So, I'm not dead, I was simply busy with personal things(besides my GPU died). Now I have returned, and most likely I will continue updating the Presets, in addition to waiting for an official Modding tool. Sorry for the absence and thanks.
I'm currently modding my game's graphics pretty intensively and stumbled upon your ENB Do you remember what was edited in engine.pak as I'd be interested in replicating part of the look with the current game version's engine.pak
Also using the latest version on a fresh KCD install, everything is dark and muddy for me too. Seeing as this issue is happening to others as well, I'll remove this ENB for now, but I will keep an eye on this one in case there's a fix one day. Your ENB looks gorgeous and I'd love to use it, but for now it's a no-go.
What does the engine.pak do? Just wondering. Color-wise, this is by far my favorite preset. Only downside for me is the lack of godrays/sunrays and the overall dimming when looking at the sun. If these are fixed in the next update, it will be perfect. Regardless, thanks for the preset!
The Engine.pak has a modified parameter(which makes a User.cfg thing work correctly), and I'm glad that you liked it! Some things, like the godrays/sunrays, Bloom and others, well, I want to improve/add, although I am reserving for when there is an official Modding tool.
Hello, can anyone gives me a feedback about this preset's performance hit ? Im using Apex ENB which is very performance friendly, but XZ9 seems better visualy speaking. Thanks.
Hi, sorry if I'm slow to respond, I'm a bit busy. Welp, while the volumetric fog is great, the truth is that it is somewhat "broken", is an element that although present in the code of the game, is not implemented by the fact of not really being "fully finalized"...this reason is why, at certain points of the day it looks great and in others not really...if SOME DAY, they release the official modding tool, I am sure that I will look at that together with a true lighting(if the tool gives us the possibilitie hehe). On the other hand, I want to implement an Adaptative Fog of my liking, i don't like the original fog. P.S: r_rain was something i want to look(basically, rain enabled with occlusion)
That's fine don't worry, as of now without modding tools this nexus is sort of a ghost town anyways. I agree that it's broken somewhat, esp. versus the beautiful Beta one, but i noticed it generally looks decent in game, and helps alot giving more realism to scenery (especially if compared to infinite clarity with it turned off). Looks good in the mornings or with cloudy/foggy weather.
Anyways so does r_rain 2 work?
By the way are you also getting the only-rain-when-sunny bug?
Thank you! Sorry for the tardy response. If you are interested, you can see the latest screenshots and videos that I have uploaded, they are from the latest version(I have not uploaded it yet)
My first thought with KC:D was "man, this game runs too well and is optimized AWESOMELY for people that don't have a few grand to spend on a graphics card - let's slap on some ENB -and- Reshade, to bring that triple digit FPS down a notch or two". Still, great looking stuff man, too bad that my 1070ti wants 2k at as close as 60fps as I can manage :D
You do not know how much I understand you xD Eh...do you see any performance improvements without the ReShade Preset? I originally removed it because of the fact that it consumed much more than I wanted, and I will see what to do with the issue of performance. In any case, Thank you! xD
No worries hehe, keep up the good work, I'm sure there are people out there with beastlier rigs who can take full advantage! :D And yeah, generally Reshade is more taxing than ENB, and ENB itself can look damned good, so I'd suggest making two options, the HQ "Full" experience and the ENB "lite" or performance-friendly only one. Both will tax the gfx ofc, but ENB not as much, for sure :)
If you don't mind a thought on performance (I do like what your Reshade is bringing to the table), you could consolidate some of the effects into a LUT with Lightroom's overlay, and keep them deactivated until you need to tweak things for a new LUT. The most performance heavy can't be included because usually are effects dealing with neighboring pixels, but that might save a frame or two.
On the performance heavy effects, I'd use only Clarity2 (it's the fastest to compute of the two). The Ambient Light can be tweaked for performance by commenting out some of the passes at the end of the shader file (it makes 12 in total, reducing to 6 saved 5% use on a 1070Ti), but would be *very* bad to share an edited shader file without permission...
Also, depending on CPU might be better to offload PhysX to the GPU, if you have Nvidia, mine was having a hard time with it inside cities.
23 comments
Now I have returned, and most likely I will continue updating the Presets, in addition to waiting for an official Modding tool.
Sorry for the absence and thanks.
I'm currently modding my game's graphics pretty intensively and stumbled upon your ENB
Do you remember what was edited in engine.pak as I'd be interested in replicating part of the look with the current game version's engine.pak
Cheers
Some things, like the godrays/sunrays, Bloom and others, well, I want to improve/add, although I am reserving for when there is an official Modding tool.
What does this mean?
EDIT: Nvm, I'm dumb
The best thing about the BETA look was the fog effects
Also, what does r_rain 2 do?
thanks
Welp, while the volumetric fog is great, the truth is that it is somewhat "broken", is an element that although present in the code of the game, is not implemented by the fact of not really being "fully finalized"...this reason is why, at certain points of the day it looks great and in others not really...if SOME DAY, they release the official modding tool, I am sure that I will look at that together with a true lighting(if the tool gives us the possibilitie hehe).
On the other hand, I want to implement an Adaptative Fog of my liking, i don't like the original fog.
P.S: r_rain was something i want to look(basically, rain enabled with occlusion)
I agree that it's broken somewhat, esp. versus the beautiful Beta one, but i noticed it generally looks decent in game, and helps alot giving more realism to scenery (especially if compared to infinite clarity with it turned off). Looks good in the mornings or with cloudy/foggy weather.
Anyways so does r_rain 2 work?
By the way are you also getting the only-rain-when-sunny bug?
Sorry for the tardy response.
If you are interested, you can see the latest screenshots and videos that I have uploaded, they are from the latest version(I have not uploaded it yet)
Eh...do you see any performance improvements without the ReShade Preset? I originally removed it because of the fact that it consumed much more than I wanted, and I will see what to do with the issue of performance.
In any case, Thank you! xD
On the performance heavy effects, I'd use only Clarity2 (it's the fastest to compute of the two). The Ambient Light can be tweaked for performance by commenting out some of the passes at the end of the shader file (it makes 12 in total, reducing to 6 saved 5% use on a 1070Ti), but would be *very* bad to share an edited shader file without permission...
Also, depending on CPU might be better to offload PhysX to the GPU, if you have Nvidia, mine was having a hard time with it inside cities.