Guide:ENBSeries: Difference between revisions
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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'' | ''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: {{ #time: G:i:s j F Y "(UTC)" | {{REVISIONTIMESTAMP}} }} | |||
[http://forum.step-project.com/topic/710-enb-guide/ '''GUIDE FORUM THREAD'''] | [http://forum.step-project.com/topic/710-enb-guide/ '''GUIDE FORUM THREAD'''] | ||
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= Introduction = | = Introduction = | ||
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This parameter changes some memory allocation code to put some cache data at the beginning of Skyrim's memory space. The can greatly reduce memory fragmentation and make better use of the available memory. It is highly recommended to enable this parameter for all 64-bit systems; however, it can generally be left enabled even for 32-bit systems as some users have reported it working well for them on these systems. If using a 32-bit system and having issues such as CTDs, disable it. For this parameter to work, <code style="font-size:1.05em;">ReduceSystemMemoryUsage</code> must be set to ''true'' and <code style="font-size:1.05em;">EnableUnsafeMemoryHacks</code> must be set to ''false'' below. | This parameter changes some memory allocation code to put some cache data at the beginning of Skyrim's memory space. The can greatly reduce memory fragmentation and make better use of the available memory. It is highly recommended to enable this parameter for all 64-bit systems; however, it can generally be left enabled even for 32-bit systems as some users have reported it working well for them on these systems. If using a 32-bit system and having issues such as CTDs, disable it. For this parameter to work, <code style="font-size:1.05em;">ReduceSystemMemoryUsage</code> must be set to ''true'' and <code style="font-size:1.05em;">EnableUnsafeMemoryHacks</code> must be set to ''false'' below. | ||
<pre | <pre>ExpandSystemMemoryX64=(false, true)</pre> | ||
This parameter will enable the ENBoost features to dramatically reduce CTDs and other issues caused from reaching Skyrim's memory limit. It does this by launching the ''enbhost.exe'' process to handle dynamic memory allocations. It is highly recommended to enable and keep this feature enabled! For this feature to work properly, users must have enough system RAM to handle Windows, Skyrim, and enbhost.exe plus any programs running in the background. ENBoost is able to start multiple instances of the ''enbhost.exe'' process, each able to use up to 4GB of system RAM; up to a maximum of 128GB. This limit of how much system RAM is used is based off the value set in <code style="font-size:1.05em;">VideoMemorySizeMb</code> below. | This parameter will enable the ENBoost features to dramatically reduce CTDs and other issues caused from reaching Skyrim's memory limit. It does this by launching the ''enbhost.exe'' process to handle dynamic memory allocations. It is highly recommended to enable and keep this feature enabled! For this feature to work properly, users must have enough system RAM to handle Windows, Skyrim, and enbhost.exe plus any programs running in the background. ENBoost is able to start multiple instances of the ''enbhost.exe'' process, each able to use up to 4GB of system RAM; up to a maximum of 128GB. This limit of how much system RAM is used is based off the value set in <code style="font-size:1.05em;">VideoMemorySizeMb</code> below. | ||
<pre | <pre>ReduceSystemMemoryUsage=(false, true)</pre> | ||
This was mainly implemented as a fix for AMD video card users; however, it can also be helpful to other users as well. The parameter forces the ENBSeries driver libraries to manage video memory resources for cached textures and will ignore more errors than the default video drivers would. When enabled the can cause lower than optimal performance and/or long pauses. If experiencing CTDs even while ENBoost features are enabled, users can also try enabling this parameter to help resolve some issues caused by video drivers; otherwise, it is best to leave it disabled. | This was mainly implemented as a fix for AMD video card users; however, it can also be helpful to other users as well. The parameter forces the ENBSeries driver libraries to manage video memory resources for cached textures and will ignore more errors than the default video drivers would. When enabled the can cause lower than optimal performance and/or long pauses. If experiencing CTDs even while ENBoost features are enabled, users can also try enabling this parameter to help resolve some issues caused by video drivers; otherwise, it is best to leave it disabled. | ||
<pre | <pre>DisableDriverMemoryManager=(false, true)</pre> | ||
When enabled this parameter can give faster cell load times as geometry/textures are not loaded into video memory until they are visible. This may cause stuttering since more data must be dynamically loaded into memory during gameplay as the player looks and moves around the environment. Enabling this parameter could potentially help load a save game which fails to load otherwise. If this works, users are encouraged to go to a small interior, such as Breezehome or an inn, save the game, and then disable this again and try to load the save. Running Skyrim with this enabled is not recommended. If experiencing extended cell load times, before enabling this feature, it is recommended to first try using the "''free VRAM''" key (needs to be set later in this file) to clean video memory before entering a new location or fast traveling. | When enabled this parameter can give faster cell load times as geometry/textures are not loaded into video memory until they are visible. This may cause stuttering since more data must be dynamically loaded into memory during gameplay as the player looks and moves around the environment. Enabling this parameter could potentially help load a save game which fails to load otherwise. If this works, users are encouraged to go to a small interior, such as Breezehome or an inn, save the game, and then disable this again and try to load the save. Running Skyrim with this enabled is not recommended. If experiencing extended cell load times, before enabling this feature, it is recommended to first try using the "''free VRAM''" key (needs to be set later in this file) to clean video memory before entering a new location or fast traveling. | ||
<pre | <pre>DisablePreloadToVRAM=(false, true)</pre> | ||
Enabling this parameter is generally not safe. This is a workaround for users experiencing large amount of stuttering, typically on systems with large amount of VRAM (4GB+). When enabled, it does not use memory reallocation, compression, or ''enbhost.exe'' and will only work when <code style="font-size:1.05em;">ReduceSystemMemoryUsage</code> is also enabled. A known bug is that ''Alt+tab'' will not work in fullscreen when this is enabled. | Enabling this parameter is generally not safe. This is a workaround for users experiencing large amount of stuttering, typically on systems with large amount of VRAM (4GB+). When enabled, it does not use memory reallocation, compression, or ''enbhost.exe'' and will only work when <code style="font-size:1.05em;">ReduceSystemMemoryUsage</code> is also enabled. A known bug is that ''Alt+tab'' will not work in fullscreen when this is enabled. | ||
<pre | <pre>EnableUnsafeMemoryHacks=(false, true)</pre> | ||
