[RELz] Murezor and Ampol's ENB settings

Post » Sun Feb 14, 2010 11:03 am

Does anybody know where I can download ENB, the site of the author appears to be down. :unsure:
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Jamie Moysey
 
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Post » Sun Feb 14, 2010 5:31 pm

Does anybody know where I can download ENB, the site of the author appears to be down. :unsure:


Here is the new site: http://enbseries.gtamaps.net/index_en.html.
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Queen Bitch
 
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Post » Sun Feb 14, 2010 2:50 pm

Here is the new site: http://enbseries.gtamaps.net/index_en.html.
Arigato! :)
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barbara belmonte
 
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Post » Sun Feb 14, 2010 2:59 pm

This file is neither allocated to a Premium Account, or a Collector's Account, and can therefore only be downloaded 10 times.

This limit is reached.


AmpolX; If you want I could upload your files to my own Premium Account on Rapidshare, which in turn can be downloaded to infinity.
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Lizs
 
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Post » Sun Feb 14, 2010 4:56 am

Cool, I'll try the posted settings when I get a chance. FYI, you can get a working DoF with Oblivion, but it's the only thing I've gotten a FPS hit with when using ENB, so I dropped it.

Impossible <_<

If you found out how, then please share but I experiemented with many different versions of ENB and no DoF worked for Oblivion.


Go ahead an upload them Quintus Sertorius
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quinnnn
 
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Post » Sun Feb 14, 2010 1:21 pm

Hm? Depth of field in known to work quite well. http://i12.photobucket.com/albums/a206/Breadfan-atic/Game%20Screenshots/oblivion/Oblivion2009-11-0815-04-35-80.jpg. The focus range has to be moved right up to avoid a lot of OSD fuzziness though.
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Fluffer
 
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Post » Sun Feb 14, 2010 10:32 am

Hm? Depth of field in known to work quite well. http://i12.photobucket.com/albums/a206/Breadfan-atic/Game%20Screenshots/oblivion/Oblivion2009-11-0815-04-35-80.jpg. The focus range has to be moved right up to avoid a lot of OSD fuzziness though.

Whats your settings? I can't get DoF to work at all.
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Kayleigh Williams
 
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Post » Sun Feb 14, 2010 8:29 am

I haven't had to do anything special. Perhaps it's an incompatibility with your graphics driver? Well, I use the effect.txt from the download on tesnexus, but my ini is as :
[PROXY]EnableProxyLibrary=0InitProxyFunctions=1ProxyLibrary=[GLOBAL]UseEffect=0AlternativeDepth=1AllowAntialias=1BugFixMode=1SkipShaderOptimization=0QuadVertexBuffer=0EnableShaders_3_0=1AdditionalConfigFile=enbseries2.iniUseMRTRendering=0[EFFECT]EnableBloom=1EnableOcclusion=1EnableReflection=0EnableMotionBlur=0EnableWater=0EnableShadow=0DepthBias=0EnableDepthOfField=1[INPUT]KeyUseEffect=123KeyBloom=120KeyOcclusion=121KeyReflection=122KeyCombination=16KeyScreenshot=44KeyShadow=119KeyWater=118KeyShowFPS=106[REFLECTION]ReflectionPower=10ChromePower=0UseCurrentFrameReflection=1ReflectionQuality=2ReflectionSourceSpecular=50ReflectionSourceTFactor=50UseAdditiveReflection=0ReflectionDepthBias=0UseLowResReflection=0ReflectionSinglePass=1UseEnvBump=0EnvBumpAmount=100EnvBumpOffset=100ReflectionFlip=1[BLOOM]BloomPowerDay=15BloomFadeTime=2000BloomConstantDay=0BloomQuality=0BloomScreenLevelDay=40BloomCurveDay=4BloomPowerNight=10BloomConstantNight=0BloomCurveNight=3BloomScreenLevelNight=10BloomAdaptationScreenLevel=70BloomAdaptationMultiplier=20BloomAllowOversaturation=1BloomMaxLimit=30[SSAO]UseFilter=1OcclusionQuality=1FilterQuality=0DarkeningLevel=35BrighteningLevel=20IlluminationLevel=40AdditiveIlluminationLevel=10UseAmbientOcclusion=1UseIndirectLighting=0FadeDistance=25UseForAlphaTest=0UseForAlphaBlend=0[COLORCORRECTION]DarkeningAmountDay=5ScreenLevelDay=40ScreenLevelNight=15DarkeningAmountNight=-20GammaCurveDay=1GammaCurveNight=-3ColorSaturationDay=-2ColorSaturationNight=-1UsePaletteTexture=0[WATER]UseWaterDeep=0WaterDeepness=20WaterQuality=0[SHADOW]ShadowFadeStart=400ShadowFadeEnd=800ShadowAmountDay=70ShadowAmountNight=70ShadowScreenLevelDay=60ShadowScreenLevelNight=20ShadowQuality=2UseShadowFilter=1FilterQuality=1ShadowBlurRange=40[ENGINE]ForceAnisotropicFiltering=0MaxAnisotropy=8ForceDisplayRefreshRate=0DisplayRefreshRateHz=60[MOTIONBLUR]MotionBlurQuality=1MotionBlurVelocity=0MotionBlurRotation=200[PERPIXELLIGHTING]SpecularColorMin=0SpecularColorMax=0SpecularColorMultiplier=100SpecularGlossinessMin=0SpecularGlossinessMax=0SpecularGlossinessMultiplier=100[DEPTHOFFIELD]DOFQuality=2DOFNumberOfPasses=1DOFFocusRange=220DOFBlurinessRange=4

