Fallout 4 0.288

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Re: Fallout 4 0.288

@MonarchX
you are right about the shimmering, but it is ok with temporal AA i find. and the most beneficial effect of negative LODBias i think was the increase in model details like grass etc. texture detail secondary or not needed, to a point of nuisance because of shimmering as you said.
for max balance i always reduce sharpen against LODBias and vice versa. also against AA and blur.

yea. to be honest i haven't been looking very deeply into all texture mods. just the more known ones. didn't know that there are already that many. good to know

sorry for off topic
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Re: Fallout 4 0.288

--JawZ-- wrote:ibbanez
Files and "code controls" re-generates themselves upon launching the game.
Thanks, I just happened to notice it and wasn't sure. Thanks.

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Re: Fallout 4 0.288

benhat
I will not touch lod bias, games with texture "streaming" like f4 have are unable to look properly with it. Textures looks shitty because they do not have higher res loaded, you can't just force that in renderer.
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Re: Fallout 4 0.288

So, if nobody reacts, this means new standard of external shaders is okay and don't need any updates.
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Re: Fallout 4 0.288

Hi all,

Is everyone able to successfully toggle on and off Vanilla Bloom? I am not able to do so...

I have
'Use Effect'=true
"Use Original Object Processing'=false
"Use Original Post Processing'=false
"Enable Bloom (ENB)'=false

.. and when I click to toggle Original Bloom on and off, nothing happens. I can only see the vanilla bloom with 'Use Effect'=false, i.e. disabling ENB completely. Does anyone else have a similar experience? Or am I doing something incorrect, perhaps?

And a quick second question:

How can one go about configuring the threshold values for ENB's adaptation? There are some interior scenes where the adaptation is forcing the image to become way too dark when facing not-so-bright light sources. I tried adjusting the min/max setting in the ENB interface, with Force Values on, though I don't quite understand how these work and was not able to achieve the desired results. Reducing the 'sensitivity' helps with the issue somewhat, but it still does not quite feel balanced. Basically, I'm looking for guidance on how to make the ENB adaptation behave nicely in interiors.... any input is appreciated! :)
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Re: Fallout 4 0.288

To chime in on the AA discussion, I use ingame TAA and ReShade SMAA. SMAA helps a tad but the TAA works pretty well - however it causes hardcore flickering for me that is incredibly distracting. FXAA is cancer and I refuse to use it.

I also run a relatively high dpi monitor (117 dpi) and without TAA I get really bad aliasing with ReShade SMAA cranked all the way up. I can use AMD supersampling but with the lack of crossfire drivers it absolutely murders my framerate.

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Re: Fallout 4 0.288

@Kobalk

Thanks for the reply. I have set the bloom shader to the multipass option, and I can get the ENB bloom to toggle on and off without any problem. Do I need to set this to 'Default' to be able to toggle the original bloom on and off? :O
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Re: Fallout 4 0.288

ENBSeries wrote:So, if nobody reacts, this means new standard of external shaders is okay and don't need any updates.
I guess...
Where would a custom Ambient Occlusion shader hook up ? My external, "CG layers-based" logic would lead me to think before DoF, but real time logics may be different.
But if the best course of action is to compute AO before DoF, is there any way to do that ?

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Re: Fallout 4 0.288

I was just wondering if there is a way to adjust adaptation to take the luminance level from the character as what I am finding is it is taking the value of what i am looking at, so if i am looking at a light in a distant doorway everything goes black :)

If not sorry for asking :)

nvm worked out what was going on :)

thanks

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Re: Fallout 4 0.288

Linique
I don't know how to read only characters, except to draw all skinned objects to mask, which is performance heavy task. The goal of it is unknown and unlogical to me too, so prefer to avoid moving in such direction.

Wolrajh
I apply ssao/ssil before transparent objects drawed if game engines allow this without additional issues (artifacts and perfrormance), so it's not before dof, but much earlier.

tapioks
Why not just sample bloom texture in enbeffect.fx to see it? UseOriginalObjectsProcessing=false, UseOriginalPostProcessing=false, UseOriginalBloom=false, EnableBloom=true.
Adaptation is not simple thing to tweak and understand what to expect from it. I tweaked adaptation for vanilla Skyrim at day time and sunny weather, looking at the sky with sun it must not decrease brightness of everything, but to keep clouds near sun and sun overexposed. When looking at fireplace hiding in shadows, it must affect brightness just a little, but when coming closer in about 3 meters, brightness of everything need to be lowered by adaptation automatically. When looking at sky without sun in camera from very dark area, it must behave similar to fire, but to start blinding much earlier. Fallout have different color levels and adaptation was a bit changed compared to skyrim, so require tweaking again. Of course you need to ignore original post processing, it will not work with my adaptation, so disable #define APPLYGAMECOLORCORRECTION and make own tonemapping, bloom, lens, adaptation code.
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