This parameter sets a buffer size for swapping geometry and textures between VRAM and system memory. The buffer will be set in VRAM; however, it will also be duplicated in the system memory used by ''TESV.exe'' as well. This means that increasing this parameter's value will result in equal increases in both VRAM and system RAM usage. The values here are measured in megabytes. For video cards with 1GB or more VRAM, start with 128 as a baseline. If stuttering persists, increase the value in increments of 128 ( 256, 384, 512, etc ) until the stuttering has ceased or is as minimal as possible with the lost value as possible. The maximum value that can be used is 1024, but be aware that whatever value is used is how much VRAM will be reserved for the swap space. This is the reason the lowest value possible without experiencing issues is recommended. Because of this parameter being system dependent, users will need to test different values to find the one which works best for their specific setup. | This parameter sets a buffer size for swapping geometry and textures between VRAM and system memory. The buffer will be set in VRAM; however, it will also be duplicated in the system memory used by ''TESV.exe'' as well. This means that increasing this parameter's value will result in equal increases in both VRAM and system RAM usage. The values here are measured in megabytes. For video cards with 1GB or more VRAM, start with 128 as a baseline. If stuttering persists, increase the value in increments of 128 ( 256, 384, 512, etc ) until the stuttering has ceased or is as minimal as possible with the lost value as possible. The maximum value that can be used is 1024, but be aware that whatever value is used is how much VRAM will be reserved for the swap space. This is the reason the lowest value possible without experiencing issues is recommended. Because of this parameter being system dependent, users will need to test different values to find the one which works best for their specific setup. | ||
<pre | <pre>ReservedMemorySizeMb=(128, 256, 384, 512, 640, 768, 896, 1024)</pre> | ||
This sets the total memory that will be used for the ENBoost dynamic memory allocation. Users with 32-bit systems should set this parameter's value equal to the available VRAM; this is the most stable value. Users with 64-bit systems and at least 8GBs of system RAM, can use the formula: ''(VRAM + System RAM) - 2048''. Users on a 64-bit system who have less than 8GB system RAM should simply set the value equal to the available VRAM. If <code style="font-size:1.05em;">AutodetectVideoMemorySize</code> is enabled below, this parameter is ignored. | This sets the total memory that will be used for the ENBoost dynamic memory allocation. Users with 32-bit systems should set this parameter's value equal to the available VRAM; this is the most stable value. Users with 64-bit systems and at least 8GBs of system RAM, can use the formula: ''(VRAM + System RAM) - 2048''. Users on a 64-bit system who have less than 8GB system RAM should simply set the value equal to the available VRAM. If <code style="font-size:1.05em;">AutodetectVideoMemorySize</code> is enabled below, this parameter is ignored. | ||
<pre | <pre>VideoMemorySizeMb=(512,1024,...6144)</pre> | ||
This parameter will enable or disable memory compression. It is enabled by default. Disabling memory compression can reduce stutter, but at the cost of more RAM usage. For this reason, it is generally only recommended to be disabled on systems with more than 2GB VRAM. Any system that is already nearing its VRAM limit should leave this parameter enabled or it could cause more harm than good. | This parameter will enable or disable memory compression. It is enabled by default. Disabling memory compression can reduce stutter, but at the cost of more RAM usage. For this reason, it is generally only recommended to be disabled on systems with more than 2GB VRAM. Any system that is already nearing its VRAM limit should leave this parameter enabled or it could cause more harm than good. | ||
<pre | <pre>EnableCompression=(false, true)</pre> | ||
If enabled, this feature will attempt to detect a system's shared video memory and automatically set the <code style="font-size:1.05em;">VideoMemorySizeMb</code> parameter for a user. Any value placed in the <code style="font-size:1.05em;">VideoMemorySizeMb</code> above will simply be ignored. This feature works for some users and for other users it'll give the wrong values which are usually too high. Users can try this feature; however, disabling it and setting the <code style="font-size:1.05em;">VideoMemorySizeMb</code> parameter manually to fine tune the ENBoost settings is currently the recommended method. | If enabled, this feature will attempt to detect a system's shared video memory and automatically set the <code style="font-size:1.05em;">VideoMemorySizeMb</code> parameter for a user. Any value placed in the <code style="font-size:1.05em;">VideoMemorySizeMb</code> above will simply be ignored. This feature works for some users and for other users it'll give the wrong values which are usually too high. Users can try this feature; however, disabling it and setting the <code style="font-size:1.05em;">VideoMemorySizeMb</code> parameter manually to fine tune the ENBoost settings is currently the recommended method. | ||
<pre | <pre>AutodetectVideoMemorySize=(false, true)</pre> | ||
'''Memory Section Example:''' | '''Memory Section Example:''' | ||
<pre | <pre> | ||
[MEMORY] | [MEMORY] | ||
ExpandSystemMemoryX64=true | ExpandSystemMemoryX64=true | ||
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Open ''SkyrimPrefs.ini'' and set the following under the <code style="font-size:1.05em;">[Display]</code> section: | Open ''SkyrimPrefs.ini'' and set the following under the <code style="font-size:1.05em;">[Display]</code> section: | ||
<pre | <pre>bFloatPointRenderTarget=1 | ||
bTreesReceiveShadows=1 | bTreesReceiveShadows=1 | ||
bDrawLandShadows=1 | bDrawLandShadows=1 | ||
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===== ReservedMemorySizeMb ===== | ===== ReservedMemorySizeMb ===== | ||
For video cards with 2GB or more memory, 512 is a good baseline for <code style="font-size:1.05em;">ReservedMemorySizeMb</code> and can be set up to 1024. For cards with less video memory, 256 can work better; however, testing will need to be done for individual systems. | For video cards with 2GB or more memory, 512 is a good baseline for <code style="font-size:1.05em;">ReservedMemorySizeMb</code> and can be set up to 1024. For cards with less video memory, 256 can work better; however, testing will need to be done for individual systems. | ||
<pre | <pre>ReservedMemorySizeMb=(128, 256, 512, 768, 1024) // Only choose one value</pre><br> | ||
===== VideoMemorySizeMb ===== | ===== VideoMemorySizeMb ===== | ||
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For 32bit systems set <code style="font-size:1.05em;">VideoMemorySizeMb=</code> equal to the available video memory The below example is for a system with a 2GB video card: | For 32bit systems set <code style="font-size:1.05em;">VideoMemorySizeMb=</code> equal to the available video memory The below example is for a system with a 2GB video card: | ||
<pre | <pre>VideoMemorySizeMb=2048</pre><br> | ||
To set <code style="font-size:1.05em;">VideoMemorySizeMb=</code> for 64bit systems, use the formula: ''(video memory + system memory) - 2048''. The below example is for a system with a 2GB video card and 8GBs of system memory: | To set <code style="font-size:1.05em;">VideoMemorySizeMb=</code> for 64bit systems, use the formula: ''(video memory + system memory) - 2048''. The below example is for a system with a 2GB video card and 8GBs of system memory: | ||
<pre | <pre>VideoMemorySizeMb=8192</pre><br> | ||
