tapioks wrote:
In that case, I too will request for 'fog' parameters to be added to ENB for Fallout 4 at some point, whenever you feel like it
Until then I have been using the setfog console command and it's been working rather nicely to get the distant fog to blend in with my enb settings. I have been using a value of 3500000.
Just type in the console: 'setfog 0 3500000'
You can play around with the value but this seems to work with my setup pretty well at the moment.
If I am not mistaken this case like that enb will update, expand, etc... actual enbseries.ini file with the default values. But these values different a lot from AO section at latest binary "package". So, from where exactly these values ganareted by? (and why with that settings?) I just like to know...
So that mean that the new SSAO/SSIL settings some kind of example from Boris? A kind of "pre"setted values?
In case this is still relevant:
If you want to go for "realism" meaning an approximation for indirect lighting, I found Skyrim's SSAO settings for amount and intensity good at settings close to 1. Imho most presets go for an artistic feel with high ILAmounts. When I compared the IL to ray traced IL, ILAmount at 1 seemed pretty close. I personally like to add some artistic AO because it hides some weaknesses of the engine, for Skyrim it was intensity 1.3 and amount 1.1.
As far as I know the only way to remove the pixelation is to turn off godrays or set them to Ultra. I couldnt stand the pixelation myself on my gtx 970 as it just could not handle ultra godrays. After I got my 1080, I have had zero issues running godrays at ultra now. So unfortunately pony up a lot of cash for a better card or turn them off.
As i remember, it's gpu task. If even Skyrim had it, no point to use cpu in dx11 for such things, only prehistoric engines or those targeted for compatibility with exotic hardware (lazy asses programmers actually).
ENBSeries wrote:As i remember, it's gpu task. If even Skyrim had it, no point to use cpu in dx11 for such things, only prehistoric engines or those targeted for compatibility with exotic hardware (lazy asses programmers actually).
Eh? Skyrim has hardware skinning? I figured that Bethesda would have just left that out, seeing how they couldn't implement a working parallax shader.
To go even further back, does New Vegas have hardware skinning? I assume Oblivion and Fallout 3 don't because, well, they're Oblivion and Fallout 3.