Mangaclub wrote:sorry but, where can i find this LOS Bias function? is there a slider somewhere? is it a new shader function? Documentation please.
Mipmap LOD (LOD = level of detail) bias can be set in the enblocal.ini under the [ENGINE] section, which means it can also be set via the upper portion of the ENB GUI. You should research what LOD Bias is - it's a standard function of Direct3D. This is from MSDN: "The default value is 0. A negative value indicates a larger mipmap level; a positive value indicates a smaller mipmap level."
As Boris has implemented it, it supports values from -4 to 4. Negative values will make LOD textures look sharper but may introduce texture shimmering. Positive values will use smaller mipmaps, so it will make LOD textures look more blurry, but may also make them look smoother. The effect is rather easy to see in Skyrim.
Last edited by Maeldun on 16 Feb 2014, 03:06, edited 1 time in total.
number6 wrote:I liike the new compiler errors, but can we have a toggle for it in the gui?
Can you give more information on texOriginal? I tried a side by side comparison and I don't see any difference from texColor. Is it supposed to be the game color before enb or something else?
texColor will change during each pass (so texOriginal is not useful unless you do multiple passes), while texOriginal will stay the same regardless of changes made to texColor
Some options this gives:
Doing Gaussian blur passes and blend with original... lets you do various blooms, contrast techniques, sharpening, blending techniques, lots of funky stuff, etc. There are many advanced PS techniques that require to blend with original. I already have a few nice ones, but currently they are using bloom texture for it, which unfortunately is 512x512 pixels - and besides, that code cannot be used with any other enbbloom.fx file since the intensity/color output will change if used with another fx file. If able to write in a single file, this is much better and easily transferable to other presets.
myztikrice wrote:Why are these compiler errors permanently stuck on the screen again? How is that useful?
For an ENB author, I think it's very useful to know not only that you have a typo preventing your effect.txt file from working, but also having that typo called out. Previously you had to rely on your eyes (if the game didn't freeze or crash).
For an ENB user? I don't know - I suppose you could use this as an opportunity to bother the ENB author. I doubt this was implemented for the users' convenience, although I think it helps everyone to know if an effect file isn't working properly.
myztikrice wrote:Why are these compiler errors permanently stuck on the screen again? How is that useful?
For an ENB author, I think it's very useful to know not only that you have a typo preventing your effect.txt file from working, but also having that typo called out. Previously you had to rely on your eyes (if the game didn't freeze or crash).
For an ENB user? I don't know - I suppose you could use this as an opportunity to bother the ENB author. I doubt this was implemented for the users' convenience, although I think it helps everyone to know if an effect file isn't working properly.
It's useful to see but having them stuck on the screen for as long as the game is running is a bit obnoxious. I've got some compiler errors that are in bits of code in .fx files that I'm not even using (an old version of Kyo's WIP lens.fx and I have enablelens=false and some issues in the bloom.fx file for anamorphic lens flares and I have anamorphic lens flares turned off in the bloom.fx file). So, either having a toggle, or, as Boris said he could do, a screen fade time would be VERY nice. If the compiler errors are in things you're not even using it's pretty annoying, especially if the game looks as you want it and you have no plans to share the preset for whatever reason. As it is, I replaced my lens.fx file with Boris default one and as for the bloom file... I'm using the 0.250 binary. The bloom code in question is beyond my skill to correct, and I did try. But I shouldn't have to fix it if I'm not even using that part of the code. Removing the offending code only made things worse.
I see the reason, and I think it's a great idea, I just think there's a better way to implement it. Heck, Boris would it be possible to have any compiler warnings show up only when the GUI is opened, or have a section in the shader window that shows compiler errors or something along those lines? Implementing it that way would be optimal if you ask me...
_________________ AMD Ryzen 5 3600 6C/12T @4.4GHz // 16GB G.Skill Ripjaws V DDR4 3600MHz // ASRock AMD Radeon 7900XT Phantom Gaming 20GB// Samsung 850 Evo 256GB and 500GB SSD // Lumen ENB My Flickr
This is request/suggestion.
Can you use enb helper plugin to search for whether the PC is interior/exterior, if a few image space/weathers were available to call upon, so we can separate dungeons from window lighted interiors?
_________________ FX 8350 (4.2GHz) @ 5.015GHz// DDR3 Oc'd@1949mhz//EVGA 660GTX 2GB in SLI
Mangaclub wrote:sorry but, where can i find this LOS Bias function? is there a slider somewhere? is it a new shader function? Documentation please.
Mipmap LOD (LOD = level of detail) bias can be set in the enblocal.ini under the [ENGINE] section, which means it can also be set via the upper portion of the ENB GUI. You should research what LOD Bias is - it's a standard function of Direct3D. This is from MSDN: "The default value is 0. A negative value indicates a larger mipmap level; a positive value indicates a smaller mipmap level."
As Boris has implemented it, it supports values from -4 to 4. Negative values will make LOD textures look sharper but may introduce texture shimmering. Positive values will use smaller mipmaps, so it will make LOD textures look more blurry, but may also make them look smoother. The effect is rather easy to see in Skyrim.
You might add "This has no effect on the far Distance Terrain Lod Rendering, works different in Engine"
I really wonder if they developed this with Performance in Mind and that's why the Distance gets this crazy blur applied ?
PS: My longest ALT+TAB test, was asleep and it hold up over 10 hours coming back in roughly 1 minute (scene above)
Im also testing with the new Nvidia WHQL 332.21 and no rendering problems so far so they are bomb stable for Skyrim and ENB together with Shesons SKSE patch
_________________
85% of graphics research is about who can finally make Sponza look good.
Jasper Bekkers EA/DICE
Perfection is the greatest enemy of photorealism.
Jorge Jimenez Activision Blizzard
Sorry i'm new here and I don't find a download link nor a button to do it.
Maybe I'm blind but I searched how to download this but I can't find how.
I hope you can help me.