In some cases where other running process (such as Adobe Photoshop or Premiere), bad video drivers causing additional video memory load or video memory is being maxed out while playing, reducing the value of <code style="font-size:1.05em;">VideoMemorySizeMb</code> can improve stability and performance. For systems with large amounts of video and system memory, increasing <code style="font-size:1.05em;">VideoMemorySizeMb</code> may offer similar improvements. Ultimately, some testing may be required to find the best settings for each individual system.<br> | In some cases where other running process (such as Adobe Photoshop or Premiere), bad video drivers causing additional video memory load or video memory is being maxed out while playing, reducing the value of <code style="font-size:1.05em;">VideoMemorySizeMb</code> can improve stability and performance. For systems with large amounts of video and system memory, increasing <code style="font-size:1.05em;">VideoMemorySizeMb</code> may offer similar improvements. Ultimately, some testing may be required to find the best settings for each individual system.<br> | ||
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This will either enable or disable the use of the proxy. Unless using a separate post-processor in combination with ENB, this parameter should remain disabled. Enable it whenever using a second processing library is used such as, FXAA injector, SMAA or SweetFX. | This will either enable or disable the use of the proxy. Unless using a separate post-processor in combination with ENB, this parameter should remain disabled. Enable it whenever using a second processing library is used such as, FXAA injector, SMAA or SweetFX. | ||
<pre | <pre>EnableProxyLibrary=(false, true)</pre> | ||
For simplicity, if the above parameter is set to ''true'' this one should also be set to ''true''; else leave it set to ''false''. This parameter attaches drawing functions to the proxy library. When using a second post-procesor, only set this to ''false'' if the second ''.dll'' is not hooking rendering functions and needs to be injected into the game process (i.e. bug fixes or process memory patchers). | For simplicity, if the above parameter is set to ''true'' this one should also be set to ''true''; else leave it set to ''false''. This parameter attaches drawing functions to the proxy library. When using a second post-procesor, only set this to ''false'' if the second ''.dll'' is not hooking rendering functions and needs to be injected into the game process (i.e. bug fixes or process memory patchers). | ||
<pre | <pre>InitProxyFunctions=(false, true)</pre> | ||
This sets the name or full path to the proxy library that ENBSeries will load (second ''d3d9.dll'' file) if both the parameters above are enabled. If the second DLL file is not located in the root Skyrim directory, the full path must be used starting with the drive letter. Neither the name not full path supports unicode symbols. The second DLL must be renamed if it has the same name as the ENB DLL (''d3d9.dll''). | This sets the name or full path to the proxy library that ENBSeries will load (second ''d3d9.dll'' file) if both the parameters above are enabled. If the second DLL file is not located in the root Skyrim directory, the full path must be used starting with the drive letter. Neither the name not full path supports unicode symbols. The second DLL must be renamed if it has the same name as the ENB DLL (''d3d9.dll''). | ||
<pre | <pre>ProxyLibrary=other_d3d9.dll</pre> | ||
'''Proxy Section Example:''' | '''Proxy Section Example:''' | ||
<pre | <pre> | ||
[PROXY] | [PROXY] | ||
EnableProxyLibrary=true | EnableProxyLibrary=true | ||
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This parameter is used to turn the graphic modifications of ENB on or off. If only using ENBoost features, set this to ''true'' to disable the ENB graphic modifications. If using an ENB Preset, set the parameter to ''false''. However this parameter is set, the ENBoost function will only work if the <code style="font-size:1.05em;">SpeedHack</code> parameter further down in the file is also set to true. | This parameter is used to turn the graphic modifications of ENB on or off. If only using ENBoost features, set this to ''true'' to disable the ENB graphic modifications. If using an ENB Preset, set the parameter to ''false''. However this parameter is set, the ENBoost function will only work if the <code style="font-size:1.05em;">SpeedHack</code> parameter further down in the file is also set to true. | ||
<pre | <pre>UsePatchSpeedhackWithoutGraphics=(false, true)</pre> | ||
This parameter will enable or disable deffered shading rendering which many ENB effects are reliant upon. These include screen space ambient occlusion (SSAO), Image Based Lighting, Reflections, Particle Lights, and Skylighting. This can be disabled for users having performance issues; however, it will effect the look of the ENB preset. This parameter is enabled by default. If only using ENBoost features, this should be set to false as it will not be needed. | This parameter will enable or disable deffered shading rendering which many ENB effects are reliant upon. These include screen space ambient occlusion (SSAO), Image Based Lighting, Reflections, Particle Lights, and Skylighting. This can be disabled for users having performance issues; however, it will effect the look of the ENB preset. This parameter is enabled by default. If only using ENBoost features, this should be set to false as it will not be needed. | ||
<pre | <pre>UseDefferedRendering=(false, true)</pre> | ||
Tells ENB to whether or not to ignore the Creation Kit. It is enabled by default and should be left enabled. | Tells ENB to whether or not to ignore the Creation Kit. It is enabled by default and should be left enabled. | ||
<pre | <pre>IgnoreCreationKit=(false, true)</pre> | ||
'''Global Section Example:''' | '''Global Section Example:''' | ||
<pre | <pre> | ||
[GLOBAL] | [GLOBAL] | ||
UsePatchSpeedhackWithoutGraphics=false | UsePatchSpeedhackWithoutGraphics=false | ||
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== Performance == | == Performance == | ||
This parameter will enable or disable the ENBoost features found in the <code style="font-size:1.05em;">[MEMORY]</code> section further down in the file. It is recommended to always have it enabled for stability and performance. | This parameter will enable or disable the ENBoost features found in the <code style="font-size:1.05em;">[MEMORY]</code> section further down in the file. It is recommended to always have it enabled for stability and performance. | ||
<pre | <pre>SpeedHack=(false, true)</pre> | ||
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. | ||
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'''Performance Section Example:''' | '''Performance Section Example:''' | ||
<pre | <pre> | ||
[PERFORMANCE] | [PERFORMANCE] | ||
SpeedHack=true | SpeedHack=true | ||
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If enabled, ENBSeries ignores the default video adapter output and uses the card selected by the VideoAdapterIndex parameter below. This allows use of multiple monitors and other uses with multiple video card systems. It is disabled by default. | If enabled, ENBSeries ignores the default video adapter output and uses the card selected by the VideoAdapterIndex parameter below. This allows use of multiple monitors and other uses with multiple video card systems. It is disabled by default. | ||
<pre | <pre>ForceVideoAdapterIndex=(false, true)</pre> | ||
