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!:
Fallout 4 0.287 beta
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- *sensei*
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Re: Fallout 4 0.287 beta
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Re: Fallout 4 0.287 beta
Wow awesome, thank you for update
Dragon's Dogma looks really nice ^^
Dragon's Dogma looks really nice ^^
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Re: Fallout 4 0.287 beta
Thanks Boris! D'ling & will report back if needed.
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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.
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.
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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.
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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:
It's not dof bug, but depth capturing. Tested inside power armor, if that thing is what you mean:
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Re: Fallout 4 0.287 beta
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.ENBSeries wrote:wolfgrimdark
It's not dof bug, but depth capturing. Tested inside power armor, if that thing is what you mean:
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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.
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.
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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.
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.
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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?
Which file is responsible for dithering? ENBEffectPostpass.fx?
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