TES Skyrim
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- *blah-blah-blah maniac*
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Re: TES Skyrim
i guess with pre sharpening you mean right on ENB initialization before the tonemapping takes place and before effect.txt but after the Driver and Engine ?Oyama wrote:Massive spam, sorry. I'm done with my new pre-sharpening method.
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Re: TES Skyrim
CruNcher
Yes, right in prepass.fx, like Matso did with another method.
Aiyen
We can compensate via a pre-rgb filter I think. I already tested it, but it was a quick brute-force method, so hard to balance right.
Yes, right in prepass.fx, like Matso did with another method.
Aiyen
We can compensate via a pre-rgb filter I think. I already tested it, but it was a quick brute-force method, so hard to balance right.
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- *sensei*
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Re: TES Skyrim
Oyama: I did not try in the prepass.fx, but still before my tonemapping, which seems to be the main issue. I have been contemplating trying to add in a contrast curve specially made for the given sharpening method, but kinda think that it would limit the amount of tweakablity of the sharpening, since it would need to be tailor made. But more testing needs to be done! We can take this technical mumbo jumbo to a pm if you wish so we can get more pretty pictures in here instead!
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Re: TES Skyrim
The Grim and Somber ENB by wolfgrimdark! Thanks for this great and photogenic ENB
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Re: TES Skyrim
We'll do, or we'll bore everyone here to death !
I'll come to you in some days and send you the actual versions of my codes.
Pre-sharpening... all depends on your method. If it's color substract via pixel/texel size, better placing in prepass, still. You can even do pre-colour correction in DoF shaders/passes.
I never tried any sharpen method in enbeffect.fx.
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Re: TES Skyrim
hmm i wonder it should be slower right do you have a result and speed loss (frame rendertime) compare compared to the same sharpening applied at the end of the render chain via effect.txt ?
And wouldn't it be more efficient to use a negative lod bias ?
And wouldn't it be more efficient to use a negative lod bias ?
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85% of graphics research is about who can finally make Sponza look good.
Jasper Bekkers EA/DICE
Perfection is the greatest enemy of photorealism.
Jorge Jimenez Activision Blizzard
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Re: TES Skyrim
CruNcher
Nope, the performance is better than with post-sharpening
Actually, I'm stacking 4 different methods to have my results, 1 pre and 3 postsmethods, aiming at different ranges, etc...
Post-Sharpen is more costly.
Neg LOD bias is not an actual 'sharpening' method, I use it to "dry" the image, not sharpening it.
Its main goal is rather to counterbalance OGSSAA blurring if using some.
But Skyrim isn't OGSSAA compatible, and ENB isn't too.
Nope, the performance is better than with post-sharpening
Actually, I'm stacking 4 different methods to have my results, 1 pre and 3 postsmethods, aiming at different ranges, etc...
Post-Sharpen is more costly.
Neg LOD bias is not an actual 'sharpening' method, I use it to "dry" the image, not sharpening it.
Its main goal is rather to counterbalance OGSSAA blurring if using some.
But Skyrim isn't OGSSAA compatible, and ENB isn't too.
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Lian Li PC011 Dynamic, Corsair AX 1500i PSU, i9 10850K @5.0 Ghz, Aorus Z490 Ultra, RTX3090 MSI Gaming X Trio, 32GB Corsair Vengeance Pro RGB RAM@3600, Corsair MP600 1TB NVME System Drive, 10 TB Storage, W10 Pro 64, Custom Hard Tubing Watercooling Loop
Lian Li PC011 Dynamic, Corsair AX 1500i PSU, i9 10850K @5.0 Ghz, Aorus Z490 Ultra, RTX3090 MSI Gaming X Trio, 32GB Corsair Vengeance Pro RGB RAM@3600, Corsair MP600 1TB NVME System Drive, 10 TB Storage, W10 Pro 64, Custom Hard Tubing Watercooling Loop