ENBSeries wrote:Generating circles as vertex quads on screen is definetly not my choice.
Still can't have quad/triangle per pixel.....(╥﹏╥)
Or can it be with a "EXTREME" toggle to satisfy graphic hogs?
Is enbeffectpostpass still RGB10A2?
Might need some extra precision to pass along computing data in alpha if someone wish to do complicate effect or to bypass previous result.
If that is the case, dof in postpass is definitely a no go. (or well there be rgba16 postpass?)
AgainstAllAutority
depth is not in 8 bit in default, will cause some serious z-fighting.
normally they are in 16.
you can downscale through vertex shader, reducing the pixels that need to perform heavy ops.