Hi Boris,
Ok, thank you. I do mention that the total should not exceed VRAM + RAM towards the beginning of the video; hopefully viewers will not miss this ... but I'm sure some of them will
As for bloom texture, is there a visible quality improvement in game from using the larger texture size? What type of artifacts are present with lower resolution bloom textures?
Fallout 4 0.283 ENBoost
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Re: Fallout 4 0.283 ENBoost
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Re: Fallout 4 0.283 ENBoost
There are no artifacts when using 512*512 bloom texture, it's default size in my mods. But i have seen many requests about increasing bloom resolution and recommended to compute extra details in enbeffect.fx to mix together with bloom texture, because that will be faster than blurring and mixing huge texture (especially of screen size). High resolution is mostly useless if game do not have high dynamic range values set for light emitters, but if it have them, full screen bloom which starts from 1 pixel wide blur is very nice thing to mimic real world phenomena.
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Re: Fallout 4 0.283 ENBoost
I wouldn't mind having a high-resolution bloom texture myself.
An important question, however. Compared to a 512*512 texture, how much difference of a performance hit will it be to have, say, a 1024*1024 bloom texture? Just curious is all.
An important question, however. Compared to a 512*512 texture, how much difference of a performance hit will it be to have, say, a 1024*1024 bloom texture? Just curious is all.
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Re: Fallout 4 0.283 ENBoost
4 times slower. And it's not the question of bloom resolution, but texture format, is alpha channel of it used by someone for extra effects.
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Re: Fallout 4 0.283 ENBoost
ENBSeries
Normally i would say to go with the 32bit approach but that's not a step forward, go with 64bit and alpha even though my system will suffer.
Edit
Something i am reading from http://forum.devmaster.net/ :
"Glowmaps don't need to use the same resolution as the window. It's best if you use a much lower resolution, typically in the range 64x64 to 256x256. At these lower resolutions, you don't need to use a large blurring kernel, which means you sample fewer pixels and thus improve performance. Glowmaps also don't need a whole lot of detail, so using a lower texture resolution is not that noticable."
"High resolution glowmap (1024x1024) . To compensate for using a high resolution, you need to increase the kernel size to 30 - 40 pixels, which would significantly impact performance. One workaround for using such higher resolutions is to use a blur scale. When scaling the blur, you continue to sample with a 10 pixel blur kernel, but at each iteration you jump X number of pixels (called the blur scale). This will simulate using a larger kernel, but image quality will suffer if you use a large enough scale. You need to find the right balance, or simply stick to using a smaller resolution."
Very interesting for me, and yeah i think i heard Boris saying that first paragraph to people asking for higher resolutions about a year ago.
Normally i would say to go with the 32bit approach but that's not a step forward, go with 64bit and alpha even though my system will suffer.
Edit
Something i am reading from http://forum.devmaster.net/ :
"Glowmaps don't need to use the same resolution as the window. It's best if you use a much lower resolution, typically in the range 64x64 to 256x256. At these lower resolutions, you don't need to use a large blurring kernel, which means you sample fewer pixels and thus improve performance. Glowmaps also don't need a whole lot of detail, so using a lower texture resolution is not that noticable."
"High resolution glowmap (1024x1024) . To compensate for using a high resolution, you need to increase the kernel size to 30 - 40 pixels, which would significantly impact performance. One workaround for using such higher resolutions is to use a blur scale. When scaling the blur, you continue to sample with a 10 pixel blur kernel, but at each iteration you jump X number of pixels (called the blur scale). This will simulate using a larger kernel, but image quality will suffer if you use a large enough scale. You need to find the right balance, or simply stick to using a smaller resolution."
Very interesting for me, and yeah i think i heard Boris saying that first paragraph to people asking for higher resolutions about a year ago.
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Re: Fallout 4 0.283 ENBoost
methods for bloom filtering in enbeffect have already been done in skyrim by known people. meaning Bilinear Filtering and Texture Rescale. (see Kyos K ENB Northern Light, has some of prod's code too). that is how the "high res bloom question" got solved then.
so i would not see a problem using the 512x512 approach. although i don't know what else DX11 has to offer, as i don't know very much anyway.
so don't take my word...
so i would not see a problem using the 512x512 approach. although i don't know what else DX11 has to offer, as i don't know very much anyway.
so don't take my word...
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Re: Fallout 4 0.283 ENBoost
Boris are you planning any update? How soon?
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Re: Fallout 4 0.283 ENBoost
Well performance is also a key factor for me, no point looking great if its unplayable.
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Re: Fallout 4 0.283 ENBoost
I would love to see updated bloom as I've always felt it was one of ENBs strongest features (that and your incredible water dispersion and AO). 64bit with alpha sounds like a big step into the future to me.
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Re: Fallout 4 0.283 ENBoost
Hi Boris,
If the larger bloom texture does not affect the quality of this effect itself, and is only useful to assist in implementing other effects, I do not have enough knowledge to provide any meaningful opinion on this question. I am reluctant to support a change that hurts performance but returns no visible improvement (though maybe some of these possible 'other effects' are really cool?).
If the larger bloom texture does not affect the quality of this effect itself, and is only useful to assist in implementing other effects, I do not have enough knowledge to provide any meaningful opinion on this question. I am reluctant to support a change that hurts performance but returns no visible improvement (though maybe some of these possible 'other effects' are really cool?).
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