[REQ] ENB for Dishonored

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Cabrera

Re: [REQ] ENB for Dishonored

Tried my hand at one too, just wanted to clear the bleach while leaving the colours as untouched as possible.

Image Image
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http://imgur.com/a/WyxIT

Code: Select all

[PROXY]
EnableProxyLibrary=1
InitProxyFunctions=1
ProxyLibrary=

[GLOBAL]
UseEffect=1
AlternativeDepth=1
AllowAntialias=1
BugFixMode=0
SkipShaderOptimization=0
QuadVertexBuffer=1
EnableShaders_3_0=1
AdditionalConfigFile=enbseries2.ini
UseMRTRendering=0

[EFFECT]
EnableBloom=1
EnableOcclusion=0
EnableReflection=0
EnableMotionBlur=0
EnableWater=0
EnableShadow=0
DepthBias=0
EnableDepthOfField=0

[INPUT]
KeyUseEffect=123
KeyBloom=120
KeyOcclusion=121
KeyReflection=122
KeyCombination=17
KeyShadow=119
KeyWater=118
KeyScreenshot=80
KeyShowFPS=79

[BLOOM]
BloomPowerDay=20     //(0..100) intencity of bloom at day time, dependent from screen brightness.
BloomFadeTime=800       //(0..100000) time of bloom adaptation to screen brightness change, in milliseconds.
BloomConstantDay=1       //(0..100) power of bloom at day time, independent from adaptation time between screen brightness change.
BloomQuality=0          //(0..2) bloom effect quality, 0 means maximal quality. Starting from version 0.074 speed is not much depends from this parameter, so set 0 all the time.
BloomScreenLevelDay=60    //(0..100) level of screen brightness in percents, that determined as day time.
BloomCurveDay=2     //(-10..10) gamma correction of bloom at day time. negative values increases halftone brightness (smoggy look), positive values decrease halftones brightness (contrast, intensive image).
BloomPowerNight=25       //(0..100) power of bloom at night time, dependent from screen brightness.
BloomConstantNight=0.5     //(0..100) power of bloom at night time, independent from adaptation time between screen brightness change.
BloomCurveNight=3      //(-10..10) gamma correction of bloom at night time. negative values increases halftone brightness (smoggy look), positive values decrease halftones brightness (contrast, intensive image).
BloomScreenLevelNight=10     //(0..100) level of screen brightness in percents, that determined as night time.
BloomAdaptationScreenLevel=85    //(0..100) level of screen brightness in percents, over which bloom deactivating. It's desirable that this parameter will be greater than BloomScreenLevelDay.
BloomAdaptationMultiplier=60    //(0..100) percent of day time bloom brightness, that will be used when screen brightness will be greater than BloomAdaptationScreenLevel. Value 100 disable adaptation
BloomAllowOversaturation=0    //(0,1) if 0, bloom softly applied to screen and bright areas not become too oversaturated.
BloomMaxLimit=50    //1..100) limitation of bloom brightness. Value 100 disable limitation.


[COLORCORRECTION]
DarkeningAmountDay=100
ScreenLevelDay=60
ScreenLevelNight=15
DarkeningAmountNight=-8
GammaCurveDay=1.55
GammaCurveNight=2.65
ColorSaturationDay=-2
ColorSaturationNight=-1
UsePaletteTexture=0


[ENGINE]
ForceAnisotropicFiltering=0
MaxAnisotropy=16
ForceDisplayRefreshRate=0
DisplayRefreshRateHz=60
[PLUGIN]
WeatherMod=0

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Posts: 50
Joined: 24 May 2012, 22:24
Location: Belgrade, Serbia

Re: [REQ] ENB for Dishonored

^ My thoughts exactly - try to minimise that washed out look of the dark tones without lossing any details in the color spectrum. But this luma sharpen really pleases me, I'm going overboard with it, maybe it's worth implemeting in some future enb versions.
Anyway Selib, here are the settings (for sweetfx 1.2)

Code: Select all

   /*-----------------------------------------------------------.   
  /                      Choose effects                         /
  '-----------------------------------------------------------*/

// Set to 1 for ON or 0 for OFF
#define USE_SMAA_ANTIALIASING 1
#define USE_LUMASHARPEN 1 //Also sharpens the antialiased edges which makes them less smooth - I'm working on fixing that.
#define USE_BLOOM 0       // Bloom makes bright lights bleed their light into their surroundings (relatively high performance cost)
#define USE_HDR 1         // Not actual HDR - It just tries to mimic an HDR look (relatively high performance cost)
#define USE_TECHNICOLOR 0
#define USE_TONEMAP 0
#define USE_VIBRANCE 1   //Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
#define USE_SEPIA 0
#define USE_VIGNETTE 0    //Darkens the edges of the image to make it more look like it was shot with a camera lens. May cause banding artifacts.
#define USE_DITHER 1      //Applies dithering to simulate more colors than your monitor can display. This lessens banding artifacts.


