Fallout 4 0.283 ENBoost

Forum rules
new topics are not allowed in this subsection, only replies.
  • Author
  • Message
Offline
User avatar
*master*
Posts: 136
Joined: 08 Nov 2012, 15:24

Re: Fallout 4 0.283 ENBoost

The question I have is, has any preset ever used the alpha channel of the bloom for something? All I see in skimming through the bloom effect files I've archived are things like bloom.w = 1.0 at the end of passes, so if there is one that uses it, it must be fairly obscure.
People ought to remember, though, that a 64-bit texture is no great upgrade. It's not twice as precise. But I wonder what effect, visually, the lost precision from the 32-bit format would have.

Offline
User avatar
*blah-blah-blah maniac*
Posts: 17559
Joined: 27 Dec 2011, 08:53
Location: Rather not to say

Re: Fallout 4 0.283 ENBoost

I just remember that gave many recommendations how to implement some features (tricks actually) by using alpha channel of bloom and prepass shaders, that's why i'm curious. Changing standart of shaders is bad idea, because of compatibility with released (in future) presets, so i prefer to avoid any changes once standart is defined.
_________________
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7

Offline
User avatar
*blah-blah-blah maniac*
Posts: 17559
Joined: 27 Dec 2011, 08:53
Location: Rather not to say

Re: Fallout 4 0.283 ENBoost

I've found the tester of low fps issue with ENBoost installed when too many objects are drawed on screen. With UsePatchSpeedhackWithoutGraphics=false i mean. The tester is Alexander Blade :lol: , dunno why i haven't asked him to test. Well, trials and errors method as always prooved that it's very strange cache misses problem with too high performance impact, greater than it must be in that case. I've never seen anything like that before, don't know what could produce it, may be some combo of functions called by game or directx. 512 bytes array allocated in stack (64*8 byte variables) and simple cycles to fill them and check values - 1333 cpu cycles!!! Reducing array in 4 times - no problems. I don't know the nature of the problem and any possible fixes are workarounds which not work 100% for everyone and with graphic mod could be even worse.

PS:
Image
_________________
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7

Offline
User avatar
*sensei*
Posts: 324
Joined: 26 Sep 2012, 12:00
Location: Darkest corners of G.E.C.K.

Re: Fallout 4 0.283 ENBoost

ENBSeries wrote:I've found the tester of low fps issue with ENBoost installed when too many objects are drawed on screen. With UsePatchSpeedhackWithoutGraphics=false i mean. The tester is Alexander Blade :lol: , dunno why i haven't asked him to test. Well, trials and errors method as always prooved that it's very strange cache misses problem with too high performance impact, greater than it must be in that case. I've never seen anything like that before, don't know what could produce it, may be some combo of functions called by game or directx. 512 bytes array allocated in stack (64*8 byte variables) and simple cycles to fill them and check values - 1333 cpu cycles!!! Reducing array in 4 times - no problems. I don't know the nature of the problem and any possible fixes are workarounds which not work 100% for everyone and with graphic mod could be even worse.
How about reporting this crap on official forums? Maybe Bethsoft will fix it themselves. I have doubts but it's worth a try =\
_________________
I used to be an ENB tweaker like you, but then I overheat my GPU.

Offline
Posts: 94
Joined: 20 Mar 2015, 01:45

Re: Fallout 4 0.283 ENBoost

Xilandro wrote:
ENBSeries wrote:I've found the tester of low fps issue with ENBoost installed when too many objects are drawed on screen. With UsePatchSpeedhackWithoutGraphics=false i mean. The tester is Alexander Blade :lol: , dunno why i haven't asked him to test. Well, trials and errors method as always prooved that it's very strange cache misses problem with too high performance impact, greater than it must be in that case. I've never seen anything like that before, don't know what could produce it, may be some combo of functions called by game or directx. 512 bytes array allocated in stack (64*8 byte variables) and simple cycles to fill them and check values - 1333 cpu cycles!!! Reducing array in 4 times - no problems. I don't know the nature of the problem and any possible fixes are workarounds which not work 100% for everyone and with graphic mod could be even worse.
How about reporting this crap on official forums? Maybe Bethsoft will fix it themselves. I have doubts but it's worth a try =\
I really doubt a community manager is going to be able to properly communicate the extent of the problem to a developer, plus it's not a problem that affects the unmodded game, which makes it twice as difficult to get the message through.

I think your only hope is getting the contact information of a developer or something. :/

Offline
User avatar
*blah-blah-blah maniac*
Posts: 17559
Joined: 27 Dec 2011, 08:53
Location: Rather not to say

Re: Fallout 4 0.283 ENBoost

No, the issue occur only in certain conditions and this could be Intel specific thing or my antithreading bugs code like memory barriers (but they are not near by). It's could be OS specific issue too. Hard to tell.
_________________
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7

Offline
Posts: 94
Joined: 20 Mar 2015, 01:45

Re: Fallout 4 0.283 ENBoost

ENBSeries wrote:No, the issue occur only in certain conditions and this could be Intel specific thing or my antithreading bugs code like memory barriers (but they are not near by). It's could be OS specific issue too. Hard to tell.
How about adding some hidden parameters that will only turn off certain portions of your added code rather than the all-or-nothing approach of UsePatchSpeedhackWithoutGraphics?

This way you can at least narrow down the problem by having someone affected by the bug turn off the code one section at a time.

DisableAntithreading=true
DisableGummyBears=false
DisableMakeitworkgood=false

V

DisableAntithreading=true
DisableGummyBears=true
DisableMakeitworkgood=false

etc.

Offline
*master*
Posts: 194
Joined: 12 Feb 2014, 17:05

Re: Fallout 4 0.283 ENBoost

with all those shadow mods coming out, like pipboy shadows, muzzle flash shadows... adding shadow sources, what is the FO4 limit on that one? what is the point FO4 will create serious lighting bugs because of too many sources?
_________________
Win10x64 (fall creators update) | Intel i5-2500k | Nvidia GTX 970 | 16GB

Offline
User avatar
*sensei*
Posts: 324
Joined: 26 Sep 2012, 12:00
Location: Darkest corners of G.E.C.K.

Re: Fallout 4 0.283 ENBoost

ENBSeries wrote:No, the issue occur only in certain conditions and this could be Intel specific thing or my antithreading bugs code like memory barriers (but they are not near by). It's could be OS specific issue too. Hard to tell.
Well then only thing I could think about - leave it as it is. Trying to fix something that deep will just burn a lot of your time. And there's no guarantee Beth won't fuck something up in the next patches.

benhat wrote:with all those shadow mods coming out, like pipboy shadows, muzzle flash shadows... adding shadow sources, what is the FO4 limit on that one? what is the point FO4 will create serious lighting bugs because of too many sources?
Bugs? No, there will be no bugs. And no frames per second. At all. Minigun with explosive rounds just kills all my glorious 120+ fps (in interior) to range between 2-5 fps =D
_________________
I used to be an ENB tweaker like you, but then I overheat my GPU.

Offline
User avatar
*blah-blah-blah maniac*
Posts: 17559
Joined: 27 Dec 2011, 08:53
Location: Rather not to say

Re: Fallout 4 0.283 ENBoost

Bonnie Lass
That solution will not do the trick, because code i disabling is too short and reading global variables may take comparable amount of time.

benhat
I don't know. The limit which i see is draw calls count and very huge performance impact because of shadow map resolution. Not digged deep enough, but i haven't seen optimization which do not draw shadows if casters are not changed/moved/added.
_________________
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7
Post Reply