@Boris,
Ah ok, that would make sense. I will just use vanilla adaptation until somebody here who knows what they are doing develops new/better adaptation code to use with ENB
Fallout 4 0.288
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- *blah-blah-blah maniac*
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Re: Fallout 4 0.288
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Re: Fallout 4 0.288
MonarchX
tapioks
check Params01[1].xyz on that area.
the adaptation code in GAMECOLORCORRECTION doesn't appear wrong. but it could be bad imagespace parms?
assuming nothing goes haywire on adaptation texture.
(and what is the coc id for the location?)
tapioks
check Params01[1].xyz on that area.
the adaptation code in GAMECOLORCORRECTION doesn't appear wrong. but it could be bad imagespace parms?
Code: Select all
float middlegray = TextureAdaptation.Sample(Sampler0, IN.txcoord0.xy).x;
float3 adaptation = Params01[1].xyz; //.x = adaption max, .y = min, .z = scale/sensitivity
float adapt = clamp(adaptation.y, adaptation.x, adaptation.z / (0.001 + middlegray)); //clamp adapt between max and min
color.rgb = (color.rgb + bloom.rgb) * adapt; //bloom in add mode
(and what is the coc id for the location?)
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Re: Fallout 4 0.288
Hmm, how can I determine the COC value for a location? Is there a console command that can reveal this when I am in the location?
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Re: Fallout 4 0.288
try this in the console:tapioks wrote:Hmm, how can I determine the COC value for a location? Is there a console command that can reveal this when I am in the location?
help demoname 0
it will show available cell names with "demoname" in it.
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Re: Fallout 4 0.288
Ok thanks, I will take a look!
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Re: Fallout 4 0.288
OK, thank you. Enabling ENB Adaptation also makes Long-Distance Targeting Scopes impossible to use. The image is extremely dark at first and lasts good 5-6 seconds, which is enough to get killed.kingeric1992 wrote:MonarchX
tapioks
check Params01[1].xyz on that area.
the adaptation code in GAMECOLORCORRECTION doesn't appear wrong. but it could be bad imagespace parms?
assuming nothing goes haywire on adaptation texture.Code: Select all
float middlegray = TextureAdaptation.Sample(Sampler0, IN.txcoord0.xy).x; float3 adaptation = Params01[1].xyz; //.x = adaption max, .y = min, .z = scale/sensitivity float adapt = clamp(adaptation.y, adaptation.x, adaptation.z / (0.001 + middlegray)); //clamp adapt between max and min color.rgb = (color.rgb + bloom.rgb) * adapt; //bloom in add mode
(and what is the coc id for the location?)
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Re: Fallout 4 0.288
I was just wondering, is the proxy option working for everyone else, as I cannot seem to get it to actually load the proxy. Its like it recognises its there but it doesn't let the features actually work.
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Re: Fallout 4 0.288
How are you testing it? I've gotten both ENB+ReShade to work together, but what else are you trying to do?
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Re: Fallout 4 0.288
I'm using ENB + Reshade + Inject SMAA (via proxy in enblocal.ini) without any issues whatsoever. Proxy is working totally fine for me.
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Re: Fallout 4 0.288
May I ask why you are using both ReShade and Inject SMAA??? I ask because ReShade has SMAA in it, does it not? So I'm confused why you would want more things injecting into the code... My simple brain thinks that you would want the least amount possible to get the desired effect you need. So, I am curious as to why all 3 programs my good sirrefusedzero wrote:I'm using ENB + Reshade + Inject SMAA (via proxy in enblocal.ini) without any issues whatsoever. Proxy is working totally fine for me.