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PostPosted: 21 Nov 2015, 16:35 
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najt wrote:
Heads up, public beta of the new patch coming next week.

https://steamdb.info/app/377160/history/

Oh boy, can't wait to see what Bethesda broke.


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Tomoko
PostPosted: 21 Nov 2015, 18:11 
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I have for a long time now used effect.txt as any of the more common 3rd party plugins, like SweetFX and ReShade, And simply ported the code or done it in another way or something.
But if the feature for DX11 won't be able to have sharpening looking like it should, then there are still other effects one can add to it that belongs better in that shader file than any other type of shader, previously available. Cosmetic/screen-archery type effects and the likes.
The sharpening I would gather won't have the same broken use as currently in Fallout 4 and will in other future DX11 supported games work, I would think.
But as it is currently an update for Fallout 4 that we're talking about, I would say it's up to you yourself to decide if it is actually worth having at this stage of ENBSeries.


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PostPosted: 21 Nov 2015, 23:02 
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I noticed a lot of slow downs when fire is visible, and now reached the SAUGUS there is generally up to 10 fps drop for almost all enemies are running around with flamethrowers and even molotov, game turns into madness. Is it possible something to do with it?

EDIT: changed to more readable english by admin

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PostPosted: 22 Nov 2015, 06:42 
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ENB said
Quote:



man that was totally brilliant, lol :D

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PostPosted: 22 Nov 2015, 08:00 
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Oh man that picture is great :D

@Boris

As for effext.txt, I have always liked using this feature instead of another injector (the name does not matter). However, it is not the most important feature of ENB, so I can understand if you do not want to invest your time and energy into this feature.

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PostPosted: 22 Nov 2015, 14:11 
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@Tapioks, i understood that the effect.txt feature will get rendered after the final effects of the game, so to put any sharpening or other effects there
would probably ruin the other visuals (you don't want to sharpen your DOF and Bethesda AO artifacts),
so any effect added probably needs to be added in fx files that can be rendered before Fallout does anything.

I could be wrong again..lol..

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PostPosted: 23 Nov 2015, 13:13 
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http://www.nexusmods.com/fallout4/mods/2139/?

I'm sure nobody here is surprised this type of mod appeared again. Regardless, I thought it was important enough to leave you guys a headsup. I imagine it will pretty much become a requirement to any future ENB preset.


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PostPosted: 23 Nov 2015, 19:16 
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Hi Boris,

I made a video explaining how everyone can determine the correct VideoMemorySizeMB value to use for their own particular hardware setup. Hopefully my explanation is not inaccurate, can you let me know if any of this is incorrect?

Image

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PostPosted: 23 Nov 2015, 19:43 
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Beta of the new patch is out

http://steamcommunity.com/games/377160/ ... 1172870673


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PostPosted: 23 Nov 2015, 23:26 
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tapioks
Everything seems correct, but probably it's unclear at the end that amount of memory computed by algorithm must not be bigger than reported by the VRamSizeTest.


Got another question. Is bloom shader need alpha channel of textures and the same 64 bit hdr format as before or should i use dx11 specific 32 bit hdr format with lower precision and no alpha, for higher performance? For me bloom is not slow thing, but if to make it max resolution about 1024 (old is 512), frame rate may be noticable lower.

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