Unfortunate you might not be able to fix the bug with AMD cards but is there anything us AMD users can do to help?
Also wondering what the FixGameBugs perimeter actually does in New Vegas?
Fallout 3 / New Vegas 0.249
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- *master*
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Re: Fallout 3 / New Vegas 0.249
edit : nvm I used my elite programming skillz
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- *blah-blah-blah maniac*
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Re: Fallout 3 / New Vegas 0.249
tapioks
From what i see in interiors, that antialiasing artifacts are not fixable, because bright lines are other sides of objects. Models are not connected, instead placed near to each other. For example wall can be created from several boxes placed near each other. No per pixel self shadowing from lights means that back side of such objects is brighter.
From what i see in interiors, that antialiasing artifacts are not fixable, because bright lines are other sides of objects. Models are not connected, instead placed near to each other. For example wall can be created from several boxes placed near each other. No per pixel self shadowing from lights means that back side of such objects is brighter.
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Re: Fallout 3 / New Vegas 0.249
@Boris,
Hmm, I see... I guess there is now way to force the artifacts to be 'dark' instead? Or they will always be the color of the other side of the object?
Hmm, I see... I guess there is now way to force the artifacts to be 'dark' instead? Or they will always be the color of the other side of the object?
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Re: Fallout 3 / New Vegas 0.249
They are not artifacts actually, object is moved a little in screen space, that's why it visible from another side of it. I don't know how to fix this at low cost (high cost will be slower than supersampling).
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Re: Fallout 3 / New Vegas 0.249
I am playing Fallout 3 at the moment, been using your 0246 wrapper and just updated to 0249.
I noticed that I can not get Image Space modifiers to work when I got UseEffect=true
Such things as "Fade to black", drug fx and night vision goggles does not work.
Am I missing something? The overlays are a big part of the special effects of the game so I hope I don't have to turn off UseEffect to get that working
Cheerio!
I noticed that I can not get Image Space modifiers to work when I got UseEffect=true
Such things as "Fade to black", drug fx and night vision goggles does not work.
Am I missing something? The overlays are a big part of the special effects of the game so I hope I don't have to turn off UseEffect to get that working
Cheerio!
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Re: Fallout 3 / New Vegas 0.249
They do not work, because post processing replaced and they are computed in same shader. So you need to decide, original post processing with that modifiers or from enbseries.
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Re: Fallout 3 / New Vegas 0.249
Dang! Well this will take some thinking...
Thanks for the very prompt answer - best support ever!
Work around by adding this to the section at the end of EnbEffect.fx file
It is the same code BlackOut and Old world uses
Thanks for the very prompt answer - best support ever!
Work around by adding this to the section at the end of EnbEffect.fx file
Code: Select all
//original shader of post processing
#ifndef ENB_FLIPTECHNIQUE
technique Shader_ORIGINALPOSTPROCESS
#else
technique Shader_C1DAE3F7
#endif
{
pass p0
{
//VertexShader = compile vs_3_0 VS_Quad();
VertexShader=
asm
{
// Parameters:
// float4 geometryOffset;
// float4 texOffset0;
// float4 texOffset1;
// Registers:
// Name Reg Size
// -------------- ----- ----
// geometryOffset c0 1
// texOffset0 c1 1
// texOffset1 c2 1
//
vs_1_1
def c3, 2, -2, 0, 0
dcl_position v0
dcl_texcoord v1
mov r0.xy, c0
mad oPos.xy, r0, -c3, v0
add oT0.xy, v1, c1
add oT1.xy, v1, c2
mov oPos.zw, v0
};
PixelShader=
asm
{
// Parameters:
// float3 BlurScale;
// float4 Cinematic;
// sampler2D DestBlend;
// float4 Fade;
// float4 HDRParam;
// sampler2D Src0;
// float4 Tint;
// Registers:
// Name Reg Size
// ------------ ----- ----
// HDRParam c1 1
// BlurScale c2 1
// Cinematic c19 1
// Tint c20 1
// Fade c22 1
// Src0 s0 1
// DestBlend s1 1
//
ps_2_x
def c0, 0.5, 0, 0, 0
def c3, 0.298999995, 0.587000012, 0.114, 0
dcl t0.xy
dcl t1.xy
dcl_2d s0
dcl_2d s1
texld r0, t1, s1
texld r1, t0, s0
max r0.w, r1.w, c1.x
rcp r0.w, r0.w
mul r1.w, r0.w, c0.x
mul r0.w, r0.w, c1.x
mul r1.xyz, r1, r1.w
max r2.xyz, r1, c0.y
mad r0.xyz, r0.w, r0, r2
dp3 r0.w, r0, c3
lrp r1.xyz, c19.x, r0, r0.w
mad r0.xyz, r0.w, c20, -r1
mad r0.xyz, c20.w, r0, r1
mad r0.xyz, c19.w, r0, -c19.y
mad r0.xyz, c19.z, r0, c19.y
lrp r1.xyz, c22.w, c22, r0
mov r1.w, c2.z
mov oC0, r1
};
ColorWriteEnable=ALPHA|RED|GREEN|BLUE;
ZEnable=FALSE;
ZWriteEnable=FALSE;
CullMode=NONE;
AlphaTestEnable=FALSE;
AlphaBlendEnable=FALSE;
SRGBWRITEENABLE=FALSE;
}
}
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- *master*
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Re: Fallout 3 / New Vegas 0.249
Wow I just noticed highlights & shadows saturation. It's so powerful used together!
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Re: Fallout 3 / New Vegas 0.249
Any updates in brewing Boris? I'm into it recently. :mrgreen: