SkyrimLE:ENBSeries INI Reference/Effect: Difference between revisions

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{{PageTitle|logo=delta|title=Enbseries.INI - Effect|subtitle=Explanation of the Effect header|author=The Step Team and community|forumtid=710}}
{{Warning| This is an example INI-settings subpage existing within the subcategory [[:Category:INI Settings]] of the ENBSeries INI Guide ([[:Category:INI Guides]]), which itself is a subcategory of [[:Category:Guides]]. The parent page uses HeaderTabs, but these subpages adopt the TOC approach for eas-of-access to info. ~[[User:z929669|z929669]] [[File:Ixian_Insignia.png|20px|link=User:z929669]] [[User talk:z929669|Talk]] 23:32, December 6, 2014 (EST)}}
{{TOC|number=off}}[[Category:ENB Settings]][[Category:Screenshots]]
<br />
==[EFFECT]==
<div class="nonumtoc">{{TOC right}}</div>
The <code>[EFFECT]</code> section is where users can enable or disable ENBSeries features such as depth of field and SSAO. Disabling some of these features will provide better performance. Many authors provide different performance versions, which have various features enabled or disabled, as well as, their individual settings adjusted.
''A comprehensive and advanced guide and modder's resource for editing the 'enbseries.ini' file for n00bs and gurus alike -- by the S.T.E.P. Team''
:Updated: {{ #time: G:i:s j F Y "(UTC)" | {{REVISIONTIMESTAMP}} }}
[http://forum.step-project.com/topic/710-enb-guide/ '''GUIDE FORUM THREAD''']
----
<br />


==[EFFECT]==
{{AlertSmall|type=notice|text=The headings below are not in the order they appear in the ''enbseries.ini'' file. They have been rearranged to be grouped by feature and then alphabetically.}}
The <code>[EFFECT]</code> section is where users can enable or disable the ENB effects such as depth of field and SSAO. Many presets have different performance versions which are various optimizations to these effects and their individual settings so users would not have to manually edit any parameters and potentially mess up the quality or the "''look and feel''" of the preset. Disabling some of these effects will provide better performance. All of the effects below are disabled by default unless otherwise indicated.
<br>


====UseOriginalPostProcessing====
===UseOriginalPostProcessing===
This parameter will enable Bethesda's vanilla game post-processing algorithm by bypassing the custom post processing in the''enbeffect.fx'' file. This will render the game with the vanilla color palette which 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.
<syntaxhighlight lang="ini">UseOriginalPostProcessing=(false, true)</syntaxhighlight>
<pre>UseOriginalPostProcessing=(false, true)</pre>
This parameter will enable Bethesda's vanilla game post-processing algorithm by bypassing the custom post processing in the ''enbeffect.fx'' file. This will render the game with the vanilla color palette, which is useful for users who like the vanilla look of Skyrim, but would like to use some of the ENBSeries features and fixes.<br>
<div class="imgTitle1">UseOriginalPostProcessing=false</div><div class="imgTitle2">UseOriginalPostProcessing=true</div>
{{Fc|salmon|''Enabling this parameter may not work with all presets. Some preset authors have created their own files with the code necessary for this parameter to work either removed or altered in a way that negates its purpose.''}}
<div class="imgs2">[[Image:01FullENB.jpg|225px|highslide=B1:UseOriginalPostProcessing=false]] &nbsp;[[Image:26OrigPostProcessing.jpg|225px|highslide=B1:UseOriginalPostProcessing=true]]</div>
{{GallerySimple|id=UseOriginalPostProcessing|width=225|img=File:01FullENB.jpg|caption=UseOriginalPostProcessing=false}}
{{GallerySimple|id=UseOriginalPostProcessing|width=225|img=File:26OrigPostProcessing.jpg|caption=UseOriginalPostProcessing=true}}
{{clear}}


