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//ENBSeries is a set of graphical modifications for games


//Description on the web page may not be equal to this info.
//created by Boris Vorontsov http://enbdev.com
//Donateware, freeware
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ENBSeries v0.076 Generic.

This version is based on 0.076 for GTA San Andreas, but with disabled by request
some
processing, so it can be used now for many other games. Added injector version, so
the mod can work with some laptops or overlay software.

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This documentations is incomplete and old, read it from the web page.

SYSTEM REQUIREMENTS:
Videocard with support of Shader Model 3.0 or better. Videocards in the list below
may fit:
GeForce 6100, 6150, 6200, 6600, 6800, 7300, 7600, 7800, 7900, 8500, 8600, 8800;
Radeon 1300, 1600, 1800, 1900, 1950, 2400, 2600, 2900, 3850, 3870.

GAME COMPATIBILITY:
Mod may work incorrect with some versions of the games, impossible to test it for
every game patch and for already modded games. Some types of installed game
modifications may conflict with ENBSeries.

INSTALLING:
Extract files from archive in to the game directory or where game execution file
exist (.exe). For some games it is in the directories named system, bin, bin32.
Warning, some games needs root game directory for mod even if .exe file is not
there.

STARTING:
After game start the mod deactivated by default, to activate it use key combination
(for GTASA shift+f12 by default).

SETUP:
After first game start with the mod, configuration file enbseries.ini will be
created, use it to modify mod setting. Warning, if configuration file will be
corrupted in any way, remove it and run mod again.

SETTING DESCRIPTION:

[PROXY]
EnableProxyLibrary=(0,1) load 3rd party library by the mod at game start. Helps to
solve problem with multiple d3d9.dll files.
InitProxyFunctions=(0,1) connect to functions of 3rd party library.
ProxyLibrary=(filename) file name of 3rd party library.

[GLOBAL]
UseEffect=(0,1) activate mod at start. In some situations HUD or startup movies may
be corrupted visually because of this parameter enabled.
AlternativeDepth=(0,1) increase performance of some effects, but not all videocards
can use this mode at full precision, if you see large lines on the objects, disable
this parameter.
AllowAntialias=(0,1) enables antialiasing setting from game to be used in the mod
effects. (antialiasing, multisampling, fsaa, in other words).
BugFixMode=(0..5) every value fixes it's own unsopported feature or bug in driver
or hardware. For drivers 169.xx and 171.xx do not set this parameter to 1. Values
from 0 to 5 actually HDR texture formats: 0 (R32G32F)-high quality and middle
performance, 1 (R32F)-high quality and fast, 2 (A32R32G32B32F)-high quality and
very slow, 3 (R16F)-low quality and fastest, 4 (R16G16F)-low quality and fast, 5
(A16R16G16B16F)-low quality and middle performance.
SkipShaderOptimization=(0,1) disables optimization when compiling shader, may help
to elliminate bugs.

[EFFECT]
EnableBloom=(0,1) enables bloom effect (bright areas blurred) with time dependent
adaptation. Works only if mod activated already (by key combination).
EnableOcclusion=(0,1) enables ambient occlusions (ssao) and some other effects (mod
version dependent).
EnableReflection=(0,1) reflection of vehicles.
EnableMotionBlur=(0,1) blurring image in fast motion of camera. Temporary disabled.
EnableWater=(0,1) enable water effects
EnableShadow=(0,1) enable shadow effects
DepthBias=(0..1000) for scene depth rendering, offset of geometry relative camera
viewpoint. For some videocards may be useful to remove flickering and hiding of
ambient occlusions.

[INPUT]
KeyUseEffect=(1..255) decimal key number for mod activation/deactivation.
KeyBloom=(1..255) decimal key number for bloom activation/deactivation.
KeyOcclusion=(1..255) decimal key number for ssao activation/deactivation.
KeyReflection=(1..255) decimal key number for reflection activation/deactivation.
KeyCombination=(1..255) decimal number of additional key for combining this key
with others (SHIFT by default).
KeyShadow=(1..255) decimal key number for shadow activation/deactivation.
KeyWater=(1..255) decimal key number for water activation/deactivation.

