Looks nice!
Looks nice!
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After some fiddling around, I think that disabling the bloom in medieval 2 and letting enb take it over makes for a better experience. In my enb file I made the bloom power a bit stronger to offset this, as I like enb's better. Motion blur works awesomely zooming in and out for a cool effect, but its kind of annoying swiveling side to side, makes the hud shake a bit, and makes for even worse vision swiveling zoomed out. Too bad depth of field does not work at all
when is eb2 going to be released?
EDIT
Last edited by BroskiDerpman; September 21, 2012 at 04:56 PM. Reason: Might confuse people.
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Oh...Well when I thought of soon, it was around December 2012-early 2013. Well that's my thoughts.
Nice one. Is there anyway that I can stop the motion-blur? And to the one who said that 'If bloom is disabled, this is better', does it give an FPS difference?
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Yes, sorry about that, I forgot disabling it from the start.
Since it's WIP.
Go to enbseries.ini, then at [EFFECT]:
EnableMotionBlur=0
Also:
EnableOcclusion=0
EnableReflection=0
EnableShadow=0
EnableDepthOfField=0
EnableWater=0
All those don't work for M2TW and may cause some FPS drop.
very nice bloom {shaking turned off }...can i ask what the .....EnableShaders_3_0=1... is doing ?....... is it bringing out some shader model aspects from the graphics card ?
some really cool stuff here. keep up good the work!
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Thanks everyone, good to see no major problems appeared so far.
All the M2TW shaders are compiled for the Shader Model 2, this is hard-coded.
If you look at the effect.txt where I worked on the shader which applied the vignette effect and some other small effects per pixel you can see that they are also compiled with SM2.0. Although you can also use SM3.0:
VertexShader = compile vs_3_0 VS_PostEffect();
PixelShader = compile ps_3_0 PS_VignetteEffect();
So to reach a conclusion, that is a leftover from the ENBSeries that has no effect for M2TW.
EDIT:
And to clear more things up SM3.0 mainly brought more registers into the graphics pipeline that helped performance.
Nothing spectacular like tesselation.
Last edited by alin; August 21, 2012 at 06:06 PM.
this is great.there is a little problem. in campaign map in the city buildings and units build screen it is a bit too much white and you cant clearly see the units and buildings pictures.also if they units shield is white there is too much reflection and you cant see the unit clearly
Last edited by clone; August 22, 2012 at 03:16 AM.
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Glad you like it.
I know, typically this is applied to certain parts of the 3D scene, however this hacks the graphic pipeline and it applies it to the whole screen.(even UI)
If M2TW had a customizable and moddable shader system then I could of solved this kind of problems and bring even more to the scene.(SSAO for example)
However it doesn't and in fact all of it's shader are compiled and contain only assembly code so it's hard to even understand what they do there.
So that's the best we can do, but you can tweak the bloom to decrease it's multiplier in the .ini settings.
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Last edited by MemphisRex; August 26, 2012 at 01:15 AM.
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