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?
Fallout 4 0.285 beta
Forum rules
new topics are not allowed in this subsection, only replies.
new topics are not allowed in this subsection, only replies.
- Author
- Message
-
Offline
- *sensei*
- Posts: 267
- Joined: 12 Oct 2012, 19:14
Re: Fallout 4 0.285 beta
Last edited by AgainstAllAutority on 04 Dec 2015, 19:36, edited 1 time in total.
-
Offline
- *master*
- Posts: 229
- Joined: 21 Feb 2013, 03:21
- Location: Los Angeles, CA
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 = ?
0 = none
1 = left
2 = right
3 = ?
4 = middle
5 = ?
6 = ?
7 = ?
_________________
i7-4970K 4.8ghz, 16gb ram, Geforce Titan X 12gb vram, win7
i7-4970K 4.8ghz, 16gb ram, Geforce Titan X 12gb vram, win7
-
Offline
- *sensei*
- Posts: 341
- Joined: 27 Dec 2011, 21:33
- Location: Poland, Gdańsk
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.
_________________
OS: Windows 10
CPU: AMD R5 3600
RAM: Corsair DDR4 16GB 3200MHz Vengeance
GPU: AMD Radeon 5700 XT
Sound Card: X-FI Titanium HD
Mobo: ASRock X370 Pro4
Monitor: M340CLZ 34" 3440x1440 100HZ AMD FREE Sync Curved Monitor
OS: Windows 10
CPU: AMD R5 3600
RAM: Corsair DDR4 16GB 3200MHz Vengeance
GPU: AMD Radeon 5700 XT
Sound Card: X-FI Titanium HD
Mobo: ASRock X370 Pro4
Monitor: M340CLZ 34" 3440x1440 100HZ AMD FREE Sync Curved Monitor
-
Offline
- *sensei*
- Posts: 267
- Joined: 12 Oct 2012, 19:14
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.
-
Offline
- *blah-blah-blah maniac*
- Posts: 17534
- Joined: 27 Dec 2011, 08:53
- Location: Rather not to say
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.
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.
_________________
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7
-
Offline
- *sensei*
- Posts: 316
- Joined: 12 Aug 2013, 18:55
- Location: Scotland
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.
Since it impacts the vRAM, which Fallout 4 eats up, I say don't bother with making that prepass.fx file.
_________________
Intel i7 6700k | AMD Vega 56 8GB | 2x16GB DDR4 @ 3000mhz | Windows 7 64bit | Creative Soundblaster X-Fi Titanium Fatal1ty Pro | Asus z170 Pro Gaming
Intel i7 6700k | AMD Vega 56 8GB | 2x16GB DDR4 @ 3000mhz | Windows 7 64bit | Creative Soundblaster X-Fi Titanium Fatal1ty Pro | Asus z170 Pro Gaming
-
Offline
- *sensei*
- Posts: 267
- Joined: 12 Oct 2012, 19:14
Re: Fallout 4 0.285 beta
i assume you are going to perform downscale for bloom shader anyway? why not use it again? the one before brightpass.ENBSeries wrote:but for other external effects probably not.
well, youre boss here, its up to you to decide!ENBSeries wrote:I prefer dof in hdr.
-
Offline
- *blah-blah-blah maniac*
- Posts: 17534
- Joined: 27 Dec 2011, 08:53
- Location: Rather not to say
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.
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.
_________________
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7
-
Offline
- *sensei*
- Posts: 267
- Joined: 12 Oct 2012, 19:14
Re: Fallout 4 0.285 beta
thats cool stuff. Dont you think to open Normals buffer for us to play with?ENBSeries wrote:execute any techniques normally, but they are able to read TextureTemporary.
-
Offline
- *blah-blah-blah maniac*
- Posts: 17534
- Joined: 27 Dec 2011, 08:53
- Location: Rather not to say
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.
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.
_________________
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7