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 Post subject: Re: TES Skyrim 0.215
PostPosted: 08 Sep 2013, 21:47 
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*blah-blah-blah maniac*
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Joined: 05 Mar 2012, 02:08
Posts: 1938
skysan4298;

APPLY CHANGES - Reloads the shader and effects to take affect, some changes will not have any visual impact until you have applied the changes. Such as Quality, IBL, SSAO effects etc.

LOAD CONFIGURATION - Loads last saved configuration values.

SAVE CONFIGURATION - Saves the current assigned values in the GUI.

Reason for that is because in precious saved set of values you had that off, activate it and press "SAVE CONFIGURATION" button then if needed APPLY CHANGES.


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Tomoko
 Post subject: Re: TES Skyrim 0.215
PostPosted: 08 Sep 2013, 21:55 
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*sensei*

Joined: 20 Jul 2013, 00:34
Posts: 318
I clicked the SAVE without changing any setting, and the UseDefferedRendering got unchecked. I couldn't toggle SSAO or other settings because that became false. Exited the game, and the enblocal.ini file still had it true.

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 Post subject: Re: TES Skyrim 0.215
PostPosted: 08 Sep 2013, 21:57 
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*sensei*

Joined: 08 Dec 2012, 23:05
Posts: 289
skysan4298 wrote:
...and I do have AA on in SkyrimPrefs.ini.

That must be the reason why it's unchecking.

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 Post subject: Re: TES Skyrim 0.215
PostPosted: 08 Sep 2013, 22:02 
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If you have hardware AA activated it's the same as having the deffered rendering set to false.

Boris included it for those that want performance without using any of the heavy of stuff yet not wanting to activate hardware AA as that would cause performance loss.


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 Post subject: Re: TES Skyrim 0.215
PostPosted: 08 Sep 2013, 22:12 
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*sensei*

Joined: 20 Jul 2013, 00:34
Posts: 318
Thanks, I figured it might've been related to AA being on.

I really like the new CC shader settings that can be tuned from the in-game ENB Gui, and specially the Contrast gray level setting. Nice to see Boris is back on the graphic feature tuning.

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 Post subject: Re: TES Skyrim 0.215
PostPosted: 09 Sep 2013, 00:39 
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*sensei*
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Joined: 03 Mar 2013, 18:42
Posts: 432
Location: Norway
I added the new controls to my main config and they work very well :) I´m making a second ENB config, it is without Sweetfx and sharpening like main config.
Using BORISenbeffect.fx by JawZ as base and also using default ENB bloom on the second one. Except I´m using my own PP mix and I also added exposure and color grading ^^
But I am wondering if I should use the new controls on the second one or is it better without since it is LDR controls ? :>

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 Post subject: Re: TES Skyrim 0.215
PostPosted: 09 Sep 2013, 04:40 
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*sensei*

Joined: 30 May 2012, 15:40
Posts: 267
Is there a way to define precision of custom GUI parameters? I have a few that are quite sensitive and require three decimal place precision, the GUI (at least by default) only displays up to 2 decimal places. I could use multipliers if necessary but am hoping to avoid that.


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 Post subject: Re: TES Skyrim 0.215
PostPosted: 09 Sep 2013, 04:48 
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*blah-blah-blah maniac*
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Joined: 27 Dec 2011, 08:53
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No, precision unsupported, editor, config and shader variables linked to each other for internal simplicity, limits of values are native because of config file, but precision not exist and create them is simple, but very painful task because of many changes in code. Globally i can change precision easily, but 2,3,4 - everything not perfect for all scenarios, right?

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 Post subject: Re: TES Skyrim 0.215
PostPosted: 09 Sep 2013, 07:33 
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*blah-blah-blah maniac*
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Joined: 31 Mar 2012, 15:06
Posts: 1460
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Boris

Semi Off-Topic

The more I think of it, the more I believe it would be very interesting for most users that you design your own shaders suite including your sharpening (s), AA (s), maybe dithering if ever needed, curves control, etc...
Would be an improvement over SweetFX, wich you like a lot :lol:
Of course we can port most of it to .txt, you just made some nice addtions to effect.fx, but I'm also thinking about games universal compatibility...

Also, I may have some requests / suggestions about DoF, but I'll rather bother you via PM about that, so you can kick my french ass :D

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 Post subject: Re: TES Skyrim 0.215
PostPosted: 09 Sep 2013, 09:33 
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*sensei*
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Joined: 17 Jul 2013, 18:41
Posts: 344
Location: Germany
Don't know if i did something wrong, but for some reason the new parameters in the enbeffect.fx-file don't change anything when editing them ingame. Maybe it conflicts with the GUI-implementations in my effect.txt and enbbloom.fx files?

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