Guide:ENBSeries: Difference between revisions
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The parameter either enables or disables [http://en.wikipedia.org/wiki/Hidden_surface_determination Occlusion Culling]. It is enabled by default. Disabling this parameter will return Skyrim to its default behavior; however, this is not recommended. Leaving this this enabled can provide a performance increase. | The parameter either enables or disables [http://en.wikipedia.org/wiki/Hidden_surface_determination Occlusion Culling]. It is enabled by default. Disabling this parameter will return Skyrim to its default behavior; however, this is not recommended. Leaving this this enabled can provide a performance increase. | ||
<pre | <pre>EnableOcclusionCulling=(false, true)</pre> | ||
'''Performance Section Example:''' | '''Performance Section Example:''' | ||
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'''Antialiasing Section Example:''' | '''Antialiasing Section Example:''' | ||
<pre | <pre> | ||
[ANTIALIASING] | [ANTIALIASING] | ||
EnableEdgeAA=true | EnableEdgeAA=true | ||
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As the name suggests, this feature adjusts the games shadow rendering; making them more detailed and slightly blurrier than Vanilla. This also fixes the shadow striping issue of the vanilla game. Disabling this provides a small performance increase. This parameter only has an average of a 2-5% FPS impact. It is recommended to leave enabled. | As the name suggests, this feature adjusts the games shadow rendering; making them more detailed and slightly blurrier than Vanilla. This also fixes the shadow striping issue of the vanilla game. Disabling this provides a small performance increase. This parameter only has an average of a 2-5% FPS impact. It is recommended to leave enabled. | ||
<pre | <pre>EnableDetailedShadow=(false, true)</pre> | ||
Sun rays are the bright rays of light you see when looking towards the sun through trees and clouds; also referred to as Godrays. Sunrays only have an average of a 2-5% FPS impact. | Sun rays are the bright rays of light you see when looking towards the sun through trees and clouds; also referred to as Godrays. Sunrays only have an average of a 2-5% FPS impact. | ||
<pre | <pre>EnableSunRays=(false, true)</pre> | ||
This parameter will enable or disable the enbsunsprite.fx shader. This is recommended to be left set to whatever value the ENB preset's author uses unless having trouble with sun sprites. | This parameter will enable or disable the enbsunsprite.fx shader. This is recommended to be left set to whatever value the ENB preset's author uses unless having trouble with sun sprites. | ||
<pre | <pre>EnableSunGlare=(false, true)</pre> | ||
This will enable or disable the sky lighting. This feature mimics the real world shadowing fade; making shadows darker in the middle and gradually lightening them while moving out towards the edge. This setting can have up to a 15% FPS impact. Other effects also rely on this to be enabled; therefore, it is not recommended to disable it. | This will enable or disable the sky lighting. This feature mimics the real world shadowing fade; making shadows darker in the middle and gradually lightening them while moving out towards the edge. This setting can have up to a 15% FPS impact. Other effects also rely on this to be enabled; therefore, it is not recommended to disable it. | ||
<pre | <pre>EnableSkyLighting=(false, true)</pre> | ||
This setting enables an effect that enhances SkyLighting by adding a simulated real world indirect lighting created by the atmosphere to most exterior surfaces. | This setting enables an effect that enhances SkyLighting by adding a simulated real world indirect lighting created by the atmosphere to most exterior surfaces. | ||
<pre | <pre>EnableImageBasedLighting=(false, true)</pre> | ||
This will enable or disable the dynamic reflections effects that are added to surfaces. | This will enable or disable the dynamic reflections effects that are added to surfaces. | ||
<pre | <pre>EnableReflection=(false, true)</pre> | ||
This will enable or disable softening or smoothing of particle effects, like fires and fire sprites. | This will enable or disable softening or smoothing of particle effects, like fires and fire sprites. | ||
<pre | <pre>EnableSoftParticles=(false, true)</pre> | ||
This will enable or disable glow effects that can be found around light sources such as candles, lanterns, and fireplaces. This also enables light sprites to cast light. This does not affect performance and is, therefore, recommended to be enabled. | This will enable or disable glow effects that can be found around light sources such as candles, lanterns, and fireplaces. This also enables light sprites to cast light. This does not affect performance and is, therefore, recommended to be enabled. | ||
<pre | <pre>EnableParticleLights=(false, true)</pre> | ||
