POSTING THE ENBSERIES BINARY FILES ON NEXUS SITES IS STRICTLY PROHIBITED
Added AutodetectVideoMemorySize parameter. Changed ENBoost memory manager by forcing memory statistics of the mod only to reduce issues with bad drivers. Fixed bug when ENBoost compression was always enabled. Added profiler statistics for ENBoost.
Warning! To run the mod properly, enable HDR in game video options.
Depth of field effect supported by external shader file enbeffectprepass.fx, i recommend to use Matso version of it, for example from "Skyrim Visual Immersion" which is available by this link: http://skyrim.nexusmods.com/mods/5587.
This is just the mod with default preset, download customized presets and shaders from the forum or other sites.
v0.267: Added string annotations to shaders similar to TES Skyrim 0.265 version. Added shadow desaturation parameter for detailed shadows.
v0.263: Fixed not working key to free video memory and fps limiter.
v0.249: Added accumulative antialiasing.
v0.246: Added denoiser and supersampling for ambient occlusion. Added text with current videocard model for laptop users.
v0.237: Fixed some landscape shaders to remove detailed shadow artifacts.
v0.232: Added precision parameter for ambient occlusions to control noise. Modified shadows to make them smoother.
v0.230: Fixed issues with "transparent" weapons in some places of New Vegas.
v0.225: Ported core of the mod from Skyrim version, so now it support annotations for shaders, external lens and dirt effects, separated enblocal.ini file, etc. There are too many changes to enumerate them, ask on the forum.
v0.216: Added memory reducing feature of ENBoost. Improved edge antialiasing.
v0.194: Removed fix for transparency bug of some objects, because by uknown reason it not work for some users and makes objects transparent. Added memory reducing feature (like in version for Skyrin in ENBoost) via two additional variables in the enbseries.ini under [MEMORY] category, work best on NVidia cards, with AMD it's much slower and not very effective against CTDs. Added borderless window features for both windowed and full screen modes. Added AddDisplaySuperSamplingResolutions parameter which allow to run game in greater resolution downsampled to current display mode to simulate supersampling (antialiasing), works only if game set to full screen mode, modify then resolution in video options to same as desktop*2.
v0.190: Fixed first person objects "transparency" artifact when ssao or shadows enabled, improved quality and performance of ssao of quality -1,0,1.
v0.184: Added ssao/ssil mixing types and ssao type, similar to latest version of TES Oblivion. Fixed some minor bugs. Removed ShadowBrightness parameter.
v0.179: Changed shadow and ssao mixing code by drawing additional deffer texture, no more black shadows. Added interior/exterior variables to enbbloom.fx, enbeffectprepass.fx by request.
v0.173: Fixed transparency bug for hair and some other objects (visible when ssao, shadows or depth of field enabled).
v0.161: Added parameter to control detailed shadows intensity, removed their dependency from ambient color. Fixed issue with flickering weapons with some mods installed.
v0.156: Increased performance of detailed shadows (and quality 2), fixed sun glare bug, scaled distance fade in fog (under SSAO_SSIL category) to make it looks properly at value 1.0 (i recommend to set FadeFogRange=1.0 now), increased quality and length of sun rays effect.
v0.150: Added detailed shadows.
v0.141: Modified ssao/ssil code, mixer of it and fading.
v0.140: Fixed bug with additional configuration file, removed sun corona parameters and it's disabled at all, because not work properly.
v0.137: Added sun rays.
v0.133: Added GUI for simpler editing, edge antialiasing, interior properties.
v0.121: Optimizations mostly and some bug fixes.
v0.118: ATI/AMD cards now supported, make sure ForceNVidiaCard=false is set in enbseries.ini. Added effects DOF, SSAO, but SSIL is not working in complex mode yet.
v0.116: Added many per object control parameters to configuration file.
v0.115: Bloom, lenz, eye adaptation, palette and post processing with programmable shader are the only working effects.