====UseOriginalObjectsProcessing====
===UseOriginalObjectsProcessing===
<syntaxhighlight lang="ini">UseOriginalObjectsProcessing=(false, true)</syntaxhighlight>
Enabling this parameter will revert certain object related shader effects back to vanilla, which ENBSeries would normally alter.
Enabling this parameter will revert certain object related shader effects back to vanilla, which ENBSeries would normally alter.
<pre>UseOriginalObjectsProcessing=(false, true)</pre>
{{GallerySimple|id=UseOriginalObjectsProcessing|width=225|img=File:01FullENB.jpg|caption=UseOriginalObjectsProcessing=false}}
<div class="imgTitle1">UseOriginalObjectsProcessing=false</div><div class="imgTitle2">UseOriginalObjectsProcessing=true</div>
{{GallerySimple|id=UseOriginalObjectsProcessing|width=225|img=File:12NoObjectProcessing.jpg|caption=UseOriginalObjectsProcessing=true}}
<div class="imgs2">[[Image:01FullENB.jpg|225px|highslide=B2:UseOriginalObjectsProcessing=false]] &nbsp;[[Image:12NoObjectProcessing.jpg|225px|highslide=B2:UseOriginalObjectsProcessing=true]]</div>
{{clear}}
 
===EnableBloom===
<syntaxhighlight lang="ini"> EnableBloom=(false, true) </syntaxhighlight>
Enabling this parameter will enable the ENBSeries specific Bloom code contained within the ''enbbloom.fx'' file. Normally this feature has no performance cost. Only very heavy use of bloom would cost performance.


====EnableBloom====
When enabled within a preset, many authors will include quality options within the ''enbbloom.fx'', itself. Therefore, users are encouraged to try any available options before disabling this features, since bloom can be an important part of the overall visuals. {{Fc|salmon|''Disabling this feature will not always remove all bloom, as some preset will fall back to using vanilla bloom.''}}
Enabling this parameter will enable the ENB specific Bloom code contained within the ''enbbloom.fx'' file. This will not remove all bloom in all cases, however. If the preset used is setup to use vanilla bloom, then the vanilla bloom will still will still be applied. Only in certain ''enbbloom.fx'' files will there be a significant performance cost related to bloom. In most cases, ''enbbloom.fx'' files come with their own quality controls which should be altered before disabling this effect, since bloom is a vital part of the overall post processing visuals.
{{GallerySimple|id=EnableBloom|width=225|img=File:01FullENB.jpg|caption=EnableBloom=true}}
<pre>EnableBloom=(false, true)</pre>
{{GallerySimple|id=EnableBloom|width=225|img=File:03NoBloom.jpg|caption=EnableBloom=false}}
<div class="imgTitle1">EnableBloom=true</div><div class="imgTitle2">EnableBloom=false</div>
{{clear}}
<div class="imgs2">[[Image:01FullENB.jpg|225px|highslide=B3:EnableBloom=true]] &nbsp;[[Image:03NoBloom.jpg|225px|highslide=B3:EnableBloom=false]]</div>


====EnableLens====
===EnableLens===
This parameter will enable or disable the ''enblens.fx'' file and the corresponding lens parameters in ''enbseries.ini''. It only makes sense to enable this if both an ''enblens.fx'' file that does something as well as the textures it require to function in .tga format are present. Performance will depend on the ''enblens.fx'' file and the few that do exist also have their own quality controls. This effect is mainly a feature for screen archers.  
<syntaxhighlight lang="ini"> EnableLens=(false, true) </syntaxhighlight>
<pre>EnableLens=(false, true)</pre>
This parameter will enable or disable the ''enblens.fx'' file and the corresponding lens parameters in ''enbseries.ini''. It only makes sense to enable this if both an ''enblens.fx'' file that does something as well as the textures it require to function in .tga format are present. Performance will depend on the ''enblens.fx'' file and the few that do exist also have their own quality controls; however, performance is usually extremely minor.
<div class="imgTitle1">EnableLens=true</div><div class="imgTitle2">EnableLens=false</div>
{{GallerySimple|id=EnableLens|width=225|img=File:25Lens.jpg|caption=EnableLens=true}}
<div class="imgs2">[[Image:25Lens.jpg|225px|highslide=B4:EnableLens=true]] &nbsp;[[Image:25NoLens.jpg|225px|highslide=B4:EnableLens=false]]</div>
{{GallerySimple|id=EnableLens|width=225|img=File:25NoLens.jpg|caption=EnableLens=false}}
{{clear}}


