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Re: [Fallout 4] SMAA 1x for 0.288+

Posted: 12 Jan 2017, 06:19
by kingeric1992
And have you tick the EnablePostPassShader under [EFFECT]?

Image

Re: [FO4/SSE] SMAA 1x for 0.288+

Posted: 12 Jan 2017, 16:15
by MS-DOS
Ok, I was trying to strip ENB off all the things that I didn't need and I kinda overdone it to the point where your SMAA shader would refuse to work.
It wasn't a problem with your shader in the first place, sorry for bothering and thanks for your help. Got it working now.

Re: [FO4/SSE] SMAA 1x for 0.288+

Posted: 16 Jan 2017, 22:17
by TreyM
kingeric1992, how would one go about implementing this into the tail end of enbeffect.fx instead of enbeffectpostpass.fx?

Re: [FO4/SSE] SMAA 1x for 0.288+

Posted: 17 Jan 2017, 09:08
by kingeric1992
You can't, it requires multi pass/technique on the shader file.

Re: [FO4/SSE] SMAA 1x for 0.288+

Posted: 17 Jan 2017, 17:38
by TreyM
Dang, that's too bad. Would the same go for FXAA then?

Re: [FO4/SSE] SMAA 1x for 0.288+

Posted: 17 Jan 2017, 21:19
by kingeric1992
Not impossible, but also not a good idea wasting performance just to have it integrate into enbeffect.fx.

Re: [FO4/SSE] SMAA 1x for 0.288+

Posted: 19 Jan 2017, 20:20
by TreyM
Yeah my use case is a special one, since like PRC/PRT, my ENB (CFL)has a metric crap-ton of techniques running, and I'm just trying to save room in the postpass section. Well, if you ever feel like porting FXAA over to enbeffect, that'd be awesome, but it's no big deal if you don't feel like it's worthwhile.

BTW, I'm still wanting to do that podcast if you're still onboard. Just have to get some stuff settled IRL first.

Re: [FO4/SSE] SMAA 1x for 0.288+

Posted: 22 Jan 2017, 18:53
by kingeric1992
Or you could inject it through reshade or any other smaa injector.

Re: [FO4/SSE] SMAA 1x for 0.288+

Posted: 22 Jan 2017, 21:01
by TreyM
Sure, but I would prefer to do anti aliasing before the rest of my post processing is done. Otherwise, I am smearing the image by antialiasing a "film grain" image. I mean, it's not a big deal to apply it after, but it's easier to just use the ingame FXAA instead of injecting after ENB. Do you know if SSE/FO4 FXAA applies before or after enbeffectpostpass?

Re: [FO4/SSE] SMAA 1x for 0.288+

Posted: 22 Mar 2017, 22:15
by PulseR HD
sorry im confused i got this to work by putting all the files in my fallout home directory and deleting enbeffectpostpass.fx and .fx.ini in the enbseries folder.
after reading what each setting does in the enbsmaa.fx i got in game and tried to get it work but i was very subtle and you couldn't notice it unless you stood very close to some thing can i have some guidance
are you supposed to use this with the games build in AA