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JERMAINE VIDAURRI
 
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Post » Sun Feb 14, 2010 10:49 am

What blur effect is being used on that DoF? It looks pretty horrible IMHO, or is that just a bad screenshot?

Then again, it doesn't seem to have the ghosting my blur is afflicted with. :shrug:

Wait, I just realised that I've got the source bookmarked...and it's horribly complicated. Looks like ENB's tried to bypass the need for a depth buffer to do depth of field by piggybacking the results of shaders which do have depth buffer access, and interpreting them, which could be why it looks a bit funky. Might also be why the code is about 7 times longer than mine (1400 to 200), it's got to do more work. Though it did give me a few ideas for optimisations I could make to my own code. :)
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Alisia Lisha
 
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Post » Sun Feb 14, 2010 12:51 pm

What blur effect is being used on that DoF? It looks pretty horrible IMHO, or is that just a bad screenshot?

Then again, it doesn't seem to have the ghosting my blur is afflicted with.

You are right, it's lowest quality blur at only one pass. I'm not going to fuss about the blur precision when the only purpose of it is to take your attention off of it, eh? It's subtle enough that it's barely seen in normal play.
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kristy dunn
 
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Post » Sun Feb 14, 2010 6:14 pm

You are right, it's lowest quality blur at only one pass. I'm not going to fuss about the blur precision when the only purpose of it is to take your attention off of it, eh? It's subtle enough that it's barely seen in normal play.

2 is lowest quality, 0 is max.
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Rodney C
 
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Post » Sun Feb 14, 2010 5:38 am

2 is lowest quality, 0 is max.


Yes, I know.
[DEPTHOFFIELD]
DOFQuality=2

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Michelle Chau
 
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Post » Sun Feb 14, 2010 11:59 am

Yes, I know.

You mentioned an effect file off nexus? What page is that?

Also Your settings didn't work for DoF. Are you using the Richards Burn Ralley version? DoF does work on my card, nividia Geforce 9800 GT overclocked. Im wondering if my hunch I have right now is right... :read:
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Catherine Harte
 
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Post » Sun Feb 14, 2010 3:59 pm

You mentioned an effect file off nexus? What page is that?

Also Your settings didn't work for DoF. Are you using the Richards Burn Ralley version? DoF does work on my card, nividia Geforce 9800 GT overclocked. Im wondering if my hunch I have right now is right... :read:

If you don't have an effect.txt, you don't get the effects. :shrug: I used the one off of Nexus, and just tweaked it.

Go here : http://www.tesnexus.com/downloads/file.php?id=26291
Download effects, and put it in your root with the enbseries.ini.
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Angus Poole
 
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Post » Sun Feb 14, 2010 9:14 pm

I have a effect.txt file. (my personal tweaked NBA series version)

Hmm it seems that only that effect.txt file allows DoF to work. I actually like my personal effect.txt file so im going to hold off on that.
(my hunch was right)

Edit2: That version of the ENB series is the oblivion version. I personally think that people shouldn't use the oblivion version as it has a ton of problems with transparent textures (something oblivion has a lot of) and it always produces a washed out effect. You can cross try different versions of ENB to work for oblivion :)
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Amanda savory
 
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Post » Sun Feb 14, 2010 6:24 am

Yay quintus and Ampol!!
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Ymani Hood
 
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Post » Sun Feb 14, 2010 8:29 am

Edit2: That version of the ENB series is the oblivion version. I personally think that people shouldn't use the oblivion version as it has a ton of problems with transparent textures (something oblivion has a lot of) and it always produces a washed out effect. You can cross try different versions of ENB to work for oblivion :)

At the expense of stability? I've been using the oblivion ENB for a few hours ingame but I don't know what you mean by transparent textures. I've heard of a problem with signposts, but I don't have that either. As for the washed out effect, that's the part which is configurable isn't it? When I first started on the defaults, it was all muddy dark, and high contrast. I worked on it for hours and came to a more natural tonal effect, there is a switch as well to prevent bloom from over bleeding. I wouldn't attribute the 'washing out' to the version of ENB. There are video's on youtube showing ENB effects with completely neutral lighting. What exactly are we talking about here when we say different ENB versions? Do they achieve the effects through different means?
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Ownie Zuliana
 
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Post » Sun Feb 14, 2010 6:05 am

At the expense of stability? I've been using the oblivion ENB for a few hours ingame but I don't know what you mean by transparent textures. I've heard of a problem with signposts, but I don't have that either. As for the washed out effect, that's the part which is configurable isn't it? When I first started on the defaults, it was all muddy dark, and high contrast. I worked on it for hours and came to a more natural tonal effect, there is a switch as well to prevent bloom from over bleeding. I wouldn't attribute the 'washing out' to the version of ENB. There are video's on youtube showing ENB effects with completely neutral lighting. What exactly are we talking about here when we say different ENB versions? Do they achieve the effects through different means?

