Jump to content
Sign in to follow this  
G-SWSM

EMBserie for MSFS

Recommended Posts

Hi Claude.This is great news, as I feel that this program has some potential, but simply requires "Tinkering" to get it to you're taste.You mention that there is an English version of the manual. can you confirm this please. If there is would you mind sending it to me, or a download link please.Many thanks Claude.Steve.PS I have used two monitors even before FS, which I have been using since it first started. But, I don't drag any panels etc over to the second monitor, I just use it for FS Navigator.

Share this post


Link to post
Share on other sites
Hi Claude.This is great news, as I feel that this program has some potential, but simply requires "Tinkering" to get it to you're taste.You mention that there is an English version of the manual. can you confirm this please. If there is would you mind sending it to me, or a download link please.Many thanks Claude.Steve.PS I have used two monitors even before FS, which I have been using since it first started. But, I don't drag any panels etc over to the second monitor, I just use it for FS Navigator.
Hi Steve,Actually it is a Anglo-french manual. Each parameter is explained in english and translated in french. Just give me your personal email and I'll send it to you asap. I tink you'll be able to improve the english too!!! :( I know I'm terribly sarcastic wit all the job this type of writing implies.Claude

Share this post


Link to post
Share on other sites
Guest lgvpilot1

Thanks Claude It makes for an "Interesting" :( read in English . I can only begin to imagine what the French translation is like. But at least now we know what does what and what interacts with what . Mark

