GTA 5 0.351

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Re: GTA 5 0.351

ENBSeries wrote:Maybe. But this parameter must be 1 actually, even when it's 2, in some cases obvious too big and annoying. I think more important to improve quality of effect, because at this moment range parameter is bad compromise. Anyway, i do not want to think about modding of this game, did enough already to give photorealistic pictures when using with mods like Natural Vision, evrything else can be done with modding tools which already exist for this game.
Yes, I agree with you and understand. Personally I requested this to reduce SSIL during night time without compromising daytime settings.

EXAMPLE - I feel like this is a bit too intense.

Overall I'm quite happy with the new updates to ENB. Things look much better now.

Thank you for your hard work.

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Re: GTA 5 0.351

If you set ssil amount to 1, it's physically very close to reality. Just windows too much bright and instead of emit light from glass, they have opaque surface as emitter, which far not the same, but yet it simulate lighting from windows which do not exist in game.
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Re: GTA 5 0.351

Okay, i checked tires, i cant detect when they are drawed, just the same as entire wheel. Specular or reflection amount is the only what differ, but i not sure about using this as separation, because remember some tires are buggy for motobikes (or was that gtasa?)
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Re: GTA 5 0.351

Why you dont try to tweak mod parameters first, before asking already existing things?
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Re: GTA 5 0.351

I tried to read a pixel that my asi script draw in left-upper corner of a screen. I wanted to use an identical way like in Reshade. I described it here:
robi29 wrote:
ENBSeries wrote:I will not make weather parameters, if you want them, then make asi plugin. And i will not make underwater detection, this is totally unimportant feature. This mod is simple, game dont need so many tiny details to look better and to be tweakable.
Sure, I understand. Making asi scripts isn't hard, but maybe you know a good way to send these values ​​from asi scripts to enb shaders? I once made a script that was getting the current weather and time and drawing one pixel in the corner of the screen depending on the weather and time, then in ReShade shaders I was reading this one pixel and setting apprioprate effects. I hope you know a better way ;)
For clarity my asi script sets the one pixel's color depending on in-game weather.

But unfortunately shaders in ENB are applied before the asi script draws this pixel. So I can't receive a information in ENB shaders, because this pixel hasn't been drawn in the frame yet. I have some ideas for shaders that would work at certain times of the day and also different weathers. Boris, can you have any idea how to send information from asi script to ENB shaders? If not, ho-hum :(
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Re: GTA 5 0.351

Ninja Gaiden
You need to modify artificial light parameters, it's the same as game have and they are same as in Skyrim point lights, just difference is that GTA5 have spot lights too and they are switched by lods to different types.

robi29
I can make sdk same as for fallout and skyrim, if you can make another asi plugin for set weather.
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Re: GTA 5 0.351

I've looked to SDK example for Skyrim SE and it looks promising and helpfully. It would be nice to have the SDK for GTA 5.
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Re: GTA 5 0.351

Okay, made it.
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Re: GTA 5 0.351

Version updated, download again
Added enbseries sdk and time of the day separation for ambient occlusion parameters.
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Re: GTA 5 0.351

Thank you very much! I'll check it out.
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