming from ?
Bethesdas Original Output has slightly less contrast compared to ENBs (Use Effect enabled) with every Original PP stage enabled it doesn't match 100% exactly.
Use Effect disabled
Use Effect enabled + All Original PP stages active
It's normal you see the cubemap the Normal game has even only the cubemap displayed most of the times no reflection at all so you can see it this or that wayArkngt wrote:OK. As I just took two clips, I might as well link to them:
Flickering reflections (with ENB)
https://youtu.be/-6_j6vUwyzc
Reflections (w/o ENB)
https://youtu.be/jxXu-2J02U8
The thing is, as said, that it's glitchy, i.e. it's not 100%, so not sure if the save is helpful.
Reflection lost (Use Effect Disabled) (No ENB in the Render Chain result in every angle)
Reflection back (Use Effect Disabled)
Boris are you trying to force the Sky Reflection ?
Did Bethesda tried to get Paraboloid reflections working here instead of Cubemaps ?
Looks pretty strage sometimes you see the Sky in a specific angle but most of the time you see this generic no idea what it should be light
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Re: Fallout 4 0.307
Arkngt
Yes, this is exactly what i said. There is nothing to fix, because for me without mod this happens too, just less frequent. I can try again to turn off everything, but did that already in the past.
CruNcher
Don't know, because don't remember and have no idea which setting do you have.
I do not force anything for reflections. Don't know how reflections are made, i really don't care about them, they are just ugly, that's all.
Yes, this is exactly what i said. There is nothing to fix, because for me without mod this happens too, just less frequent. I can try again to turn off everything, but did that already in the past.
CruNcher
Don't know, because don't remember and have no idea which setting do you have.
I do not force anything for reflections. Don't know how reflections are made, i really don't care about them, they are just ugly, that's all.
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Re: Fallout 4 0.307
@Boris
Every UseOriginal Option was enabled the rest disabled and it doesn't match Use Effect disabled, nothing else should be of matter i think if if every UseOriginal Option is Enabled it's my understanding that every ENB PP is disabled then, same like if you would use Use Effect disabled but they do not match
Every UseOriginal Option was enabled the rest disabled and it doesn't match Use Effect disabled, nothing else should be of matter i think if if every UseOriginal Option is Enabled it's my understanding that every ENB PP is disabled then, same like if you would use Use Effect disabled but they do not match
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Re: Fallout 4 0.307
Arkngt
I can't now reproduce reflection bug with the mod running.
CruNcher
I see that difference myself. Probably it happens because using color and gamma convertions between R11G11B10 and R16G16B16A16 formats. Game renderer computes some post processing in hdr space, while other in ldr (f.e. fog), so without brainf*ing i could not apply everything hdr with external shaders.
I can't now reproduce reflection bug with the mod running.
CruNcher
I see that difference myself. Probably it happens because using color and gamma convertions between R11G11B10 and R16G16B16A16 formats. Game renderer computes some post processing in hdr space, while other in ldr (f.e. fog), so without brainf*ing i could not apply everything hdr with external shaders.
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Re: Fallout 4 0.307
OK, thanks guys. Annoying glitch as it's so in your face when you get it, but not much that can be done about it then.
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Re: Fallout 4 0.307
Just now have seen tapioks new video demonstration and a quick tutorial from AO settings, and configuration, etc... On his video, he disable the game own AO via FO4 Launcher by setting Ambient Occlusion -> Off (Best Performance) as he explain something like that ... to be sure use just AO from ENB and no AO from the game itself, if I am understood his video right.ENBSeries wrote:kranazoli
It's your choice. ENBSeries SSAO is independent from game.
I am not sure if I leave AO enabled via Launcher that means in this case if I enable AO via enbseries.ini I have two AO in the game? One from the game itself + one from ENB? It seems to me, yes I have. So AO enabled via ENB don't disable game SSAO. Partly I see I can use both of them, but I guess for instance performance reasons would be an idea to disable the game own Ambient Occlusion settings, how tapoiks did it.
Ps: I was saying about that video:
Fallout 4 - ENB 0.307 - Ambient Occlusion & Indirect Lighting | Overview, Config & Performance
https://www.youtube.com/watch?v=2lcJW4O7g9w
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Re: Fallout 4 0.307
It depends of what you are interested in ambiant occlusion. Ingame HBAO acts like contact shadows only, Enb SSAO is way more versatile and can be set to be contact shadows, space occlusion or any other kind of ambiant occlusion or even no ambiant occlusion at all but only to fake some radiosity.
Their is tons of different configurations to be done.
Their is tons of different configurations to be done.