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  1. [PROXY]
  2. EnableProxyLibrary=(0,1) when activated, load 3rd party library (other modification)
  3. by the ENBSeries at game start, path to it written in parameter ProxyLibrary. This allow
  4. to solve problem with multiple d3d9.dll files that can't be used at once without
  5. special loaders, but if their internal code was made not correct to hande loading not directly
  6. by game, this will result in game crash or just not workable. If you can't load some useful
  7. library with ENBSeries, there is an other way, to replace original d3d9.dll in Windows
  8. System32 folder with ENBSeries d3d9.dll, but it's for advanced users, who knows how to
  9. bypass file recovering system, this way 3rd party d3d9.dll will be in game folder and will
  10. load ENBSeries like original library and ENBSeries must to load that original d3d9.dll as
  11. proxy from some other path user defined, in this case InitProxyFunctions must to be set 1.
  12.  
  13. InitProxyFunctions=(0,1) connect to functions of 3rd party library, if it's true d3d9.dll
  14. library that initialize some 3d objects inside or modify them. Some modifications don't need
  15. this to be enabled, they activating when loading, but if proxy library not works, try to set
  16. this parameter to 1.
  17.  
  18. ProxyLibrary=(filename) file name of 3rd party library. May be full path, but it must not
  19. contain special symbols, unicode characters (japaneese, chineese) and limited by length.
  20. Only one library allowed currently.
  21.  
  22. [GLOBAL]
  23. UseEffect=(0,1) activate modification at game start. In some situations HUD or startup movies
  24. may be corrupted visually because of this parameter enabled, i strongly do not recommend this.
  25. By default mod activating by pressing keys SHIFT and F12 together.
  26.  
  27. AlternativeDepth=(0,1) when activating this, scene depth information required for some effects
  28. renders through fog, that allow to increase performance in some situations, but not all
  29. videocards support drawing of fog at full precision, only newest (DirectX10 compatible)
  30. videocards can do this: GeForce 8xxx, GeForce 9xxx, Radeon 2xxx, Radeon 3xxx
  31. (about Radeon 1xxx not sure). If you see large lines on the objects, disable this parameter.
  32.  
  33. AllowAntialias=(0,1) enables antialiasing setting from game to be used in the mod effects.
  34. (antialiasing, multisampling, fsaa, in other words). If antialiasing enabled in the
  35. videodrivers control panel, this parameter will not work, disable such antialiasing manually.
  36. In most cases enabled antialiasing is the reason of graphic artifacts, because only newest
  37. videocards support antialiasing of HDR textures. If you see black screen, green and red,
  38. white, try to turn off this parameter and all antialiasing setting in game and drivers.
  39.  
  40. BugFixMode=(0..5) every value fixes it's own unsupported feature or bug in driver or hardware.
  41. For nvidia forceware drivers 169.xx and higher (last tested 174.xx) do not set this parameter
  42. to 1 or it will crash (driver bug with R32F texture format), unfortunately these drivers may
  43. crash with some other values of this parameter, try yourself. For ATI videocards set this
  44. parameter to 1, for old videocards try 5, this may help in some situations.
  45. Values from 0 to 5 actually HDR texture formats: 0 (R32G32F)-high quality and middle
  46. performance, 1 (R32F)-high quality and fast, 2 (A32R32G32B32F)-high quality and very slow,
  47. 3 (R16F)-low quality and fastest, 4 (R16G16F)-low quality and fast,
  48. 5 (A16R16G16B16F)-low quality and middle performance.
  49.  
  50. SkipShaderOptimization=(0,1) disables optimization when compiling shader, may help to
  51. elliminate bugs. Some drivers and videocards combinations do not compile shaders right way,
  52. perhaps because of their complexity, try to enable this parameter if you see any artifacts.
  53.  
  54. QuadVertexBuffer=(0,1) some games simply not allow rendering of post processing effects with
  55. this parameter enabled, if you don't see any difference when activating ENBSeries, try to
  56. disable this parameter. Actually when it's enabled, rectangle geometry drawing from
  57. videomemory, otherwise from system memory. May be it's the problem of DirectX version that
  58. game compiled to, guess even game crash may happen if this parameter enabled for some games,
  59. but never have that.
  60.  
  61. EnableShaders_3_0=(0,1) some effects looks better if rendered with version of shaders 3.0,
  62. i suggest to activate this parameter for videocards with shader model 3_0 support.