[REFLECTION]
ReflectionPower=(0..100) level of cars reflection.
ChromePower=(0..100) level of steel parts reflection. Temporary disabled.
UseCurrentFrameReflection=(0,1) when 1 use for reflection image of current frame
screen, otherwise use previous frame image.
ReflectionQuality=(0..2) quality, 0 means maximal quality and slowest speed.
ReflectionSourceSpecular=(0..100) percent of using "specular" material color as
reflection factor. Some car parts may be reflective with this setting.
ReflectionSourceTFactor=(0..100) percent of using "texture factor" as game
environment map mix level. Some car parts may not be reflective with this parameter
and on the contrary.
UseAdditiveReflection=(0,1) reflections added to screen car colors, 0 means more
softly reflection.
ReflectionDepthBias=(0..1000) offset of reflection geometry relative to car and
camera viewpoint. For some videocards may be useful to remove flickering and hiding
of reflections.
UseLowResReflection=(0,1) use small and blurred texture as reflection, looks like
matte reflection.

[BLOOM]
BloomPowerDay=(0..100) power of bloom at day time, dependent from screen
brightness.
BloomFadeTime=(0..100000) time of bloom adaptation to screen brightness change, in
milliseconds.
BloomConstantDay=(0..100) power of bloom at day time, independent from adaptation
time between screen brightness change.
BloomQuality=(0..2) bloom effect quality, 0 means maximal quality.
BloomScreenLevelDay=(0..100) level of screen brightness in percents, that
determined as day time.
BloomCurveDay=(-10..10) gamma correction of bloom at day time. negative values
increases halftone brightness (smoggy look), positive values decrease halftones
brightness (contrast, intensive image).
BloomPowerNight=(0..100) power of bloom at night time, dependent from screen
brightness.
BloomConstantNight=(0..100) power of bloom at night time, independent from
adaptation time between screen brightness change.
BloomCurveNight=(-10..10) gamma correction of bloom at night time. negative values
increases halftone brightness (smoggy look), positive values decrease halftones
brightness (contrast, intensive image).
BloomScreenLevelNight=(0..100) level of screen brightness in percents, that
determined as night time.
BloomAdaptationScreenLevel=(0..100) level of screen brightness in percents, over
which bloom deactivating. It's desirable that this parameter will be greater than
BloomScreenLevelDay.
BloomAdaptationMultiplier=(0..100) percent of day time bloom brightness, that will
be used when screen brightness will be greater than BloomAdaptationScreenLevel.
Value 100 disable adaptation
BloomAllowOversaturation=(0,1) if 0, bloom softly applied to screen and bright
areas not become too oversaturated.

[SSAO]
UseFilter=(0,1) enable noise filtering, produced by ambient occlusion effect.
OcclusionQuality=(0..2) quality of ssao, 0 means maximal quality and slow
performance. In current version this is disabled, using lowest quality level.
FilterQuality=(0..2) quality of ssao noise filtering, 0 is maximal quality and
slowest performance.
DarkeningLevel=(0..100) darkening level by ambient occlusion
BrighteningLevel=(0..100) edge lightening level by ambient occlusion
IlluminationLevel=(0..100) light transfering level by indirect lightning
AdditiveIlluminationLevel=(0..100) lightening of dark areas by indirect lightning
UseAmbientOcclusion=(0,1) allow darkening of nearest objects (temporary disabled)
UseIndirectLightning=(0,1) compute indirect lightning (affect performance)

[COLORCORRECTION]
DarkeningAmountDay=(-100..100) how much to dark or to bright dark screen areas at
day time. Negative values makes brighter, positive darker.
ScreenLevelDay=(0..100) level of screen brightness in percents, that determined as
day time.
ScreenLevelNight=(0..100) level of screen brightness in percents, that determined
as night time.
DarkeningAmountNight=(-100..100) how much to dark or to bright dark screen areas at
night time. Negative values makes brighter, positive darker. Positive values
recommended for more natural nights.
GammaCurveDay=(-10..10) gamma correction of bloom at day time. negative values
increases halftone brightness (pale image), positive values decrease halftones
brightness (contrast, intensive image).
GammaCurveNight=(-10..10) gamma correction of bloom at night time. negative values
increases halftone brightness (pale image), positive values decrease halftones
brightness (contrast, intensive image).

[PLUGIN]
WeatherMod=(0,1) activates color correction for Weather Mod installed, choosed by
it's author. Temporary disabled.

