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 [GTAIV|REL|BETA] ENBSeries graphic modification

 Graphic modification
 
3niX  
Posted: Wednesday, Jul 15 2009, 17:15
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Well...

Yeah... the resolution change was the first thing I noticed. It gets pretty resource hungry as the window resolution and anti-aliasing levels increase.
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ddnt32  
Posted: Wednesday, Jul 15 2009, 17:16
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QUOTE (ikt @ Jul 15 2009, 17:07)
QUOTE (Jost_Vice @ Jul 15 2009, 16:18)
interesting Boris, going to try it. What method did you use? MSAA?

Anyway, could you post in first post what versions are supported and not? I'm not sure  confused.gif

I think i know what he did:
Step 1: Crank up the resolution
Step 2: Blur the whole image

What do we get: AA.
(Try capturing it with Fraps, you'll see)

I think it's that too, because capturing it with Fraps gives me a image of 1920x1200 resolution.

I reinstalled the patch 1.0.3.0 over the 1.0.4.0 and now I have no more problems with the SHIFT key. Try this too, for me it works. biggrin.gif
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Threepwood  
Posted: Wednesday, Jul 15 2009, 17:19
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To be honest, I don't think so. On close up views, I really saw a less amount of aliasing steps than it was w/o ENB, and there was no blur. But that ENB is a postprocessing mod, so the processed image is processed once again, or however, it is an additional computing instead of "in routine" processing in the main render process. I had to take a very close look on the output to see any effect at all (value 10, because more did not result in any playable framerate). And there it was visible, on the edge of a rear window outer line the stair steps were reduced, no blur.
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BorisVorontsov  
Posted: Wednesday, Jul 15 2009, 17:37
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How it works:
1 The game buffers scaled up at the start
2 In the drawing time everything drawed as normal
3 After everything is rendered, result rescaled back to screen on the shader (not blurred).

This is the simplest way to implement antialiasing for modern videocards (which is not have support for antialiased multiple render targets). Another one is to rescale the buffers and draw multiple times geometry with offset to several areas. But it's slower and result is the same.
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ikt  
Posted: Wednesday, Jul 15 2009, 17:44
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QUOTE (BorisVorontsov @ Jul 15 2009, 17:37)
How it works:
1 The game buffers scaled up at the start
2 In the drawing time everything drawed as normal
3 After everything is rendered, result rescaled back to screen on the shader (not blurred).

This is the simplest way to implement antialiasing for modern videocards (which is not have support for antialiased multiple render targets). Another one is to rescale the buffers and draw multiple times geometry with offset to several areas. But it's slower and result is the same.

I swear, alt tabbing and then tabbing back makes the game again in native resolution, and when turning on the AA the whole screen blurs. tounge.gif

Or did you just explain what i said?
Alt tabbed to desktop, then alt tabbed back: Resolution the same as window, not 2 times bigger.
http://i30.tinypic.com/o0azgl.jpg <- AA off
http://i31.tinypic.com/2lmm8vb.jpg <-AA turned on.

This post has been edited by ikt on Wednesday, Jul 15 2009, 18:04
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ddnt32  
Posted: Wednesday, Jul 15 2009, 18:12
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Here are some screens of how it worked with me*

user posted image
user posted image
user posted image
user posted image
user posted image

*1: I selected 1024x640 resolution, but, I don't know why, Fraps captured it in 1920x1200, and cropped the image in the top and the bottom. I resized the image for 1024x640 (keeping the aspect ratio and PNG format, using Paint.NET).

*2: For me, the image was a little blurred too, adding a value of 30 in sharpen using VirtualDub makes it a LOT better (I didn't add any sharpness in my screens). Boris, could you add some sharpen in the image after the resize or that's impossible? If you can't, anyway, it's already great, because while playing I can't see any difference, I only see it when I look at the screens.

*3: You're a genius, thanks for this great mod! Waiting for the fullscreen version! biggrin.gif

Without Sharpen filter:
user posted image

With Sharpen filter:
user posted image

This post has been edited by ddnt32 on Wednesday, Jul 15 2009, 18:21
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ikt  
Posted: Wednesday, Jul 15 2009, 18:14
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I'm not complaining, i'm just wanting to know how this things works, and here, nothing is blurred if i'm not glitching tounge.gif Just nice smooth edges.
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Threepwood  
Posted: Wednesday, Jul 15 2009, 19:11
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Thanks Boris, that explains it pretty good, even tho I do not know anything about (post-)processing render things.

