Fallout 4 0.284 beta

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Re: Fallout 4 0.284 beta

ENBSeries wrote:Mod updated without version change, download again
Added states of mouse buttons to external shader.
Cool!
does that means custom UI? and is constant buffer available in the future? (✪ω✪)
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Re: Fallout 4 0.284 beta

I don't know about custom ui, but mouse buttons helps to make advanced debugging "tools" in the shader. Without saving data between frames with is not huge improvement, but still could be helpful.
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Re: Fallout 4 0.284 beta

kingeric1992
Forgot to answer regarding constant buffers. Why do you need them? All variables are in them already, you just don't see because of internal hlsl conversion. Params01 is the only separate constant buffer and read only.
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Re: Fallout 4 0.284 beta

Managed to slip in some basic tonemapping after all the cc_procedural code. Not rocket science but it helps working with the gamma/black and white sliders to get stronger, not overblown whites as well as correct darks. Using the neutral LUT files and disregarding every vanilla computations ( including applygammacolorcorrection), which I believe mean we are more or less working on the unaltered picture from the engine ?
Saturation still acts up, disregarding the actual luminance, though...

Quick and dirty comparison here.

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Re: Fallout 4 0.284 beta

Boris
my mistake.

I mean some sorts of method to pass data to next frame?
not necessary required but could be a cool feature.

Just providing some thought in case of running out of ideas in the future when all other things are settled down.
( ´゚Д゚`)
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Re: Fallout 4 0.284 beta

kingeric1992
You can't pass constant buffers data from current frame to next, because cbuffers are read only. Give me an idea what exactly to sent in to next frame, may be i'll find optimal solution.

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Re: Fallout 4 0.284 beta

ENBSeries wrote:Can't see rifle night scope bug, everything is okay for me. Pipboy is fixed now.
Btw, is it okay if instead of precise pow function i'll use interpolation between color*color and color*color*color? It will differ a little when toggling mod on/off, but performance is significantly better.
Perhaps have two versions? Replace the Pow function with the better performing one, and then create a PowLegacy function which is the same as we have now.

Should keep the graphic-savants happy, whilst also allowing for more performance. And more performance is always good.
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Re: Fallout 4 0.284 beta

I made performance optimized version of pow function in 0.285. Guess nobody will notice difference unless very exotic lut textures will be used.
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Re: Fallout 4 0.284 beta

FiftyTifty wrote:
ENBSeries wrote:Can't see rifle night scope bug, everything is okay for me. Pipboy is fixed now.
Btw, is it okay if instead of precise pow function i'll use interpolation between color*color and color*color*color? It will differ a little when toggling mod on/off, but performance is significantly better.
Perhaps have two versions? Replace the Pow function with the better performing one, and then create a PowLegacy function which is the same as we have now.

Should keep the graphic-savants happy, whilst also allowing for more performance. And more performance is always good.
I agree, that's a good idea, you should simply make a PowQuality parameter.
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