romainsch a écrit :
Très bons rendus en effet la SSAO semble vraiment facultatif je vais le désactiver je pense.
Sinon quel mod utilises tu pour la végétation car je le trouve absolument superbe.
Tu utilises FXAA injector ou simplement l'enb 0.53?
Enfin t'en penses quoi de l'effet cinématique dans l'enb ?
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j'utilise L'ENB Custom - RL Custom - Sharpen de Eylbrandt qu'il a donné quelques pages en arriere.
Pour les mods c'est pareil. Je n'utilise pas le programme de gestion de mod, je fais tout en manuel.
Mais bon faut deja commencer par charger les textures HB pour le sol, l'eau, la végetation.
L'ENB de eylbrandt est un must have mais il faut le modifier si tu supportes pas l'effet de flou.
Voici le contenu de mon enbserie.ini
; Enb Documentation Here: http://enbdev.com/doc_skyrim_en.htm
; Additions and Tweaking by HD6 (HeliosDoubleSix)
; MOD by HD6: http://www.skyrimnexus.com/downloads/file.php?id=4142
; MOD by ENB: http://www.skyrimnexus.com/downloads/file.php?id=2971
[PROXY]
EnableProxyLibrary=false
InitProxyFunctions=true
ProxyLibrary=other_d3d9.dll
[GLOBAL]
AdditionalConfigFile=userconfig.ini
UseEffect=true
[FIX]
ForceSingleCoreCPU=false
IgnoreThreadManagement=true
IgnoreThreadPriority=true
AntiBSOD=true
[MULTIHEAD]
ForceVideoAdapterIndex=false
VideoAdapterIndex=0
[LIMITER]
WaitBusyRenderer=false
EnableFPSLimit=false
FPSLimit=30.0
[INPUT]
; back
KeyReadConfig=8
; shift
KeyCombination=16
; f12
KeyUseEffect=123
; home
KeyFPSLimit=36
; num *
KeyShowFPS=106
; insert: 45
; print screen: 44
KeyScreenshot=44
; Above 8 may only make minor if any difference, but may not have fps hit?, I have to set it in skyrimprefs.ini otherwise textures are mushy and blurry such as on slopes/tight angles to your view
; I hear forcing this on causes issues on some cards or something, not sure what to do really, Anistrophy is REALLY important to get right or you just have smudgey textures especially on the ground.
; Odd for me this really only affects the transparent edges of grass / trees, improving those.
; Boris: Recommended to force anisotropy by ForceAnisotropicFiltering parameter instead of forcing it in video drivers, because some effects require non filtered textures to perform without bugs or performance will be too slow for effects like SSAO or parallax. In all other cases anisotropic filtering is almost free by fps.
[ENGINE]
ForceAnisotropicFiltering=false
MaxAnisotropy=16
; better to set false in most cases (turn on if mod looks buggy for specific driver version)
SkipShaderOptimization=false
[EFFECT]
UseOriginalPostProcessing=false
EnableAdaptation=true
; Disabling bloom will sink scene into darkness, you need to compensate with EAdaptationMin/Max in enbseries
; or by commenting out (disabling) '#define USEBLOOM' in enbeffect.fx
EnableBloom=true
; Disabling AO (enabling takes a huge hit on speed and will add flickerign to trees at low quality, but greatly improves skin and shadowing in game)
; Note if you reduce the AO Ammount or disable SSAO your scene will lighten up
; I compensate the darkening effect of AO by raising the Ambient Lighting, so if you disable SSAO put AmbientLightingCurveDay back to 1.0.
EnableAmbientOcclusion=false
; Do not use, not implimented yet
EnableDepthOfField=true
; This affects entire scene brightness and is what makes everything look 'good'
; It also normally brings out the blue/green to much but I wrote a 'fix' for it in the enbeffect.fx that desaturates while keeping the luminance intact.