This sets which video adapter will be used for rendering via index numbers. This is mainly used for used for multiple card systems. The default adapter is '0'. | This sets which video adapter will be used for rendering via index numbers. This is mainly used for used for multiple card systems. The default adapter is '0'. | ||
<pre | <pre>VideoAdapterIndex=(0...6)</pre> | ||
'''Multihead Section Example:''' | '''Multihead Section Example:''' | ||
<pre | <pre> | ||
[MULTIHEAD] | [MULTIHEAD] | ||
ForceVideoAdapterIndex=false | ForceVideoAdapterIndex=false | ||
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This parameter changes some memory allocation code to put some cache data at the beginning of Skyrim's memory space. The can greatly reduce memory fragmentation and make better use of the available memory. It is highly recommended to enable this parameter for all 64-bit systems; however, it can generally be left enabled even for 32-bit systems as some users have reported it working well for them on these systems. If using a 32-bit system and having issues such as CTDs, disable it. For this parameter to work, <code style="font-size:1.05em;">ReduceSystemMemoryUsage</code> must be set to ''true'' and <code style="font-size:1.05em;">EnableUnsafeMemoryHacks</code> must be set to ''false'' below. | This parameter changes some memory allocation code to put some cache data at the beginning of Skyrim's memory space. The can greatly reduce memory fragmentation and make better use of the available memory. It is highly recommended to enable this parameter for all 64-bit systems; however, it can generally be left enabled even for 32-bit systems as some users have reported it working well for them on these systems. If using a 32-bit system and having issues such as CTDs, disable it. For this parameter to work, <code style="font-size:1.05em;">ReduceSystemMemoryUsage</code> must be set to ''true'' and <code style="font-size:1.05em;">EnableUnsafeMemoryHacks</code> must be set to ''false'' below. | ||
<pre | <pre>ExpandSystemMemoryX64=(false, true)</pre> | ||
This parameter will enable the ENBoost features to dramatically reduce CTDs and other issues caused from reaching Skyrim's memory limit. It does this by launching the ''enbhost.exe'' process to handle dynamic memory allocations. It is highly recommended to enable and keep this feature enabled! For this feature to work properly, users must have enough system RAM to handle Windows, Skyrim, and enbhost.exe plus any programs running in the background. ENBoost is able to start multiple instances of the ''enbhost.exe'' process, each able to use up to 4GB of system RAM; up to a maximum of 128GB. This limit of how much system RAM is used is based off the value set in <code style="font-size:1.05em;">VideoMemorySizeMb</code> below. | This parameter will enable the ENBoost features to dramatically reduce CTDs and other issues caused from reaching Skyrim's memory limit. It does this by launching the ''enbhost.exe'' process to handle dynamic memory allocations. It is highly recommended to enable and keep this feature enabled! For this feature to work properly, users must have enough system RAM to handle Windows, Skyrim, and enbhost.exe plus any programs running in the background. ENBoost is able to start multiple instances of the ''enbhost.exe'' process, each able to use up to 4GB of system RAM; up to a maximum of 128GB. This limit of how much system RAM is used is based off the value set in <code style="font-size:1.05em;">VideoMemorySizeMb</code> below. | ||
<pre | <pre>ReduceSystemMemoryUsage=(false, true)</pre> | ||
This was mainly implemented as a fix for AMD video card users; however, it can also be helpful to other users as well. The parameter forces the ENBSeries driver libraries to manage video memory resources for cached textures and will ignore more errors than the default video drivers would. When enabled the can cause lower than optimal performance and/or long pauses. If experiencing CTDs even while ENBoost features are enabled, users can also try enabling this parameter to help resolve some issues caused by video drivers; otherwise, it is best to leave it disabled. | This was mainly implemented as a fix for AMD video card users; however, it can also be helpful to other users as well. The parameter forces the ENBSeries driver libraries to manage video memory resources for cached textures and will ignore more errors than the default video drivers would. When enabled the can cause lower than optimal performance and/or long pauses. If experiencing CTDs even while ENBoost features are enabled, users can also try enabling this parameter to help resolve some issues caused by video drivers; otherwise, it is best to leave it disabled. | ||
<pre | <pre>DisableDriverMemoryManager=(false, true)</pre> | ||
When enabled this parameter can give faster cell load times as geometry/textures are not loaded into video memory until they are visible. This may cause stuttering since more data must be dynamically loaded into memory during gameplay as the player looks and moves around the environment. Enabling this parameter could potentially help load a save game which fails to load otherwise. If this works, users are encouraged to go to a small interior, such as Breezehome or an inn, save the game, and then disable this again and try to load the save. Running Skyrim with this enabled is not recommended. If experiencing extended cell load times, before enabling this feature, it is recommended to first try using the "''free VRAM''" key (needs to be set later in this file) to clean video memory before entering a new location or fast traveling. | When enabled this parameter can give faster cell load times as geometry/textures are not loaded into video memory until they are visible. This may cause stuttering since more data must be dynamically loaded into memory during gameplay as the player looks and moves around the environment. Enabling this parameter could potentially help load a save game which fails to load otherwise. If this works, users are encouraged to go to a small interior, such as Breezehome or an inn, save the game, and then disable this again and try to load the save. Running Skyrim with this enabled is not recommended. If experiencing extended cell load times, before enabling this feature, it is recommended to first try using the "''free VRAM''" key (needs to be set later in this file) to clean video memory before entering a new location or fast traveling. | ||
<pre | <pre>DisablePreloadToVRAM=(false, true)</pre> | ||
Enabling this parameter is generally not safe. This is a workaround for users experiencing large amount of stuttering, typically on systems with large amount of VRAM (4GB+). When enabled, it does not use memory reallocation, compression, or ''enbhost.exe'' and will only work when <code style="font-size:1.05em;">ReduceSystemMemoryUsage</code> is also enabled. A known bug is that ''Alt+tab'' will not work in fullscreen when this is enabled. | Enabling this parameter is generally not safe. This is a workaround for users experiencing large amount of stuttering, typically on systems with large amount of VRAM (4GB+). When enabled, it does not use memory reallocation, compression, or ''enbhost.exe'' and will only work when <code style="font-size:1.05em;">ReduceSystemMemoryUsage</code> is also enabled. A known bug is that ''Alt+tab'' will not work in fullscreen when this is enabled. | ||
<pre | <pre>EnableUnsafeMemoryHacks=(false, true)</pre> | ||