  63.  
  64. AdditionalConfigFile=(filename) if file exist, all parameters from it will be used instead of
  65. default enbseries.ini file. Very useful for sharing parameters between users without loss of
  66. own configuration.
  67.  
  68. [EFFECT]
  69. EnableBloom=(0,1) enables bloom effect, blurring bright screen areas and adding result back
  70. to screen, simulating illumination of some objects. It works very fast on modern hardware,
  71. but wrong setting or bad drivers will result in overbrighting or some other artifacts.
  72. Not uses HDR textures and that's why hardware compatibility is high.
  73.  
  74. EnableOcclusion=(0,1) enables screen space ambient occlusions (ssao) and screen space
  75. indirect lighting (ssil), this makes shadows and lighting between nearest objects. This
  76. effect uses by few modern games, mostly on next-gen game consoles, so it's very slow.
  77. Performance directly depends from display resolution, number of pixels drawed on screen,
  78. so to run this at HD resolutions you need modern videocard from high price category.
  79. It's require support of shaders 3_0, but even if you have it, it's not guarantee fast
  80. performance. If too slow for you, reduce display resolution and quality of this effect,
  81. even disable it. Hardware compatibility is limited, different drivers and videocards have
  82. problems and limited features that result in artifacts. For example antialiasing
  83. (multisampling) for HDR textures supported only by DirectX10 compatible videocards and
  84. enabled antialiasing in game or in video drivers panel will produce strange artifacts.
  85.  
  86. EnableReflection=(0,1) reflection of vehicles. Developed for GTA San Andreas, GTA 3 &
  87. GTA Vice City But in some games also works, of course not for cars. Performance highly
  88. depends from multiple quality setting of this effect and number of objects drawed.
  89. More reflective objects on screen, slower speed. Real time 3d rendering works faster when
  90. number of objects is low, but their vertex number is high, for example 10 objects with
  91. 10 millions of vertices every will draw about the same speed as 3000 objects with
  92. 3 vertices each, for reflection on shaders may be used multiple drawing of the same object.
  93. In this case performance highly depends from CPU and system memory speed. Per pixel
  94. lighting in newest versions of ENBSeries may be faster for some videocards.
  95. About bug solving see another section of this documentation.
  96.  
  97. EnableMotionBlur=(0,1) blurring image in fast motion of camera. On modern videocard not
  98. too much decrease speed, but costly. Current version of this effect have many problems,
  99. not working in most games, wrong, affect HUD, later will be changed. On some videocards
  100. do not work correctly, if you have some problems, try to disable.
  101.  
  102. EnableWater=(0,1) enable water effects, developed for GTA San Andreas only, but may appear
  103. in some other game, not for water surface. Depending from it's presets may affect speed
  104. very much, by itself it's fast, but for deepness factor it need scene depth information.
  105. Good way to compencate losts for depth is to use scene depth for other effects in
  106. parallel (shadows, ssao, dof). Modified water textures or water material (object)
  107. setting may produce unpredictable results.
  108.  
  109. EnableShadow=(0,1) enable shadow effects, their blurring and color changing. This is not
  110. truly soft shadows, because soft shadows have blurring range dependency from distance
  111. between shadow caster and shadow receiver objects. Speed depends from quality setting,
  112. it use scene depth information for some setting, so performance varies. This effect may
  113. work in some other games that use stencil shadows.
  114.  
  115. DepthBias=(0..1000) shifts objects when drawing scene depth, offset relative to camera
  116. viewpoint. For some videocards and drivers, combination of ENBSeries presets, may need to
  117. remove flickering and hiding artefacts of ambient occlusions. Try to set 100 if something
  118. wrong happens. This parameter not affect speed.
  119.  
  120. EnableDepthOfField=(0,1) enable eye focusing effect. This effect affect performance a lot,
  121. because it need scene depth information. Whe used together with other effects that also
  122. require scene depth, performance is not too much affected.
  123.  
  124. [INPUT]
  125. KeyUseEffect=(1..255) decimal key number for activation/deactivation of modification, by
  126. default F12.
  127.  
  128. KeyBloom=(1..255) decimal key number for bloom activation/deactivation, by default F9.
  129.  
  130. KeyOcclusion=(1..255) decimal key number for ssao activation/deactivation, by default F10.
  131.  
  132. KeyReflection=(1..255) decimal key number for reflection activation/deactivation, by default
  133. F11.
  134.  
