Fallout 4 0.287 beta

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Re: Fallout 4 0.287 beta

kingeric1992
unnamed technique will cause CTD...
technique without UIName annotation doesn't do anything.
It's how it works. There is no default technique, only listed by UIName are entering points for cycle of techniques.

MonarchX
To enable ENB DoF, ENB Adaptation, and ENB Bloom, do I need to keep UseOriginalXXX set to "true" ?
No. And bloom is not available yet.
Which file is responsible for dithering?
No one of those, it's internal code after all shaders.
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Re: Fallout 4 0.287 beta

Slightly different question : with multiple .fx, how is the order of external shader processing determined? Specifically, when exactly are the DoF computations done and applied ? I read in the fx both the input and output of DoF are LDR, which obviously prevent a true, advanced processing of the lighting information.
If I understand correctly, you're planning on shifting the source for the DoF to a HDR input, right ? Meaning that, in the best case scenario, DoF should be done before tonemapping and basic color correction ( even if I like having a basic level/gamma node before tonemapping myself ), somewhere in the future ?

Maybe I should this on a topic in the Shader section ...

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Re: Fallout 4 0.287 beta

Wolrajh
Dof file do not have any mention about ldr. It's applied first, then bloom and lens (not exist yet), then adaptation, then enbeffect.fx, then enbeffectpostpass.


I hate the idea to use 64 bit ldr formats after enbeffect.fx for natively ldr enbeffectpostpass.fx, videocards do not progress much by memory bandwidth, so it's dead end by performance, vram usage now is too big and i can't do anything, because of features of the mod which may not be used at all.
Did synthetic test of gradient in enbeffect.fx and turned off dithering (with enabled, i don't see difference), these two shots are r16g16b16a16 64 bit format and r10g10b10a2 32 bit format. If you can say which one of those, i'll accept the choice. Or if you can tell which effect in enbeffectpostpass shader require more than 2 bits of alpha channel (4 values) with available temporary render targets. Otherwise i'll replace them with 32 bit format for performance. Also dof textures may be also will be converted to that low quality hdr format without alpha channel, so if nobody reports about something really useful stored in alpha... No answers - i'll decide myself.
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Re: Fallout 4 0.287 beta

On NEC SpectraView 242 ( Wide Gamut 10-Bit monitor, 30-bit color over display port) I don't see any difference in a color banding.
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Re: Fallout 4 0.287 beta

The images are not appreciably different. If there is any difference, it is certainly enough such that it is worth losing any performance for it. The banding is there in the same capacity in either case, so why not opt for performance?

EDIT: Banding appears a BIT more pronounced in the blue corner of the first image, but I am only able to see this when I overlay both images and switch between them. Looking side by side it's almost impossible to distinguish.
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Re: Fallout 4 0.287 beta

Boris, thx alot for update! works nice for me, yet some problems with focusing (not sure if im reading focus point right, i'll check that tommorow, good night!)
already ported some of the dof techniques from my old GTA4 setts.
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have to admit though, that you stock enb dof looks rly good, yet offering outstanding performance, unlike this evil circle dof.
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Re: Fallout 4 0.287 beta

ENBSeries wrote:Wolrajh
Dof file do not have any mention about ldr. It's applied first, then bloom and lens (not exist yet), then adaptation, then enbeffect.fx, then enbeffectpostpass.
Thanks for the info on effect order. I knew you wouldn't have messed it anyway, but it's always safer to check !


As for the LDR thing, it's mentionned in the header of the DoF .fx :

Code: Select all

//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
// ENBSeries Fallout 4 hlsl DX11 format, sample file of depth of field
// visit http://enbdev.com for updates
// Author: Boris Vorontsov
// It's similar to effect.txt shaders and works with ldr input and output
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Since I don't read the code "live" I can't confront the actual shader effect to this header comment ;)

---

The pictures : I just can't see a difference too. I even ported them in Nuke and Photoshop and zoomed and fiddled around with dither and grain, but they are just the same. I'd say I feel like the first one is slightly smoother, but that may be due to my monitors as well as my tired eyes.

That being said, both JPG are obviously 8bits, and while almost no computers will be able to display 12bits and certainly no one will display 16bits worth of color depth ( resulting in, mostly, those two 8bits jpg ), there is no saying a lot will be going on in the background. As long as color depth stays high, it should help during complex gradient computations which will affect each subsequent shaders and ultimately the final display. I can only shudder at the idea of doing a classic level operation on a 8bit picture like those two jpgs ( scratch that, I did, it's terrible ). Sure, we're talking about 12 vs 16 and not 8 vs 16, but the idea is the same.
Basically, the more color depth, the better the final picture, as long as the only depth downgrade happens during the display. And I don't know if it's dreamable to even be able to screenshot in 16 bits, but for us screenarcherers it may be awesome, even if the ultimate goal is to avoid even the smallest retake in Photoshop ;)

Now to balance out this position, it's true that my game lost quite some FPS with the 0.286 ENB, even if as I said before I can't be sure it's because of the ENB. If switching to 12/12/12/2 can help gain some previous FPS, it may be worth it. And I have no idea what to put in the Alpha channel myself anyway.

Anyway, time to test and eventually port my own shaders again :p Thankfully, it's becoming easier with experience and the clean framework you're giving us.

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Re: Fallout 4 0.287 beta

Wolrajh
Uh, will fix that in description asap, it's copy-paste bug.
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Re: Fallout 4 0.287 beta

In case anyone else has a problem getting the depth of field to work, in the in-game editor go to the depthoffield bit in the shader window on the right and select "Example", or, set TECHNIQUE=1 in the enbdepthoffield.fx.ini. Took me 10 minutes to figure that out. Bah!
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Re: Fallout 4 0.287 beta

Boris
If enbeffect change to rgb10a2 out, is the temporary textures still be in RGBA64?

Currently SMAA for one is using full RGBA in both of the temporary RGBA64 texture,
but I guess most of the other effects won't, and it probably no point doing it here with all those overlays and other post effect.

If it isn't too much to ask, can the texture format be a option in enblocal.ini or enbseries.ini?

In any case, we'll make do whatever you decide.
Last edited by kingeric1992 on 08 Dec 2015, 21:27, edited 1 time in total.
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