; Quality: higher numbers = lower quality
[BLOOM]
Quality=2
; Some areas in Markarth especially; really blow out to white, increasing bloom helps 'fix' these blown out parts by mushing them across the screen. At the cost of increasing haziness.
AmountDay=1.0
; Decreased bloom at night to 1 now as it was looking hazy and fuzzy/muddy, correspdondingly EAdaptationMinV2 was lowered to compensate
AmountNight=1.0
; 256, 512
; Makes dark areas bluer. Simulates the human eye. Higher is bluer.
BlueShiftAmountDay=1.3
BlueShiftAmountNight=1.3
; 5, 3, 1, 1
; 3, 2, 2, 1
; nn: 4, 4, 3, 3
; Intensity is how bright and strong the bloom is, higher = brighter
; Power is how strong the oringal light source has to be to trigger a bloom effect, lower = more thing bloom; more
[CAMERAFX]
LenzReflectionIntensityDay=3.0
LenzReflectionIntensityNight=2.0
LenzReflectionPowerDay=2.0
LenzReflectionPowerNight=2.0
; Mostly fixed now - Setting PowerNight any lower results in snow triggering lensbloom causing weird blue saturated patches, this is only due to my alterations in Enbeffect.fx.. so probably a mistake somewhere I did :-D for now I have just increased this from 1.0
; even at 1 this will trigger in ice caves which are really bright
; Trees still flicker especially in distance when lower LOD
; Increasing AOAmmount too much makes everything look kinda dirty, during night things will get too black and contrasty also
; ILAmount is a weird thing, not sure what it technically does :-D if you see things in the distance get eerily light and flickery then this is the culprit
; Get big smudgey shadows around distant enemies, shows up say on trolls at night in the snow best, looking down on them
; Shrinking Sampling range reduces/tightens this smudgyness
; Also screen resolution has a big impact when combined with SSAO
; Someplaces are drammatically slowed down by SSAO dropping by 20fps for example
; Note SSAO has nasty effect on plants and shrubs, trees etc giving them a dark flicker or halo around them so dont over do it, use it subtly
; And right now if you have SSAO on at all it will screw up water making it look see thru
; If you alter 'UseIndirectLighting' you must restart game to see changes
; ENB Help Here: http://enbdev.com/doc_skyrim_ssao_ssil_en.htm
[SSAO_SSIL]
; 1, 0.4, 7, 7
; Quality: lower is better, can even go -1 if you are brave
SamplingQuality=2
; Range: lower values will tighten up the shadows, higher shadows will affect greater distances, so balance is needed to get best of both
SamplingRange=0.4
FadeFogRangeDay=7.0
FadeFogRangeNight=7.0
; Increase these for better quality at expense of some FPS, may flicker less at higher values but with big performance hit
; 0.35, 0.35 - LOW - will flicker more on trees
; 1.0, 1.0 - Higher - about 3-4 fps slower (typically) than LOW for me
; Not much point in going above 1.0
SizeScale=0.4
SourceTexturesScale=0.4
; 2, 0.8, 0.5, true
; FilterQ lower is better, tighter
FilterQuality=0.5
; The AO strength, high numbers = darker shadowy areas.