====EnableAdaptation====
===EnableAdaptation===
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.
<syntaxhighlight lang="ini"> EnableAdaptation=(false, true) </syntaxhighlight>
<pre>EnableAdaptation=(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. It's recommended to not adjust this from its Preset default since the look of the Preset can depend on this setting (sometimes heavily).
<div class="imgTitle1">EnableAdaptation=true</div><div class="imgTitle2">EnableAdaptation=false</div>
{{GallerySimple|id=EnableAdaptation|width=225|img=File:01FullENB.jpg|caption=EnableAdaptation=true}}
<div class="imgs2">[[Image:01FullENB.jpg|225px|highslide=B5:EnableAdaptation=true]] &nbsp;[[Image:04NoAdaptation.jpg|225px|highslide=B5:EnableAdaptation=false]]</div>
{{GallerySimple|id=EnableAdaptation|width=225|img=File:04NoAdaptation.jpg|caption=EnableAdaptation=false}}
{{clear}}


====EnableDepthOfField====
===EnableDepthOfField===
<syntaxhighlight lang="ini"> EnableDepthOfField=(false, true) </syntaxhighlight>
Enabling this parameter will enable the ''enbeffectprepass.fx'' file. This file mainly contains the code related to Depth of Field (DoF) effects. The performance cost of this effect varies greatly from 1 FPS to "''you wont be able to even start the game''", depending on the type of DoF used. In general, the more smooth blurring that is given the more of a performance hit will result. Most files come with performance settings which can be tweaked. Note that this will not disable the default vanilla DoF or blur effects.
Enabling this parameter will enable the ''enbeffectprepass.fx'' file. This file mainly contains the code related to Depth of Field (DoF) effects. The performance cost of this effect varies greatly from 1 FPS to "''you wont be able to even start the game''", depending on the type of DoF used. In general, the more smooth blurring that is given the more of a performance hit will result. Most files come with performance settings which can be tweaked. Note that this will not disable the default vanilla DoF or blur effects.
<pre>EnableDepthOfField=(false, true)</pre>
{{GallerySimple|id=EnableDepthOfField|width=225|img=File:13DoF.jpg|caption=EnableDepthOfField=true}}
<div class="imgTitle1">EnableDepthOfField=true</div><div class="imgTitle2">EnableDepthOfField=false</div>
{{GallerySimple|id=EnableDepthOfField|width=225|img=File:13NoDoF.jpg|caption=EnableDepthOfField=false}}
<div class="imgs2">[[Image:13DoF.jpg|225px|highslide=B6:EnableDepthOfField=true]] &nbsp;[[Image:13NoDoF.jpg|225px|highslide=B6:EnableDepthOfField=false]]</div>
{{clear}}


====EnableAmbientOcclusion====
===EnableAmbientOcclusion===
<syntaxhighlight lang="ini"> EnableAmbientOcclusion=(false, true) </syntaxhighlight>
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 within the SSAO section. 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 within the SSAO section. Each level provides a different quality/performance ratio. This setting can have up to 25% FPS impact.
<pre>EnableAmbientOcclusion=(false, true)</pre>
{{GallerySimple|id=EnableAmbientOcclusion|width=225|img=File:01FullENB.jpg|caption=EnableAmbientOcclusion=true}}
<div class="imgTitle1">EnableAmbientOcclusion=true</div><div class="imgTitle2">EnableAmbientOcclusion=false</div>
{{GallerySimple|id=EnableAmbientOcclusion|width=225|img=File:05NoAO.jpg|caption=EnableAmbientOcclusion=false}}
<div class="imgs2">[[Image:01FullENB.jpg|225px|highslide=B7:EnableAmbientOcclusion=true]] &nbsp;[[Image:05NoAO.jpg|225px|highslide=B7:EnableAmbientOcclusion=false]]</div>
{{clear}}