Share this post


Link to post
Share on other sites
Guest lgvpilot1

Well This is the English Vesion , Sort of :(

CODE
[PROXY]EnableProxyLibrary=(0,1) when activated, load 3rd party library (other modification) by the ENBSeries at game start, path to it written in parameter ProxyLibrary. This allow to solve problem with multiple d3d9.dll files that can't be used at once without special loaders, but if their internal code was made not correct to hande loading not directly by game, this will result in game crash or just not workable. If you can't load some useful library with ENBSeries, there is an other way, to replace original d3d9.dll in Windows System32 folder with ENBSeries d3d9.dll, but it's for advanced users, who knows how to bypass file recovering system, this way 3rd party d3d9.dll will be in game folder and will load ENBSeries like original library and ENBSeries must to load that original d3d9.dll as proxy from some other path user defined, in this case InitProxyFunctions must to be set 1.InitProxyFunctions=(0,1) connect to functions of 3rd party library, if it's true d3d9.dll library that initialize some 3d objects inside or modify them. Some modifications don't need this to be enabled, they activating when loading, but if proxy library not works, try to set this parameter to 1.ProxyLibrary=(filename) file name of 3rd party library. May be full path, but it must not contain special symbols, unicode characters (Japanese, Chinese) and limited by length. Only one library allowed currently[GLOBAL]UseEffect=(0,1) activate modification at game start. In some situations HUD or startup movies may be corrupted visually because of this parameter enabled, i strongly do not recommend this. By default mod activating by pressing keys SHIFT and F12 together.AlternativeDepth=(0,1) when activating this, scene depth information required for some effects renders through fog, that allow to increase performance in some situations, but not all videocards support drawing of fog at full precision, only newest (DirectX10 compatible) videocards can do this: GeForce 8xxx, GeForce 9xxx, Radeon 2xxx, Radeon 3xxx (about Radeon 1xxx not sure). 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). If antialiasing enabled in the videodrivers control panel, this parameter will not work, disable such antialiasing manually. In most cases enabled antialiasing is the reason of graphic artifacts, because only newest videocards support antialiasing of HDR textures. If you see black screen, green and red, white, try to turn off this parameter and all antialiasing setting in game and drivers.BugFixMode=(0..5) every value fixes it's own unsupported feature or bug in driver or hardware. For nvidia forceware drivers 169.xx and higher (last tested 174.xx) do not set this parameter to 1 or it will crash (driver bug with R32F texture format), unfortunately these drivers may crash with some other values of this parameter, try yourself. For ATI videocards set this parameter to 1, for old videocards try 5, this may help in some situations.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. Some drivers and videocards combinations do not compile shaders right way, perhaps because of their complexity, try to enable this parameter if you see any artifacts.QuadVertexBuffer=(0,1) some games simply not allow rendering of post processing effects with this parameter enabled, if you don't see any difference when activating ENBSeries, try to disable this parameter. Actually when it's enabled, rectangle geometry drawing from videomemory, otherwise from system memory. May be it's the problem of DirectX version that game compiled to, guess even game crash may happen if this parameter enabled for some games, but never have that.EnableShaders_3_0=(0,1) some effects looks better if rendered with version of shaders 3.0, i suggest to activate this parameter for videocards with shader model 3_0 support.AdditionalConfigFile=(filename) if file exist, all parameters from it will be used instead of default enbseries.ini file. Very useful for sharing parameters between users without loss of own configuration[EFFECT]EnableBloom=(0,1) enables bloom effect, blurring bright screen areas and adding result back to screen, simulating illumination of some objects. It works very fast on modern hardware, but wrong setting or bad drivers will result in overbrighting or some other artifacts. Not uses HDR textures and that's why hardware compatibility is high.EnableOcclusion=(0,1) enables screen space ambient occlusions (ssao) and screen space indirect lighting (ssil), this makes shadows and lighting between nearest objects. This effect uses by few modern games, mostly on next-gen game consoles, so it's very slow. Performance directly depends from display resolution, number of pixels drawed on screen, so to run this at HD resolutions you need modern videocard from high price category. It's require support of shaders 3_0, but even if you have it, it's not guarantee fast performance. If too slow for you, reduce display resolution and quality of this effect, even disable it.Hardware compatibility is limited, different drivers and videocards have problems and limited features that result in artifacts. For example antialiasing (multisampling) for HDR textures supported only by DirectX10 compatible videocards and enabled antialiasing in game or in video drivers panel will produce strange artifacts.EnableReflection=(0,1) reflection of vehicles. Developed for GTA San Andreasm GTA 3, GTA Vice City, but in some games also works, of course not for cars. Performance highly depends from multiple quality setting of this effect and number of objects drawed. More reflective objects on screen, slower speed. Real time 3d rendering works faster when number of objects is low, but their vertex number is high, for example 10 objects with 10 millions of vertices every will draw about the same speed as 3000 objects with 3 vertices each, for reflection on shaders may be used multiple drawing of the same object. In this case performance highly depends from CPU and system memory speed. Per pixel lighting in newest versions of ENBSeries may be faster for some videocards. About bug solving see another section of this documentation.EnableMotionBlur=(0,1) blurring image in fast motion of camera. On modern videocard not too much decrease speed, but costly. Current version of this effect have many problems, not working in most games, wrong, affect HUD, later will be changed. On some videocards do not work correctly, if you have some problems, try to disable.EnableWater=(0,1) enable water effects, developed for GTA San Andreas only, but may appear in some other game, not for water surface. Depending from it's presets may affect speed very much, by itself it's fast, but for deepness factor it need scene depth information. Good way to compencate losts for depth is to use scene depth for other effects in parallel (shadows, ssao, dof). Modified water textures or water material (object) setting may produce unpredictable results.EnableShadow=(0,1) enable shadow effects, their blurring and color changing. This is not truly soft shadows, because soft shadows have blurring range dependency from distance between shadow caster and shadow receiver objects. Speed depends from quality setting, it use scene depth information for some setting, so performance varies. This effect may work in some other games that use stencil shadows.DepthBias=(0..1000) shifts objects when drawing scene depth, offset relative to camera viewpoint. For some videocards and drivers, combination of ENBSeries presets, may need to remove flickering and hiding artefacts of ambient occlusions. Try to set 100 if something wrong happens. This parameter not affect speed.EnableDepthOfField=(0,1) enable eye focusing effect. This effect affect performance a lot, because it need scene depth information. Whe used together with other effects that also require scene depth, performance is not too much affected.[iNPUT]KeyOcclusion=(1..255) decimal key number for ssao activation/deactivation, by default F10.KeyReflection=(1..255) decimal key number for reflection activation/deactivation, by default F11.KeyCombination=(1..255) decimal number of additional key for combining this key with others, by default SHIFT.KeyScreenshot=(1..255) decimal key number for capturing screenshots, by default PRINTSCREEN. Images stored in the same folder where ENBSeries, but not always, depending from game. Files have BMP format, 32 bit with alpha channel (not all image viewers support this).KeyShadow=(1..255) decimal key number for shadow activation/deactivation, by default F8.KeyWater=(1..255) decimal key number for water activation/deactivation, by default F7.KeyShowFPS=(1..255) decimal key number activation/deactivation performance statistic displayed on screen, by default * (multiply). Key numbers available in file key_codes.txt, but they are in hex format there, to convert to decimal use any hex calculator or even Windows default calculator can do this.[REFLECTION]ReflectionPower=(0..100) level of vehicles reflection. Overbright reflections problem may be because of UseAdditiveReflection parameter set to 1, try to change it also.ChromePower=(0..100) temporary disabled. Level of steel vehicle parts reflection.UseCurrentFrameReflection=(0,1) when 1 use for reflection current screen image, this reduce quality because not all objects reflected, but there is no delay between scene and reflections. Otherwise use previous frame image. Performance is much faster when this parameter is active. In GTA San Andreas game reflection level depending a bit from this parameter, so after changing it correct ReflectionPower also.ReflectionQuality=(0..2) quality, 0 means maximal quality and slowest speed. At 0 quality reflections not very sharp because they use mipmapping. Currently this parameter not affect speed too much, but in future the difference will be huge.ReflectionSourceSpecular=(0..100) percent of using "specular" material color as reflection factor ("glosiness" in exporter). Some car parts may be reflective with this setting, but works good for original car models, set this to 0 to elliminate some invalid reflections, but better modify car. This parameter mixing with ReflectionSourceTFactor to compute final reflection level.ReflectionSourceTFactor=(0..100) percent of using "texture factor" as game environment map mix level ("reflection" in exporter). Some car parts may not be reflective with this parameter and on the contrary, tested and work perfectly on original cars. This parameter mixing with ReflectionSourceSpecular to compute final reflection level.UseAdditiveReflection=(0,1) reflections added to screen car colors making bright, in some situations oversaturated reflections. 0 means more softly reflection that depends from car brightness, for bright cars reflection level is lower than for dark cars. Does not affect rendering speed.ReflectionDepthBias=(0..1000) shifts reflection geometry relative to camera viewpoint. For some videocards may be useful to remove flickering and hiding artifacts. ATI videocards users must set this parameter to 100 or something like that, unless they use single pass reflections.UseLowResReflection=(0,1) use small and blurred texture as reflection, looks like matte reflection, interesting effect. By rendering speed it's a bit faster, but not too much.ReflectionSinglePass=(0,1) draw reflection together with car geometry. At this moment also activates per pixel lighting, which increase vertex processing performance, but decrease it for pixel processing, so it depending from the size of car on screen. Temporary some limitations have place, shaders 3_0 required and environment texture that simulate reflections not in use. If you have artifacts on cars, try to disable this.UseEnvBump=(0,1) allow deformation of reflections by car texture, brighter texels means more deformed (frequently named environment bump, dudv bump). Affect rendering speed, but not too much for modern hardware.EnvBumpAmount=(0..1000) level of reflections deformation. Do not set too big values, if the car was not specially designed to be compatible with environmental bump effect.EnvBumpOffset=(0..1000) step for generating direction and amount of bump from car texture. Bigger texture size need less value to make visible small details.ReflectionFlip=(0,1) reflection texture fliped in comparison to standart method of previous ENBSeries versions. This greatly increase specific artefacts of used reflection algorithm, but in some cases looks more realistic. Do not affect speed.[bLOOM]BloomPowerDay=(0..100) intencity of bloom at day time, dependent from screen brightness.BloomFadeTime=(0..100000) time of bloom adaptation to screen brightness change, in milliseconds. Not recommended too high values, because hard to see changes in time, low values like 100 also bad idea, screen will flash frequently, very irritates.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. Starting from version 0.074 speed is not much depends from this parameter, so set 0 all the time.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.BloomMaxLimit=(1..100) limitation of bloom brightness. Value 100 disable limitation.- Limitation du Bloom, si le r