  135. KeyCombination=(1..255) decimal number of additional key for combining this key with others,
  136. by default SHIFT.
  137.  
  138. KeyScreenshot=(1..255) decimal key number for capturing screenshots, by default PRINTSCREEN.
  139. Images stored in the same folder where ENBSeries, but not always, depending from game.
  140. Files have BMP format, 32 bit with alpha channel (not all image viewers support this).
  141.  
  142. KeyShadow=(1..255) decimal key number for shadow activation/deactivation, by default F8.
  143.  
  144. KeyWater=(1..255) decimal key number for water activation/deactivation, by default F7.
  145.  
  146. KeyShowFPS=(1..255) decimal key number activation/deactivation performance statistic
  147. displayed on screen, by default * (multiply).
  148.  
  149. *Key numbers available in file key_codes.txt, but they are in hex format there,
  150. to convert to decimal use any hex calculator or even Windows default calculator can do this.
  151.  
  152. [REFLECTION]
  153. ReflectionPower=(0..100) level of vehicles reflection. Overbright reflections problem may
  154. be because of UseAdditiveReflection parameter set to 1, try to change it also.
  155.  
  156. ChromePower=(0..100) temporary disabled. Level of steel vehicle parts reflection.
  157.  
  158. UseCurrentFrameReflection=(0,1) when 1 use for reflection current screen image,
  159. this reduce quality because not all objects reflected, but there is no delay between
  160. scene and reflections. Otherwise use previous frame image. Performance is much faster
  161. when this parameter is active. In GTA San Andreas game reflection level depending a bit
  162. from this parameter, so after changing it correct ReflectionPower also.
  163.  
  164. ReflectionQuality=(0..2) quality, 0 means maximal quality and slowest speed.
  165. At 0 quality reflections not very sharp because they use mipmapping. Currently this
  166. parameter not affect speed too much, but in future the difference will be huge.
  167.  
  168. ReflectionSourceSpecular=(0..100) percent of using "specular" material color as
  169. reflection factor ("glosiness" in exporter). Some car parts may be reflective with
  170. this setting, but works good for original car models, set this to 0 to elliminate some
  171. invalid reflections, but better modify car. This parameter mixing with
  172. ReflectionSourceTFactor to compute final reflection level.
  173.  
  174. ReflectionSourceTFactor=(0..100) percent of using "texture factor" as game environment
  175. map mix level ("reflection" in exporter). Some car parts may not be reflective with this
  176. parameter and on the contrary, tested and work perfectly on original cars. This parameter
  177. mixing with ReflectionSourceSpecular to compute final reflection level.
  178.  
  179. UseAdditiveReflection=(0,1) reflections added to screen car colors making bright,
  180. in some situations oversaturated reflections. 0 means more softly reflection that depends
  181. from car brightness, for bright cars reflection level is lower than for dark cars.
  182. Does not affect rendering speed.
  183.  
  184. ReflectionDepthBias=(0..1000) shifts reflection geometry relative to camera viewpoint.
  185. For some videocards may be useful to remove flickering and hiding artifacts.
  186. ATI videocards users must set this parameter to 100 or something like that, unless they
  187. use single pass reflections.
  188.  
  189. UseLowResReflection=(0,1) use small and blurred texture as reflection, looks
  190. like matte reflection, interesting effect. By rendering speed it's a bit faster,
  191. but not too much.
  192.  
  193. ReflectionSinglePass=(0,1) draw reflection together with car geometry. At this moment also
  194. activates per pixel lighting, which increase vertex processing performance, but decrease
  195. it for pixel processing, so it depending from the size of car on screen. Temporary some
  196. limitations have place, shaders 3_0 required and environment texture that simulate
  197. reflections not in use. If you have artifacts on cars, try to disable this.
  198.  
  199. UseEnvBump=(0,1) allow deformation of reflections by car texture, brighter texels means
  200. more deformed (frequently named environment bump, dudv bump). Affect rendering speed,
  201. but not too much for modern hardware.
  202.  
  203. EnvBumpAmount=(0..1000) level of reflections deformation. Do not set too big values, if
  204. the car was not specially designed to be compatible with environmental bump effect.
  205.  
  206. EnvBumpOffset=(0..1000) step for generating direction and amount of bump from car texture.
  207. Bigger texture size need less value to make visible small details.
  208.  
