Fallout 4 0.355

Forum rules
new topics are not allowed in this subsection, only replies.
  • Author
  • Message
Offline
User avatar
*blah-blah-blah maniac*
Posts: 17557
Joined: 27 Dec 2011, 08:53
Location: Rather not to say

Re: Fallout 4 0.355

It's mistake, performance can't be lower cause i changed only what written in description to release.
_________________
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7

Offline
Posts: 2
Joined: 22 Oct 2018, 21:44

Re: Fallout 4 0.355

ENBSeries wrote:It's mistake, performance can't be lower cause i changed only what written in description to release.
Yeah, you're right. I deleted all things ENB related and something else is causing poor performance. I'll try to roll back my Nvidia drivers.

Offline
User avatar
*blah-blah-blah maniac*
Posts: 996
Joined: 02 Jan 2014, 23:38

Re: Fallout 4 0.355

So I made a ground texture for Fallout 4.
The Enb applies weird SSAO on the flat ground.
Deactivating enb SSAO deactivates the effect.
It also reacts to the SSAO Range, as the effect only goes a few meters
Got the same in Skyrim SE, there the effect reacts to the blue channel of the normal map.
Which us usually pretty bright. In Fallout 4 it is black. That's probably why it is so enourmous.
Needs to be fixed in both games.
Making a white blue channel didn't help in Fallout 4, though. The engine probably doesn't like it. As it is always black for vanilla textures.


Screenshots:
Enb On, SSAO DEactivated
https://www2.pic-upload.de/img/36180200 ... _47_14.jpg

Enb on, SSAO Activated
https://www2.pic-upload.de/img/36180202 ... _47_18.jpg

Files
https://drive.google.com/open?id=1phmqB ... Ieceg115y_

Thanks for looking into it Boris! You are great.

Offline
User avatar
*blah-blah-blah maniac*
Posts: 17557
Joined: 27 Dec 2011, 08:53
Location: Rather not to say

Re: Fallout 4 0.355

It's not flat ground, it's bumpy as hell and i compute ao/il using per pixel normals, not triangles from depth.
_________________
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7

Offline
User avatar
*blah-blah-blah maniac*
Posts: 996
Joined: 02 Jan 2014, 23:38

Re: Fallout 4 0.355

It's bumpy, you are right. I didn't mean that. I meant that it is terrain, not a mesh. Flat as the geometry, not the texture.
Is there a way to deactivate you ssao for the terrain only?

Offline
User avatar
*blah-blah-blah maniac*
Posts: 17557
Joined: 27 Dec 2011, 08:53
Location: Rather not to say

Re: Fallout 4 0.355

There is no way to disable for terrain. And it doesnt matter terrain or mesh, they are still the same geometry in the game and the problem of darkness occurs because normals used for ao computation and it's totally correct, if you put real stones instead of normal map, they will look similar with ao applied.
_________________
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7

Offline
User avatar
*blah-blah-blah maniac*
Posts: 996
Joined: 02 Jan 2014, 23:38

Re: Fallout 4 0.355

Are all normal map channels used for AO? I think I remember you can choose which channels.
Excluding the blue channel would be a good thing as in Fallout 4 it's always completely black. Unlike Skyrim.

Offline
User avatar
*blah-blah-blah maniac*
Posts: 3137
Joined: 27 Jan 2012, 13:42

Re: Fallout 4 0.355

I guess the blue channel is computed runtime then?

Offline
User avatar
*blah-blah-blah maniac*
Posts: 17557
Joined: 27 Dec 2011, 08:53
Location: Rather not to say

Re: Fallout 4 0.355

Normal is reconstructed by this code:

Code: Select all

	float2	fenc = normal.xy*4.0 - 2.0;
	float	f = dot(fenc, fenc);
	float	g = sqrt(1.0 - f*0.25);
	normal.xy = fenc*g;
	normal.z = 1.0 - f*0.5;
	normal.z=-normal.z;
_________________
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7

Offline
User avatar
*blah-blah-blah maniac*
Posts: 996
Joined: 02 Jan 2014, 23:38

Re: Fallout 4 0.355

Would somebody please be so nice and translate that for us :-)
Post Reply