[size=50]   /*-----------------------------------------------------------.   
  /                  SMAA Anti-aliasing settings                /
  '-----------------------------------------------------------*/

#define SMAA_THRESHOLD 0.08           // (0.08-0.20) Edge detection threshold
#define SMAA_MAX_SEARCH_STEPS 60      // [0-98] Determines the radius SMAA will search for aliased edges
#define SMAA_MAX_SEARCH_STEPS_DIAG 16  // [0-16] Determines the radius SMAA will search for diagonal aliased edges
#define SMAA_CORNER_ROUNDING 25       // [0-100] Determines the percent of antialiasing to apply to corners.

// -- Advanced SMAA settings --
#define COLOR_EDGE_DETECTION 1        // 1 Enables color edge detection (slower but more acurate) - 0 uses luma edge detection (faster)
#define SMAA_DIRECTX9_LINEAR_BLEND 0  // Using DX9 HARDWARE? (software version doesn't matter) if so this needs to be 1 - If not, leave it at 0.


   /*-----------------------------------------------------------.   
  /                       LumaSharpen settings                  /
  '-----------------------------------------------------------*/
// -- Sharpening --
#define sharp_strength 10.0 // (0.2-2.0)Strength of the sharpening
#define sharp_clamp 0.05  // [0.0-1.0]Limits maximum amount of sharpening a pixel recieves - Default is 0.050

// -- Advanced sharpening settings --
#define pattern 1          // Choose a sample pattern [ 1, 2, 3 or 4 ] - I suggest 2
#define offset_bias 1.1    // [0.0-6.0](1.0) Offset bias adjusts the radius of the sampling pattern.
                           // I designed the pattern for offset_bias 1.0, but feel free to experiment.
                           
// -- Debug settings --
#define splitscreen 0      // Enables the before-and-after splitscreen comparison mode. Left side is before.
#define show_sharpen 0     // Visualize the strength of the sharpen (multiplied by 4 to see it better)


   /*-----------------------------------------------------------.   
  /                       Bloom settings                        /
  '-----------------------------------------------------------*/
#define BloomThreshold 20.0
#define BloomPower 3.00
#define BloomWidth 1.0

   /*-----------------------------------------------------------.   
  /                        HDR settings                         /
  '-----------------------------------------------------------*/
#define HDRPower 1.22  //Strangely lowering this makes the image brighter
#define radius2 0.80   //Raising this seems to make the effect stronger and also brighter


   /*-----------------------------------------------------------.   
  /                      TECHNICOLOR settings                   /
  '-----------------------------------------------------------*/
#define TechniAmount .2
#define TechniPower 2.8
#define redNegativeAmount 0.88
#define greenNegativeAmount 0.88
#define blueNegativeAmount 0.88


   /*-----------------------------------------------------------.   
  /                        Tonemap settings                     /
  '-----------------------------------------------------------*/
#define Gamma 1.0
#define Exposure -0.5
#define Saturation .05
#define Bleach 0
#define Defog 0.01
#define FogColor float4(2.55, 2.55, 0, 0)


   /*-----------------------------------------------------------.   
  /                       Vibrance settings                     /
  '-----------------------------------------------------------*/
#define Vibrance 0.05  //Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.


   /*-----------------------------------------------------------.   
  /                         Sepia settings                      /
  '-----------------------------------------------------------*/
#define ColorTone float3(1.12, 0.66, 0.20)
#define SepiaPower 0.25
#define GreyPower 0.15


   /*-----------------------------------------------------------.   
  /                       Vignette settings                     /
  '-----------------------------------------------------------*/
#define VignetteRadius 2.0  // lower values = stronger radial effect from center
#define VignetteAmount -2  // Strength of black. -2.00 = Max Black, 1.00 = Max White.
#define VignetteSlope 2.0      // How far away from the center the change should start to really grow strong (odd numbers cause a larger fps drop than even numbers)
#define VignetteCenter float2(0.500, 0.500) // Center of screen for effect.


   /*-----------------------------------------------------------.   
  /                        Dither settings                      /
  '-----------------------------------------------------------*/
//No settings yet, beyond switching it on or off in the top section.



//Note that checkerboard pattern used by Dither, makes an image harder to compress.
//This can make your screenshots and videos take up more space.


/////////////////////////////////////////////////////////////////
///////////////////////// Work in Progress //////////////////////
/////////////////////////////////////////////////////////////////

   /*-----------------------------------------------------------.
  /                      Cineon DPX settings                    /
  '-----------------------------------------------------------*/
//I have yet to find good default settings for this .. maybe you can?
float Red = 8.0;   //[1.0 - 15.0]
float Green = 8.0; //[1.0 - 15.0]
float Blue = 8.0;  //[1.0 - 15.0]

float ColorGamma = 2.5f;    //[0.1 - 2.5]
float DPXSaturation = 2.0f; //[0.0 - 8.0]

float RedC = 0.4f;     //[0.6 - 0.2]
float GreenC  = 0.36f; //[0.6 - 0.2]
float BlueC = 0.35f;   //[0.6 - 0.2]

float Blend = 0.7f; //[1.0 - 0.0] How strong the effect should be
[/size]
With this high sharpening you need to force AA through nvidia inspector for nvidia cards (no idea how it works for ati), or just lower sharpening :mrgreen:
I'm using 4x multisampling and for transparency 4x sparse grid supersampling
and ingame gamma:
Image

last one from me, sry for plaguing the forum with other injectors

Image

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Posts: 205
Joined: 27 Jan 2012, 21:46

