Fallout 4: God rays have wrong point of origin

fixing bugs
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Fallout 4: God rays have wrong point of origin

This is not an error caused by the ENB, I'm posting here to see if by chance Boris would know how to fix this using the ENB or some other forum user knows how to fix.

The problem is that the "point of origin" of godrays is not the sun, it becomes more evident if the flare effect is on (creating "two suns", one discreet that is the source of godrays and the other being the "true" sun that the flare highlights). And stranger still, with the passage of time its become clear that the point of origin of godrays is fixed in the sky when it should follow the sun, for example godrays never appear from the noon position or sunrise position (coming out of the horizon). For comparison notice that in Skyrim the ENB does this correctly, godrays always originate from the point where the sun is at the moment. I initially thought it was a bug caused by SLI or even by the ENB, but the vanilla game shows this same problem with SLI and the ENB off.


Anyone else noticed the same thing?

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Re: Fallout 4: God rays have wrong point of origin

Rays computed from shadows and same mistake as in Skyrim, how Bethesda did shadows. Fix is possible, but i don't think anybody need it, performance and quality both will be worse.
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Re: Fallout 4: God rays have wrong point of origin

ENBSeries wrote:Rays computed from shadows and same mistake as in Skyrim, how Bethesda did shadows. Fix is possible, but i don't think anybody need it, performance and quality both will be worse.
Well... At least for me the godrays effect from Skyrim (as example) is good enough and more important, is correct. It would be possible to have the godrays of Skyrim on Fallout 4? Or some way of correcting the point of origin of the default godrays effect of fallout 4?

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Re: Fallout 4: God rays have wrong point of origin

They are different. Rays in F4 are similar to underwater volumetric rays of the mod for Skyrim. I refused to implement such rays in Skyrim because of the issue you talking about. If Bethesda did shadows moving discrete, it means computation time of shadow casters is huge even for Skyrim, Fallout 4 is much worse in cities. Low angles of sun to horizon is almost impossible to draw at all in F4, amount of objects drawed to shadow will be huge. And synced shadows movement to sun direction means very annoying aliasing artifacts, which users don't like from comments of ShadowBoost. Because of negativity from users i don't want to do anything in that direction, game issues will be projected on me, no thanks.
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Re: Fallout 4: God rays have wrong point of origin

Hum... I think I understand it, thanks for the explanation. But if I understand correctly then the solution for my case would be completely disable the Fallout4 godrays and then enable godrays generated by the ENB with the same technique used in Skyrim (you call them "sun rays" in Skyrim I think), it would be possible? I ask because in Skyrim I always used the effects "volumetric rays" and "sun rays" (procedural sun would be nice too, the F4 vanilla is shit) and never had performance problems, with the bonus of always have been better than the godrays effect of Fallout 4

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Re: Fallout 4: God rays have wrong point of origin

ENBSeries for Fallout don't have sun rays yet and i not sure if will do them, because game have rays. As i said previously, effects are very different, rays in Skyrim are pseudo 3d computed from 2d and depth, but Fallout 4 rays and underwater rays in Skyrim (rays from clouds too) are fully 3d, you may see them even if sun is from camera back. There is no simple solution to the issue, better to ignore it.
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