DDDA: Strange brightness bug?

fixing bugs
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Re: DDDA: Strange brightness bug?

http://i.imgur.com/KT0iL9T.jpg
The same place, same preset, don't have bug. Post your game video options screenshot. Btw, make sure Steam overlay not enabled. I'll check the code anyway.
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Re: DDDA: Strange brightness bug?

ENBSeries wrote:Peformance of recent version is the same as previous if new features are disabled. But if you have high precision rendering, detailed shadows and skylighting enabled (or any of them), then it slower fo course and i can't do much about that, because it's not the proper time for optimization and impossible to optimize effects to get back initial frame rate, they are too heavy by themselves.
Will do the tests now and report back any finds.
Of course, I understand. (*'▽') Looking at the profiler section of the overlay I think it is detailed shadows which are hurting my framerate. Anyway, it's not your concern right now so I won't post about that again in this thread.

Thanks again for the help. I wanted to mention that I am using the in-game FOV setting of 15, while I believe the default is 0. Wickfut said he could not reproduce the problem until he raised his FOV, I believe.

Ah, in-game settings: top half and bottom half. Steam overlay is disabled (globally).

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Re: DDDA: Strange brightness bug?

I can't reproduce bug with your setting and don't see anything in the code which may cause it and why it not happen with high precision mode. Fov dependency is even worse meanless thing.

PS: higher fov decreases performance a lot for this game because of draw calls count which is cpu bottleneck.
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Re: DDDA: Strange brightness bug?

ENBSeries wrote:I can't reproduce bug with your setting and don't see anything in the code which may cause it and why it not happen with high precision mode. Fov dependency is even worse meanless thing.

PS: higher fov decreases performance a lot for this game because of draw calls count which is cpu bottleneck.
Ah, well, it's fine. Chalk it up to Radeon drivers I guess. High precision rendering fixes the problem and doesn't cause me much performance loss (if any at all), so it's no longer a big issue for me.

I actually had noticed the extremely high number of draw calls in the overlay! :O Seven or eight-thousand in one scene, which shears pretty close to the limits of DirectX11, much less DirectX9, by my admittedly-limited understanding. My CPU is a a Core i7-4790K @ 4.8Ghz, and it seems to be okay, at least in the base game (where I am frequently at the cap of 150 FPS, and usually 120-130), but I understand that adding more viewable area means more post-processing for ENB to do. I don't think MT Framework was designed for such large open areas.

Anyway, thanks for looking into it and thanks for all the hard work on ENBSeries. I'm sure you don't hear it enough! ( `ー´)b

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Re: DDDA: Strange brightness bug?

No, fov do not affect post processing, but amount of objects drawed by the game, so mod is immune to fov by performance.
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Re: DDDA: Strange brightness bug?

Try it with ENB Adaptive brightness disabled - sounds like that setting is just too sensitive
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