Archalyus
Ask someone to make bicubic filtering of PS_BloomMix pixel shader. Or at cost of performance you may change values in FuncBlur pixel shader, for example modify scale=4.0 value and fstepcount=max(fstepcount, 2.0); can be changed to fstepcount=max(fstepcount, 3.0); or fstepcount=max(fstepcount, 4.0);
[F4/SSE] Natural Bloom 3.0
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Re: [Fallout 4] Natural Bloom
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Re: [Fallout 4] Natural Bloom
Boris
Some comments regarding those edits to the bloom. Could be that there's something wrong with the way that scaling range in bloom works on AMD?:
Some comments regarding those edits to the bloom. Could be that there's something wrong with the way that scaling range in bloom works on AMD?:
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Re: [Fallout 4] Natural Bloom
performance drop is as expected.
scale is converted to step count and is essentially used as loop count.
scale == 4 means running 4*2 == 8 times on 16:9 monitor.
scale == 16 means 16*9 == 144 times.
but the actual impact is still hardware dependent.
scale is converted to step count and is essentially used as loop count.
scale == 4 means running 4*2 == 8 times on 16:9 monitor.
scale == 16 means 16*9 == 144 times.
but the actual impact is still hardware dependent.
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Re: [Fallout 4] Natural Bloom
If you don't want to have performance impact, then modify uniform inputs to foolish resolution information of input and output surfaces. Add more doubled passes, separated v/h too.
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Re: [Fallout 4] Natural Bloom
Thanks for this! Btw did you include Jawz suggestion to the file? I would prefer bloom to be more selective and have a lower tolerance on the brightness of the pixels it get's applied.
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Re: [Fallout 4] Natural Bloom
I did not include it, it caused some issue for me when very high intensity bloom would stay on screen.LucidAPs wrote:Thanks for this! Btw did you include Jawz suggestion to the file? I would prefer bloom to be more selective and have a lower tolerance on the brightness of the pixels it get's applied.
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Re: [Fallout 4] Natural Bloom
I had to do more than just place the pow function to limit the brightness selection, as only doing Jawz's suggestion resulted in "burns" all over the picture, the kind described by Max.MaxTheUniqueGamer wrote:I did not include it, it caused some issue for me when very high intensity bloom would stay on screen.LucidAPs wrote:Thanks for this! Btw did you include Jawz suggestion to the file? I would prefer bloom to be more selective and have a lower tolerance on the brightness of the pixels it get's applied.
The logic was that this "pow" should be done to the source or at least first resize operation rather than on the final result of all the combined resizes. Each subsequent resize in the "multipass bloom" are using the result of the previous one anyway.
I also injected the white point / black point controls from Enbeffects and multiplied each step of the bloomMix() function by an increasing value to "smooth out" the bloom and simulate some kind of curve. Values are kinda random so feel free to tweak them to get a linear smooth, or a quad smooth or whatever :p
I'm including the file, it was initially based on Max's modification anyway.
In enbseries.ini, I'm using a brightness of 1.0 and GammaCurve of 1.15 under COLORCORRECTION ; as well as Contrast=1.4 CC: In black=0.15 CC: In white=0.95 CC: Out black=0.0 and CC: Out white=0.38 in ENBBLOOM.ini.
Example and shameless repost :
The fire one is an extreme example, but you can notice how it blends the sky in the two others, especially on the satellite dish.
I've been using this for some time now and the only really annoying quirk I get comes from high-value pixels on the border of the screen, which suddenly "erupt" into some kind of flash. I didn't really delve into the issue yet though as it doesn't happen that often ( and may be cause by enblens anyway since enblens is also dependant on the brightness and GammaCurbe you input ).
Also please note this is just modifications of the original ENBBLOOM and as he like to remind us, just an example. I merely patched in a way to tweak the source thanks to contrast/black/white in enbbloom, but it probably won't hold a candle to a "real" bloom shader.
Also it SHOULD be 289 ready.
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Re: [Fallout 4] Natural Bloom
Wolrajh
Heeyyy that's great, would love to test what you did. Thanks for sharing.
Heeyyy that's great, would love to test what you did. Thanks for sharing.
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Re: [Fallout 4] Natural Bloom
This looks great. Been playing with it tonight. I know it is a sampler but until a real bloom shader comes out would you mind me using it in a preset BETA I am working on? All credit given of course! The ReShade bloom was limited and taking this bloom tweak with the time of day in ENB is already giving me a lot of options for day and night bloom control.
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Re: [Fallout 4] Natural Bloom
Great work dude! Can I include your edits as a 1.2 version of Natural Bloom? You'll be credited.Wolrajh wrote:*snip*
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