Fallout 4 0.385
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- *blah-blah-blah maniac*
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Re: Fallout 4 0.385
Sorry, this never be fixed. First person models have their own 3d space, what happen to them with depth based effects - buggy mess. The walls i guess same problem as in start area inside house, some additional ambient colors used instead of generic, so effects like ssao/ssil can give weird colors. With skylighting it's even worse depending from camera angle to sun direction.
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Re: Fallout 4 0.385
Boris,
Since in some other support thread yesterday you said you don't know what to do to make Fallout 4 look better...
Well, it's a list.
ISSUES:
-Water doesn't care about Skylighting
-Water doesn't care about ambient (both types)
-Skylighting occludes lights
-Skylighting tends to disappear on some parts of the screen
-Skylighting occludes direct light
-Skylighting doesn't occlude SkyAmbientCalculation enough (or at least that's what I think, others might disagree)
-Skylighting occludes emissive textures
-SkyAmbientCalculation doesn't affect indirect specular (when non-directional ambient intensity is 0, only when there is no direct lighting)
-indirect specular isn't affected by skylighting (same intensity)
-[VANILLA ISSUE] Objects (typically glass) using the BSEffectShaderProperty with Environment_Mapping, External_Emittance and Effect_Lighting are not affected by lighting at all (example: empty bottles glowing in the dark)
-[VANILLA ISSUE] There is no indirect specular for rough materials (probably intentional, annoying if you want to make some rough metal though, maybe a toggle in enblocal.ini?)
Would be nice:
-Proper PBR would be nice too (could be actually as simple as changing the specular input to RGB channels and the glosiness input to alpha, would be nice if it was a toggle in enblocal.ini called "UseStandardPBR")
-Something better than those crappy LDR vanilla cubemaps that don't even change based on where the object is located would also be very nice.
-Better Subsurface Scattering? Vanilla one looks a little weird if you ask me...
-Better TAA would also be really nice (if possible).
-Some higher range Ambient Occlusion and Indirect Lighting that doesn't change much when you move the camera (voxel based maybe?)
-Reflection ResolutionScale setting
And yes, I know you said that you won't fix skylighting many times (if I remember correctly that is) but to be honest it makes an enormous difference in Fallout 4.
Since in some other support thread yesterday you said you don't know what to do to make Fallout 4 look better...
Well, it's a list.
ISSUES:
-Water doesn't care about Skylighting
-Water doesn't care about ambient (both types)
-Skylighting occludes lights
-Skylighting tends to disappear on some parts of the screen
-Skylighting occludes direct light
-Skylighting doesn't occlude SkyAmbientCalculation enough (or at least that's what I think, others might disagree)
-Skylighting occludes emissive textures
-SkyAmbientCalculation doesn't affect indirect specular (when non-directional ambient intensity is 0, only when there is no direct lighting)
-indirect specular isn't affected by skylighting (same intensity)
-[VANILLA ISSUE] Objects (typically glass) using the BSEffectShaderProperty with Environment_Mapping, External_Emittance and Effect_Lighting are not affected by lighting at all (example: empty bottles glowing in the dark)
-[VANILLA ISSUE] There is no indirect specular for rough materials (probably intentional, annoying if you want to make some rough metal though, maybe a toggle in enblocal.ini?)
Would be nice:
-Proper PBR would be nice too (could be actually as simple as changing the specular input to RGB channels and the glosiness input to alpha, would be nice if it was a toggle in enblocal.ini called "UseStandardPBR")
-Something better than those crappy LDR vanilla cubemaps that don't even change based on where the object is located would also be very nice.
-Better Subsurface Scattering? Vanilla one looks a little weird if you ask me...
-Better TAA would also be really nice (if possible).
-Some higher range Ambient Occlusion and Indirect Lighting that doesn't change much when you move the camera (voxel based maybe?)
-Reflection ResolutionScale setting
And yes, I know you said that you won't fix skylighting many times (if I remember correctly that is) but to be honest it makes an enormous difference in Fallout 4.
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- *sensei*
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Re: Fallout 4 0.385
I 100% agree with ja231c. All the ENB stuff is awesome, but quite buggy in implementation. I'd also add to the list the way that detail shadows work on the first person arms, or rather how they don't work at all, it's pretty much broken. When you look away from the sun, the shadows completely go away, and when the shadows show up, they look really wrong (I guess it's the depth precision issue you mentioned before, but still, it looks pretty bad, maybe it should be excluded completely? Or perhaps instead of using ray traced shadows, have a separate traditional shadow cascade dedicated to the first person?)