  209. ReflectionFlip=(0,1) reflection texture fliped in comparison to standart method of
  210. previous ENBSeries versions. This greatly increase specific artefacts of used reflection
  211. algorithm, but in some cases looks more realistic. Do not affect speed.
  212.  
  213. [BLOOM]
  214. BloomPowerDay=(0..100) intencity of bloom at day time, dependent from screen brightness.
  215.  
  216. BloomFadeTime=(0..100000) time of bloom adaptation to screen brightness change, in
  217. milliseconds. Not recommended too high values, because hard to see changes in time,
  218. low values like 100 also bad idea, screen will flash frequently, very irritates.
  219.  
  220. BloomConstantDay=(0..100) power of bloom at day time, independent from adaptation time
  221. between screen brightness change.
  222.  
  223. BloomQuality=(0..2) bloom effect quality, 0 means maximal quality. Starting from version
  224. 0.074 speed is not much depends from this parameter, so set 0 all the time.
  225.  
  226. BloomScreenLevelDay=(0..100) level of screen brightness in percents, that determined as
  227. day time.
  228.  
  229. BloomCurveDay=(-10..10) gamma correction of bloom at day time. negative values increases
  230. halftone brightness (smoggy look), positive values decrease halftones brightness
  231. (contrast, intensive image).
  232.  
  233. BloomPowerNight=(0..100) power of bloom at night time, dependent from screen brightness.
  234.  
  235. BloomConstantNight=(0..100) power of bloom at night time, independent from adaptation time
  236. between screen brightness change.
  237.  
  238. BloomCurveNight=(-10..10) gamma correction of bloom at night time. negative values increases
  239. halftone brightness (smoggy look), positive values decrease halftones brightness
  240. (contrast, intensive image).
  241.  
  242. BloomScreenLevelNight=(0..100) level of screen brightness in percents, that determined as
  243. night time.
  244.  
  245. BloomAdaptationScreenLevel=(0..100) level of screen brightness in percents, over which bloom
  246. deactivating. It's desirable that this parameter will be greater than BloomScreenLevelDay.
  247.  
  248. BloomAdaptationMultiplier=(0..100) percent of day time bloom brightness, that will be used
  249. when screen brightness will be greater than BloomAdaptationScreenLevel. Value 100 disable
  250. adaptation
  251.  
  252. BloomAllowOversaturation=(0,1) if 0, bloom softly applied to screen and bright areas not
  253. become too oversaturated.
  254.  
  255. BloomMaxLimit=(1..100) limitation of bloom brightness. Value 100 disable limitation.
  256.  
  257. [SSAO]
  258. UseFilter=(0,1) enable filtering of ambient occlusion texture, currently froced to be on
  259. if occlusions enabled. Ambient occlusion and indirect lighting effect use randomization for
  260. sampling textures and this produce noise. Filtering is expensive algorithm, it depends from
  261. display resolution (any filtering depends from resolution actually), so this is the one reason
  262. of slow performance, try to change it quality.
  263.  
  264. OcclusionQuality=(0..2) quality of ssao (screen space ambient occlusion) and ssil
  265. (screen space indirect lighting). 0 means maximal quality and slow performance.
  266. Higher quality makes more detailed shading at small or distant objects and less noisy, even
  267. with quality 0 you may use FilterQuality 1 or 2. This parameter greatly affect gaming speed
  268. and directly depends from display resolution, see performance tips section.
  269.  
  270. FilterQuality=(0..2) quality of ssao noise filtering, 0 is maximal quality in several passes,
  271. but it have negative results in detail loss, small objects or on edges too much blur is
  272. noticable. For good balance between occlusion quality and filtering quality i suggest to use
  273. filtering quality 1 with occlusion quality 1 and filtering quality 1 or 2 with occlusion
  274. quality 0, becase filtering is costly.
  275.  
  276. DarkeningLevel=(0..100) darkening level by ambient occlusion. If objects (geometry) are
  277. close to each other on screen, they became dark in nearest areas by SSAO effect.
  278.  
  279. BrighteningLevel=(0..100) edge lightening level by ambient occlusion. SSAO effect can make
  280. edges of convex polygons brighter to achieve more volumetric look of objects.
  281.  
  282. IlluminationLevel=(0..100) the amount of indirect lightning applied to surfaces by multyply
  283. add function. This mean that dark areas of screen will be not affected. Too high values for
  284. this parameter makes oversaturated lighting.
