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PostPosted: 20 Nov 2015, 23:58 
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Odd thing is in Skyrim even at 30 fps it felt faster/smoother than fallout 4 does at 40+, ive run FO4 with minimum settings no ENB and it still FEELS sluggish like its at 20 fps but its at 60, I played Witcher 3 for an hour or so last night and then coming back to FO4 it feels slooow even at 60.

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PostPosted: 20 Nov 2015, 23:59 
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Joined: 16 Mar 2013, 16:28
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@Dazaster, Just saying 30 fps is a dumb comment, the game lags and stutters when it drops to 30 with many users, 30 fps smooth is fine with me, if the game would play like a movie does at 24fps, i would not complain one bit.

But i got it running perfectly smooth now between 40~60, and i haven't got an ancient rig, so you just be glad with your stone age PC.
I'm glad i can turn all the nice FX up.

@Boris, just take your time, you'll do some magic in time, i'm sure of it.
You already did for a lot of people, while it does not work for everybody, you made the game playable for a lot of people that could not get it running OK,
that's already something you can be proud of imo.

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Last edited by Marcurios on 21 Nov 2015, 00:15, edited 1 time in total.

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PostPosted: 21 Nov 2015, 00:12 
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Joined: 12 Aug 2013, 18:55
Posts: 309
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Madpaddy wrote:
Odd thing is in Skyrim even at 30 fps it felt faster/smoother than fallout 4 does at 40+, ive run FO4 with minimum settings no ENB and it still FEELS sluggish like its at 20 fps but its at 60, I played Witcher 3 for an hour or so last night and then coming back to FO4 it feels slooow even at 60.


Could be that you have the 64hz bug with Fallout 4, but not Skyrim...Which is odd.

All of Bethesda's Gamebryo games feel like they're at lower framerates, when I'm not using the Stutter Remover mods, or iFPSClamp for Skyrim/Fallout 4.

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PostPosted: 21 Nov 2015, 03:20 
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Joined: 18 Mar 2015, 18:39
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Do all recent ENB's come with some common built-in settings that aren't available in ENBLocal.ini??? I only see a few settings in ENBLocal.ini and yet there are already many Fallout 4 ENB screenshots that look nothing like vanilla game, so some kind of ENB adjustments did happen, but there is no ENBSeries.ini file yet with many settings to change, like in GTA V... Maybe those ENB screenshots were made with vanilla ENB settings and ReShade? It doesn't look that way though!

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PostPosted: 21 Nov 2015, 03:43 
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Joined: 08 Nov 2012, 15:24
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MonarchX wrote:
Maybe those ENB screenshots were made with vanilla ENB settings and ReShade? It doesn't look that way though!
Why not? ReShade has access to the depth buffer, and UI errors aren't visible when it is disabled. Also, despite the complaints, Fallout 4 has some nice visual stuff going on, and some ReShade effects can give the illusion of adding better shading, like Ambient Light.

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PostPosted: 21 Nov 2015, 05:56 
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Folks, i need some help. As you know effect.txt shader is very old file standart compatible with all mods, it's executed right after enbeffect.fx or in very old versions after internal post processing shader. I don't like the name of that file and extention of it, because it was created without thinking about future cross compatibility and simplicity. That shader unable to run with dx11, all existing code is just for dx9. I don't know is it worth to make the same functionality, just porting it to dx11, may be change it name to prevent from blind copying from dx9 presets. If this shader is required, should it use single standart defined too, but for dx11? Probably i'll modify some other dx11 games and then it will be helpful, but only if mod will be complex enough, with enbeffect.fx, otherwise better to use ReShade/SweetFX for generic manipulations with graphics. I thought effect.txt helps to make features of SweetFX, but it seems users always use my mod together with these generic mods, so effect.txt is useless. I don't want to develop extra code and create resources for it, if it will not be widely used.

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PostPosted: 21 Nov 2015, 06:53 
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People only use extra injectors because they're too lazy to port the code over. ReShade is limited to operating on the game's final output and depth buffer supplied instead of what comes before the HUD is rendered (and already has bugs with some things due to that), so the functionality of effect.txt would still be very useful in F4 and DX11. Also, I think ReShade's shaders now are easier to get working as standalone effects, so maybe average people would bother porting them too.
Perhaps it would also be better with a name like 'enbeffectpostpass.fx' to explicitly tell people what it does. I never saw any presets that used both at once, so there's even the chance the authors didn't know.
As an aside, I generally found most presets looked the same (or better) with the SweetFX they came with removed, probably because people only used them for sharpening, crushing black levels, and SMAA.

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PostPosted: 21 Nov 2015, 07:03 
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Joined: 19 Nov 2015, 22:21
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Hi Boris,
Just following up from the problem I was having with FPS dropping to zero when using the mouse in-game. Well I disabled the Logitech Profiler that was running in the background and this fixed my problem. THANK YOU!


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PostPosted: 21 Nov 2015, 07:21 
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Joined: 20 Mar 2015, 01:45
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I remember when Logitech drivers were so damn good, not anymore though. All their shit lags and has stupid bugs.

I use Roccat stuff now.


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PostPosted: 21 Nov 2015, 09:05 
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*sensei*
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Joined: 08 Nov 2013, 20:38
Posts: 252
Location: Greece
ENBSeries
Your dx9 effect.txt worked better and faster than anything sweetfx / reshade made but it's true that we didn't see many stuff for it because unlike sweetfx people will have to write code for it, not something everyone will do. But yeah if it is not too much trouble a dx11 version would be great just so at some point people can write a decent adaptive sharping code for it. Enbeffectpostpass.fx is good name i think. Anyway don't break your head over this, if possible even putting it aside for now might be best.

PS. FPS dynamic shadows - Shadow Boost is working great! Good work to both of you.

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