If you have flickering grass and a modern graphics card that is powerful you can elimate the flickering by using DSR or for AMD SSAA. This is also known as downsampling.
I really dont think its possible until they implement a proper cel shader, this one just cel outlines, embosses and some other stuff as tricks.
When I start tweaking it either loses its paint effect or the outlines start to stop half way amongst trees and such, one area thats impossible to remove the outline is where the sky is seen behind a tree.
Haven't messed with SMAA. I'm using SweetFx as ENB's postpass, so I'll just stick to Bethesda's TAA + CeeJay's Luma Sharpen.
I read the patch notes for FO4 beta release today. Says HBAO has been added as an option. Looking forward to that ! Really like Grim Wolfe's AO, but really didn't like the performance hit. Hoping Bethesda's HBAO will be ok.
Havent messed with much other than SweetFX because I dont have a good graphics card to run a lot of effects. Waiting for the 1000 series but I am trying to tune something at the moment with better AO, CA and as many non distracting affects as possible even though I wont be able to run it myself.
Let me know what you think of this preset if you load it up.
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This is also known as downsampling.
When I start tweaking it either loses its paint effect or the outlines start to stop half way amongst trees and such, one area thats impossible to remove the outline is where the sky is seen behind a tree.
Took me days to figure out.
I dunno how to do different passes yet but one way to have them both is to use LS in ENB Wrapper then SMAA in reshade.
But TAA and LS is way better than FXAA or TAA alone and most cant tell the difference between it and SMAA.
I read the patch notes for FO4 beta release today. Says HBAO has been added as an option. Looking forward to that ! Really like Grim Wolfe's AO, but really didn't like the performance hit. Hoping Bethesda's HBAO will be ok.
Let me know what you think of this preset if you load it up.