; v11 = 0.8, dropped to 0.5 due to it looking muddy and bleurgh
AOAmount=0.5
; UseIndirectLighting: Can be quite a speed hit, lightens areas, bit like bounced light, not sure what it technically does
; If you alter 'UseIndirectLighting' you must restart game to see changes
; ILAmmount (when UseIndirectLighting is true) will brighten areas that are being darkened by AMAmount, so you can balance the two values together to prevent the AO being too dark
ILAmount=0.1
UseIndirectLighting=true
; Alters what time and places are considered to be day or night and the transition between them
; 0.7, 0.15, 1.0
[NIGHTDAY]
DetectorDefaultDay=false
DetectorLevelDay=0.7
DetectorLevelNight=0.35
DetectorLevelCurve=1.0
; 0.2, 0.4, 0.1, 0.6
; Adaptation is entirely ignored with my enbeffect.fx file
; Adaptation also set with EAdaptationMin/Max in enbseries
[ADAPTATION]
ForceMinMaxValues=false
AdaptationSensitivity=0.2
AdaptationTime=0.4
AdaptationMin=0.1
AdaptationMax=0.6
; 1.2, 0.8, 1, 1, 0, 0
[ENVIRONMENT]
; Sunlight during day cast onto scene
DirectLightingIntensityDay=1.2
; Moonlight cast at night, thus creating shadows where it is not cast, most dark night mods just reduce or remove this, but then it looks flat and boring
DirectLightingIntensityNight=0.8
DirectLightingCurveDay=1.0
DirectLightingCurveNight=1.2
DirectLightingDesaturationDay=0.0
; Desaturating at Night just de-blues everything but then in fact looks more colorful, no real way to desaturate the nights over all
; I desaturate more to correct for the increased Satruation I give during the evenings/day due to EColorSaturationV2 in enbeffect.fx
; More desaturation at night is done in the enbeffect.fx
DirectLightingDesaturationNight=0.3
; Reduce SpecularAmountMultiplierDay/Night to 1.0 if its too shiny for you
SpecularAmountMultiplierDay=1.0
SpecularAmountMultiplierNight=1.0
SpecularPowerMultiplierDay=1.0
SpecularPowerMultiplierNight=1.2
; Leave at 0
SpecularFromLightDay=0.0
SpecularFromLightNight=0.0
; 1.3, 1.8, 1.0, 1, 0, 0.8
; 1.0, 1.3, 0.2, 1, 0, 0.5
AmbientLightingIntensityDay=1.0
AmbientLightingIntensityNight=1.0
AmbientLightingCurveDay=0.2
; if you decrease ambient curve at night snow is bright up close and rappidly dark further away, its like a contrast increase, looks bad!
; If you increase curve past 1 you get little superbright specs of light, dots flickering
AmbientLightingCurveNight=1.2
AmbientLightingDesaturationDay=0.0
; More desaturation at night is done in the enbeffect.fx
AmbientLightingDesaturationNight=0.3
; some caves lights are treated as Day, so they may always be bright >_<
PointLightingIntensityDay=1.0
PointLightingIntensityNight=1.3
PointLightingCurveDay=1.0
PointLightingCurveNight=1.2
PointLightingDesaturationDay=0.0
PointLightingDesaturationNight=0.0
; Making fog black here at night is a good way to darken nights, but can or at least did have many sideffects then, so I leave fog alone
; 0.8, 1.2, 1.2, 1.0
FogColorMultiplierDay=0.7
FogColorMultiplierNight=0.8
FogColorCurveDay=0.7
FogColorCurveNight=1.2
; Going above 1.0 will causes for example Lydias hair to get increasingly blonde/grey
ColorPowDay=1.0
; Decreases Contrast at night be setting colorpow to 0, cannot go below 0
ColorPowNight=1.0
; Need to use ENB Sky so I can blow out the sky to bright values in order for the sky and only sky to glow/bloom, otherwise sky is basically same brightness as ground, which would make groundglow then too
[SKY]
Enable=true
StarsIntensity=1.5
StarsCurve=0.7
; You may want to brighten the Aurora and other sky elements if you also darken the nights further using colortweaks in enbeffect for example
