Fallout 3 / New Vegas 0.249

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Joined: 29 Jan 2014, 14:13

Re: Fallout 3 / New Vegas 0.249

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?

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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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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.
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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?
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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!

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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

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;
    }
}

It is the same code BlackOut and Old world uses :)

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*master*
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Joined: 30 Dec 2012, 21:36

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:
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