Fallout 4 0.283 ENBoost
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Re: Fallout 4 0.283 ENBoost
Honestly all I ever used SweetFX for was SMAA and very basic color adjustments that cost almost no FPS, like Contrast and Vibrance.
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- *blah-blah-blah maniac*
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Re: Fallout 4 0.283 ENBoost
Just for notice, Fallout 4 draws depth of field and txaa after all post processing and using ldr data, so if i'll make effect.txt, any sharpening code inside it will be destroyed. Inserting effect.txt after dof and txaa and before hud means that you can't pass data from enbeffect.fx any more (in alpha channel for example).
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Re: Fallout 4 0.283 ENBoost
Why on earth would they do that...ENBSeries wrote:Just for notice, Fallout 4 draws depth of field and txaa after all post processing and using ldr data, so if i'll make effect.txt, any sharpening code inside it will be destroyed. Inserting effect.txt after dof and txaa and before hud means that you can't pass data from enbeffect.fx any more (in alpha channel for example).
That explains why LumaSharpen wasn't doing anything.
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- *sensei*
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Re: Fallout 4 0.283 ENBoost
Well shit.... don't see the point then, don't waste time and energy for this.ENBSeries wrote:Just for notice, Fallout 4 draws depth of field and txaa after all post processing and using ldr data, so if i'll make effect.txt, any sharpening code inside it will be destroyed. Inserting effect.txt after dof and txaa and before hud means that you can't pass data from enbeffect.fx any more (in alpha channel for example).
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Re: Fallout 4 0.283 ENBoost
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Re: Fallout 4 0.283 ENBoost
It would still be better than applying such effects after the HUD and everything else is rendered using a seperate injector that could cause problems. I can't think of any presets that used the alpha channel in effect.txt to do anything. But why would the sharpening effect be destroyed? Even without TAA, the game doesn't look very sharp. I remember the messy postprocessing in Witcher 2 could sharpen and then downscale the image, which looked quite clean. It seems like sharpening with a temporal filter should have a similar effect, even if it's not as good in motion.
It sounds like you set up your ReShade wrong, as sharpening works fine over here and in most presets I've seen. ReShade cannot be affected by this because (as a generic injector) it draws after the HUD, and LumaSharpen does not use the depth buffer information.Bonnie Lass wrote:That explains why LumaSharpen wasn't doing anything.
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Re: Fallout 4 0.283 ENBoost
ENBSeries wrote:Folks, i need some help. As you know effect.txt shader is very old file standart compatible with all mods, it's executed right after enbeffect.fx or in very old versions after internal post processing shader. I don't like the name of that file and extention of it, because it was created without thinking about future cross compatibility and simplicity. That shader unable to run with dx11, all existing code is just for dx9. I don't know is it worth to make the same functionality, just porting it to dx11, may be change it name to prevent from blind copying from dx9 presets. If this shader is required, should it use single standart defined too, but for dx11? Probably i'll modify some other dx11 games and then it will be helpful, but only if mod will be complex enough, with enbeffect.fx, otherwise better to use ReShade/SweetFX for generic manipulations with graphics. I thought effect.txt helps to make features of SweetFX, but it seems users always use my mod together with these generic mods, so effect.txt is useless. I don't want to develop extra code and create resources for it, if it will not be widely used.
Do whatever results in the least amount of frustration for you on the long run.
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Re: Fallout 4 0.283 ENBoost
Thank you so much for sharing this.
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Re: Fallout 4 0.283 ENBoost
@Bonnie Lass,
snd sharpening is working just fine with me, looks nice and crisp.
You probably still have the texture load problem and it's trying to sharpen a blurry mipmap level.
add these settings in your fallout.ini file under the [GENERAL] section;
bForceUpdateDiffuseOnly=0
iTextureUpgradeDistance1=7500
iTextureUpgradeDistance0=5000
iTextureDegradeDistance1=7500
iTextureDegradeDistance0=5000
that'll make sure you see the best quality of the textures at all times.
Maybe then you'll see the difference.
I never use a proxylibrary, too many performance issues with that, that might have been your problem.
Don't know for sure if that could be the problem though, just a wild guess here, maybe Boris can clarify if that could be, i'm just a dumb texture and 3d artist.
Since i got the game running ok now without ENBoost i decided to try reshade for minimal tweaking of contrast and sharpening and smaa,That explains why LumaSharpen wasn't doing anything.
snd sharpening is working just fine with me, looks nice and crisp.
You probably still have the texture load problem and it's trying to sharpen a blurry mipmap level.
add these settings in your fallout.ini file under the [GENERAL] section;
bForceUpdateDiffuseOnly=0
iTextureUpgradeDistance1=7500
iTextureUpgradeDistance0=5000
iTextureDegradeDistance1=7500
iTextureDegradeDistance0=5000
that'll make sure you see the best quality of the textures at all times.
Maybe then you'll see the difference.
I never use a proxylibrary, too many performance issues with that, that might have been your problem.
Don't know for sure if that could be the problem though, just a wild guess here, maybe Boris can clarify if that could be, i'm just a dumb texture and 3d artist.
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