====EnableDetailedShadow====
===EnableDetailedShadow===
<syntaxhighlight lang="ini"> EnableDetailedShadow=(false, true) </syntaxhighlight>
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 enable it.
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 enable it.
<pre>EnableDetailedShadow=(false, true)</pre>
{{GallerySimple|id=EnableDetailedShadow|width=225|img=File:01FullENB.jpg|caption=EnableDetailedShadow=true}}
<div class="imgTitle1">EnableDetailedShadow=true</div><div class="imgTitle2">EnableDetailedShadow=false</div>
{{GallerySimple|id=EnableDetailedShadow|width=225|img=File:06NoDetailedShadows.jpg|caption=EnableDetailedShadow=false}}
<div class="imgs2">[[Image:01FullENB.jpg|225px|highslide=B8:EnableDetailedShadow=true]] &nbsp;[[Image:06NoDetailedShadows.jpg|225px|highslide=B8:EnableDetailedShadow=false]]</div>
{{clear}}


====EnableSunRays====
===EnableSunRays===
<syntaxhighlight lang="ini"> EnableSunRays=(false, true) </syntaxhighlight>
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>EnableSunRays=(false, true)</pre>
{{GallerySimple|id=EnableSunRays|width=225|img=File:18SunRays.jpg|caption=EnableSunRays=true}}
<div class="imgTitle1">EnableSunRays=true</div><div class="imgTitle2">EnableSunRays=false</div>
{{GallerySimple|id=EnableSunRays|width=225|img=File:18NoSunRays.jpg|caption=EnableSunRays=false}}
<div class="imgs2">[[Image:18SunRays.jpg|225px|highslide=B9:EnableSunRays=true]] &nbsp;[[Image:18NoSunRays.jpg|225px|highslide=B9:EnableSunRays=false]]</div>
{{clear}}


====EnableSunGlare====
===EnableSunGlare===
<syntaxhighlight lang="ini"> EnableSunGlare=(false, true) </syntaxhighlight>
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>EnableSunGlare=(false, true)</pre>
{{GallerySimple|id=EnableSunGlare|width=225|img=File:15ENBSun.jpg|caption=EnableSunGlare=true}}
<div class="imgTitle1">EnableSunGlare=true</div><div class="imgTitle2">EnableSunGlare=false</div>
{{GallerySimple|id=EnableSunGlare|width=225|img=File:16NoSunGlare.jpg|caption=EnableSunGlare=false}}
<div class="imgs2">[[Image:15ENBSun.jpg|225px|highslide=B10:EnableSunGlare=true]] &nbsp;[[Image:16NoSunGlare.jpg|225px|highslide=B10:EnableSunGlare=false]]</div>
{{clear}}


====EnableSkyLighting====
===EnableSkyLighting===
<syntaxhighlight lang="ini"> EnableSkyLighting=(false, true) </syntaxhighlight>
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 may also rely on this to be enabled.
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 may also rely on this to be enabled.
<pre>EnableSkyLighting=(false, true)</pre>
::<nowiki>*</nowiki>The ENB used is not set up properly for SkyLighting and is the reason for the overly bright sky. A better compare will be coming.
::<nowiki>*</nowiki>The ENB used is not set up properly for SkyLighting and is the reason for the overly bright sky. A better compare will be coming.
<div class="imgTitle1">EnableSkyLighting=true</div><div class="imgTitle2">EnableSkyLighting=false</div>
{{GallerySimple|id=EnableSkyLighting|width=225|img=File:22SkyLighting.jpg|caption=EnableSkyLighting=true}}
<div class="imgs2">[[Image:22SkyLighting.jpg|225px|highslide=B11:EnableSkyLighting=true]] &nbsp;[[Image:01FullENB.jpg|225px|highslide=B11:EnableSkyLighting=false]]</div>
{{GallerySimple|id=EnableSkyLighting|width=225|img=File:01FullENB.jpg|caption=EnableSkyLighting=false}}
{{clear}}