Subsurface scattering (SSS) is an effect to give objects, like skin, candle wax and some vegetation a more transparent look. Light can pass through objects to light the back side or return to the surface to help give off a glow or make them look more natural and realistic. | Subsurface scattering (SSS) is an effect to give objects, like skin, candle wax and some vegetation a more transparent look. Light can pass through objects to light the back side or return to the surface to help give off a glow or make them look more natural and realistic. | ||
<pre | <pre>EnableSubSurfaceScattering=(false, true)</pre> | ||
This will enable or disable the water effects of ENB which include light dispersion, caustics (light reflection), parallax, shadows, displacement and other lighting effects that are seen on the surface of the water. | This will enable or disable the water effects of ENB which include light dispersion, caustics (light reflection), parallax, shadows, displacement and other lighting effects that are seen on the surface of the water. | ||
<pre | <pre>EnableWater=(false, true)</pre> | ||
This will enable or disable underwater effects including dispersion, parallax, silhouettes, blurring, and shadows among other effects which are seen while under the water. | This will enable or disable underwater effects including dispersion, parallax, silhouettes, blurring, and shadows among other effects which are seen while under the water. | ||
<pre | <pre>EnableUnderwater=(false, true)</pre> | ||
Cloud shadows are shadows seen on the ground caused by clouds in the sky. This effect brings a great deal of realism into Skyrim and is highly recommended! It is enabled by default. | Cloud shadows are shadows seen on the ground caused by clouds in the sky. This effect brings a great deal of realism into Skyrim and is highly recommended! It is enabled by default. | ||
<pre | <pre>EnableCloudShadows=(false, true)</pre> | ||
Volumetric rays are rays of light which past through a texture such as clouds, fog and mist. In Skyrim these rays can be seen around clouds in the sky and through fog while looking in the sun's direction. | Volumetric rays are rays of light which past through a texture such as clouds, fog and mist. In Skyrim these rays can be seen around clouds in the sky and through fog while looking in the sun's direction. | ||
<pre | <pre>EnableVolumetricRays=(false, true)</pre> | ||
Procedural Sun was added to ENB as a fix for the Vanilla sun. It tends to have issues with some sun retextures; however, provides more control such as size, intensity and curves that you could never have with a simple retexture. It is enabled by default. | Procedural Sun was added to ENB as a fix for the Vanilla sun. It tends to have issues with some sun retextures; however, provides more control such as size, intensity and curves that you could never have with a simple retexture. It is enabled by default. | ||
<pre | <pre>EnableProceduralSun=(false, true)</pre> | ||
Mist is a combination of the fog and haze effects and was previously called ''Haze'' in older ENBSeries versions. In Skyrim this basically boils down to effects on the fog. ENB preset authors also have the ability to place fog in the worldspce via anchors with this effect; therefore, if it is originally enabled, it is highly recommended to keep it enabled. It is enabled by default. | Mist is a combination of the fog and haze effects and was previously called ''Haze'' in older ENBSeries versions. In Skyrim this basically boils down to effects on the fog. ENB preset authors also have the ability to place fog in the worldspce via anchors with this effect; therefore, if it is originally enabled, it is highly recommended to keep it enabled. It is enabled by default. | ||
<pre | <pre>EnableMist=(false, true)</pre><br> | ||
== Using ENB Weathers == | == Using ENB Weathers == | ||
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If using an ENB preset with custom weathers, then this parameter found under the <code style="font-size:1.05em;">[WEATHER]</code> section must be enabled to use the customized weathers. | If using an ENB preset with custom weathers, then this parameter found under the <code style="font-size:1.05em;">[WEATHER]</code> section must be enabled to use the customized weathers. | ||
<pre | <pre>EnableMultipleWeathers=(false, true)</pre><br> | ||
== Adjusting the SSAO Quality == | == Adjusting the SSAO Quality == | ||
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This parameter enables more detailed indirect lighting (IL), and will place IL better into the scene. Disabling this will provide a slight performance improvement at the cost of quality. | This parameter enables more detailed indirect lighting (IL), and will place IL better into the scene. Disabling this will provide a slight performance improvement at the cost of quality. | ||
<pre | <pre>UseComplexIndirectLighting=(false, true)</pre> | ||