Look at the grass. For many, the grass is kind of transparent (see through) near the player but its normal a few feet ahead of the player. See here- - - > http://img29.imageshack.us/img29/1747/enbproblem.jpg

The different ENB versions all have different ways the effects are carried out. Different presets, different ingame results. In my experiences with different versions, I notice many changes. The NBA series has a nice post processing effect file that adds a softening shader. Combined with the NBA series INI, it makes a more darker scene for oblivion. Then when I was testing the different GTA San Andreas versions, I found thinsg to be brighter and more saturated. One version of the GTA San Andreas version removes the Ambient Lighting from oblivion. Thats kind of a annoying bug that is unfixable. The Richards Burn Ralley version (the one I use) seems to be more of a subtle transition with slight color saturation. With the Resident Evil versions, I found they do not even run for oblivion or run very very slowly. Each version is sort of unique in their own way.

There wasn't just one ENB version to suit all games (sorry if you thought that.) ENB was created for many games to enhance the graphics. It falls under your own experimentation to try out the different versions. But be forwarned if they chew up your computer and spit it back in your face.
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gandalf
 
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Post » Sun Feb 14, 2010 7:33 pm

Thanks for the new upload! :tops:
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CSar L
 
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Post » Sun Feb 14, 2010 10:50 am

There wasn't just one ENB version to suit all games (sorry if you thought that.) ENB was created for many games to enhance the graphics. It falls under your own experimentation to try out the different versions. But be forwarned if they chew up your computer and spit it back in your face.

No I did not think there was one version to suit all games, but what I do know is that there is very little hard coding between the versions. From my understanding the version only places restrictions and locks on certain features that aren't supported and bypasses on others. Any 'unique variation' between versions must be by the code updates, which aren't always applied to his previous releases. In game results only vary due to prescribed configurations, the trick is only knowing how to add reference to them in the ini. The picture you showed looks like it's a case of ambient occlusion gone wild. You can reduce the effects of that 'AO ghosting' by reducing the "FadeDistance". Default settings make AO apply to objects too far to even see it on anyway. At 25 it's at about 10 yards: barely noticeable on the landscape. I've never seen it look so horrible though, so it could be a problem with the alpha blend. Did you apply new grass textures?
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Alexandra Louise Taylor
 
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Post » Sun Feb 14, 2010 4:56 pm

Did you apply new grass textures?

Nope, thats vanilla textures. But its not a problem since I don't use Oblivion version anymore.

I would agree that the coding restrictions and bypass theory would be the exact differance. But even more to that, lies a slight difference in the settings that can't be configured unless you edit the code. An example that I thought of would be Resident Evil 4. Its a fairly dark game (I would say atleast) and when the author made ENB for it, he used the darkness, colour values, etc etc as a aid to setup a good default settings for Resident Evil. But when you take that game for oblivion (being a much more brighter game) it can look a little off even if you configure it accordingly. The INI can be used to set any value you want, but I think that they are based off the base code for each series which makes them unique than the others.

(this talk has interested me alot and breadfan you have thrown some good feedback in :foodndrink: )
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Skrapp Stephens
 
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Post » Sun Feb 14, 2010 4:31 pm

AmpolX, will you be editing the OP with your settings once you're done fiddling with them? :D
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Darren Chandler
 
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Post » Sun Feb 14, 2010 1:11 pm

Do you know people that dynamic quality DoF is possible after OBGE's latest update? And next OBGE update will make SSAO and Godrays possible too? You don't have to rely on ENB that much, soon anymore. :)
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NIloufar Emporio
 
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Post » Sun Feb 14, 2010 6:55 pm

Hehe, I can look through walls and NPC's with Murezor's ENB Settings.
Very strange, this so called ENB


Which version of ENB you use?

Maybe Ampolx wrote about this, but my settings are only for Rally version!
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Oscar Vazquez
 
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Post » Sun Feb 14, 2010 8:44 pm

For me the effect with AmpolX?s setup if pretty much as shown in the picture, and with my hardware there?s no performace loss I can notice. :)



But, the blur hurts my eyes. I kinda I like it - makes the overall perception of the game more immersive - but after using it for testing DR I noticed my eyes really were tired.


Deleting the effect.txt file gets rid of the blur, that much I know. But I feel it changes more than that. So could someone of you more experienced guys give me some advice on how to takeout or reduce the blurring? :)




EDIT: I meant to include my cpu + gpu for reference, so: AMD x4 965 3.8Ghz, ATI HD4890 1Gb.
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Mizz.Jayy
 
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