====EnableImageBasedLighting====
===EnableImageBasedLighting===
<syntaxhighlight lang="ini"> EnableImageBasedLighting=(false, true) </syntaxhighlight>
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>EnableImageBasedLighting=(false, true)</pre>
{{GallerySimple|id=EnableImageBasedLighting|width=225|img=File:01FullENB.jpg|caption=EnableImageBasedLighting=true}}
<div class="imgTitle1">EnableImageBasedLighting=true</div><div class="imgTitle2">EnableImageBasedLighting=false</div>
{{GallerySimple|id=EnableImageBasedLighting|width=225|img=File:07NoIBL.jpg|caption=EnableImageBasedLighting=false}}
<div class="imgs2">[[Image:01FullENB.jpg|225px|highslide=B12:EnableImageBasedLighting=true]] &nbsp;[[Image:07NoIBL.jpg|225px|highslide=B12:EnableImageBasedLighting=false]]</div>
{{clear}}


====EnableReflection====
===EnableReflection===
This will enable or disable the dynamic reflections effects that are added to surfaces.  The reflection effect is not for object reflections, but rather reflection of the environmental lighting.
<syntaxhighlight lang="ini"> EnableReflection=(false, true) </syntaxhighlight>
<pre>EnableReflection=(false, true)</pre>
This will enable or disable the dynamic reflections effects that are added to surfaces.  The reflection effect is not for object reflections, but rather reflection of the environmental lighting. Examples of environmental lighting are spells, torches, magelight, light from windows, etc. The effect is dynamic and will change with changes in environmental lights.
<div class="imgTitle1">EnableReflection=true</div><div class="imgTitle2">EnableReflection=false</div>
{{GallerySimple|id=EnableReflection|width=225|img=File:24Reflection.jpg|caption=EnableReflection=true}}
<div class="imgs2">[[Image:24Reflection.jpg|225px|highslide=B13:EnableReflection=true]] &nbsp;[[Image:24NoReflection.jpg|225px|highslide=B13:EnableReflection=false]]</div>
{{GallerySimple|id=EnableReflection|width=225|img=File:24NoReflection.jpg|caption=EnableReflection=false}}
{{clear}}


====EnableSoftParticles====
===EnableSoftParticles===
<syntaxhighlight lang="ini"> EnableSoftParticles=(false, true) </syntaxhighlight>
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>EnableSoftParticles=(false, true)</pre>
{{GallerySimple|id=EnableSoftParticles|width=225|img=File:20ParticleLights.jpg|caption=EnableSoftParticles=true}}
<div class="imgTitle1">UseEffect=true</div><div class="imgTitle2">UseEffect=false</div>
{{GallerySimple|id=EnableSoftParticles|width=225|img=File:Dummyplaceholder.jpg|caption=EnableSoftParticles=false}}
<div class="imgs2">[[Image:01FullENB.jpg|225px|highslide=B14:]] &nbsp;[[Image:Dummyplaceholder.jpg|225px|highslide=B14:Sky Layers]]</div>
{{clear}}


====EnableParticleLights====
===EnableParticleLights===
<syntaxhighlight lang="ini"> EnableParticleLights=(false, true) </syntaxhighlight>
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.
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.
<pre>EnableParticleLights=(false, true)</pre>
{{GallerySimple|id=EnableParticleLights|width=225|img=File:20ParticleLights.jpg|caption=EnableParticleLights=true}}
<div class="imgTitle1">EnableParticleLights=true</div><div class="imgTitle2">EnableParticleLights=false</div>
{{GallerySimple|id=EnableParticleLights|width=225|img=File:20NoParticleLights.jpg|caption=EnableParticleLights=false}}
<div class="imgs2">[[Image:20ParticleLights.jpg|225px|highslide=B15:EnableParticleLights=true]] &nbsp;[[Image:20NoParticleLights.jpg|225px|highslide=B15:EnableParticleLights=false]]</div>
{{clear}}


====EnableSubSurfaceScattering====
===EnableSubSurfaceScattering===
<syntaxhighlight lang="ini"> EnableSubSurfaceScattering=(false, true) </syntaxhighlight>
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>EnableSubSurfaceScattering=(false, true)</pre>
{{GallerySimple|id=EnableSubSurfaceScattering|width=225|img=File:21SSS.jpg|caption=EnableSubSurfaceScattering=true}}
<div class="imgTitle1">EnableSubSurfaceScattering=true</div><div class="imgTitle2">EnableSubSurfaceScattering=false</div>
{{GallerySimple|id=EnableSubSurfaceScattering|width=225|img=File:21NoSSS.jpg|caption=EnableSubSurfaceScattering=false}}
<div class="imgs2">[[Image:21SSS.jpg|225px|highslide=B16:EnableSubSurfaceScattering=true]] &nbsp;[[Image:21NoSSS.jpg|225px|highslide=B16:EnableSubSurfaceScattering=false]]</div>
{{clear}}


