Fallout 4 0.311
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- *blah-blah-blah maniac*
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Re: Fallout 4 0.311
Hi Boris, I am glad to hear you are still working on the mod! Are you focusing on any particular game at the moment? (I see no updates on the News page since April...)
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Fallout 4 ENB Video Series | Skyrim ENB Video Series | My YouTube Channel
Intel i7-4700HQ @ 2.4GHz | NVidia GTX780M 4GB | 24GB RAM
Fallout 4 ENB Video Series | Skyrim ENB Video Series | My YouTube Channel
Intel i7-4700HQ @ 2.4GHz | NVidia GTX780M 4GB | 24GB RAM
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- *blah-blah-blah maniac*
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Re: Fallout 4 0.311
I just finished gtasa version by request from XMakarus (Marty McFly also will be happy i think).
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- *sensei*
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Re: Fallout 4 0.311
How badly done is the godrays shader? There was a big outcry over the terrible performance due to the shader using tessellation, and I'm curious what would have been a better way. Some sort of compute shader (whatever those are)?
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- *blah-blah-blah maniac*
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Re: Fallout 4 0.311
It's simple, set it quality to highest and it will be rendered in high resolution with no bugs. I didn't check about tesselation and don't think it is use it (but if do use, i have no words).
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- *sensei*
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Re: Fallout 4 0.311
https://www.overclock3d.net/reviews/gpu ... e_review/8ENBSeries wrote:It's simple, set it quality to highest and it will be rendered in high resolution with no bugs. I didn't check about tesselation and don't think it is use it (but if do use, i have no words).
A common performance tweak for AMD cards, is to set Godrays to high/ultra, then limit tessellation in the driver program.As always, our world features fully dynamic time of day and weather. To create that volumetric light spilling across the scene (sometimes called “god rays”) we worked with our friends at NVIDIA, who’ve we worked with _SPAM_ back to Morrowind’s cutting-edge water. The technique used here runs on the GPU and leverages hardware tessellation. It’s beautiful in motion, and it adds atmospheric depth to the irradiated air of the Wasteland. Like all the other features here, we’ve made it work great regardless of your platform.
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- *blah-blah-blah maniac*
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Re: Fallout 4 0.311
Oh, so they just perverts.
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Re: Fallout 4 0.311
Hello Boris! I just registered, hope I'm writing this in the right place.
I'm just wondering if there's any way to improve the water in Fallout 4 like you did with the water in Skyrim?
Maybe better reflections could be added that works similar to Reflective Bumpmapping from ReShade. But only applied on what the game defines as a water surface?
Would be amazing to see something like this for FO4, because at the moment the water looks extremly ugly compared to the rest of the game. Anyhow, amazing work you're doing!
I'm just wondering if there's any way to improve the water in Fallout 4 like you did with the water in Skyrim?
Maybe better reflections could be added that works similar to Reflective Bumpmapping from ReShade. But only applied on what the game defines as a water surface?
Would be amazing to see something like this for FO4, because at the moment the water looks extremly ugly compared to the rest of the game. Anyhow, amazing work you're doing!
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- *blah-blah-blah maniac*
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Re: Fallout 4 0.311
I don't know, planned to make water better (not like in ReShade, but like in Skyrim), but game have too many shaders for patching, it's so much work...
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Re: Fallout 4 0.311
Okay! I understand, any way anybody could help? I hope it will be figued out someday. Keep up the good work!
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- *blah-blah-blah maniac*
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Re: Fallout 4 0.311
No, i don't think anybody can help. It's boring editing of around 85 dissasembled shaders, adding new code to them. In Skyrim i did this work only with around 6-8 shaders and took a lot of time.
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