This parameter sets a buffer size for swapping geometry and textures between VRAM and system memory. The buffer will be set in VRAM; however, it will also be duplicated in the system memory used by ''TESV.exe'' as well. This means that increasing this parameter's value will result in equal increases in both VRAM and system RAM usage. The values here are measured in megabytes. For video cards with 1GB or more VRAM, start with 128 as a baseline. If stuttering persists, increase the value in increments of 128 ( 256, 384, 512, etc ) until the stuttering has ceased or is as minimal as possible with the lost value as possible. The maximum value that can be used is 1024, but be aware that whatever value is used is how much VRAM will be reserved for the swap space. This is the reason the lowest value possible without experiencing issues is recommended. Because of this parameter being system dependent, users will need to test different values to find the one which works best for their specific setup. | This parameter sets a buffer size for swapping geometry and textures between VRAM and system memory. The buffer will be set in VRAM; however, it will also be duplicated in the system memory used by ''TESV.exe'' as well. This means that increasing this parameter's value will result in equal increases in both VRAM and system RAM usage. The values here are measured in megabytes. For video cards with 1GB or more VRAM, start with 128 as a baseline. If stuttering persists, increase the value in increments of 128 ( 256, 384, 512, etc ) until the stuttering has ceased or is as minimal as possible with the lost value as possible. The maximum value that can be used is 1024, but be aware that whatever value is used is how much VRAM will be reserved for the swap space. This is the reason the lowest value possible without experiencing issues is recommended. Because of this parameter being system dependent, users will need to test different values to find the one which works best for their specific setup. | ||
<pre | <pre>ReservedMemorySizeMb=(128, 256, 384, 512, 640, 768, 896, 1024)</pre> | ||
This sets the total memory that will be used for the ENBoost dynamic memory allocation. Users with 32-bit systems should set this parameter's value equal to the available VRAM; this is the most stable value. Users with 64-bit systems and at least 8GBs of system RAM, can use the formula: ''(VRAM + System RAM) - 2048''. Users on a 64-bit system who have less than 8GB system RAM should simply set the value equal to the available VRAM. If <code style="font-size:1.05em;">AutodetectVideoMemorySize</code> is enabled below, this parameter is ignored. | This sets the total memory that will be used for the ENBoost dynamic memory allocation. Users with 32-bit systems should set this parameter's value equal to the available VRAM; this is the most stable value. Users with 64-bit systems and at least 8GBs of system RAM, can use the formula: ''(VRAM + System RAM) - 2048''. Users on a 64-bit system who have less than 8GB system RAM should simply set the value equal to the available VRAM. If <code style="font-size:1.05em;">AutodetectVideoMemorySize</code> is enabled below, this parameter is ignored. | ||
<pre | <pre>VideoMemorySizeMb=(512,1024,...6144)</pre> | ||
This parameter will enable or disable memory compression. It is enabled by default. Disabling memory compression can reduce stutter, but at the cost of more RAM usage. For this reason, it is generally only recommended to be disabled on systems with more than 2GB VRAM. Any system that is already nearing its VRAM limit should leave this parameter enabled or it could cause more harm than good. | This parameter will enable or disable memory compression. It is enabled by default. Disabling memory compression can reduce stutter, but at the cost of more RAM usage. For this reason, it is generally only recommended to be disabled on systems with more than 2GB VRAM. Any system that is already nearing its VRAM limit should leave this parameter enabled or it could cause more harm than good. | ||
<pre | <pre>EnableCompression=(false, true)</pre> | ||
If enabled, this feature will attempt to detect a system's shared video memory and automatically set the <code style="font-size:1.05em;">VideoMemorySizeMb</code> parameter for a user. Any value placed in the <code style="font-size:1.05em;">VideoMemorySizeMb</code> above will simply be ignored. This feature works for some users and for other users it'll give the wrong values which are usually too high. Users can try this feature; however, disabling it and setting the <code style="font-size:1.05em;">VideoMemorySizeMb</code> parameter manually to fine tune the ENBoost settings is currently the recommended method. | If enabled, this feature will attempt to detect a system's shared video memory and automatically set the <code style="font-size:1.05em;">VideoMemorySizeMb</code> parameter for a user. Any value placed in the <code style="font-size:1.05em;">VideoMemorySizeMb</code> above will simply be ignored. This feature works for some users and for other users it'll give the wrong values which are usually too high. Users can try this feature; however, disabling it and setting the <code style="font-size:1.05em;">VideoMemorySizeMb</code> parameter manually to fine tune the ENBoost settings is currently the recommended method. | ||
<pre | <pre>AutodetectVideoMemorySize=(false, true)</pre> | ||
'''Memory Section Example:''' | '''Memory Section Example:''' | ||
<pre | <pre> | ||
[MEMORY] | [MEMORY] | ||
ExpandSystemMemoryX64=true | ExpandSystemMemoryX64=true | ||
Line 611: | Line 614: | ||
When enabled this parameter removes the border lines of the game window while running in Windowed Mode. | When enabled this parameter removes the border lines of the game window while running in Windowed Mode. | ||
<pre | <pre>ForceBorderless=(false, true)</pre> | ||
This parameter will remove the border lines of the game window when Skyrim is set to Fullscreen Mode. This is best used for down sampling. | This parameter will remove the border lines of the game window when Skyrim is set to Fullscreen Mode. This is best used for down sampling. | ||
<pre | <pre>ForceBorderlessFullscreen=(false, true)</pre> | ||
'''Window Section Example:''' | '''Window Section Example:''' | ||
<pre | <pre> | ||
[WINDOW] | [WINDOW] | ||
ForceBorderless=false | ForceBorderless=false | ||
Line 628: | Line 631: | ||
This will force anisotropic filtering for all textures with a linear filtering type. Textures which should not have anisotropic filtering are not filtered. This is enabled by default. | This will force anisotropic filtering for all textures with a linear filtering type. Textures which should not have anisotropic filtering are not filtered. This is enabled by default. | ||
<pre | <pre>ForceAnisotropicFiltering=(false, true)</pre> | ||
This is the level of anisotropy filtering. The values are 2, 4, 6, 8, 10, 12, 14, and 16; higher values provide better quality. 16 is recommended. | This is the level of anisotropy filtering. The values are 2, 4, 6, 8, 10, 12, 14, and 16; higher values provide better quality. 16 is recommended. | ||
<pre | <pre>MaxAnisotropy=(1..16)</pre> | ||
This parameter forces LOD Bias for all LOD textures. This is disabled by default. | This parameter forces LOD Bias for all LOD textures. This is disabled by default. | ||
<pre | <pre>ForceLodBias=(false, true)</pre> | ||
LOD Bias controls the sharpness of LOD textures. Values are should remain between -0.5 and 0.5; any higher or lower and texture degrading is certain to occur; however, degradation can also occur within this range so testing will need to be done for any change to this value. Lower values result in sharper textures. Default is ''0.0''. | LOD Bias controls the sharpness of LOD textures. Values are should remain between -0.5 and 0.5; any higher or lower and texture degrading is certain to occur; however, degradation can also occur within this range so testing will need to be done for any change to this value. Lower values result in sharper textures. Default is ''0.0''. | ||
