To make sure everything is correct, tried to use 128 bit hdr format for textures. Comparisons screenshots are the same as with 64 bit ldr. For testing i used color.xyz=lerp(float3(0.3, 0.4, 0.6), float3(0.6, 0.75, 0.9), 1.0-IN.txcoord0.y); at the end of enbeffect.txt. It's just game hdr format fails. Applying dither in hidden pass have minimal impact for blue channel, because it's 10 bit, so sky is always looks bad. Even tried to utilize more bits of hdr texture, but still see banding:
res.xyz=pow(res.xyz, 8.0)*128.0; - on draw to r11g11b10
res.xyz = pow(res.xyz/128.0, 1.0/8.0); - on read r11g11b10
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
This is the best result from dithering in hidden pass, right side is dithered
Applying different math for utilizing more bits of game hdr texture have too much chance to break something. I can modify that damn fog and motion blur, but game may draw something else between post process and lut color correction.
Applying different math for utilizing more bits of game hdr texture have too much chance to break something. I can modify that damn fog and motion blur, but game may draw something else between post process and lut color correction.
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Re: Fallout 4 0.286 beta
@Kobalk
Thanks! I tried implementing this in my postpass file, but I must have messed up because ENB is returning an error when I startup the game. Would you mind sharing your postpass.fx file so that I can study it and learn how to structure the file correctly? I know next-to-nothing about HLSL and coding, but I'm pretty good with reasoning and logic in general
Thanks! I tried implementing this in my postpass file, but I must have messed up because ENB is returning an error when I startup the game. Would you mind sharing your postpass.fx file so that I can study it and learn how to structure the file correctly? I know next-to-nothing about HLSL and coding, but I'm pretty good with reasoning and logic in general
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Re: Fallout 4 0.286 beta
Boris
The right side has smoother transitions between banding artifacts compared to the left side, and I had to zoom in to really notice it.
So if that is the best possible then go with that, I would say.
tapioks
Or you could download the source from which kobalk apparantly got it from;
http://www.nexusmods.com/fallout4/mods/4088/?
The right side has smoother transitions between banding artifacts compared to the left side, and I had to zoom in to really notice it.
So if that is the best possible then go with that, I would say.
tapioks
Or you could download the source from which kobalk apparantly got it from;
http://www.nexusmods.com/fallout4/mods/4088/?
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Re: Fallout 4 0.286 beta
Kobalk
Yes it is, using it almost everywhere i can.
--JawZ--
Ok, i'll do an update then.
Yes it is, using it almost everywhere i can.
--JawZ--
Ok, i'll do an update then.
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Re: Fallout 4 0.286 beta
@--JawZ--
Hmm, the author of that mod seems very familiar!
Thanks for the tip!
@Kobalk
Thanks to you as well
Hmm, the author of that mod seems very familiar!
Thanks for the tip!
@Kobalk
Thanks to you as well
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Re: Fallout 4 0.286 beta
Version updated, download again
Added internal dithering after enbeffect.fx / enbeffectpostpass.fx (if exist).
Added internal dithering after enbeffect.fx / enbeffectpostpass.fx (if exist).
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Re: Fallout 4 0.286 beta
Boris
That was quick Thanks again^^
That was quick Thanks again^^
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Re: Fallout 4 0.286 beta
Thank you, everything went smoothly and without any glitches. Question : is There a replacement for FXComposer Direct3D11?? I need a compiler and manual laziness.
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Re: Fallout 4 0.286 beta
Disabled all in-game effects in the enbseries.ini and the fps has increased markedly, but there are drawdowns of up to 40 frames with many objects. Here are the settings ini maybe it's like something you can fix?
[EFFECT]
UseOriginalObjectsProcessing=false
UseOriginalPostProcessing=false
UseOriginalColorFilter=false
UseOriginalBloom=false
UseOriginalAdaptation=false
EnablePostPassShader=true
EnableAdaptation=true
See also a bug in sight, can certainly it is because of the settings of adaptation or lack of blur. But while decide could not.
http://rghost.ru/6TFNPMknL.view
Everything was dark and colorless. But the second screenshot, there's generally a nightmare.
http://rghost.ru/8KyMzGvyq.view
[EFFECT]
UseOriginalObjectsProcessing=false
UseOriginalPostProcessing=false
UseOriginalColorFilter=false
UseOriginalBloom=false
UseOriginalAdaptation=false
EnablePostPassShader=true
EnableAdaptation=true
See also a bug in sight, can certainly it is because of the settings of adaptation or lack of blur. But while decide could not.
http://rghost.ru/6TFNPMknL.view
Everything was dark and colorless. But the second screenshot, there's generally a nightmare.
http://rghost.ru/8KyMzGvyq.view
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AMD RYZEN 2600
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