  285.  
  286. AdditiveIlluminationLevel=(0..100) lightening of dark areas by indirect lightning the same
  287. manner as bright areas, this better to illuminate dark rooms with spot of light on the floor,
  288. parameter IlluminationLevel will not work here, but too high values produce strange looking
  289. lighting on initially black objects, like they are in dust.
  290.  
  291. UseAmbientOcclusion=(0,1) allow darkening of nearest objects, temporary disabled, because
  292. indirect lighting without ambient occlusion is not very useful.
  293.  
  294. UseIndirectLightning=(0,1) compute indirect lightning between nearest objects. This
  295. parameter greatly increase performance, but also may be a huge quality boost. Try to disable
  296. this parameter first, then to decrease occlusion quality, if you don't like speed at which
  297. game runing.
  298.  
  299. [COLORCORRECTION]
  300. DarkeningAmountDay=(-100..100) how much to dark or to bright dark screen areas at day time.
  301. Negative values makes brighter, positive darker. Day and night computes from overall screen
  302. brightness. Actually when this value is negative, dark pixels of screen became brighter and
  303. bright screen pixels almost not change. When this parameter is positive, dark pixels became
  304. even more dark and bright pixels still the same.
  305.  
  306. ScreenLevelDay=(0..100) level of screen brightness in percents, that determined as day time.
  307. It's easy to compute brightness in any image editing software by blurring game screenshots.
  308. For example, Adobe Photoshop in filters have Blur->Average, it produce RGB color of screen
  309. brightness, now choose one from R, G, B components that have highest value (info panel,
  310. minimal 0, maximal 255 for 8 bit per channel images), divide it by 256 and multiply by 100,
  311. result will be screen brightness in percents. If screen brightness in the game higher than
  312. this parameter, it will be day time any way, for lower value, all brightness dependent
  313. parameters will be interpolated between night and day presets.
  314.  
  315. ScreenLevelNight=(0..100) level of screen brightness in percents, that determined as night
  316. time. Description is the same as for ScreenLevelDay.
  317.  
  318. DarkeningAmountNight=(-100..100) how much to dark or to bright dark screen areas at night
  319. time. Negative values makes brighter, positive darker. Positive values recommended for more
  320. natural nights, but negative values simulates eye adaptation to dark areas when you goint in
  321. to shadow from light. Description is the same as for parameter DarkeningAmountDay.
  322.  
  323. GammaCurveDay=(-10..10) gamma correction at day time. Negative values increases halftone
  324. brightness (pale image), dark and bright pixels not much affected. Positive values decrease
  325. halftones brightness (contrast, intensive image), again dark and bright pixels not much
  326. affected, also image became more colorful. In most games negative values for this parameter
  327. will make more realistic look, but this depends from games, how they are designed.
  328.  
  329. GammaCurveNight=(-10..10) gamma correction at night time. Description is the same as for
  330. GammaCurveDay.
  331.  
  332. ColorSaturationDay=(-10..10) color saturation at the day time with negative values decreases,
  333. producing gray image. Positive values makes colorful images. Some games require this
  334. parameter, especially some Japaneese ported from consoles.
  335.  
  336. ColorSaturationNight=(-10..10) color saturation at the night time computed from screen
  337. brightness. Description is the same as for ColorSaturationDay.
  338.  
  339. UsePaletteTexture=(0,1) use special user defined texture to control color correction. When
  340. active, all parameters except ScreenLevelDay and ScreenLevelNight inactive and computed from
  341. palette image.
  342.  
  343. [WATER]
  344. UseWaterDeep=(0,1) use smooth transition between different water deep levels, low deep is
  345. transparent water, deep water has color of water object. As effect itself not too high
  346. decrease speed, but it need for computation scene depth information that computes really slow,
  347. if you don't use any effects that require scene depth (ambient occlusion, depth of field,
  348. shadow quality 0 or 2), then disabling this will increase performance greatly. Otherwise,
  349. if scene depth already used, activating this parameter is almost for free
  350. (see performance tips). When this parameter deactivated, water is clear and only refraction
  351. visible (at this time).
  352.  
  353. WaterDeepness=(0..1000) factor of water semitransparencity at difference deep levels.
  354. Not affect rendering speed.
  355.  
  356. WaterQuality=(0..2) quality of water effects, 0 means maximal quality.
  357. Currently almost no difference in performance from changing this parameter,
  358. but later things will be changed.
