Fallout 4 0.288

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Re: Fallout 4 0.288

Boris,
Do you have plans to implement antialiasing similar to other Fallouts/Skyrim? I ask because while the ingame TAA works well it introduces that god awful flickering and forcing SMAA via ReShade does not get rid of the jaggies. Thanks.

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Re: Fallout 4 0.288

Don't know yet, I need to make more important features. In gta5 version my antialiasing was ignored, making same mistakes is not my choice.
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Re: Fallout 4 0.288

ibbanez wrote:That is actually pretty damn cool, especially for Screen Archers.... Great job.... Now.... How'd you do it :) lol
Thanks ;) I put it in the User Files/Effects section, under the topic "Screen Archering Tools" !
Using it right now and yup, it's so much more efficient than either the center-on-screen focus or even the X and Y sliders from Re-shade ( I still put that too in the file ), along the very fast "standard" DoF from ENB, that I'm having a blast screenshoting :D

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Re: Fallout 4 0.288

Thats awesome... I'm actually about to start playing around and see if I can't start learning some of this stuff. Programming always intrigues me, but with life and 3 kids, I always start, but then get side tracked and wander back to other things. I still have all the fundamentals, but learning syntax, and theory behind HLSL is what I'm looking for, rather than just copy and pasting. Don't get me wrong, I like looking to learn, but I would love to be able to just sit down with an idea, grab a formula or whitepaper online and code it out, or something to that effect. Here's to the Journey. :)

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Re: Fallout 4 0.288

@Boris - I really don't think modders would ignore ENB AA for FO4. The in-game TAA is meh, Reshade SMAA/FXAA is meh, Inject SMAA is meh, and there's no real solution. One of my favorite features for Skyrim were the various ENB AAs that came out, and it would 100000% be used by me in FO4 in a heartbeat.
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Re: Fallout 4 0.288

I'd second that. Right now, a nice AA solution is what I can't seem to find. Well that and a fake SSIL that wouldn't be messed up by dof or fog, but non only is there the native AO for now but it's not as ... let's say "important" than a good precious AA implementation. There is even someone already trying to implement SMAA for ENB here on the forums, which somehow proves that people want it ;)

Bottom line, unless someone suddenly comes up with a working and impressive solution, I don't think it would be a waste of time.

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Re: Fallout 4 0.288

I don't agree with that. The in-game TAA does a very good job, and the artefacts it does have are confined to a few specific places rather than, say, ghosting of the entire screen some bad implementations have or false outlines at low framerates like the temporal one in Skyrim does (which couldn't be helped, of course).

TAA problems seem to be caused by engine issues anyway, like physics objects oscillating in place, or ghosting appearing on paused screens because the game doesn't stop the AA as well. I wonder if it isn't just an implementation of SMAA T2x or something like that - I wouldn't expect Bethesda to come up with their own solution. If it's something using velocity maps as a base, would decent motion blur be plausible to implement?

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Re: Fallout 4 0.288

@Boris - I redownloaded enbseries .288 for the new TempInfo2, etc. Just browsing through everything, I noticed in the enbseries.ini, its missing the line EnableLens=false .... Just letting you know in case you didn't. Not sure if its automatically added when you run the first time or not, but I figure I would point that out.

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Re: Fallout 4 0.288

For what it's worth, the TAA in Fallout 4 is the BEST post-processing antialiasing I have EVER seen with respect to temporal aliasing (pixel crawl and shimmer). Some other post-processing AA algorithms may reduce jaggies more, or may produce a 'crisper' image, but none come anywhere close to handling temporal aliasing as nicely as Fallout 4's TAA, in my humble opinion.

That being said, there's always room for improvement :)
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Re: Fallout 4 0.288

ibbanez
Files and "code controls" re-generates themselves upon launching the game.
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