Hey, yeah np. I'm fine with it, just trying to help out. Thanks Boris.ENBSeries wrote:MaxTheUniqueGamer
Change BlurSharp3 to BlurSharp2 in technique name.
djekmiami
Hey, i'm drawing to 64 bit format now, previous was 32 bit. I can't decrease banding any more. 65536 values for each color channel is enough and bug occur by some another reason.
Fallout 4 0.286 beta
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Re: Fallout 4 0.286 beta
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Re: Fallout 4 0.286 beta
Wow thats great, thanks!Kobalk wrote:Thanks for the update
A solution for the banding :
ENB off : http://image.noelshack.com/fichiers/201 ... 2037-1.jpg
ENB on + grain shader in postpass.fx with minimal intensity (nearly imperceptible) : http://image.noelshack.com/fichiers/201 ... 2038-2.jpg
(weather 15e)
Will take a look at this version.
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Re: Fallout 4 0.286 beta
thats just so hilarious....like wow what a funny thing to do and at the same rate poke fun at Beths new facial animations.tapioks wrote:@BORIS
Looking at the recent images you posted, I think you might really enjoy this video:
Fallout 4 Mods: "Immersive" Facial Animations
https://www.youtube.com/watch?v=yp2DOQ18oM8
I could not stop laughing
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Re: Fallout 4 0.286 beta
Updated info about adaptation in first post.
As i said, i can't do anything with banding. Render targets format is already outperform any superior eyes. Game draw result of enbeffect.fx (enbeffectpostpass.fx if exist) to r11g11b10 hdr format and that the reason of the banding. Later it applies vapor fog and motion blur, then read this 32 bit hdr texture for lut color correction. Code which makes linear output is hidden from users and executed after enbeffect.fx/enbeffectpostpass.fx shaders. Previously i wrote about using fake pow operation to increase performance, but it do not produce banding, just looks a bit different, so any existing banding simply shifted by some value, while amount of it is the same.
If you understand how this works, it's clear that i can't do anything. Apply dither in hidden pass? Then lut code will be buggy with custom textures because of indexing of dithered data. Remove linearization code or rescale values before drawing to r11g11b10? Then fog will look different (wtf they draw it after tonemapping?).
As i said, i can't do anything with banding. Render targets format is already outperform any superior eyes. Game draw result of enbeffect.fx (enbeffectpostpass.fx if exist) to r11g11b10 hdr format and that the reason of the banding. Later it applies vapor fog and motion blur, then read this 32 bit hdr texture for lut color correction. Code which makes linear output is hidden from users and executed after enbeffect.fx/enbeffectpostpass.fx shaders. Previously i wrote about using fake pow operation to increase performance, but it do not produce banding, just looks a bit different, so any existing banding simply shifted by some value, while amount of it is the same.
Code: Select all
What vanilla game is doing:
1) Game postprocess, linear output. RenderTarget=r11g11b10 hdr
2) Fog, motion blur, RenderTarget=r11g11b10 hdr
3) Lut color correction, first convert linear to gamma by val=pow(input, 1/2.2), then index LUT textures. RenderTarget=r8g8b8a8 ldr; Input=r11g11b10 hdr
4) Game UI. RenderTarget=r8g8b8a8 ldr;
Code: Select all
What i changed:
*1) ENB postprocess enbeffect.fx and enbeffectprepass.fx, non linear (gamma) output. RenderTarget=r16g16b16a16 ldr
*1.1) Hidden pass, convert non linear input to linear val=pow(input, 2.2). RenderTarget=r11g11b10 hdr; Input=r16g16b16a16 ldr
2) Fog, motion blur, RenderTarget=r11g11b10 hdr
3) Lut color correction, first convert linear to gamma by val=pow(input, 1/2.2), then index LUT textures. RenderTarget=r8g8b8a8 ldr; Input=r11g11b10 hdr
*3.1) If lut disabled in enbseries.ini, then just convert linear to gamma by val=pow(input, 1/2.2). RenderTarget=r8g8b8a8 ldr; Input=r11g11b10 hdr
4) Game UI. RenderTarget=r8g8b8a8 ldr;
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Re: Fallout 4 0.286 beta
Forgot to answer. Blue toned gray image is valid output of tutorial for render targets in enbeffectpostpass.fx. At first i did painting shader, but it was too complex to understand in example. Then another one with two screenshots here viewtopic.php?f=2&t=4697&start=60, but it's again too much complex, so i cut everything and left just two passes, first is gray, second is blue+=0.2;
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Re: Fallout 4 0.286 beta
Grain or dithering are indeed the best way to fight banding. Even if one doesn't see the banding in one's picture, it is very possible that due to a bad monitor, someone else will, whereas grain should eliminate it anyway =)
I'll try the new version later I think ; I just finished importing my color correcting presets from re-shade and I don't really feel like starting over at 10pm on a sunday :p
Right now I'm concerned about two things : profiles ( like, one for gameplay one for screenarchery ), and detection of interior / exterior. I always need to re-tweak gamma a bit to accomodate for darker interiors and stuff, especially when using Fr4nsson's Light Tweaks, unless there is a ENB-specific way to remove skylights from the game yet.
