Yo All
I kind of started over on my config. Wanted to see what I could get if I didn't use HD6s postfilter 5.. Instead I switched it to postfilter 2, and I'm really liking what I'm getting out of this. It evens solves some of my problems with my beta setup. Especially the sun is working like a charm now, it kind of getting more intense when you look at it. Well, have to see it in motion so really know what I mean.. Also the color and overall lighting has improved now. Really enjoying this config now. Now I just have to test and tweak in all conditions. Just like Joey4track I want this to work everywhere.
That's why I don't make the nights so dark. Cause some of the weather settings is using night settings, like cloudy snowy weather, and it looks really bad with too dark night settings, cause the ground will be very dark and the sky will be very bright for that reason, and I can't have that..
I've set suncorona to 0.0, cause I really hate, that you can see it's just a texture getting scaled up and down. And with the new sunrays, I'm getting MUCH better results.
I don't use any Anti aliasing, not even nvidias. Turned it all off, and for some reason it still looks very nice and sharp.. I guess that AA is not that nessesary in 1080p, or I must have overlooked something

I didn't spend much time getting the perfect shots here. Just want to show you my progress
Anyways, enough talk. No one reads all this bullshit anyways

Oh and last image here.. We all know how enb is making inventory and loading objects looks very wierd and pale.. Well, sometimes you can actually see some kind of texture overlay ontop of those loading screen objects.. The texture even looks like a texture with trees on it. The texture is staying fixed on the whole screen. Any ideas about this Boris?

The Scene is being Rendered in the background what you see their might be in the same Space so it would be very well possible that actually there is a tree shadow reflected from that Rendererd Scene onto the Object before it's faded over with the actual Render output
This is also one reason i guess it will take more time to load a Scene with ENB enabled the threads are not very well encapsulated and the Shaders get now compiled by ENB in the same time the Scene is loading (Engine is fighting with ENB over GPU resources)
And i guess the Loading time of the Scene is because of this also dependent on the amounts of Shader PP used and their Complexity ?
Also i guess it's quiet impossible to avoid this discoloration as the objects get rendered with the ENB changes applied in a very different lightning situation than after it's fully loaded.