[MOD] Post Processing Effects

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Midknightprince
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Re: Post Processing Effects

Post by Midknightprince » Sat Apr 14, 2018 7:35 pm

TheLacus wrote:
Fri Apr 13, 2018 5:52 pm
Midknightprince wrote:
Thu Apr 12, 2018 11:08 pm
TheLacus wrote:
Thu Apr 12, 2018 7:52 pm
This is due to recent changes of mod settings system, i'll release an update asap.
WHEW, Thank you man, i really like this one.
New version is on first post :)
Dude, you're awesome
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Midknightprince
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Re: [MOD] Post Processing Effects

Post by Midknightprince » Sat Apr 14, 2018 8:55 pm

Yep, works.
The lines on the sprites are gone, I dig the radius thing for ao, and to be honest I never had customizable ao settings before, so it's kinda awesome. :D
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King of Worms
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Re: Post Processing Effects

Post by King of Worms » Sun Apr 29, 2018 10:47 pm

Ambient occlusion
Intensity 0.5
Range 1.0
Very high

Best image quality imo, gets rid of the artefacts on sprites as well. Very smooth shaded image. Might be a default setting maybe. Just try ,)

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TheLacus
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Re: Post Processing Effects

Post by TheLacus » Tue May 01, 2018 5:59 pm

King of Worms wrote:
Sun Apr 29, 2018 10:47 pm
Ambient occlusion
Intensity 0.5
Range 1.0
Very high

Best image quality imo, gets rid of the artefacts on sprites as well. Very smooth shaded image. Might be a default setting maybe. Just try ,)
Yes, higher radius reduces, but doesn't remove completely, banding on billboards. The issue is that this comes with an important performance hit.
I can't set very high as default, but I think i'll increase a bit radius value for the high quality preset.
If you are interested in creating mods for Daggerfall Unity you can find the documentation here.

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King of Worms
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Re: Post Processing Effects

Post by King of Worms » Wed May 02, 2018 9:25 am

I see...I will run few tests on performance impact on gtx970 with various settings of ssao. As it is now, highest gpu usage Ive ever seen was around 70% at 60fps 1920×1200, with smaa and grass with distance 200, mesh, and max settings everywhere basically. Thanks for great mods!

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Cristalnoir
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Re: [MOD] Post Processing Effects

Post by Cristalnoir » Thu May 10, 2018 4:38 am

Hello
Requirements
Version 0.3 requires DragonBreak #92 06-Nov-17 or higher.
Version 0.3.1 requires Magic/Guilds #105 12-Apr-18 or higher.
I looked everywhere but I can not find these files, or are they?

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Midknightprince
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Re: [MOD] Post Processing Effects

Post by Midknightprince » Thu May 10, 2018 4:55 am

Cristalnoir wrote:
Thu May 10, 2018 4:38 am
Hello
Requirements
Version 0.3 requires DragonBreak #92 06-Nov-17 or higher.
Version 0.3.1 requires Magic/Guilds #105 12-Apr-18 or higher.
I looked everywhere but I can not find these files, or are they?
First page in this topic, you want post proc 3.1

You mean after you download ?
Look in downloads, or pick where you wanna put it before you download, and remember.
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Cristalnoir
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Re: [MOD] Post Processing Effects

Post by Cristalnoir » Thu May 10, 2018 6:44 am

I have no change in the game and when I go into the mod configuration. I do not have any "setting".

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Midknightprince
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Re: [MOD] Post Processing Effects

Post by Midknightprince » Thu May 10, 2018 7:49 am

Cristalnoir wrote:
Thu May 10, 2018 6:44 am
I have no change in the game and when I go into the mod configuration. I do not have any "setting".
So its not showing up in "Mods" in the laucher window ?
First off, what version of DFU, and what OS are you on ?
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Cristalnoir
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Re: [MOD] Post Processing Effects

Post by Cristalnoir » Thu May 10, 2018 8:04 am

the mod "process" appears but not the "setting".
DFU latest version May 8, Windows 7 64bits

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