If any of this is already possible, well I missed it ! I've been sick and not sleeping enough for two days :p
I'll try the new version later I think ; I just finished importing my color correcting presets from re-shade and I don't really feel like starting over at 10pm on a sunday :p
Right now I'm concerned about two things : profiles ( like, one for gameplay one for screenarchery ), and detection of interior / exterior. I always need to re-tweak gamma a bit to accomodate for darker interiors and stuff, especially when using Fr4nsson's Light Tweaks, unless there is a ENB-specific way to remove skylights from the game yet.
If any of this is already possible, well I missed it ! I've been sick and not sleeping enough for two days :p
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Re: Fallout 4 0.286 beta
In that case, just like mentioned above - the best way to get rid of banding is to use some kind of a post effect - noise, deband, dither... I think that you shouldn't worry about that Boris, those effects work pretty well.
Also, Motion blur is calculated in HDR? That's surprising, considering how badly it looks. Do you think you'll be able to improve the shader itself? So it will looks closer to Cryengine\UE4\Frostbite rather than 90s ldr frame blending bullshit used in racing games.
Also, Motion blur is calculated in HDR? That's surprising, considering how badly it looks. Do you think you'll be able to improve the shader itself? So it will looks closer to Cryengine\UE4\Frostbite rather than 90s ldr frame blending bullshit used in racing games.
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Re: Fallout 4 0.286 beta
My screenshots of banding. One is mod off, another two is comparison with fake pow and real pow operation. I see difference, but it's not difference between amount of banding
http://i.imgur.com/bJUqCvz.png
http://i.imgur.com/p9wgI9g.png
http://i.imgur.com/OIADhCa.png
You just can't draw to r11g11b10 format without banding and without dithering.
MaxTheUniqueGamer
Motion blur is not computed in hdr, it's computed in fake linear space. After tonemapping it's no longer hdr. Better than nothing, but motion blur is piece of crap anyway, badly mixed radial blur.
http://i.imgur.com/bJUqCvz.png
http://i.imgur.com/p9wgI9g.png
http://i.imgur.com/OIADhCa.png
You just can't draw to r11g11b10 format without banding and without dithering.
MaxTheUniqueGamer
Motion blur is not computed in hdr, it's computed in fake linear space. After tonemapping it's no longer hdr. Better than nothing, but motion blur is piece of crap anyway, badly mixed radial blur.
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Re: Fallout 4 0.286 beta
That looks like a tremendous improvement! May I ask how you applied this grain shader via enbeffectpostpass.fx?A solution for the banding :
ENB off : http://image.noelshack.com/fichiers/201 ... 2037-1.jpg
ENB on + grain shader in postpass.fx with minimal intensity (nearly imperceptible) : http://image.noelshack.com/fichiers/201 ... 2038-2.jpg
(weather 15e)
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Re: Fallout 4 0.286 beta
Thank you for update^^
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