====EnableWater====
===EnableWater===
<syntaxhighlight lang="ini"> EnableWater=(false, true) </syntaxhighlight>
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>EnableWater=(false, true)</pre>
{{GallerySimple|id=EnableWater|width=225|img=File:01FullENB.jpg|caption=EnableWater=true}}
<div class="imgTitle1">EnableWater=true</div><div class="imgTitle2">EnableWater=false</div>
{{GallerySimple|id=EnableWater|width=225|img=File:08NoWater.jpg|caption=EnableWater=false}}
<div class="imgs2">[[Image:01FullENB.jpg|225px|highslide=B17:EnableWater=true]] &nbsp;[[Image:08NoWater.jpg|225px|highslide=B17:EnableWater=false]]</div>
{{clear}}


====EnableUnderwater====
===EnableUnderwater===
<syntaxhighlight lang="ini"> EnableUnderwater=(false, true) </syntaxhighlight>
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>EnableUnderwater=(false, true)</pre>
{{GallerySimple|id=EnableWater|width=225|img=File:09UWVanilla.jpg|caption=Vanilla}}
<div class="imgTitle1">Vanilla</div><div class="imgTitle2">EnableUnderwater=false</div><div class="imgTitle3">EnableUnderwater=true</div>
{{GallerySimple|id=EnableWater|width=225|img=File:10UWNoUW.jpg|caption=EnableWater=false}}
<div class="imgs3">[[Image:09UWVanilla.jpg|225px|highslide=B18:Vanilla]] &nbsp;[[Image:10UWNoUW.jpg|225px|highslide=B18:EnableUnderwater=false]] &nbsp;[[Image:11UWon.jpg|225px|highslide=B18:EnableUnderwater=true]]</div>
{{GallerySimple|id=EnableWater|width=225|img=File:11UWon.jpg|caption=EnableWater=true}}
{{clear}}


====EnableCloudShadows====
===EnableCloudShadows===
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. This parameter can not be changed in-game.
<syntaxhighlight lang="ini"> EnableCloudShadows=(false, true) </syntaxhighlight>
<pre>EnableCloudShadows=(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. This parameter can not be changed in-game. This effect is excellent but should usually be left to the preset author to decide. Some presets are not designed to use it and can produce unusual outdoor lighting if enabled.
<div class="imgTitle1">EnableCloudShadows=true</div><div class="imgTitle2">EnableCloudShadows=false</div>
{{GallerySimple|id=EnableCloudShadows|width=225|img=File:14CloudShadows.jpg|caption=EnableCloudShadows=true}}
<div class="imgs2">[[Image:14CloudShadows.jpg|225px|highslide=B19:EnableCloudShadows=true]] &nbsp;[[Image:14NoCloudShadows.jpg|225px|highslide=B19:EnableCloudShadows=false]]</div>
{{GallerySimple|id=EnableCloudShadows|width=225|img=File:14NoCloudShadows.jpg|caption=EnableCloudShadows=false}}
{{clear}}


====EnableVolumetricRays====
===EnableVolumetricRays===
Volumetric rays are used to create "god rays". The effective use of this effect depends highly on which cloud textures are used.  
<syntaxhighlight lang="ini"> EnableVolumetricRays=(false, true) </syntaxhighlight>
<pre>EnableVolumetricRays=(false, true)</pre>
Volumetric rays are used to create "god rays". The effective use of this effect depends highly on which cloud textures are used. These "rays" differ from the '''RAYS''' effect in that they are generated in the sky from sunlight ('''RAYS''' simulate the effect of sunlight on a lens). In addition, these rays are far more subtle.
<div class="imgTitle1">EnableVolumetricRays=true</div><div class="imgTitle2">EnableVolumetricRays=false</div>
{{GallerySimple|id=EnableVolumetricRays|width=225|img=File:19VRays.jpg|caption=EnableVolumetricRays=true}}
<div class="imgs2">[[Image:19VRays.jpg|225px|highslide=B20:EnableVolumetricRays=true]] &nbsp;[[Image:19NoVRays.jpg|225px|highslide=B20:EnableVolumetricRays=false]]</div>
{{GallerySimple|id=EnableVolumetricRays|width=225|img=File:19NoVRays.jpg|caption=EnableVolumetricRays=false}}
{{clear}}


