Will it be possible to have a better SSAO in this game in future? Or more advanced ssao\ssil are going to kill ingame fps?I am cpu limited with so many draw calls of the game, at this moment many Skyrim features of the mod sounds like fantastic science in Fallout.
Fallout 4 0.288
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- *sensei*
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Re: Fallout 4 0.288
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- *blah-blah-blah maniac*
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Re: Fallout 4 0.288
@BORIS,
In testing, everything seems to be working fine, though the 'Enable Original Bloom' and 'Enable Original Adaptation' options no longer seem to have any effect. I mean, the only way for me to see the vanilla bloom and adaptation is to toggle ENB off completely, whereas previously these individual 'original' effects could be toggled on and off individually while ENB remained enabled globally. Is anyone else having this issue, or perhaps I am missing something? It is useful to be able to toggle on individual Original effects for comparison purposes...
Also, thanks for the information about DOF, I will also review the annotations within the shader itself.
@ibbanez
Thanks for the additional info as well!
In testing, everything seems to be working fine, though the 'Enable Original Bloom' and 'Enable Original Adaptation' options no longer seem to have any effect. I mean, the only way for me to see the vanilla bloom and adaptation is to toggle ENB off completely, whereas previously these individual 'original' effects could be toggled on and off individually while ENB remained enabled globally. Is anyone else having this issue, or perhaps I am missing something? It is useful to be able to toggle on individual Original effects for comparison purposes...
Also, thanks for the information about DOF, I will also review the annotations within the shader itself.
@ibbanez
Thanks for the additional info as well!
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Re: Fallout 4 0.288
dpeasant
ssao/ssil do not affect cpu usage, so not a problem.
tapioks
EnableBloom=false must be set and UseOriginalBloom=true to show vanilla bloom. Same with adaptation.
Forgot to say that probably in the future will do export functions to assign focusing areas on screen and toggle dof. It's the only way to fix any issues with wrong focus. Probably f4se or scripts by Alexander Blade will handle this. So, i recommend to prepare code for forced on/off depth of field and for reading certain small area on screen if it will be passed as coordinates.
PS: F4 development will be slower than till now (i'm tired anyway).
ssao/ssil do not affect cpu usage, so not a problem.
tapioks
EnableBloom=false must be set and UseOriginalBloom=true to show vanilla bloom. Same with adaptation.
Forgot to say that probably in the future will do export functions to assign focusing areas on screen and toggle dof. It's the only way to fix any issues with wrong focus. Probably f4se or scripts by Alexander Blade will handle this. So, i recommend to prepare code for forced on/off depth of field and for reading certain small area on screen if it will be passed as coordinates.
PS: F4 development will be slower than till now (i'm tired anyway).
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Re: Fallout 4 0.288
Hi Boris,
I understand these requirements, though for me toggling the original Bloom and Adaptation has no effect even when the ENB versions are also disabled. Can anyone else confirm that they have the same experience?
Also, glad to hear you are taking a break ... you deserve it! You have given us plenty of toys to play with for a while
I understand these requirements, though for me toggling the original Bloom and Adaptation has no effect even when the ENB versions are also disabled. Can anyone else confirm that they have the same experience?
Also, glad to hear you are taking a break ... you deserve it! You have given us plenty of toys to play with for a while
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Fallout 4 ENB Video Series | Skyrim ENB Video Series | My YouTube Channel
Intel i7-4700HQ @ 2.4GHz | NVidia GTX780M 4GB | 24GB RAM
Fallout 4 ENB Video Series | Skyrim ENB Video Series | My YouTube Channel
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Re: Fallout 4 0.288
!!!!!!!!!!!! Yeahhh baby! D'ling now, thanks Boris!
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- *master*
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Re: Fallout 4 0.288
What kind of Sharpening is used in ENBEffectPostpass.FX (or was it some other FX file that had Sharp, Blur, Sharp Blue, and some other options)? It seems to be perfect for compensation for Fallout 4's TAA, better than LumaSharpen and AdaptiveSharpen, IMHO.
GREAT THANKS for the update!
GREAT THANKS for the update!
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Re: Fallout 4 0.288
I know it's early on and you said development will be slower with Fallout 4 but...do you have plans for custom weathers eventually?
It was my favorite new "feature" for skyrim ENB and really helped in creating dynamic feeling presets.
I ask only because I noticed in the enbseries folder (which by the way ENB authors, you can still throw in all the effect files in there to keep the main game folder neater), there is a weather ini with a blank list, similar to skyrim.
Thanks for all your hard work so far! I'm already able to replace ReShade with ENB now as it is.
It was my favorite new "feature" for skyrim ENB and really helped in creating dynamic feeling presets.
I ask only because I noticed in the enbseries folder (which by the way ENB authors, you can still throw in all the effect files in there to keep the main game folder neater), there is a weather ini with a blank list, similar to skyrim.
Thanks for all your hard work so far! I'm already able to replace ReShade with ENB now as it is.
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Re: Fallout 4 0.288
Looks like it might be time to finally buy FO4... Or see if some kind soul would like to get me a Christmas gift I've just been waiting for ENB
One quick question with a probably obvious answer: Shaders for Skyrim ENB won't be directly usable in FO4 ENB will they? I'm guessing DX9 and DX11 are far too different?
One quick question with a probably obvious answer: Shaders for Skyrim ENB won't be directly usable in FO4 ENB will they? I'm guessing DX9 and DX11 are far too different?
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Re: Fallout 4 0.288
Jafin16
It's not a strict copy/paste procedure, but mostly it's just a difference of textures and their samplers otherwise very similar or even identical codes can be used between DX9 and DX11 ENBSeries .fx shader files.
It's not a strict copy/paste procedure, but mostly it's just a difference of textures and their samplers otherwise very similar or even identical codes can be used between DX9 and DX11 ENBSeries .fx shader files.
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Re: Fallout 4 0.288
MonarchX
Slothability
Too early to talk about weathers, i don't have any parameters yet, no time of the day and game have long way with patches. Each time to check if nothing broken is not my favorite task.
Jafin16
Shaders are too much different. But for even flash programmer can convert code from examples.
PS: damn county, flickr.com is banned here, just found this. i want to swear, but my site will be banned also.
How do i know? All of the code created by own brain.What kind of Sharpening is used in ENBEffectPostpass.FX
Slothability
Too early to talk about weathers, i don't have any parameters yet, no time of the day and game have long way with patches. Each time to check if nothing broken is not my favorite task.
Jafin16
Shaders are too much different. But for even flash programmer can convert code from examples.
PS: damn county, flickr.com is banned here, just found this. i want to swear, but my site will be banned also.
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i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7