Share this post


Link to post
Share on other sites

MarkI zink Ve are very bad guys mocking like zat! :( !Vell I Vas ze first to do zo! zo I choud do my mea culpa first!!!!! :( Do you imagine us preparing a tutorial in Russian!!!!!I will use your re-write in the final document.Tanks and a good eveninge!!!!!!Claude

Share this post


Link to post
Share on other sites
Guest lgvpilot1
MarkI zink Ve are very bad guys mocking like zat! :( !Vell I Vas ze first to do zo! zo I choud do my mea culpa first!!!!! :( Do you imagine us preparing a tutorial in Russian!!!!!I will use your re-write in the final document.Tanks and a good eveninge!!!!!!Claude
Claude :( Zat iz no re rite at is de cut an da pasta B) Seriously though B) It is very handy to have something that gives a description and the relative values in the INI file .And I am sure if i tried to translate it into French you would laugh even more , let alone back to Russian тханкс агаин *Please god dont let theses be swear words!*Марк

Share this post


Link to post
Share on other sites
тханкс агаин *Please god dont let theses be swear words!*Марк
That's just 'thanks again' but sounded out in russian letters. I kept reading it and couldn't understand what you were trying to say..took me a bit.. :(

Share this post


Link to post
Share on other sites
Guest lgvpilot1
That's just 'thanks again' but sounded out in russian letters. I kept reading it and couldn't understand what you were trying to say..took me a bit.. :(
Thanks red1 , that was my intention as such , but you know how things can get lost in translation :( Mark

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  

  • Tom Allensworth,
    Founder of AVSIM Online


  • Flight Simulation's Premier Resource!

    AVSIM is a free service to the flight simulation community. AVSIM is staffed completely by volunteers and all funds donated to AVSIM go directly back to supporting the community. Your donation here helps to pay our bandwidth costs, emergency funding, and other general costs that crop up from time to time. Thank you for your support!

    Click here for more information and to see all donations year to date.
×
×
  • Create New...