  359.  
  360. [SHADOW]
  361. ShadowFadeStart=(0..1000) distance, at which shadow starts to be less intensive. It must be
  362. less or equal to value of ShadowFadeEnd, if distance to shadow is less than this parameter,
  363. shadow color do not change. In GTA San Andreas shadows appears/dissapears instantly, this
  364. parameter fix this problem. In fact, shadows still have the same behavior as before, but
  365. their transparency changes. This parameter ignored if ShadowQuality set to 2, because it
  366. need scene depth information. No speed affect from this parameter.
  367.  
  368. ShadowFadeEnd=(0..1000) distance at which shadow dissapear completely. It must be greater
  369. or equal to value of ShadowFadeStart, if distance to shadow is greater than this parameter,
  370. shadow is invisible. Other description is the same as for ShadowFadeStart.
  371.  
  372. ShadowAmountDay=(0..100) percent of shadows intencity in the day. Day time computes by
  373. reading brightness of rendered screen and set by ShadowScreenLevelDay parameter. If value
  374. is 0 then shadow is not visible, if value is 100, it's opaque and dark.
  375.  
  376. ShadowAmountNight=(0..100) percent of shadows intencity in the night. Night time computes
  377. by reading brightness of rendered screen and set by ShadowScreenLevelNight parameter.
  378. If value is 0 then shadow is not visible, if value is 100, it's opaque and dark.
  379.  
  380. ShadowScreenLevelDay=(0..100) level of screen brightness in percents, that determined as
  381. day time. It's easy to compute brightness in any image editing software by blurring game
  382. screenshots. For example, Adobe Photoshop in filters have Blur->Average, it produce
  383. RGB color of screen brightness, now choose one from R, G, B components that have highest
  384. value (info panel, minimal 0, maximal 255 for 8 bit per channel images), divide it by 256
  385. and multiply by 100, result will be screen brightness in percents. If screen brightness in
  386. the game higher than this parameter, it will be day time any way, for lower value, all
  387. brightness dependent parameters will be interpolated between night and day presets.
  388.  
  389. ShadowScreenLevelNight=(0..100) level of screen brightness in percents, that determined as
  390. night time. Description is the same as for ShadowScreenLevelDay parameter.
  391.  
  392. ShadowQuality=(0..2) quality of shadows, 0 is maximal, distance from camera to shadow and
  393. vector of shadowed surface normal affects shadow blurring. At quality 1 surface normal
  394. ignored. At quality 2 everything ignored and blurring radious is constant on screen.
  395. This parameter affect performance, because quality setting 0 and 1 use scene depth information. For old videocards, integrated videochips and videocards with 64 bit videomemory bandwidth better to set this parameter to 2. Exception is only if scene depth information is used in some other effect already (ambient occlusion, water deep, depth of field).
  396.  
  397. UseShadowFilter=(0,1) enable filtering of shadows. Currently for blurring shadows i use
  398. randomizing, this produce a lot of noise that must to be filtered, but filtering eats a
  399. lot of speed, especially on old videocards, integrated videochips and videocards with
  400. 64 bit videomemory bandwidth.
  401.  
  402. FilterQuality=(0..2) quality of shadows filtering, 0 is maximal and slowest,
  403. filtering happens in several rendering passes. With quality 2 only one pass used.
  404. Performance varies from this parameter, be careful, also ShadowQuality affect speed of
  405. filtering, with quality of shadows 2 filtering works much faster.
  406.  
  407. ShadowBlurRange=(0..100) radius of blurring on the screen, too big values produce artifacts.
  408. If value is very low, performance may be faster because of texture cache.
  409.  
  410. [ENGINE]
  411. ForceAnisotropicFiltering=(0,1) force to use anisotropic filtering for most game textures.
  412. If geometry in the game at far distance looks blurred, activate it. This parameter affect
  413. speed, in some cases when game use complex shaders with hard texture sampling algorithms
  414. like parallax, motion blur, ambient occlusion performance will be extremely low, multiple
  415. times. Also many games for some objects use specific filtering methods that reduce artifacts
  416. or used for effects, in this case activated parameter will work wrong. Frequently anisotropic
  417. filtering is available in game video options, you don't need to activate this parameter then.
  418. Also in video drivers control panel it exist, but i strongly suggest do not use it there if
  419. ENBSeries running, this greatly decrease performance.
  420.  
