I know you can just use ReShade, but personally I'd rather stick to the enb only option. forum/shader-presentation/254.ers-for-reshade3-yar Magic bloom or Pirate bloom (my own favorited one) Could be updated, so it wouldn't affect the sky tho (it's possible). When it becomes free & more FPS friendly. Should be released in this place when finished: It's not for free yet, but will be (after some time). forum/shader-presentation/270.ioxa-for-reshade-3-0 A simple way to make your own quick fixes to the game. 4k Lut.fx or Multilut.fx - For people experienced with image grading. Best to be used with other Sharpening effects (CAS for example). Doesn't cause any halos around the objects, works very fast, doesn't look too agressive. You can see it as a small update for the base CAS shader. Works very well, creates smaller artifacts around the models. Contrast Adaptive Sharpen Based on Depth - This effect is just newer than our basic Lumasharpen. Performance friendly, in my tests it could somehow smooth out the image when it's in motion (works best with other AA methods) Use this one to assist SMAA or base Skyrim's / enb's AA to remove even more jagged edges without blurring the screen. A modded port of Normal Filter Anti Aliasing. It's the same thing you would use to remove branding artifacts for a custom video/while watching a movie using more advanced modern video players I think enb doesn't have a similar shader for solving this issue besides basic dither shader. Deband.fx - It can do wonders to the sky. It's quite good, if I'm right most enb's are using the older, more basic version of it. Here are my suggestions (effects & their loading order): Many enb users and custom preset creators have no clue about editing /adding new shaders, so your help would really benefit us all, I think. Maybe someone could create a similar project for Skyrim SE in the future. Back in LE you made a mod called Modular Effects Library for Skyrim. One more thing about the shaders / my requests. The creator of enb, unfortunately, has a negative attitude towards Pascal (for no logical reason, he is known for his strange "moods" and being rude anyway) and the idea of using RTGI in enb, unfortunately.ΔΆ. The topic of RT is very popular right now and our rigs are becoming much stronger (being able to handle such effects). I would be very thankful (me and probably also other nexus users) if somebody could consider doing a port of it in the near or "FURTHER" future. If only it could use all the info that enb has. In my opinion, RTGI could outperform SSAOIL in some ways and could be used to replace it (or at least add a bit more light and color bouncing to it). Maybe Pascal or someone else in the ReShade community could port these? The Adaptive Fog effect applied could also be helpful here - maybe their combination would work better. Perhaps someone could be able to find a solution for its problems through the usage of enb weathers system (perhaps it would be helpful to use separate, weaker settings and a shorter draw range for foggy and rainy weathers & sunrise and sunset). You can definitely avoid this effect from penetrating UI elements and its penetration with the DOF effect itself contained in enb (whose counterpart from ReShade causes some problems). I think it may also work with RTGI in a similar way. Is it possible that when it is free someone could be interested in its implementation in its for enb? In the past, Pascal made a special port of his MXAO shader for enb (got it working for enb using enb's custom DOF file), and although it was not perfect, it caused less problems than using ReShade alone for its application. It could be made available for free to ReShade users. As you may know, Marty / Pascal Gilcher is working on the Screen-Space Ray Traced Global Illumination effect, currently in beta.
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