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NVidia GameWorks - will ENB ever use it? Its Open Source

Posted: 12 Apr 2016, 09:04
by MonarchX
https://developer.nvidia.com/gameworks-source-github


Can or will ENB ever use any of those features now that the source code is available? ENB, AFAIK, no longer officially supports AMD new drivers, which means it works best on NVidia cards.

Re: NVidia GameWorks - will ENB ever use it? Its Open Source

Posted: 12 Apr 2016, 09:05
by icelaglace
It's not open source. Read the EULA.

Re: NVidia GameWorks - will ENB ever use it? Its Open Source

Posted: 12 Apr 2016, 13:15
by ENBSeries
Definetly will not use only one vendor specific things and it's AMD fail that they shit around with their drivers, not mine. And i've seen hbao+ shader code, not interested at all, it's a shame when hardware vendor releasing such non optimized crap. I am not imbecile and can do everything by myself without stealing anything, users just need to request acceptable features which worth making them.

Re: NVidia GameWorks - will ENB ever use it? Its Open Source

Posted: 12 Apr 2016, 13:44
by MonarchX
Hmm... HBAO+ (and recently VXAO) was always more accurate than any SSAO, so you can't expect those AO methods to perform just as fast as SSAO. Now that NVidia provided at least some source information on it, can't NVidia HBAO+ code be used to create HBAO-like effect in ENB?

Some people don't care about how optimized certain graphics features are because they have the hardware to handle it. I do agree GameWorks is highly un-optimized and not part of any game's code. Until recently it was provided with closed-code .DLL libraries, where each feature would reduce performance by some 20%, except for maybe DoF.

Re: NVidia GameWorks - will ENB ever use it? Its Open Source

Posted: 13 Apr 2016, 12:32
by ENBSeries
Okay, if you don't understand... My code is way better and HBAO+ sucks. Requesting implementation of GameWorks or anything else middleware in graphics is just a lame from point of view for programmers. Man, this is not Unity and i am not indie, 3d graphics is very simple when you know it and all new "effects" are just the result of perverted ideas of non standart usage and calculation of something. All marketing staff called TXAA, HBAO, SSAO, MLAA/FXAA where invented much earlier than you know them and any serious developer implement fancy known effects just to foolish users with the known names or to save time when not competent enough to make own effect (or can't make any better). Why don't you ask to implement Yebis middleware? It looks so cool and shiny, especially name of it sounds great in russian :lol:

Explanation: Yebis - sounds exactly as "fuc*" in english

Re: NVidia GameWorks - will ENB ever use it? Its Open Source

Posted: 13 Apr 2016, 13:24
by kingeric1992
MonarchX wrote:Hmm... HBAO+ (and recently VXAO) was always more accurate than any SSAO
Approximation of a approximation have more accuracy then approximation...really...

About DOF, gamework is using dispersion based and FFT based algorithm, both of them were out for years.

They've been promoted lately just to stress out consumer hardwares so that ppl can buy new cards.

Re: NVidia GameWorks - will ENB ever use it? Its Open Source

Posted: 16 Apr 2016, 11:36
by Marty McFly
Just because Boris calls his AO only "SSAO" doesn't mean it's the same as the "SSAO" found in various games. From the quality and performance it is way, WAY better than any other AO, plus it can make IL, something HBAO+ lacks. And HBAO+ isn't that good, even I managed to write something at least equal (and way faster on high sampling ranges). I ported it to ReShade to see how it performs but I really expected something bettery it's just a very average AO. And no, that's not because of a faulty port, I did it correctly, it looks just like on the promo screenshors.

Re: NVidia GameWorks - will ENB ever use it? Its Open Source

Posted: 22 Apr 2016, 12:12
by MonarchX
I don't remember the exact thread, but it was ENB-related Skyrim thread, where Boris himself said that HBAO+ was superior, but too heavy on PC. SSAO is fine too, but it always adds too much. Its like every single corner with SSAO must have a really dark shade/shadow in it, even if there's a light source directly pointing at it. I haven't tested that many games with ENB, but the games with ENB presets that allow IL (Indirect Lighting) looked identical with it ON and OFF and High Precision also made no difference. ENB SSAO is fast and superior to any in-game SSAO. Anyway, this topic is closed. ENB is its own thing and that's for the best!

Re: NVidia GameWorks - will ENB ever use it? Its Open Source

Posted: 22 Apr 2016, 12:31
by ENBSeries
hbao+ was superior because i've never seen it's code and just had idea based on tech papers. But reality is different.

Re: NVidia GameWorks - will ENB ever use it? Its Open Source

Posted: 23 Apr 2016, 22:32
by MonarchX
The code may be bad in your opinion, but the effect is more realistic and accurate. That's why I was hoping you could learn something from it to improve ENB SSAO realism and accuracy.