Fallout 4 0.280 patch

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Re: Fallout 4 0.280 patch

ENBSeries wrote:Dork
I don't like how game looks. In general colors outside are okay for some old game, but it's simple color toning like every other game on the market. Reminds me Bioshock 3. And i will not play Fallout 4, because Oblivion was the only one Bethesda game played and i can't say it was heart touching experience, rather like going to the job each day, only few places were scary, that's all. Btw, i don't like open world games any more, after traveling in all places i don't have any reason to continue playing. Probably the only last exclusions were Guild Wars 2 mmo (and after i learned it's huge various world, quited the game, but it's great) and Dragon's Dogma which is much more simple by design, but attracting by other features (i hope so much to get high quality port for PC this winter).

benhat
Negative lod may not look like it should in F4, because many textures forced to be lower resolution because of invalid streaming implementation (based on distance of object to character instead of uv lod in viewport). Also in dx11 lod bias implementation not worth performance impact to handle it (parameters stored in classes, wanna change something - create new class).


I can't make a decision how to implement post processing. Game apply bloom, adaptation and tonemapping first, then applies Skyrim like depth based bluriness visible at rainy weather (mod have parameter to disable it in enblocal.ini), then motion blur (that's another prehistoric invention of mad mind), then color filter based on 3d textures (lut probably). All these stages use hdr texture for render target and input. I can change generic execution of the mod shaders, so enbeffectprepass.fx will not be followed by enbeffect.fx and effect.txt, to add separate shader for color palette. But in this case will be impossible to use alpha channel and any stored in textures information, like some presets have to achieve more complex effects. If i'll put all post process shaders where bloom and tonemapping computed by F4, then what should i do with lut shader? I'm not yet sure if it always used in all locations and weather conditions (night vision not tested too). Mix it's code to the post process will make difference for thouse motion blur and distance blurring going after it, they will not be processed, at least brightness will differ, especially noticable for bright areas of the screen, like lights. Okay, moving them to lut shader is a risk that it will not be used at some conditions (again, not yet confirmed). Colors for motion blur and blurriness will change also, because they will be computed with hdr data.

PS: god rays (i hate this naming so much) pixelisation when quality is not ultra happens only because of low resolution of texture, sampling it with bilinear filtering fixes issue and produce another one, avoiding low res artifacts can't be done that easy. I guess better ignore this issue, may be new patches will change something and my fixes will be broken.

I see. Well if I know Bethsoft, they'll lose interest in patching their game soon enough. Other than that, take it easy, wait and see how Bethsoft is treating the first couple of patches. We'd be grateful for anything usable you can think of now, but don't put work in it now you'll probably regret losing later.

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Re: Fallout 4 0.280 patch

Boris, does IntLightSprite settings work ?
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Re: Fallout 4 0.280 patch

Unreal
Nothing works in this version, just patch and enblocal.ini things. Other code disabled and the mod is gta5 version based.

If someone curious, ssao by Bethesda:
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Re: Fallout 4 0.280 patch

ENBSeries wrote:Unreal
If someone curious, ssao by Bethesda:
FFSBAO =D For F*cks Sake Bethesda Awful Occlusion.
And it eats shit tons of fps... well done, beth, well done. And there actually are people protecting the game graphics, saying it's "next gen". At least now I have something I can put in their faces, saying "here, game's a crap, stfu"
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Re: Fallout 4 0.280 patch

ENBSeries wrote:If someone curious, ssao by Bethesda:
Xilandro wrote:FSBAO =D For F*cks Sake Bethesda Awful Occlusion.
Correct me - but it doesnt look that bad for my taste. Well, lets say score depends on performance impact - however my game runs pretty smooth (i've tweaked some prefs.ini). And overall graphics look pretty balanced and nice. Excluding interiors.. they are horrible: ugly fog, that appears 5 meters away from camera and looks flat...
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Re: Fallout 4 0.280 patch

Xilandro wrote:
ENBSeries wrote:Unreal
If someone curious, ssao by Bethesda:
FFSBAO =D For F*cks Sake Bethesda Awful Occlusion.
And it eats shit tons of fps... well done, beth, well done. And there actually are people protecting the game graphics, saying it's "next gen". At least now I have something I can put in their faces, saying "here, game's a crap, stfu"
Those people mostly play or only played BGS games in their lifes and they like to be fooled by T. H. lies. So even having FFSBAO is something next gen for those players :D Any true gamer knows even mobile phone indie games has better visual quality than BGS games now. I'm glad i checked it on one of my friend account and didn't spend even single penny on it. They should pay people to play this crap actually. Cause it's a threat to human eyes and insult to human logic.

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Re: Fallout 4 0.280 patch

AgainstAllAutority wrote: Correct me - but it doesnt look that bad for my taste.
it doesn't look that bad, for a game released in 2012... wait, it's 2015
Epic quest for mighty Shadow! Find one and get some buck! :lol:
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Re: Fallout 4 0.280 patch

Xilandro wrote:
AgainstAllAutority wrote: Correct me - but it doesnt look that bad for my taste.
it doesn't look that bad, for a game released in 2012... wait, it's 2015
Epic quest for mighty Shadow! Find one and get some buck! :lol:
I was like "Hey that is a nice picture," and then I realized I was the one who uploaded it lol. I really look forward to what ENB can do for this game, thanks for all your work Boris.

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Re: Fallout 4 0.280 patch

This is just like when Thief 3 was released. Promises of dynamic point lighting, but in reality most of it was uniform and static.

It kind of annoys me right now how all of Betshoft is patting themselves on the backs on twitter and whatnot on how good a job they've done. There's actually a quote somewhere from Pete Hines that they couldn't possibly release the toolkit until the game is ready for it. Reality is and always will be that it's up to the community to make the game playable.

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Re: Fallout 4 0.280 patch

Xilandro wrote:
AgainstAllAutority wrote: Correct me - but it doesnt look that bad for my taste.
it doesn't look that bad, for a game released in 2012... wait, it's 2015
Epic quest for mighty Shadow! Find one and get some buck! :lol:
It's been a while since I played Skyrim, but it did have shadows in interiors right?

What's up with shadows in Fallout 4 then?
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