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PostPosted: 28 Nov 2013, 20:57 
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*blah-blah-blah maniac*
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Great work, though this ENB shows the same strange shaders behaviour like 0.158, the modified image seems to be mixed with the original one so both are visible at the same time like here, I applied a lens distord shader which should give a fish-eye look:

Image

Both images, distorted and non-distorted are visible.
Same effect with DOF, I used my Master Effect DOF:

DOF on
Image
DOf off
Image

DOF is barely visible.
Shaders like Bloom and Lenz FX work.


------

Or here, this screen shows it really good, lens distord + strong DOF, one image is like original, the other distorted and blurred like it should be, best visible on the trees the top of the screen:

Image


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Tomoko
PostPosted: 28 Nov 2013, 21:30 
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Как поклонник енб, не могу не попробовать настроить графику, качаю сашку.

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PostPosted: 28 Nov 2013, 22:02 
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jackusCTB
Lens reflections working for everything, brighter object - more noticable.

buny
Fps can't change radically, it's only post processing and nothing else.
From your screenshots i don't understand anything, what should i look for? Is it MTA or SAMP?

Marty McFly
One guy in PM said that MTA use vendor hack for depth, so i think better to avoid this multiplayer.
I don't have that bug from your screenshots in 0.158 and in current version, so it's unfixable from my side.
Dof related problems are completely issues of the shaders and it's not my business, most existing dof shaders are wrong, their blurring range depends from intensity of screen.

Portal2x2
Еще ничего нет, шейдеры только на пост обработку чистые.

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PostPosted: 28 Nov 2013, 22:39 
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Marty McFly
Have an idea, may be that ghosting artifact appear at certain weather or time of the day?

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PostPosted: 29 Nov 2013, 01:24 
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Joined: 28 Nov 2013, 16:37
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is the mta

not if you look closely at the first caps there as a few lines, that did not happen before but only occurs in that server I think

http://s801.photobucket.com/user/Buny-/ ... a.jpg.html
http://s801.photobucket.com/user/Buny-/ ... 6.jpg.html
http://s801.photobucket.com/user/Buny-/ ... 5.jpg.html

and other unusual thing I saw was that sometimes the letter looked like this chat

http://s801.photobucket.com/user/Buny-/ ... 4.jpg.html

sorry It was a mistake


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PostPosted: 29 Nov 2013, 03:56 
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Вылетает после запуска. Скорее всего связано с win 8. Висит в процессах после выхода, приходится закрывать и настройки сбрасываются :evil:

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PostPosted: 29 Nov 2013, 05:33 
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ENBSeries wrote:
Marty McFly
Have an idea, may be that ghosting artifact appear at certain weather or time of the day?


I don't think so, though I'm not sure about weather, had to test this. I know that I have weather and time of day problems with older ENB's, 0.076 disables SSAO for me at 6 am.

Btw this here appears only in these GTA SA ENBs with new file standard with these float4 temp variables, 0.076 uses old standard but multipass and I don't have this issue. The neew GTA IV or Skyrim ENBs don't have this problem for me, only 0.158 and now 0.238.

Also I'm not alone with this, 0.158 was mostly ignored by the community because everyone had this problem. It's no shader problem because every shader which does anything with the screen has this problem. When I write a simple shader that makes nothing but shifting the image to the left by subtracting a value from texcoord.x, it also appears, I have no idea what this shader could do wrong. If you can't fix that, I won't be able to use this ENB :(


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PostPosted: 29 Nov 2013, 11:58 
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Whatever i do in any place at any time of the day - can't see ghosting bug even if forcing framerate limiter. To summarize this with never reported same issue in 0.158 version and incompatibility with MTA, i don't see any reason to continue working on GTASA version.

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PostPosted: 29 Nov 2013, 13:11 
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0.158 wasn't SAMP compatible so we could use it only on Singleplayer where 0.076 did the same job so 0.158 was basically a buggy 0.076 for is with no advantages.

Btw ignore MTA, there are not many people who are interested, more and more servers block d3d9 mods.

2 Ideas: prerendered frames issue? The old Screen-Space Motion BLur flickers for me, you wrote a while ago it was prerendered frames issue. Problem with filtering out HUD? The change from 0.076 to 0.158 was only new file standard and HUD filtering. Since the new file standard works for every other ENB with no problems, it can only be the HUD filtering, this sets 0.238 and 0.158 apart from the whole rest.


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PostPosted: 29 Nov 2013, 13:49 
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The code is the same and game is the same too, so hud filter must work for everyone. If it's not, i can't fix unless will see myself.

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