<pre | <pre>LodBias=(1..16)</pre> | ||
This will enable vsync which is recommenced to always remain active because the Creation engine will have physics issues when over 60 FPS. Enabling this has also been reported to help solve the lip sync issue on NPCs; however, users should also set <code style="font-size:1.05em;">iPresentInterval=1</code> in ''Skyrim.ini'' if it has been changed or simply delete the parameter altogether from ''Skyrim.ini''. | This will enable vsync which is recommenced to always remain active because the Creation engine will have physics issues when over 60 FPS. Enabling this has also been reported to help solve the lip sync issue on NPCs; however, users should also set <code style="font-size:1.05em;">iPresentInterval=1</code> in ''Skyrim.ini'' if it has been changed or simply delete the parameter altogether from ''Skyrim.ini''. | ||
<pre | <pre>EnableVSync=(false, true)</pre> | ||
This parameter enables downsampling to be used without having to force it through the graphics driver. It is recommended to remain disabled and only to be used by advanced users. In the most basic explanation, downsampling is rendering the game at twice the monitor's set resolution and then downsampling it to the correct resolution before being displayed on the monitor. This mimics supersampling. For this to work, users must enable this parameter, run in full screen mode, set the resolution in ''SkyrimPrefs.ini'' to 2x the monitor's set resolution, and set <code style="font-size:1.05em;">UseDefferedRendering</code> to ''false''. For a more in-depth explanation and how-to's using the video drivers rather than the ENB parameter below, see [http://www.tested.com/tech/pcs/454383-aliasing-be-gone-how-downsample-pc-games/ this article]. | This parameter enables downsampling to be used without having to force it through the graphics driver. It is recommended to remain disabled and only to be used by advanced users. In the most basic explanation, downsampling is rendering the game at twice the monitor's set resolution and then downsampling it to the correct resolution before being displayed on the monitor. This mimics supersampling. For this to work, users must enable this parameter, run in full screen mode, set the resolution in ''SkyrimPrefs.ini'' to 2x the monitor's set resolution, and set <code style="font-size:1.05em;">UseDefferedRendering</code> to ''false''. For a more in-depth explanation and how-to's using the video drivers rather than the ENB parameter below, see [http://www.tested.com/tech/pcs/454383-aliasing-be-gone-how-downsample-pc-games/ this article]. | ||
<pre | <pre>AddDisplaySuperSamplingResolutions=(false, true)</pre> | ||
This tells the frame buffer to ignore the back buffer 0, 1, 2, or 3 contiguous cycles before grabbing a frame. This feature is mainly for users with high refresh rate monitors and should be left at 0 for most other users. | This tells the frame buffer to ignore the back buffer 0, 1, 2, or 3 contiguous cycles before grabbing a frame. This feature is mainly for users with high refresh rate monitors and should be left at 0 for most other users. | ||
<pre | <pre>VSyncSkipNumFrames=(0, 1, 2, 3)</pre> | ||
'''Engine Section Example:''' | '''Engine Section Example:''' | ||
<pre | <pre> | ||
[ENGINE] | [ENGINE] | ||
ForceAnisotropicFiltering=true | ForceAnisotropicFiltering=true | ||
Line 666: | Line 669: | ||
If enabled, each frame will wait until the GPU is finished drawing. This is not recommended for performance reasons; however, may fix some of the issues mentioned above in the notice as well as stuttering issues. | If enabled, each frame will wait until the GPU is finished drawing. This is not recommended for performance reasons; however, may fix some of the issues mentioned above in the notice as well as stuttering issues. | ||
<pre | <pre>WaitBusyRenderer=(false, true)</pre> | ||
When enabled, this will turn on the FPS Limiter feature. | When enabled, this will turn on the FPS Limiter feature. | ||
<pre | <pre>EnableFPSLimit=(false, true)</pre> | ||
This parameter holds the value value of frames per seconds (FPS) at which the upper FPS will be capped to. | This parameter holds the value value of frames per seconds (FPS) at which the upper FPS will be capped to. | ||
<pre | <pre>FPSLimit=(10.0...60.0)</pre> | ||
'''Limiter Section Example:''' | '''Limiter Section Example:''' | ||
<pre | <pre> | ||
[LIMITER] | [LIMITER] | ||
WaitBusyRenderer=false | WaitBusyRenderer=false | ||
Line 686: | Line 689: | ||
By default, this is the ''Backspace'' key. This will reload the configuration file and shaders to view changes made without having to restart the game. Very useful when tweaking ENB presets. | By default, this is the ''Backspace'' key. This will reload the configuration file and shaders to view changes made without having to restart the game. Very useful when tweaking ENB presets. | ||
<pre | <pre>KeyReadConfig=8</pre> | ||
By default, this is the ''Shift'' key. It is the primary key pressed and held for key combinations. | By default, this is the ''Shift'' key. It is the primary key pressed and held for key combinations. | ||
<pre | <pre>KeyCombination=16</pre> | ||
By default, this is the ''F12'' key. This will turn the ENB effects on and off. This must be pressed together with ''KeyCombination'' key (Shift+F12 by default). | By default, this is the ''F12'' key. This will turn the ENB effects on and off. This must be pressed together with ''KeyCombination'' key (Shift+F12 by default). | ||
<pre | <pre>KeyUseEffect=123</pre> | ||
By default, this is the ''Home'' key. This turns the FPS Limiter on and off. This must be pressed together with the ''KeyCombinaton'' key (Shift+Home by default). | By default, this is the ''Home'' key. This turns the FPS Limiter on and off. This must be pressed together with the ''KeyCombinaton'' key (Shift+Home by default). | ||
<pre | <pre>KeyFPSLimit=36</pre> | ||
By default, this is the * key on the number pad. This displays real-time frame rate in the upper right corner in the game. Set to 0 to disable. | By default, this is the * key on the number pad. This displays real-time frame rate in the upper right corner in the game. Set to 0 to disable. | ||
<pre | <pre>KeyShowFPS=106</pre> | ||
By default, this is the ''Insert'' key; however, the ''Prt Sc'' (Print Screen) key also works. This captures a screenshot to a BMP and/or PNG file in the same folder where ENBSeries is installed. | By default, this is the ''Insert'' key; however, the ''Prt Sc'' (Print Screen) key also works. This captures a screenshot to a BMP and/or PNG file in the same folder where ENBSeries is installed. | ||
<pre | <pre>KeyScreenshot=45</pre> | ||
By default, this is the ''Enter'' key. This will open up the in game GUI when pressing ''SHIFT+ENTER''. | By default, this is the ''Enter'' key. This will open up the in game GUI when pressing ''SHIFT+ENTER''. | ||
<pre | <pre>KeyEditor=13</pre> | ||
By default, the FreeVRAM function is assigned to ''f4''. This will clear VRAM in use to help not hitting VRAM limit. | By default, the FreeVRAM function is assigned to ''f4''. This will clear VRAM in use to help not hitting VRAM limit. | ||
<pre | <pre>KeyFreeVRAM=115</pre><br> | ||
== Adaptive Quality == | == Adaptive Quality == | ||
Line 713: | Line 716: | ||
