Gir Wrote:SweetFX is all Post-Processing but ENB can add Real Bloom Effects.
Bloom is a post-processing shader.....
Aren't they both DLL injectors that come with a bunch of shaders? To my knowledge they both do the same thing they just have different shaders included.
I thought ENB was shaders plus some postpro to fix what it broke and adjust colours while SFX was more advanced postpro, but that could be wrong.
I don't understand.
What do you mean by "fix what it broke"? What exactly did it break? And what is a "postpro"? How is it different from a "shader"? Is a postprocessing shader a shader or a postpro?
ENB breaks MSAA, AF etc, and some of these it doesn't have it's own replacement for, so uses a post processing method to fix (eg FXAA instead of MSAA).
My understanding of a shader was that it was something applied to the vector data to convert it into pixel data, eg a diffuse shader would make an affected pixel a specific colour related to the diffuse colour and the amount of light on that triangle.
My understanding of post processing was that it was anything applied to the image after it was rendered, eg denoising by reducing the intensity of 98+ percentile pixels, or making all pixels with some green have twice as much green, or blurring edges.
Shaders are just functions that run on the GPU. They can take pixel, vertex, or other data. From what I understand post-processing shaders are shaders that only work off of color data (pixels).
FXAA does not compare with MSAA .. FXAA is over-rated that blurs the entire screen including Textures making them worst, specially when GC/Wii Games use Low Resolution Textures.
The features of ENB Series can surely be programmed into the DirectX/OpenGL Backend .. I would like to see more Advance Re-Texturing Methods like the possibility of using Normal Maps and Specular Maps and HDR Lighting.
Then get to work.
Don't you think you're being a bit unrealistic here? All of those would be extremely difficult if even possible to implement. Especially without breaking some games. And then even if you manage to code and maintain those batshit insane feature sets you would need people to actually make the content for them to be of any use. We don't even have a significant number of color texture packs. I can't see anybody trying to completely remake these games with normal and specular mapping. That's just nuts.
As far as FXAA goes he said nothing about the quality of it relative to MSAA. FXAA does cause a fullscreen blurring effect. Though this effect is easily offset by raising the IR. Not that any of this matters with regards to dolphin since dolphin now has FXAA built in.
@AnyOldName3
I wasn't even aware that ENB broke MSAA or AF. Back when I used it I had no problem using either. I highly doubt the inclusion of FXAA has anything to do with this. FXAA is a popular post processing shader that's included with pretty much every injector I know of.
Once you have the Textures you can create the Normal and Specular Maps in GIMP which are fairly easy to do, I've done it before for my maps for my game.
That doesn't mean that people will do it. As we've seen in the past. If you want this done you'll likely either need to do it yourself or find other people to express interest in it.
If neobrain makes the mesh exporter/loader he said he was going to, I'd consider making better meshes, and maybe even normal maps. As it stands, normal maps aren't worth bothering with, though, as the meshes in most games aren't really good enough in the first place.