Fallout 4 0.285 beta

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*sensei*
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Re: Fallout 4 0.285 beta

My 5 cents:

regarding temporary render target - its like we can store input? and then use it again and again, but cant overwrite it?

Since we have depth access in postpass, I dont see any reasons to sacrifice performance.
DoF can be performed in ldr too without any quality loss. BTW can we operate with downscaled textures in postpass?
If im gonna implement any kind of dof, most likely its gonna be some clone of ATI technique, that lerps between blurred and original image.

But I assume everyone's been waiting for separated bloom file?
Last edited by AgainstAllAutority on 04 Dec 2015, 19:36, edited 1 time in total.
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Re: Fallout 4 0.285 beta

Can you tell me what the tempInfo1.w buttons map to below? This is what they map to for me.

0 = none
1 = left
2 = right
3 = ?
4 = middle
5 = ?
6 = ?
7 = ?
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Re: Fallout 4 0.285 beta

AgainstAllAutority wrote:DoF can be performed in ldr too without any quality loss.

DOF in LDR? Come on guys... I thought that the whole point of ENB is improving the graphics. If I'll want crappy LDR rendering I'll just use Reshade.
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Re: Fallout 4 0.285 beta

IMHO there's compleetly no reasons to calculate DOF in HRD. Since blurring factors will have limited amount of possible values that depends on depth accuracy (8bit depth, as far as i remember). Famous matso DOF worked perfect with LDR in my effect.txt for GTAIV.
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Re: Fallout 4 0.285 beta

AgainstAllAutority
Temporary render target means:
1) draw to temporary render target something, if technique specified.
2) assign previously rendered temporary rt to texture, for example TextureTemporary (or black if not computed).
3) execute any techniques normally, but they are able to read TextureTemporary.

Downscaled textures (mipmapped) are not made anywhere. I don't think it worth to use them with automatic generated mipmaps, but drawing each mipmap level individually is extra pain for understanding how shaders works. For dof different size render targets are worth performance improvement, but for other external effects probably not.

number6
0=none
1= left
2=right
3=left+right
4=middle
5=left+middle
6=right+middle
7=left+right+middle (or rather cat is sitting on your mouse)

I prefer dof in hdr. In dx11 hdr format is 32 bit anyway, so it's fast (32 bit in dx9 require extra math to encode/decode, not worth it). Of course you may create bokeh from crappy ldr image of vanilla Skyrim or Fallout 4, but in real world you will not see this effect in such conditions.
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Re: Fallout 4 0.285 beta

I'm not too savvy about how the shaders work, but aren't the separate .fx files just to keep things tidy?

Since it impacts the vRAM, which Fallout 4 eats up, I say don't bother with making that prepass.fx file.
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Re: Fallout 4 0.285 beta

ENBSeries wrote:but for other external effects probably not.
i assume you are going to perform downscale for bloom shader anyway? why not use it again? the one before brightpass.
ENBSeries wrote:I prefer dof in hdr.
well, youre boss here, its up to you to decide! :)
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Re: Fallout 4 0.285 beta

AgainstAllAutority
Downscale in bloom is must have, while in enbeffectpostpass.fx or enbeffect.fx i don't know how to utilize lower resolution without suffering performance and vram.

FiftyTifty
Yes, but some effects require separated shaders. And i don't know any user made effect for Skyrim which was not dof and was in enbeffectprepass.fx.
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Re: Fallout 4 0.285 beta

ENBSeries wrote:execute any techniques normally, but they are able to read TextureTemporary.
thats cool stuff. Dont you think to open Normals buffer for us to play with? :roll:
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Re: Fallout 4 0.285 beta

AgainstAllAutority
I don't know what to do with normal map after computing bloom and dof. Depth in post pass shader is already not fit there and can corrupt previously computed effects, if used. It's like applying fog depth based fog after all transparent objects are drawed.
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