====EnableProceduralSun====
===EnableProceduralSun===
<syntaxhighlight lang="ini"> EnableProceduralSun=(false, true) </syntaxhighlight>
Procedural Sun was added to ENBSeries to allow for other effects to be more accurately displayed and to offer more customization than what a single texture allows. If this is used, any sun texture will no longer be applied. The glare texture will still be used, however.  
Procedural Sun was added to ENBSeries to allow for other effects to be more accurately displayed and to offer more customization than what a single texture allows. If this is used, any sun texture will no longer be applied. The glare texture will still be used, however.  
<pre>EnableProceduralSun=(false, true)</pre>
{{GallerySimple|id=EnableProceduralSun|width=225|img=File:15ENBSun.jpg|caption=EnableProceduralSun=true}}
<div class="imgTitle1">EnableProceduralSun=true</div><div class="imgTitle2">EnableProceduralSun=false</div>
{{GallerySimple|id=EnableProceduralSun|width=225|img=File:17NoPSun.jpg|caption=EnableProceduralSun=false}}
<div class="imgs2">[[Image:15ENBSun.jpg|225px|highslide=B21:EnableProceduralSun=true]] &nbsp;[[Image:17NoPSun.jpg|225px|highslide=B21:EnableProceduralSun=false]]</div>
{{clear}}
 
====EnableMist====
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. It is enabled by default.
<pre>EnableMist=(false, true)</pre>
<div class="imgTitle1">EnableMist=true</div><div class="imgTitle2">EnableMist=false</div>
<div class="imgs2">[[Image:22Mist.jpg|225px|highslide=B22:EnableMist=true]] &nbsp;[[Image:23NoMist.jpg|225px|highslide=B22:EnableMist=false]]</div>
 
 
 


[[Category:INI Settings]]
===EnableMist===
[[Category:Screenshots]]
<syntaxhighlight lang="ini"> EnableMist=(false, true) </syntaxhighlight>
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. Authors also have the ability to place fog in the worldspce via anchors with this effect. It is enabled by default.
{{GallerySimple|id=EnableMist|width=225|img=File:22Mist.jpg|caption=EnableMist=true}}
{{GallerySimple|id=EnableMist|width=225|img=File:23NoMist.jpg|caption=EnableMist=false}}
{{clear}}

Latest revision as of 15:51, August 3, 2021

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Enbseries.INI - Effect

Explanation of the Effect header

by: The Step Team and community  | Forum Topic

[EFFECT]

The [EFFECT] section is where users can enable or disable ENBSeries features such as depth of field and SSAO. Disabling some of these features will provide better performance. Many authors provide different performance versions, which have various features enabled or disabled, as well as, their individual settings adjusted.

Info-Logo.png
NOTE:
The headings below are not in the order they appear in the enbseries.ini file. They have been rearranged to be grouped by feature and then alphabetically.


UseOriginalPostProcessing

UseOriginalPostProcessing=(false, true)

This parameter will enable Bethesda's vanilla game post-processing algorithm by bypassing the custom post processing in the enbeffect.fx file. This will render the game with the vanilla color palette, which is useful for users who like the vanilla look of Skyrim, but would like to use some of the ENBSeries features and fixes.
Enabling this parameter may not work with all presets. Some preset authors have created their own files with the code necessary for this parameter to work either removed or altered in a way that negates its purpose.

UseOriginalObjectsProcessing

UseOriginalObjectsProcessing=(false, true)

Enabling this parameter will revert certain object related shader effects back to vanilla, which ENBSeries would normally alter.

