Fallout 4 0.287 beta

Forum rules
new topics are not allowed in this subsection, only replies.
  • Author
  • Message
Offline
User avatar
*sensei*
Posts: 341
Joined: 27 Dec 2011, 21:33
Location: Poland, Gdańsk

Re: Fallout 4 0.287 beta

Is the First Person models not drawed into depth? Could it be changed cause right now the DOF doesn't affect the FP at all.

Anyhow, great work on the DOF Boris!:


Image


Image


Image
_________________
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
User avatar
*sensei*
Posts: 432
Joined: 03 Mar 2013, 18:42
Location: Norway

Re: Fallout 4 0.287 beta

Wow awesome, thank you for update :)
Dragon's Dogma looks really nice ^^
_________________
Intel i7-5960X @4.6GHz EK Water Cooling^^/EVGA X99 Classified/2x Asus 980ti 6GB SLI
Samsung U28D590D @2160p/16GB G.Skill (DDR4)/Win10 Pro 64bit

Offline
User avatar
Posts: 29
Joined: 09 Jan 2014, 14:12
Location: Miami FL USA

Re: Fallout 4 0.287 beta

Thanks Boris! D'ling & will report back if needed.
_________________
Asus Z97-k, i7-4790 @ 4.1GHZ, 16GB GSkill 2400, 1TB HDD, EVGA GTX 960 FTW 4GB

Offline
User avatar
*blah-blah-blah maniac*
Posts: 17552
Joined: 27 Dec 2011, 08:53
Location: Rather not to say

Re: Fallout 4 0.287 beta

MaxTheUniqueGamer
Open dof shader and read my comments. It is just an example of dof file usage, not for gameplay, i have other things to do. And there also i wrote that first person models are filtered out, because blurred they looks awful. Focusing area detection also with minimal impact of first person weapons.
_________________
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7

Offline
User avatar
*blah-blah-blah maniac*
Posts: 506
Joined: 02 Aug 2013, 23:06
Location: New Hampshire, US

Re: Fallout 4 0.287 beta

At work so can't test till late tonight but there has been recent discussion on how wearing power armor cancels ReShade DOF because of depth issues. Just curious for those testing at the moment - has anyone tried it while wearing power armor to see if the version Boris made works while wearing it? With the various flavors in ReShade the moment you put on power armor the DOF stops working (like wise for a couple other effects). Just wanted to mention it in in case those folks testing don't think to test in power armor. Hopefully will have some time tonight to try it myself.
_________________
Intel Core i9-9900K CPU @ 3.6 GHz // GeForce RTX 2080 Ti VRAM 11GB // Win10 64 and 64GB Ram // Monitor 2560x1440@144

Offline
User avatar
*blah-blah-blah maniac*
Posts: 17552
Joined: 27 Dec 2011, 08:53
Location: Rather not to say

Re: Fallout 4 0.287 beta

wolfgrimdark
It's not dof bug, but depth capturing. Tested inside power armor, if that thing is what you mean:
Image
_________________
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7

Offline
User avatar
*blah-blah-blah maniac*
Posts: 506
Joined: 02 Aug 2013, 23:06
Location: New Hampshire, US

Re: Fallout 4 0.287 beta

ENBSeries wrote:wolfgrimdark
It's not dof bug, but depth capturing. Tested inside power armor, if that thing is what you mean:
Image
That's it exactly, thanks. Wasn't sure of the exact term only that ReShade has some problems handling DOF and power armor ... so was curious about the ENB version which works judging from the image you posted. I will take it for a spin tonight when I get out of work. Appreciate the response and image.
_________________
Intel Core i9-9900K CPU @ 3.6 GHz // GeForce RTX 2080 Ti VRAM 11GB // Win10 64 and 64GB Ram // Monitor 2560x1440@144

Offline
*blah-blah-blah maniac*
Posts: 565
Joined: 05 Apr 2014, 10:29
Location: Taiwan

Re: Fallout 4 0.287 beta

What is the DEFAULT in effectpostpass technique?
when switch to DEFAULT, it just disabled everything includes unnamed techniques.

update:
under effectpostpass:

a unnamed technique will cause CTD...
technique without UIName annotation doesn't do anything.
_________________
Intel Xeon L5639 6C12T @3.96GHz | Gigabyte ga-x58a-ud3r | MSI GTX680 4G | 48G RAM | Intel 760p Nvme w clover bootloader
Flickr
YouTube

Offline
User avatar
*blah-blah-blah maniac*
Posts: 17552
Joined: 27 Dec 2011, 08:53
Location: Rather not to say

Re: Fallout 4 0.287 beta

kingeric1992
DEFAULT is "Draw" technique. It's index is 0 and means that user do not have any choice saved to config. Even if some shaders have "Draw" technique, they do not allow multiple techniques followed one after another, just one. Also such single pass (not pass actually, because passes are inside technique) shaders have "Draw" technique as detection if shader is valid and if it not found, entire code is skipped.
_________________
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7

Offline
*master*
Posts: 187
Joined: 18 Mar 2015, 18:39

Re: Fallout 4 0.287 beta

To enable ENB DoF, ENB Adaptation, and ENB Bloom, do I need to keep UseOriginalXXX set to "true" ?
Which file is responsible for dithering? ENBEffectPostpass.fx?
_________________
i7 8700K @ 5Ghz | ASUS Z370 Hero X WiFi | Corsair 16GB @ 3200Mhz | RTX 2070 Super @ 1950Mhz | Xonar DGX | 768GB NVMe SSD | 2TB HDD | Corsair 850W | LG 32GK850G-B 1440p 32' G-Sync 165Hz VA | Logitech G402 | Corsair K70 Rapidfire | Windows 10 LTSC 1809
Post Reply