This parameter enables more detailed AO, and will place AO better into the scene. Disabling this will provide a slight performance improvement at the cost of quality. | This parameter enables more detailed AO, and will place AO better into the scene. Disabling this will provide a slight performance improvement at the cost of quality. | ||
<pre | <pre>UseComplexAmbientOcclusion=(false, true)</pre> | ||
Modifying this parameter will adjust the quality of SSAO. -1 is extreme quality; whereas, 2 is the lowest. Recommended setting is either 0 or 1. Using a setting of 2 can negate some of the AO and Indirect Lighting effects, result in poor shadow placement and cause a loss of shadow definition. | Modifying this parameter will adjust the quality of SSAO. -1 is extreme quality; whereas, 2 is the lowest. Recommended setting is either 0 or 1. Using a setting of 2 can negate some of the AO and Indirect Lighting effects, result in poor shadow placement and cause a loss of shadow definition. | ||
<pre | <pre>SamplingQuality=(-1, 1, 0, 2)</pre> | ||
This is the size scale of the rendered texture in relation to the screen resolution. Lower values result in better performance but less quality due to the rendered texture being lower than that of the screen resolution. Higher values will result in better quality but less performance. Default value is ''1.0''. Setting this parameter too low can result in flickering so we've defined a minimum value of ''0.5'' below. | This is the size scale of the rendered texture in relation to the screen resolution. Lower values result in better performance but less quality due to the rendered texture being lower than that of the screen resolution. Higher values will result in better quality but less performance. Default value is ''1.0''. Setting this parameter too low can result in flickering so we've defined a minimum value of ''0.5'' below. | ||
<pre | <pre>SizeScale=(0.5...2.0)</pre> | ||
This parameter determines the resolution of textures that SSAO effect reads data. Using 0.5 to 1.0 is better for low resolution display mode. Default value is ''1.0''. | This parameter determines the resolution of textures that SSAO effect reads data. Using 0.5 to 1.0 is better for low resolution display mode. Default value is ''1.0''. | ||
<pre | <pre>SourceTexturesScale=(0.5...2.0)</pre><br> | ||
== Editing SkyLighting Quality== | == Editing SkyLighting Quality== | ||
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This parameter adjusts the overall quality of Skylighting. The values are 0, 1, and 2. 0 is the highest quality, and 2 is the highest performance. | This parameter adjusts the overall quality of Skylighting. The values are 0, 1, and 2. 0 is the highest quality, and 2 is the highest performance. | ||
<pre | <pre>Quality=(0, 1, 2)</pre> | ||
This parameter adjusts the quality of the skylighting effect on textures. Values are 0, 1, and 2. 0 is the highest quality, and 2 is the highest performance. | This parameter adjusts the quality of the skylighting effect on textures. Values are 0, 1, and 2. 0 is the highest quality, and 2 is the highest performance. | ||
<pre | <pre>FilterQuality=(0, 1, 2)</pre><br> | ||
== Editing Depth of Field == | == Editing Depth of Field == | ||
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This parameter adjusts the quality of the DoF effect, if it is setup to do so in the enbeffectprepss.fx file. The different quality settings will depend on the DoF implemented, so check with the preset author if modifying this parameter. Lower values are higher quality and higher values are higher performance. | This parameter adjusts the quality of the DoF effect, if it is setup to do so in the enbeffectprepss.fx file. The different quality settings will depend on the DoF implemented, so check with the preset author if modifying this parameter. Lower values are higher quality and higher values are higher performance. | ||
<pre | <pre>Quality=(0...2)</pre> | ||
This parameter will affect the speed that DoF focuses while looking from one place to another. | This parameter will affect the speed that DoF focuses while looking from one place to another. | ||
<pre | <pre>FadeTime=(0.0...10.0)</pre><br> | ||
== Editing Shadow Quality == | == Editing Shadow Quality == | ||
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This parameter adjusts the overall quality of the detailed shadows. Values are 0, 1, or 2. 0 is the higher quality while 2 is the highest performance. | This parameter adjusts the overall quality of the detailed shadows. Values are 0, 1, or 2. 0 is the higher quality while 2 is the highest performance. | ||
<pre | <pre>DetailedShadowQuality=(0, 1, 2)</pre> | ||
This parameter will decrease the amount of noise from shadows. The values are 0, 1, and 2 with 0 being the highest quality and 2 being the highest performance. | This parameter will decrease the amount of noise from shadows. The values are 0, 1, and 2 with 0 being the highest quality and 2 being the highest performance. | ||
