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
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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.