Re: [REQ] ENB for Dishonored

To be honest, I've never really seen any sort of ENB successfully applied to a UE3 game that made a big difference. Dishonored responds quite well to other injectors though.
nattydread wrote:I don't think you should invest time in a special enb version for Dishonored Boris. The game's visuals are pretty tight and I don't think enb can improve it much except maybe some AO. All of the games shadows (minus characters) are pre baked so not much can be done about that. I'm using SweetFX (sharpening, smaa, fake hdr) along side forced AA through Inspector and here's the result (click on img for full res):
Looks like my settings :P Though I think you might be a little confused, as I'm pretty sure the SweetFX max on LumaSharpen is 2.0. Increasing it beyond 2 should do nothing. A setting of 10 (were that possible) would probably look like that black and white static you get on old TVs :P

Anyways, my sweetFX settings are just about enough to satisfy me until version 1.3 is released (with s-curves shader for ajdusting contrast.... zomg)

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Posts: 3135
Joined: 27 Jan 2012, 13:42

Re: [REQ] ENB for Dishonored

jim2point0
Looks damn good to me - a really nice colour depth without looking overly saturated. While I appreciate the quirky aesthetics of Dishonored, I always thought the vanilla visuals looked pretty washed-out and, to be honest, downright boring, but your settings complement the visual style very nicely.

Good to see you still around, by the way.

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Joined: 12 Oct 2012, 22:11

Re: [REQ] ENB for Dishonored

jim2point0 wrote:To be honest, I've never really seen any sort of ENB successfully applied to a UE3 game that made a big difference. Dishonored responds quite well to other injectors though.
nattydread wrote:I don't think you should invest time in a special enb version for Dishonored Boris. The game's visuals are pretty tight and I don't think enb can improve it much except maybe some AO. All of the games shadows (minus characters) are pre baked so not much can be done about that. I'm using SweetFX (sharpening, smaa, fake hdr) along side forced AA through Inspector and here's the result (click on img for full res):
Looks like my settings :P Though I think you might be a little confused, as I'm pretty sure the SweetFX max on LumaSharpen is 2.0. Increasing it beyond 2 should do nothing. A setting of 10 (were that possible) would probably look like that black and white static you get on old TVs :P

Anyways, my sweetFX settings are just about enough to satisfy me until version 1.3 is released (with s-curves shader for ajdusting contrast.... zomg)

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VERY nice , but one question.

how the hell did you get hold of the first screenshot ?

to my knowledge there is no way to get into the prison of that man.

no-clip maybe ?

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Re: [REQ] ENB for Dishonored

jim2point0
would you mind sharing your settings?

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Posts: 205
Joined: 27 Jan 2012, 21:46

Re: [REQ] ENB for Dishonored

CHANCE wrote: VERY nice , but one question.
how the hell did you get hold of the first screenshot ?
to my knowledge there is no way to get into the prison of that man.
no-clip maybe ?
Haha. Yes, I hacked in my own no-clip\flying mode with cheat engine. It's not easy. Nice thing is... after learning cheat engine, I've been able to apply this sort of thing to every first person game I've tried. So far... Borderlands 2, Crysis 2, Battlefield 3 and Dishonored. For Dishonored, I've been able to get some rather unique screenshots.

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sheekoo wrote:jim2point0
would you mind sharing your settings?
After I play around with them a little bit more tonight, I will. They aren't too different from the ones posted here already. But I don't use vibrance at all. SMAA, LumaSharpen, Bloom, HDR, and a slight vignette.

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Joined: 24 May 2012, 22:24
Location: Belgrade, Serbia

Re: [REQ] ENB for Dishonored

@jim2point0
Yeah man, I did start with your first setup and Kakkoii's inspector tips although I did change them quite a bit (what's the copyright minimum :mrgreen: )
Lumasharpen does work over 2.0, I checked it y-day as I was about to post but it's contained due to the low sharp_clamp. Seems 10.0 is max.
Sick shots by the way :shock:

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Re: [REQ] ENB for Dishonored

jim2point0 wrote:
After I play around with them a little bit more tonight, I will. They aren't too different from the ones posted here already. But I don't use vibrance at all. SMAA, LumaSharpen, Bloom, HDR, and a slight vignette.

I tried to modify it myself, and couldn't get anywhere near your settings lol

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Joined: 27 Jan 2012, 21:46

Re: [REQ] ENB for Dishonored

Hacked in Time Stop. Makes for easy screenshotting. I love it!

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Current SweetFX settings here. Nothing too crazy.
Last edited by jim2point0 on 19 Oct 2012, 13:36, edited 1 time in total.
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