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PostPosted: 27 Jul 2015, 09:58 
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I have been tinkering with an ENB preset in an attempt to get it to play nice with Fallout 3. I've gotten most of the way there now. But there's one problem that it doesn't look like I'm going to be able to solve just by fiddling with existing parameters. It's this:

http://s25.postimg.org/3jvbrbd0d/light_comparison_01.jpg

The lights in the unprocessed image (right) are bright. In fact they bleed a glow that saturates the grate that covers them, and the light on the right reflects brightly off the surface below it. This is all completely missing from the ENB-processed version.

I can get the effect to come back if I tick "UseOriginalPostProcessing", but even if I decide to go that route, the unfortunate fact of the matter is that there's a little-known problem with ENBs when using that option: You get a diagonal tear across the whole screen, from bottom-left to upper-right (and more tears elsewhere that are harder to spot). Very obvious if you cycle between UseEffect=true and UseEffect=false. Visually annoying and an absolute dealbreaker. Doesn't show up when no ENB is being used. Doesn't show up when ENB is on but UseOriginalPostProcessing=false. Inexplicable.

Anyway, hoping somebody knows what I might try to bring back the properly bright light sources.


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PostPosted: 27 Jul 2015, 18:02 
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Such objects are not modified and what you see as brightness difference is just color space compression by tonemapping, because it's natural for hdr. Game do not use hdr data (it's just named as hdr, but in fact it's just prehistoric game, even Skyrim is the same), so there is no way to do what you asking for without modifying properties of certain objects to increase their emissive color a lot. As alternative it's possible to tweak tonemapping parameters and adaptaion, but entire idea of the mod to use full hdr range will be wiped and colors in all other places will be ugly as in vanilla game.

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PostPosted: 27 Jul 2015, 18:45 
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Hmm. Okay, different tack. Let's assume I figure out a way to UseOriginalPostProcessing without the result being unacceptably ugly in different scenarios. What then should I do in order to prevent the aforementioned diagonal tearing bug? As illustrated with these two images:

(Apologies for large images; [spoiler] doesn't work.)

http://s25.postimg.org/aqx0n6nx9/enb_off_no_tear_visible.jpg
http://s25.postimg.org/ka6pgnbfh/enb_on_diagonal_tear_visible.jpg

The top image is raw Fallout3. Bottom is ENB on, UseOriginalPostProcessing=true.


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PostPosted: 27 Jul 2015, 20:46 
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Probably you mean two triangles of quad which somehow not fit to each other on edge. I don't have this on nvidia card with my default shaders, so bug happens because of custom shader file or because of amd videocard (because amd use different floating point calculations, not exactly the same as cpu have). In both cases this is fixable via editing enbeffect.fx shader, post it here.

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PostPosted: 27 Jul 2015, 23:50 
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Interesting. Yeah, I wouldn't have the first clue what to edit in that. Here's the entire enbseries directory, just in case. Edit: Actually here's the entire preset with my current tweaks:

https://mega.co.nz/#!wVdy2YDA!lhLy_WpWoWbrQ83DXSrqdv2I4WqAVrpeEBXGZoSfpS8

(Used with Fellout and one of the Fellout brighter nights addons.) As for the light source issue, I admit I was kind of hoping there was some ENB-based approach that might at least simulate the original effect. Such as EnableParticleLights or [LIGHTSPRITE]. But, proving I don't know what I'm doing, if I enter things into those variables, they don't show up in-game and nothing has changed. A basic failure on my part.


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PostPosted: 28 Jul 2015, 01:34 
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With just enbseries preset files installed i don't have this bug in exterior (don't have interior saves and don't know where interiors are, sorry). Shaders seems ok where they read texture coordinates. If you are using AMD videocard, better tell now, because if shader with issue must be changed to apply offset of 1/127 pixel size. Thy these and test each time if bug exist:
1 delete d3d9_sweetfx.dll from game folder
2 delete effect.txt from game folder and from "enbseries" folder.
3 turn off all parameters in [EFFECT] category and then toggle each individually to check which produce bug
Write here results of experiments

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PostPosted: 28 Jul 2015, 05:11 
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Done. I should mention that deleting d3d9_sweetfx.dll and the effect.txt files didn't produce a change in-game, as far as I could tell. But in any event, the only parameter under [EFFECT] which produced the bug was UseOriginalPostProcessing.

When I outright prevented SweetFX from working (by renaming various files), the UseOriginalPostProcessing parameter no longer produced the bug.

And yes my card is AMD R9 290X.


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PostPosted: 28 Jul 2015, 07:02 
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Open enbeffect.fx file in enbseries folder with any text editor and find this:
Code:
sampler2D _s0 = sampler_state
{
   Texture   = <texs0>;
   MinFilter = POINT;//
   MagFilter = POINT;//
   MipFilter = NONE;//LINEAR;
   AddressU  = Clamp;
   AddressV  = Clamp;
   SRGBTexture=FALSE;
   MaxMipLevel=0;
   MipMapLodBias=0;
};

replace there "POINT" by "LINEAR" and test again.
If not helps, search for this in file:
Code:
    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

and replace
Code:
add oT0.xy, v1, c1
,
Code:
add oT1.xy, v1, c2
with these:
Code:
    mov oT0.xy, v1
    mov oT1.xy, v1


Btw, removing two slashes (uncommenting) in the line
Code:
//#define APPLYGAMECOLORCORRECTION
will make original post processing too, so it's one other type of solution.

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PostPosted: 28 Jul 2015, 09:54 
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The POINT -> LINEAR and mov ot0.xy etc. methods didn't produce any obvious result. Uncommenting #define APPLYGAMECOLORCORRECTION did cause the colors to revert to vanilla (without the diagonal tear), but the glow of the light sources stayed the same, ie not very glowy.

Not a big deal. Pretty obvious at this point that trying to revert to vanilla processing in order to regain the glow is a bad approach. However, if it is possible to get [LIGHTSPRITE] working in Fallout 3, that would be something I'd be interested in tinkering with. For now, it looks like it's just not a supported category, because if I added it to the .ini, it still doesn't show up in the in-game ENB menu.


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PostPosted: 28 Jul 2015, 12:20 
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Quote:
The POINT -> LINEAR and mov ot0.xy etc

These all attempts to fix diagonal artifact, not the light intensity (which is unfixable without any object specific coding).

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