Fallout 4 (TES With Guns)
ENBSeries 0.399 (graphic mod) / ENBoost (patch)
Applied screen space reflection to puddles. It use original game ssr, so i recommend at least set EnableReflections=true to make it better a little (it's not full screen resolution anyway and bad algorithm, maybe later i'll change it).
Also i finally found where bug occurs with cubemaps of puddles switching based on camera direction and position, but didn't fix it yet cause not found why it happen.
Fallout 4 0.399
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- *blah-blah-blah maniac*
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Fallout 4 0.399
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Re: Fallout 4 0.399
This sounds great.
Guys please provide a peasant like me with a few screens of those puddles. Should look great.
Guys please provide a peasant like me with a few screens of those puddles. Should look great.
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Re: Fallout 4 0.399
Version updated, download again
Fixed glossiness of puddles.
Pfuscher
Not really great https://imgur.com/a/UOGgVnk
Fixed glossiness of puddles.
Pfuscher
Not really great https://imgur.com/a/UOGgVnk
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Re: Fallout 4 0.399
Thanks for the update! Looks very promising. There is some black spherical cutoff when looking at the new reflections closer, and at a steep angle. This is only true for puddles it seems. Otherwise great addition! One good example where it the effect was really stunning:
https://i.imgur.com/iTVfDaB.png
Did you ever get the chance to check out the very noisy water reflections? Its probably a limitation of the vanilla screen space reflections...
https://i.imgur.com/iTVfDaB.png
Did you ever get the chance to check out the very noisy water reflections? Its probably a limitation of the vanilla screen space reflections...
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Re: Fallout 4 0.399
That cutoff is a problem of game reflections, vector is 2 dimentional precomputed before actual computation of screen space reflection, so reflection toward the screen can't work (water of other types have the same issue). I dont know how to fix this without a lot of effort.
Water reflections are the same thing, they are low resolution and low precision, so need a lot of things to change, i prefer to stay away now.
Water reflections are the same thing, they are low resolution and low precision, so need a lot of things to change, i prefer to stay away now.
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Re: Fallout 4 0.399
Grabbing this now - very curious to see how it looks. Puddles have been an ongoing issue in FO4.
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Re: Fallout 4 0.399
Version updated, download again
Fixed static cubemaps of the puddles. Actually it's workaround to skip locking constant buffers for them, didn't find what is going wrong there (there is similar fix with bullet holes).
Fixed static cubemaps of the puddles. Actually it's workaround to skip locking constant buffers for them, didn't find what is going wrong there (there is similar fix with bullet holes).
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Re: Fallout 4 0.399
Here is an image of the puddles in a rain storm - its dark but looks great IMO: https://live.staticflickr.com/65535/491 ... ffcd_o.png
Grabbing the update now as well.
Grabbing the update now as well.
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Re: Fallout 4 0.399
Thanks for the new release and update, Boris! The poddles issue was a pain in the ass in Fallout 4, now they look good!
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Re: Fallout 4 0.399
Wow! Boris, you fixed those damn puddles!! Hallelujah! Thank You!
A good place to test that flickering is the FEV Lab (coc InstituteFEVlab) had horrible flickering. all fixed now.
*One thing i notice is if i leave that cell and immediately return, i'll get no reflections.
but if i go elsewhere, travel outside for awhile and come back they work again. not a big deal but just fyi.
not to push our luck here, but there's another issue i've been meaning to ask about.
Would it be possible to separate the game DOF in a way that it could be disabled without affecting the underwater blur?
A good place to test that flickering is the FEV Lab (coc InstituteFEVlab) had horrible flickering. all fixed now.
*One thing i notice is if i leave that cell and immediately return, i'll get no reflections.
but if i go elsewhere, travel outside for awhile and come back they work again. not a big deal but just fyi.
not to push our luck here, but there's another issue i've been meaning to ask about.
Would it be possible to separate the game DOF in a way that it could be disabled without affecting the underwater blur?