It can only get better with some patience smile.gif Thanks for the effort to work on it!
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Murcchachosa  
Posted: Wednesday, Jul 15 2009, 20:48
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Hi Boris,

I have tried your AA ENB for GTA4.
I tried your recommended settings, 800x600 4xAA.
FPS is a bit same as without ENB enabled in windowed mode.
Really great!
No any little jaggie anymore!!

And a surprise, I tried it on my laptop with GF9600M GT 512MB.
Not bad for such little chipset.

Ingame settings are medium.
Textures medium
RenderQ Highest
Vehicle dens 50
detail 50
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Teniak  
Posted: Wednesday, Jul 15 2009, 20:59
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Some screens (e8400/gtx260/15/30fps max Q > so not realy enjoyable yet) : (many things on the enbseries.ini) Awesome ! Just need more info about *.ini and next, wait a final release.
user posted imageuser posted imageuser posted imageuser posted image
user posted imageuser posted imageuser posted image
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ikt  
Posted: Wednesday, Jul 15 2009, 21:15
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800*600 @ 16x pics coming tomorrow. Hope this time GTA IV doesn't crash. (1280*1024 @ 16x does crash)
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Kiabbo  
Posted: Wednesday, Jul 15 2009, 21:40
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Hey guys, you know, this is awesome... even in 800x600, it is awesome... and it's just a test!Imagine in few months, new versions, more optimized and maybe a full screen AA.You're awesome Boris, thanks!
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skyline93  
Posted: Wednesday, Jul 15 2009, 22:30
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Exactly what GTA IV needs!! inlove.gif
I hope they use Anti Aliasing for the future GTAs because it really improves the graphics drasticly! smile.gif
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supermortalhuman  
Posted: Wednesday, Jul 15 2009, 22:40
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Not to be critical, but please, could someone show a screenshot of this on 800x600, that has to look absolutely horrible and nowhere near as good as a nice 'high-ish' resolution like 1680 without this plugin.

@Boris: How did you pull this off? Did you document your journey? Which technique you used? I can't reproduce, no worries smile.gif

Good work.

@Teniak - are those resized?
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Teniak  
Posted: Wednesday, Jul 15 2009, 22:48
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@supermortalhuman : no, i just edit my enbseries.ini and change DisplayWidth & DisplayHeight with new values .
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oc student  
Posted: Thursday, Jul 16 2009, 05:23
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Awesome work Boris! I tried your SA hook and it looked great and kept the game fresh after so many years. Trying this one right now. inlove.gif inlove.gif
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ikt  
Posted: Thursday, Jul 16 2009, 05:42
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Well.........
16x ain't that great. It eats 400mb's of vram and decreases performance drastically, but the edges are not very smooth. Someone with a 2GB graphics card should try this at his/her native resolution. tounge.gif
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oc student  
Posted: Thursday, Jul 16 2009, 05:51
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Got it working and I have to say it's VERY effective and doesn't eat any fps at all. I'm running it with a 8500 GT and if I can you can too!!!1!!!!!!!11! Brilliant work Boris. I can't believe the number of people already complaining in this topic.
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ikt  
Posted: Thursday, Jul 16 2009, 06:08
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QUOTE (oc student @ Jul 16 2009, 05:51)
Got it working and I have to say it's VERY effective and doesn't eat any fps at all. I'm running it with a 8500 GT and if I can you can too!!!1!!!!!!!11! Brilliant work Boris. I can't believe the number of people already complaining in this topic.

You should try 8x then tounge.gif
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oc student  
Posted: Thursday, Jul 16 2009, 06:16
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4 x looks great to me. Anyway I did notice a slight 2-3 fps drop but if I did enable any normal types of aa that was built into the game I would lose a whole lot more than a few fps. I dragged the corners of the window to my native size and noticed the aa smoothed edges more and weren't noticable at all. Maybe you should try a higher res intead of more multiplyers.

This post has been edited by oc student on Thursday, Jul 16 2009, 06:19
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