Question ENB Series (HD effect)

boohey12

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I know that the ENB series plug-in works with a lot of games and simulators to enhance and give a high Def look,

i've tried to get it to work with orbiter all you need to do is place it in the main folder of the simulator and ctrl+F12 to get it to turn on, but it does not seem to work which is a shame.

has anyone had any look with this plugin (orginial for GTA SA) to work ?:RnR1:
 
It simply doesn't work, because it's for Direct3D 9 applications/games, and Orbiter with built-in graphics is Direct3D 7.

It would work with D3D9Client for Orbiter_ng, if it was functioning, and because Orbiter uses D3D7, and not D3D9, it won't work with standard Orbiter, unless someone writes a D3D7 wrapper for D3D9 functions that would allow loading D3D9.dll (like for example MGE does it for D3D8 Morrowind game, and thus allows loading ENBseries for it). It won't work with OGLA graphics client either, because OGLA uses OpenGL, and not DirectX.

It isn't rather a HD effect that you were thinking, but [ame=http://en.wikipedia.org/wiki/High_dynamic_range_rendering]HDR lighting[/ame] effect, which was the main function of that D3D9 wrapper from the start, but it can also add bloom, [ame=http://en.wikipedia.org/wiki/Motion_blur]motion blur[/ame], [ame=http://en.wikipedia.org/wiki/Depth_of_field]DoF[/ame], and [ame=http://en.wikipedia.org/wiki/Screen_Space_Ambient_Occlusion]SSAO[/ame] effects, if application which uses it provides required information to D3D9.dll to use it.

It's a request for a new graphics client development, or for adding Cg shader compiling support to existing OGLA graphics client, which would add effects known from ENBseries, by applying customized shaders (or building D3D9Client client, that would load ENBseries' D3D9.dll, or adding HLSL shader compiling support to it, so ENBseries wouldn't be needed).
 
Sorry for digging out this thread. But about this HDR effects in Orbiter: Is there maybe an other possibility of adding this, respectively faking it?

I'm thinking just of hiding the stars in sunlight and show them in planet shaddows for example. Is it possible to modify the amount of stars shown and the ambient light level value in runtime by a module, depending if the focused vessel is in a planets shaddow or not?

That would add a bit more of immersion, to model eye's darkness adaptability.
 
It would be possible in external graphics client.
 
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