EnableBloom

 EnableBloom=(false, true)

Enabling this parameter will enable the ENBSeries specific Bloom code contained within the enbbloom.fx file. Normally this feature has no performance cost. Only very heavy use of bloom would cost performance.

When enabled within a preset, many authors will include quality options within the enbbloom.fx, itself. Therefore, users are encouraged to try any available options before disabling this features, since bloom can be an important part of the overall visuals. Disabling this feature will not always remove all bloom, as some preset will fall back to using vanilla bloom.

EnableLens

 EnableLens=(false, true)

This parameter will enable or disable the enblens.fx file and the corresponding lens parameters in enbseries.ini. It only makes sense to enable this if both an enblens.fx file that does something as well as the textures it require to function in .tga format are present. Performance will depend on the enblens.fx file and the few that do exist also have their own quality controls; however, performance is usually extremely minor.

EnableAdaptation

 EnableAdaptation=(false, true)

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. It's recommended to not adjust this from its Preset default since the look of the Preset can depend on this setting (sometimes heavily).

EnableDepthOfField

 EnableDepthOfField=(false, true)

Enabling this parameter will enable the enbeffectprepass.fx file. This file mainly contains the code related to Depth of Field (DoF) effects. The performance cost of this effect varies greatly from 1 FPS to "you wont be able to even start the game", depending on the type of DoF used. In general, the more smooth blurring that is given the more of a performance hit will result. Most files come with performance settings which can be tweaked. Note that this will not disable the default vanilla DoF or blur effects.

EnableAmbientOcclusion

 EnableAmbientOcclusion=(false, true)

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 within the SSAO section. Each level provides a different quality/performance ratio. This setting can have up to 25% FPS impact.

EnableDetailedShadow

 EnableDetailedShadow=(false, true)

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 enable it.

EnableSunRays

 EnableSunRays=(false, true)

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.

EnableSunGlare

 EnableSunGlare=(false, true)

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.

EnableSkyLighting

 EnableSkyLighting=(false, true)

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 may also rely on this to be enabled.

*The ENB used is not set up properly for SkyLighting and is the reason for the overly bright sky. A better compare will be coming.

EnableImageBasedLighting

 EnableImageBasedLighting=(false, true)

This setting enables an effect that enhances SkyLighting by adding a simulated real world indirect lighting created by the atmosphere to most exterior surfaces.

EnableReflection

 EnableReflection=(false, true)

This will enable or disable the dynamic reflections effects that are added to surfaces. The reflection effect is not for object reflections, but rather reflection of the environmental lighting. Examples of environmental lighting are spells, torches, magelight, light from windows, etc. The effect is dynamic and will change with changes in environmental lights.

EnableSoftParticles

 EnableSoftParticles=(false, true)

This will enable or disable softening or smoothing of particle effects, like fires and fire sprites.

EnableParticleLights

 EnableParticleLights=(false, true)

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.

EnableSubSurfaceScattering

 EnableSubSurfaceScattering=(false, true)

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.

EnableWater

 EnableWater=(false, true)

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.

EnableUnderwater

 EnableUnderwater=(false, true)

This will enable or disable underwater effects including dispersion, parallax, silhouettes, blurring, and shadows among other effects which are seen while under the water.

EnableCloudShadows

 EnableCloudShadows=(false, true)

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. This parameter can not be changed in-game. This effect is excellent but should usually be left to the preset author to decide. Some presets are not designed to use it and can produce unusual outdoor lighting if enabled.

EnableVolumetricRays

 EnableVolumetricRays=(false, true)

Volumetric rays are used to create "god rays". The effective use of this effect depends highly on which cloud textures are used. These "rays" differ from the RAYS effect in that they are generated in the sky from sunlight (RAYS simulate the effect of sunlight on a lens). In addition, these rays are far more subtle.

EnableProceduralSun

 EnableProceduralSun=(false, true)

Procedural Sun was added to ENBSeries to allow for other effects to be more accurately displayed and to offer more customization than what a single texture allows. If this is used, any sun texture will no longer be applied. The glare texture will still be used, however.

EnableMist

 EnableMist=(false, true)

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. Authors also have the ability to place fog in the worldspce via anchors with this effect. It is enabled by default.