Fallout 3 / New Vegas 0.246

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Re: Fallout 3 / New Vegas 0.246

No deffered means no dof, no ssao, no detailed shadows. Or 2x times lower performance to draw non antialiased copy of the scene for those effects.
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Re: Fallout 3 / New Vegas 0.246

I think it would be great to allow option that takes 2x time to draw the effects, while allowing MSAA. So users who 'want it all' can have that option, but at the cost of performance...
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Re: Fallout 3 / New Vegas 0.246

I don't think so. Everyone complain about performance, but amount of interested users in this mod is very small, like for gta4 or gtasa, so to bother with writing a lot of code to draw objects twice to deffered and non deffered - no way. And when i say twice, this means at least twice and by cpu, unscalable from gpu at all, it will work at same speed with any videocard and amd cpu users will suffer the most. I tried now to make drawing like transparency antialiasing feature in skyrim version, looks similar not covering all objects, so it's semi-useless. Here are shots
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Re: Fallout 3 / New Vegas 0.246

@Boris,

Hmm, so I guess there is now way to use ENB without aliasing shimmer unless I use ENB 173 or earlier...? :(

I understand you don't want to spend a lot of time writing code for a small number of users, that makes sense.

I tried using the SuperSampling resolution feature which looks very nice ... but my FPS drops from 60 to below 20, which also makes sense :O
I guess the performance loss would be similar if you did draw objects to deferred and non-deferred?
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Re: Fallout 3 / New Vegas 0.246

Do you remember skyrim versions which had antialiasing support with working ssao? Turn on indirect lighting in them and compare performance. Switching between render targets and especially depth buffer cost a lot of cpu time and drawing objects twice is another double frame killer.
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Re: Fallout 3 / New Vegas 0.246

@Boris

Ok ok. I understand this is not the way forward...

How about this:

Currently the supersampling resolution feature of ENB allows you to run at 4x native screen resolution (i.e. 2x vertical and 2x horizontal).
Would it be possible, on a 1920x1080 monitor, to run the game at 1280x720, but have a supersampling resolution of 2560x1440?
i.e. have a supersampling resultion work with a display resolution lower than the monitor's native?

I just don't want to give up yet, and I know you like a challenge... ^_^
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Re: Fallout 3 / New Vegas 0.246

It's possible. The same as x2 or x3 supersampling. I've tried to apply jittering antialiaing from screenshots above to all objects with sky removed, it looks properly like antialiasing, but still work dependent from camera position, because objects are not sorted by distance and if some nearest drawed earlier than f.e. terrain, then antialiasing is not visible. Masking edges of antialiasing only is possible, but with hdr rendering i think it's produce a lot of bugs with extreme brightness on such edges, gonna try. At least this is not such performance consuming as switching between antialiasined and not antialiased drawing of each object (but also cost cpu).
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Re: Fallout 3 / New Vegas 0.246

Boris, thanks for looking into this further!

I would love to even just try 2x or 3x supersampling resolutions if that can be implemented without too much additional coding on your end. I'm also interested to hear if you find any success with the 'jittering' AA or AA masking methods you describe...
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Re: Fallout 3 / New Vegas 0.246

I've got a problem with the water showing through objects it's not supposed to.
I closed all the options in enb and ended with enable effect.
I noticed it's because of ENB i have this problem.
I would like it to work though.

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Re: Fallout 3 / New Vegas 0.246

Just got back into modding, and saw that the first-person transparency is fixed for SSAO and Detailed Shadows! However DOF effects still show through the weapons in first person, will this ever be fixed?

In any case, great work, and thanks for this great mod!
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