AuroraBorealisIntensity=0.8
AuroraBorealisCurve=1.0
; 1.1, 1.3, 1.25, 1.25, 0, 0
CloudsIntensityDay=0.9
CloudsIntensityNight=0.9
CloudsCurveDay=1.25
CloudsCurveNight=1.25
CloudsDesaturationDay=0.0
CloudsDesaturationNight=0.0
; 1.6, 0.15, 1.1
; 1.2
; v11.2: 1.5, 0.4
GradientIntensity=1.7
; 0.55 makes for good blue sky, not too cyan/saturated, but wreckes the pink/red sunrises, also bright blue sky wont match fog color on mountains if its super saturated
GradientDesaturation=0.6
; 3.2, 2.5, 1.0
; Now Fixed - I had problem of top of sky going greeny cyan, so setting curve to 1.8 makes it deep blue instead, no perfect but better than cyan
GradientTopIntensityNight=0.8
GradientTopIntensityDay=1
GradientTopCurveDay=1.25
GradientTopCurveNight=1.0
; 1, 1, 1, 1
; v11.2 - 1, 0.4, 1.3, 0.4 - horizon at night too bright sop darkened for 11.3
GradientMiddleIntensityDay=1
GradientMiddleIntensityNight=0.8
; Setting curve above 1 results in awfulness at some times of day
GradientMiddleCurveDay=1.5
GradientMiddleCurveNight=1
; 1.8, 1, 1, 1
; v11.2 - 1.1, 0.6, 1, 0.8 - horizon at night too bright sop darkened for 11.3
GradientHorizonIntensityDay=1.1
GradientHorizonIntensityNight=1
GradientHorizonCurveDay=1
GradientHorizonCurveNight=1.2
; Sun here is rather large, its not the center of the sun; more the big glow around it in sky in distance
; Oh I have a sun lens flare mod, maybe that doesnt help
SunIntensity=3.0
SunDesaturation=0.0
; Setting this higher results in pixely noise and visble border of sunflare
; Oh I have a sun lens flare mod, maybe that doesnt help
; Cannot get sun to bright enough in center
SunCoronaIntensity=2.0
SunCoronaCurve=4.0
SunCoronaDesaturation=0.0
MoonIntensity=1.0
MoonCurve=0.8
MoonDesaturation=0.3
; Makes Frosttrolls, ice, trees and such glow at night when set too high :-)
; Also on skin I get a pixely aliased countour on faces sometimes which high SS makes even worse (exist in vanilla game too so bug in skyrim)
; 0.4, 0.3, 1, 1
; 0.9, 0.9, 0.4, 0.4
[OBJECT]
SubSurfaceScatteringMultiplierDay=0.9
SubSurfaceScatteringMultiplierNight=0.9
; Setting this higher makes people go redder, lower = whiter and brighter
SubSurfaceScatteringPowerDay=0.1
SubSurfaceScatteringPowerNight=0.4
[LIGHTSPRITE]
IntensityDay=1.0
IntensityNight=1.0
CurveDay=1
CurveNight=1
[WINDOWLIGHT]
Intensity=4
Curve=0.7
; Clouds on mountain tops and I think fog sprites in dungeons
[VOLUMETRICFOG]
IntensityDay=1.0
IntensityNight=0.8
CurveDay=0.7
CurveNight=1.0
; Increasing this still affects water foam amongst other things
; Affects draugr spirity/blue glowly bodies also, which is cool ;-)
[FIRE]
IntensityDay=1.0
IntensityNight=1.5
CurveDay=0.7
CurveNight=0.7
; enables use of enbpallette.bmp if present
[COLORCORRECTION]
UsePaletteTexture=true
; Fixes shadows in places where it wasnt casting shadow properly before, has side effect that some places with very very small shadows will get ignored; but worth it
[SHADOW]
ShadowObjectsFix=true
[DEPTHOFFIELD]
FadeTime=0.1
Je te le met en spoiler pour que ca soit plus lisible.Sinon si vous avez des cartes nvidia:
installez nvidiainspector, vous avec un petit icone symbolisé par des outils qui vous permet d'accéder à une fenetre de tweak.
Vous selectionner le profil "elder of the scrolls 5: skyrim
vous mettez:
Texture filtering - LOD bias (DX9) à -1.500 ou -1.625
Texture filtering - Negative LOD bias sur ALLOW (autoriser)
Là vous allez prendre une claque dans la figure avec ca.
Le resultat est super interessant pour bc de jeux.
Message édité par paladin3333 le 18-03-2012 à 18:33:03