Don't remember, but probably 0.103 was the last old from Oblivion.Which binaries used the "old" ssao? 0.119 and lower?
Bronze316
They are always there.I see that SunIntensityNight and SunDesaturationNight are listed in the enbseries.ini
nKo
Only grayed variables (EnableSkyLighting f.e.) require restarting, all others can be changed without exiting the game, just save config by pressing a button and then press "backspace" key (by default in enbseries.ini) to reload config and shaders.Is there a way to change ssao mixing type on the fly by the GUI or do we have to quit and reload skyrim each time ?
Sorry, it's too much to explain and nothing important. I have these data:Can you also explain a bit the behaviour of new ssao mixing type like you did for the others ?
Code: Select all
color;//screen rendered image
texture;//textures only, without lighting or anything
lighting;//restored lighting from all types of lights * lightscolors
ambient;//color of ambient
output=texture*(lighting + ambient);
output=texture*(lighting + ambient*ssao + ssilcolor);
TAA ghosting is too high, i don't have so huge. And why black bars still buggy, don't know also. Are you sure their alpha set to 0 and all other image is 1?
Yes, i don't have per object velocity.TAA still act like motion blur when object are moving in screen space, but not on landscape when the camera is moving. Is it the normal behaviour ?
--JawZ--
Strange, i did fixes to particle lights bug which you described, don't know why it appear again, gonna test it again. The squares when particles are set to non additive mode can't be fixed on my side, because it depends from texture and/or shader, this means that alpha of these particles is 1 for entire quad.