[WATER]
UseWaterDeep=(0,1) use smooth transition between different deep levels.
WaterDeepness=(0..1000) factor of water semitransparencity at difference deep
levels.
WaterQuality=(0..2) quality of water effects, 0 means maximal quality.

[SHADOW]
ShadowFadeStart=(0..1000) distance, at which shadow starts to be less intensive.
ShadowFadeEnd=(0..1000) distance at which shadow dissapear completely.
ShadowAmountDay=(0..100) percent of shadows intencity in the day.
ShadowAmountNight=(0..100) percent of shadows intencity in the night.
ShadowScreenLevelDay=(0..100) level of screen brightness in percents, that
determined as day time.
ShadowScreenLevelNight=(0..100) level of screen brightness in percents, that
determined as night time.
ShadowQuality=(0..2) quality of shadows, 0 is maximal and slowest.
UseShadowFilter=(0,1) enable filtering of shadows
FilterQuality=(0..2) quality of shadows filtering, 0 is maximal and slowest

[ENGINE]
ForceAnisotropicFiltering=(0,1) force to use anisotropic filtering for most game
textures.
MaxAnisotropy=(1..16) maximal level of anisotropy filtering, greater values makes
more sharp textures at low angles.
ForceDisplayRefreshRate=(0,1) force to use user defined reflresh rate.
DisplayRefreshRateHz=(60..240) custom monitor reflresh rate. Warning, incorrect use
of this parameter may corrupt you display! (or what you are using)

[MOTIONBLUR]
MotionBlurQuality=(0..2) sampling quality, 0 means maximal quality
MotionBlurVelocity=(0..100) factor of movement vector length in forward or backward
MotionBlurRotation=(0..100) factor of movement to sides and rotation, recommended
the same as MotionBlurVelocity

Key numbers (virtual key codes) available in key_codes.txt or key_codes.htm. In


current version of the mod these lists of key codes are hex values, but mod works
with decimal, i can't describe now how to convert them, may be later i'll do
something.

PROBLEMS SOLVING:
Q: Mod installed, but i don't see any difference.
A: After game start mod is not activated, turn it on by hotkeys (by default SHIFT
F12).
Q: When activating the mod, image makes black (objects near the camera).
A: Your videocard not support antialiasing of HDR textures, disable antialiasing in
the game and in display driver control panel. Also try to set AllowAntialias=0,
BugFixMode=1 or 5, AlternativeDepth=0, if not helps, disable ambient occlusions
EnableOcclusion=0.
Q: Computer not responding when mod activated.
A: Perhaps video drivers too old or too new, for example forceware 169.xx and
higher (171.xx last tested) working incorrectly woth some HDR textures, use older
drivers (162.xx, 163.xx). Also try to change BugFixMode and disable ambient
occlusions EnableOcclusion=0.
Q: Car reflections sometimes hiding and flickering.
A: For some videocards you need to set ReflectionDepthBias value to something about
100, depending from hardware. This problem was found on Radeon 2xxx.
Q: From far distance interier and wheels becomes overlapped visible through car.
A: Value of ReflectionDepthBias is too high or it's not required for your
videocard.
Q: I have integrated onboard videochip and mod not works.
A: Perhaps video memory size is too small for display resolution you are playing,
decrease it or in bios setting increase video memory size (typically values from 16
to 128 Mb).
Q: At high resolutions and antialiasing mod not works.
A: Not enough video memory.

PERFORMANCE TIPS:
Do not use too high display resolution with ambient occlusion enabled, this effect
directly depends from number of pixels on the screen.
By setting UseWaterDeep=0, UseOcclusions=0, ShadowQuality=2 rendering of the scene
to depth deactivating and performance greatly increase.
Reflections with some imported car models may work very slow, because of too many
polygons that currently proceeded several times, just wait for next releases,
rendering reflections with cars itself will be done later.
Bloom almost not decrease game speed, use it as you wish.
Any filtering, for shadows or for ambient occlusions are very slow, try to set
their quality=2 and check framerate, may be it will be good for you.
OcclusionQuality=0 set only if your videocard is realy fast, this is the most
performance costly. By setting this parameter to 0 you may olso decrease filtering
quality to 1 or even 2.

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//
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DONATE:
If on Your opinion ENBSeries project must continue to live or simply it was useful
for yourself, i'll be grateful for sponsoring project (or donation).

http://enbdev.com
Copyright (c) 2007-2013 Vorontsov Boris (ENB developer)

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