<pre | <pre>ShadowFilterQuality=(0, 1, 2)</pre><br> | ||
== Adjusting Reflection Quality == | == Adjusting Reflection Quality == | ||
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This parameter adjusts the quality of the reflection effects. Values are 0, 1, or 2. 0 is the highest quality and 2 is the highest performance. | This parameter adjusts the quality of the reflection effects. Values are 0, 1, or 2. 0 is the highest quality and 2 is the highest performance. | ||
<pre | <pre>Quality=(0, 1, 2)</pre> | ||
This parameter will reduce the noise of the reflections in the scene Values are 0, 1, or 2. 0 is the highest quality and 2 is the highest performance. | This parameter will reduce the noise of the reflections in the scene Values are 0, 1, or 2. 0 is the highest quality and 2 is the highest performance. | ||
<pre | <pre>FilterQuality=(0, 1, 2)</pre> | ||
This is the size scale of the rendered texture in relation to the screen resolution. Lower values result in better performance but less quality due to the rendered reflection being lower than that of the screen resolution. Higher values will result in better quality but less performance. Default value is ''1.0''. | This is the size scale of the rendered texture in relation to the screen resolution. Lower values result in better performance but less quality due to the rendered reflection being lower than that of the screen resolution. Higher values will result in better quality but less performance. Default value is ''1.0''. | ||
<pre | <pre>SizeScale=(0.5...2.5)</pre> | ||
Relative resolution of textures from which the effect reads data. Lower values are better performance but less quality and higher values are better quality but less performance. Default value is ''1.0''. Values above default can be set but not recommended. | Relative resolution of textures from which the effect reads data. Lower values are better performance but less quality and higher values are better quality but less performance. Default value is ''1.0''. Values above default can be set but not recommended. | ||
<pre | <pre>SourceTexturesScale=(0.5...2.0)</pre> | ||
This parameter activates x4 supersampling for reflections with an impact to performance that is 4 times slower! This is a very performance heavy parameter, so it is recommended to use with caution. If it is enabled, disabling it will provide a good performance increase. | This parameter activates x4 supersampling for reflections with an impact to performance that is 4 times slower! This is a very performance heavy parameter, so it is recommended to use with caution. If it is enabled, disabling it will provide a good performance increase. | ||
<pre | <pre>EnableSupersampling=(false, true)</pre><br> | ||
= Advanced Editing = | = Advanced Editing = | ||
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To enable SMAA with ENBSeries, set the following in the <code style="font-size:1.05em;">[PROXY]</code> section of the ''enbseries.ini'' file: | To enable SMAA with ENBSeries, set the following in the <code style="font-size:1.05em;">[PROXY]</code> section of the ''enbseries.ini'' file: | ||
<pre | <pre> | ||
EnableProxyLibrary=true | EnableProxyLibrary=true | ||
InitProxyFunctions=true | InitProxyFunctions=true | ||
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To change the quality of SMAA, open the ''injector.ini'' file in a text editor (''such as Notepad++'') and change the <code style="font-size:1.05em;">preset</code> parameter: | To change the quality of SMAA, open the ''injector.ini'' file in a text editor (''such as Notepad++'') and change the <code style="font-size:1.05em;">preset</code> parameter: | ||
<pre | <pre> | ||
preset = SMAA_PRESET_HIGH | preset = SMAA_PRESET_HIGH | ||
</pre> | </pre> | ||
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In the <code style="font-size:1.05em;">[SHADOW]</code> section: | In the <code style="font-size:1.05em;">[SHADOW]</code> section: | ||
<pre | <pre>UseBilateralShadowFilter=false</pre> | ||
* When updating drivers be sure to uninstall your current drivers before installing your new drivers. It is also not recommended to use Beta drivers. The current stable drivers can be found [http://support.amd.com/us/gpudownload/Pages/index.aspx here]. | * When updating drivers be sure to uninstall your current drivers before installing your new drivers. It is also not recommended to use Beta drivers. The current stable drivers can be found [http://support.amd.com/us/gpudownload/Pages/index.aspx here]. |
Revision as of 21:44, December 4, 2014
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A comprehensive guide for properly installing and editing ENBs for n00bs and gurus alike -- by the S.T.E.P. Team and contributing members
- Updated: 21:44:10 4 December 2014 (UTC)