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 Post subject: SSE enb binary 341 issue
PostPosted: 05 May 2018, 00:50 
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Joined: 05 May 2018, 00:24
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Hi,
There was a visible banding in game after installing your latest sse enb binary 341 and after a bit of investigation I've noticed that you removed the saturate call in your code for high dynamic range and hasn't changed anything where the game expects low dynamic range... that is why this banding is created in lightning objects like windows, Skystars etc.. while flare lens is enabled on Skyrimpref.ini which is the default setting bIBLFEnable=1 and unfortunately had to disable it to remove this issue.
Thanks.


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Tomoko
PostPosted: 05 May 2018, 08:15 
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Nope, game do not expect ldr to avoid banding. It occurs because of low precision render target format is used and to fix it you must enable dithering in enblocal.ini. I dont know why, but in oculus at least levels of black are abnormally high, 0 compared to 1/255 have very visible difference which you can see even in first menu "press any button", so it's not mod problem.

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PostPosted: 05 May 2018, 10:52 
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ENBSeries wrote:
Nope, game do not expect ldr to avoid banding. It occurs because of low precision render target format is used and to fix it you must enable dithering in enblocal.ini. I dont know why, but in oculus at least levels of black are abnormally high, 0 compared to 1/255 have very visible difference which you can see even in first menu "press any button", so it's not mod problem.

I've enabled dithering and it is the same thing... The banding still appears... However, Since the game doesn't expect ldr... don't you think removing the ldr limitation might trigger this on most monitors?
I've tried different color output formations and it is still the same.


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PostPosted: 05 May 2018, 11:50 
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Removing ldr limit do not have any impact on banding. It only make that damn lens flare look brighter, that's all. And i will never bother with some shitty lensflare by staying in ldr range, everything have their values. Game by default use 32 bit hdr format, same as Fallout 4. For me with well calibrated display and normal level of brightness/contrast there is no banding with default setting of my official files. In VR version i do see very heavy banding and it seems because of low quality of display there, contrast is not enough, so black levels are very contrasted. 32 bit hdr format use 10,11,10 bits for rgb channels, it is very low and in fact, with properly made hdr presets the range of values is higher, so banding will be less visible when with ldr. If you turn on 64 bit render target, then 15 bit color is used (1 bit for negative) and even that format produce banding in ldr mode, which is very much visible in old Skyrim on the sky if mod not activated. Ldr games must use usual ldr formats for best quality, not pretend like B*da do. Mod inside use 64 bit formats for hdr and 10 bit ldr to have quality without limitation.
Now i released an update where you can tweak lens flare intensity to the amount which look closer to original non hdr, but nothing change about banding, it is still the same.

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