  421. MaxAnisotropy=(1..16) maximal level of anisotropy filtering, greater values makes more
  422. sharp textures at low angles. In most cases this value set to 16, 8, 4, 2, because
  423. difference between them non linear. Value 16 may produce too sharp textures if they have
  424. any kind of thin lines, try 8 then. High values of this parameter decrease speed a little,
  425. but complex in game shaders like parallax may drop on knees you PC.
  426.  
  427. ForceDisplayRefreshRate=(0,1) force to use user defined refresh rate.
  428. WARNING! Be very careful with enabling of this parameter, if you monitor
  429. (any other display device) do not support custom refresh rate it may be corrupted and even
  430. your videocard too (but the drivers may not allow invalid values). This parameter very useful
  431. for Windows XP, because by default it use 60 Hz for full screen 3d applications, for
  432. comfortable play it's too low, especially on CRT monitors, eyes get tired fast.
  433.  
  434. DisplayRefreshRateHz=(60..240) custom monitor reflresh rate. WARNING! Incorrect use of this
  435. parameter may corrupt you display (or what you are using) and even videocard! By default
  436. Windows XP use 60 Hz, if your display device support greater value for resolution you play,
  437. try to set that refresh rate to this parameter. For me, 85 Hz is enough with CRT monitor.
  438.  
  439. [MOTIONBLUR]
  440. MotionBlurQuality=(0..2) sampling quality of motion blur effect, 0 means maximal quality,
  441. it drawed in two passes 10 texture sampling each pass, total visible result 100 samples.
  442. 1 is two pass rendering with 5 samples each pass, total 25 samples. quality 2 is single pass
  443. rendering with 10 samples. This parameter greatly affect performance, only on modern
  444. videocards speed difference is not very noticable, but integrated graphic chips, old models
  445. or videocards with 64 bit wide memory bandwidth will run very slow. Optimal value is 1,
  446. quality 0 is good for screenshots capturing or when velocity vectors very high. In some
  447. unknown reason this effect not work on some old hardware, it's rare, but if something is
  448. wrong, try to set this parameter to 2 or even disable this effect at all. At this time motion
  449. blur effect work incorrect in most games or not work at all, disable in that case.
  450.  
  451. MotionBlurVelocity=(0..10000) factor of movement vector length in forward or backward
  452. directions. It computes from camera movement. In some versions negative values also allowed.
  453. Unfortunately this parameter affect performance, because when camera moving fast, texture
  454. cache becomes ineffective, for example for GF8600 without camera movement performance
  455. difference between active or disabled motion blur effect almost not noticable even at
  456. maximal quality.
  457.  
  458. MotionBlurRotation=(0..10000) factor of camera movements to sides and rotation, recommended
  459. the same as MotionBlurVelocity. All other description is the same as for MotionBlurVelocity.
  460.  
  461. [PERPIXELLIGHTING]
  462. SpecularColorMin=(0..100) minimal limitation of specular color, in percents.
  463. Lower levels clamped.
  464.  
  465. SpecularColorMax=(0..100) maximal limitation of specular color, in percents.
  466. Higher levels clamped to this parameter.
  467.  
  468. SpecularColorMultiplier=(0..100) factor of specular colors all objects.
  469.  
  470. SpecularGlossinessMin=(0..100) minimal limitation of specular power, in percents.
  471.  
  472. SpecularGlossinessMax=(0..100) maximal limitation of specular power, in percents.
  473. This may be useful for some models, because 3rd party cars frequently have too high value of
  474. specular power, also some low value of this parameter allow to simulate metallic paint.
  475.  
  476. SpecularGlossinessMultiplier=(0..100) factor that modify specular power of all materials.
  477.  
  478. [DEPTHOFFIELD]
  479. DOFQuality=(0..2) quality of depth of field effect. 0 means maximal quality and slow
  480. performance. Higher quality makes less noisy look. This parameter affect gaming speed and
  481. directly depends from display resolution, see performance tips section.
  482.  
  483. DOFNumberOfPasses=(1..5) effect drawing several times, this parameter allow to configure
  484. how many times. Watch out for performance, each pass computes effect.
  485.  
  486. DOFFocusRange=(0..1000) focusing level as distance factor, less value mean smaller area where
  487. objects still unblurred.
  488.  
  489. DOFBlurinessRange=(1..10) relative to screen radius of blurring.
  490. Credit: Boris Vorontsov & nWo51289
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