Enables or disables Adaptive Quality. It is disabled by default. | Enables or disables Adaptive Quality. It is disabled by default. | ||
<pre | <pre>Enable=(false, true)</pre> | ||
This parameter sets the quality of the effect. It can be set to 0, 1, or 2; where 0 is highest quality and 2 is the highest performance. Default value is ''1''. | This parameter sets the quality of the effect. It can be set to 0, 1, or 2; where 0 is highest quality and 2 is the highest performance. Default value is ''1''. | ||
<pre | <pre>Quality=(0, 1, 2)</pre> | ||
This parameter sets the minimum FPS that is allowed. If this value is reached, features will start to turn off to stay above this threshold. This feature is only available if Adaptive Quality is set up properly in the ''.fx'' files. | This parameter sets the minimum FPS that is allowed. If this value is reached, features will start to turn off to stay above this threshold. This feature is only available if Adaptive Quality is set up properly in the ''.fx'' files. | ||
<pre | <pre>DesiredFPS=(10.0...50.0)</pre> | ||
'''Adaptive Quality Section Example:''' | '''Adaptive Quality Section Example:''' | ||
<pre | <pre> | ||
[ADAPTIVEQUALITY] | [ADAPTIVEQUALITY] | ||
Enable=false | Enable=false | ||
Line 734: | Line 737: | ||
The EdgeAA solution is excellent for low-end systems because the performance impact is very small; however, it does come with some blurriness. Mid to High-end systems may find SMAA a higher quality solution for EdgeAA; however, EdgeAA and SMAA can be used together for possible better results. Using these two solutions together will come at a cost to performance. | The EdgeAA solution is excellent for low-end systems because the performance impact is very small; however, it does come with some blurriness. Mid to High-end systems may find SMAA a higher quality solution for EdgeAA; however, EdgeAA and SMAA can be used together for possible better results. Using these two solutions together will come at a cost to performance. | ||
<pre | <pre>EnableEdgeAA=(false,true)</pre> | ||
The TemporalAA setting no longer requires a helper mod, as of ENBSeries v0.213. This is excellent for screenshots at removing jaggies, but may not be preferable for general use because it can cause doubling on high motion objects. | The TemporalAA setting no longer requires a helper mod, as of ENBSeries v0.213. This is excellent for screenshots at removing jaggies, but may not be preferable for general use because it can cause doubling on high motion objects. | ||
<pre | <pre>EnableTemporalAA=(false, true)</pre> | ||
This parameter will enable SubPixelAA on specular reflections and should only cause a minimal performance impact. This setting recommended to be enabled. | This parameter will enable SubPixelAA on specular reflections and should only cause a minimal performance impact. This setting recommended to be enabled. | ||
<pre | <pre>EnableSubPixelAA=(false, true)</pre> | ||
Enable this parameter to use TransparencyAA. Transparency AA is applied to all textures in the game which have any form of transparency in them (grass, foliage, trees, hair, etc). Enabling this will cost a reduction in performance that will be substantial in forested areas! Generally not recommend for any system lacking a Ferrari engine since this feature can cripple even the highest end systems. | Enable this parameter to use TransparencyAA. Transparency AA is applied to all textures in the game which have any form of transparency in them (grass, foliage, trees, hair, etc). Enabling this will cost a reduction in performance that will be substantial in forested areas! Generally not recommend for any system lacking a Ferrari engine since this feature can cripple even the highest end systems. | ||
<pre | <pre>EnableTransparencyAA=(false, true)</pre> | ||
'''Antialiasing Section Example:''' | '''Antialiasing Section Example:''' | ||
Line 758: | Line 761: | ||
Allows the ENB to fix game rendering related issues and errors such as divide-by-zero errors that can cause crashes. The is normally not needed but can be enabled to fix certain issues. | Allows the ENB to fix game rendering related issues and errors such as divide-by-zero errors that can cause crashes. The is normally not needed but can be enabled to fix certain issues. | ||
<pre | <pre>FixGameBugs=(false, true)</pre> | ||
This fixes parallax texture rendering issues by changing the shader used on those textures in order to rendered them correctly. This fix should be used if there are any parallax textures being used; else, leave it disabled. | This fixes parallax texture rendering issues by changing the shader used on those textures in order to rendered them correctly. This fix should be used if there are any parallax textures being used; else, leave it disabled. | ||
<pre | <pre>FixParallaxBugs=(false, true)</pre> | ||
This parameter helps reduce aliasing of snow on mountains and other similar objects. It is recommended to enable it, unless SMAA is being used. | This parameter helps reduce aliasing of snow on mountains and other similar objects. It is recommended to enable it, unless SMAA is being used. | ||
<pre | <pre>FixAliasedTextures=(false, true)</pre> | ||
This line is missing in some versions of ENBSeries and will need to be added. This fix tells the ENB to ignore rendering on loading screens which speeds up loading times and prevents issues related to loading screens such as missing textures. It is recommended to be enabled and added if missing from the ''enblocal.ini'' file. | This line is missing in some versions of ENBSeries and will need to be added. This fix tells the ENB to ignore rendering on loading screens which speeds up loading times and prevents issues related to loading screens such as missing textures. It is recommended to be enabled and added if missing from the ''enblocal.ini'' file. | ||
<pre | <pre>IgnoreLoadingScreen=(false, true)</pre> | ||
Same as above, but tells the ENB to ignore rendering on the inventory screen. It is also recommended to be enabled. | Same as above, but tells the ENB to ignore rendering on the inventory screen. It is also recommended to be enabled. | ||
<pre | <pre>IgnoreInventory=(false, true)</pre> | ||
The is a fix for the small color differences in various parts of models such as hair. If this setting is enabled and ColorPow parameter is greater than "1.0" the differences are more noticeable. | The is a fix for the small color differences in various parts of models such as hair. If this setting is enabled and ColorPow parameter is greater than "1.0" the differences are more noticeable. | ||
<pre | <pre>FixTintGamma=(false, true)</pre> | ||
This parameter will remove Skyrim's static Depth of Field which is used to blur distance landscapes when some weathers are active. The setting is generally left up the the ENB Preset. | This parameter will remove Skyrim's static Depth of Field which is used to blur distance landscapes when some weathers are active. The setting is generally left up the the ENB Preset. | ||
<pre | <pre>RemoveBlur=(false, true)</pre> | ||
When enabled, this will fix issues with Subsurface Scattering for interiors and exteriors, and will prevent pixelated edges on characters and objects. It is recommended to be enabled. | When enabled, this will fix issues with Subsurface Scattering for interiors and exteriors, and will prevent pixelated edges on characters and objects. It is recommended to be enabled. | ||
<pre | <pre>FixSubSurfaceScattering=(false, true)</pre> | ||
This fixes an issue with the reflection of the sky flicking in some weathers. It is recommended to be enabled. | This fixes an issue with the reflection of the sky flicking in some weathers. It is recommended to be enabled. | ||