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Re: Fallout 4 0.385
I told many times about first person models, they will never be fixed, they cant be fixed, because they are drawn in own 3d space and put on real scene, which makes them be huge compared to other objects. Usual shadow cascade will not be either, because it's too much complicated and slow to implement without source code. And what ja231c wrote are all unfixable, again cause it's just someone's game without sources or simply can't be fixed at all (or require huge effort and performance). It's easy to say, but from my point of view looks not much different to when somebody ask tesselation everywhere. When don't know details how things works everything sounds simple, even TXAA, what is so difficult to tweak it? But it's not tweakable, entire algorithm is a trash which bring buggy ghosting or not work at all, like you have only one parameter of how much do motion blur. No patterns or any other things influence quality beyong, otherwise it would be already tweaked by others, but obviously in games it sucks with all same types of artifacts, making image not clear and annoying. Sss is probably the only thing i can try to change, but i don't know who play this game for quality of characters like TES players do, it's another category. I thought about making reflections for puddles, but sneaking around i ask myself, why to waste time if they are rarely seen and people not pay attention to them at all?
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Re: Fallout 4 0.385
I don't understand. What are you basing that on? There are hundreds of beautification and appearance mods on the Nexus. Personally, character (PC and NPC) appearance is one of the few things I do actually mod in F4.ENBSeries wrote:...but i don't know who play this game for quality of characters like TES players do, it's another category. I thought about making reflections for puddles, but sneaking around i ask myself, why to waste time if they are rarely seen and people not pay attention to them at all?
And there are a dozen or so mods on Nexus that attempt to tackle the puddle issue (but fail at it) because they aren't rarely seen and we're forced to pay attention to them because they are so distractingly broken. Same with the wetness shaders that get applied during rainy weather.
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Re: Fallout 4 0.385
Agreed. I've removed them from my game because the flickering drove me nuts and they're looking bad anyway. Would love to see them improved.nova_stark wrote:And there are a dozen or so mods on Nexus that attempt to tackle the puddle issue (but fail at it) because they aren't rarely seen and we're forced to pay attention to them because they are so distractingly broken. Same with the wetness shaders that get applied during rainy weather.
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Re: Fallout 4 0.385
Boris,
Wait, so you can't put all lights in a mask or something and then subtract/multiply/whatever that from the skylighting?
Wait, so you can't put all lights in a mask or something and then subtract/multiply/whatever that from the skylighting?
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Re: Fallout 4 0.385
ja231c
Skylighting applied much earlier in defer to non transparent objects only, where fog is. Everything drawed after it is not affected. Some places (including areas in the main house of first scene) are rendered with several defer mixing shaders and there skylighting, ssao and ssil fail producing color artifacts because ambient color is not valid, it's ambient light. Very strange decision about graphics pipeline architecture and i can't do anything with it. In skyrimse i tried to fix problem with detailed shadows casted on lights by comparing pictures before lights and after them, this produced other bugs but still better than first version. In the fallout 4 such trick will not work, fog, specular at least will be ruined (probably bullet holes which use parallax too).
Skylighting applied much earlier in defer to non transparent objects only, where fog is. Everything drawed after it is not affected. Some places (including areas in the main house of first scene) are rendered with several defer mixing shaders and there skylighting, ssao and ssil fail producing color artifacts because ambient color is not valid, it's ambient light. Very strange decision about graphics pipeline architecture and i can't do anything with it. In skyrimse i tried to fix problem with detailed shadows casted on lights by comparing pictures before lights and after them, this produced other bugs but still better than first version. In the fallout 4 such trick will not work, fog, specular at least will be ruined (probably bullet holes which use parallax too).
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Re: Fallout 4 0.385
Boris,
To my knowledge the issue with lights being occluded by skylighting happens everywhere so unless everywhere is rendered with several deferred mixing shaders just like the pre-war player house shouldn't that not be happening at least in some places?
To my knowledge the issue with lights being occluded by skylighting happens everywhere so unless everywhere is rendered with several deferred mixing shaders just like the pre-war player house shouldn't that not be happening at least in some places?
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Re: Fallout 4 0.385
I dont know why it should not happen in some places, if lights are strictly defined types of 3d objects. If they are buggy, then it means they are drawed the same way everywhere. Types of lights may differ, ambient and usual (point, spot or what game use).
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