<pre | <pre>FixSkyReflection=(false, true)</pre> | ||
This fixes an issue with the cursor visibility after using Alt+Tab. When enabled, this will replace the [[Double Cursor Fix]] mod. It is recommended to be enabled. | This fixes an issue with the cursor visibility after using Alt+Tab. When enabled, this will replace the [[Double Cursor Fix]] mod. It is recommended to be enabled. | ||
<pre | <pre>FixCursorVisibility=(false, true)</pre> | ||
'''Fix Section Example:''' | '''Fix Section Example:''' | ||
<pre | <pre> | ||
[FIX] | [FIX] | ||
FixGameBugs=true | FixGameBugs=true | ||
Line 820: | Line 823: | ||
This will enable or disable the ENB graphical effects. In almost versions of ENBSeries, this can be switched on or off in-game by holding the ''Shift'' key and pressing ''F12'' (Shift+F12). Enabling or disabling this will only effect the graphical part of ENBSeries and will have no effect on other features such as ENBoost. This is enabled by default. | This will enable or disable the ENB graphical effects. In almost versions of ENBSeries, this can be switched on or off in-game by holding the ''Shift'' key and pressing ''F12'' (Shift+F12). Enabling or disabling this will only effect the graphical part of ENBSeries and will have no effect on other features such as ENBoost. This is enabled by default. | ||
<pre | <pre>UseEffect=(false, true)</pre><br> | ||
== Editing the ENB Effects == | == Editing the ENB Effects == | ||
Line 827: | Line 830: | ||
This parameter will enable Bethesda's vanilla game post-processing algorithm by bypassing the ''enbeffect.fx'' file. This will render the game with the vanilla color palette. This is useful for users who like the vanilla look of Skyrim, but would like to use some of the ENBSeries effects and fixes. Enabling this parameter may not work with all presets. Some preset authors have created their own effect files with the code necessary for this parameter to work properly either removed or altered in a way which would negate its purpose. | This parameter will enable Bethesda's vanilla game post-processing algorithm by bypassing the ''enbeffect.fx'' file. This will render the game with the vanilla color palette. This is useful for users who like the vanilla look of Skyrim, but would like to use some of the ENBSeries effects and fixes. Enabling this parameter may not work with all presets. Some preset authors have created their own effect files with the code necessary for this parameter to work properly either removed or altered in a way which would negate its purpose. | ||
<pre | <pre>UseOriginalPostProcessing=(false, true)</pre> | ||
This parameter has the same effect as the above parameter, but only affects objects. | This parameter has the same effect as the above parameter, but only affects objects. | ||
<pre | <pre>UseOriginalObjectsProcessing=(false, true)</pre> | ||
This will enable or disable the bloom effect of the ENB preset, if applicable, which is higher quality than that of Vanilla Skyrim. Bloom is a computer graphics effect used to reproduce the imaging of real-world cameras. When a bright light shines on an object or when there is a light source behind an object, the object's edges become feathered and the object itself can sometimes appear hazing from the light. It is also responsible for the overall "hazy" effect in some ENB mods. This can be disabled for a small performance increase. The quality of bloom can also be configured later down in the file. | This will enable or disable the bloom effect of the ENB preset, if applicable, which is higher quality than that of Vanilla Skyrim. Bloom is a computer graphics effect used to reproduce the imaging of real-world cameras. When a bright light shines on an object or when there is a light source behind an object, the object's edges become feathered and the object itself can sometimes appear hazing from the light. It is also responsible for the overall "hazy" effect in some ENB mods. This can be disabled for a small performance increase. The quality of bloom can also be configured later down in the file. | ||
<pre | <pre>EnableBloom=(false, true)</pre> | ||
The parameter will enable or disable the lens effect, if applicable. This effect replicates the effect of a camera lens looking into a bright light without a filter. In Skyrim, this effect is seen when looking at the sun in the form of halos. This is a great effect for screenarchers; however, many disable it due to it being unrealistic since this effect can only be seen when looking through a lens and not with natural eyes. | The parameter will enable or disable the lens effect, if applicable. This effect replicates the effect of a camera lens looking into a bright light without a filter. In Skyrim, this effect is seen when looking at the sun in the form of halos. This is a great effect for screenarchers; however, many disable it due to it being unrealistic since this effect can only be seen when looking through a lens and not with natural eyes. | ||
<pre | <pre>EnableLens=(false, true)</pre> | ||
This enables or disables the ENB's method of eye adaptation to the screen brightness. This effect mimics the duration it takes for the eyes to adjust to bright lights. Vanilla Skyrim has this feature; however, it happens unnaturally quick. Many ENB presets modify this duration; making it longer to provide a more natural feel. | This enables or disables the ENB's method of eye adaptation to the screen brightness. This effect mimics the duration it takes for the eyes to adjust to bright lights. Vanilla Skyrim has this feature; however, it happens unnaturally quick. Many ENB presets modify this duration; making it longer to provide a more natural feel. | ||
<pre | <pre>EnableAdaptation=(false, true)</pre> | ||
This parameter will enable or disable the depth of field (DoF) effect, if applicable. DoF is a blurring effect which focuses on the point at which you are looking and blurs the surroundings and background. This is a cinematic effect and most presets provide several options; each behaving differently. Disabling this also provides a performance increase. DoF can have up to a 12% FPS impact, depending on the type of DoF used. | This parameter will enable or disable the depth of field (DoF) effect, if applicable. DoF is a blurring effect which focuses on the point at which you are looking and blurs the surroundings and background. This is a cinematic effect and most presets provide several options; each behaving differently. Disabling this also provides a performance increase. DoF can have up to a 12% FPS impact, depending on the type of DoF used. | ||
<pre | <pre>EnableDepthOfField=(false, true)</pre> | ||
This parameter enables or disables the screen space ambient occlusion (SSAO) and indirect lighting (SSIL) effects. Disabling this provides a performance increase. It is; however, configurable to different levels which can be found below. Each level provides a different quality/performance ratio. This setting can have up to 25% FPS impact. | This parameter enables or disables the screen space ambient occlusion (SSAO) and indirect lighting (SSIL) effects. Disabling this provides a performance increase. It is; however, configurable to different levels which can be found below. Each level provides a different quality/performance ratio. This setting can have up to 25% FPS impact. | ||
<pre | <pre>EnableAmbientOcclusion=(false, true)</pre> | ||
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. |
Revision as of 19:56, December 4, 2014
Template:TOC right
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: 19:56:16 4 December 2014 (UTC)