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HU: Another update for EVO2015

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Exactly as Skywatcher said (again). Screengrabs take whatever data that is in your graphic cards buffer (current frame). What you then see on your monitor is affected by your

settings, but the data is what is is and does NOT change.

Therefore, when you develop, you should always keep everything at neutral settings, no special monitor settings and color tuning.

How could you otherwise know exactly how your stuff really looks.

It's then up to every individual user to set their monitors and color settings however they like.

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  • Here is a series of screenshots for the Evo Summer 2016 update.   New, improved and denser Evo autogen, here at one of my favorite spots in FS. LIEO Olbia airport on Sardinian Costa Smeralda.  

  • Exactly as Skywatcher said (again). Screengrabs take whatever data that is in your graphic cards buffer (current frame). What you then see on your monitor is affected by your settings, but the data i

  • Once again ..... another example of over projection of personal opinion to include the masses. There is nothing "average" about my display WITHOUT sweetfx ..... and FSX for that matter .... but that'

  • Author

Therefore, when you develop, you should always keep everything at neutral settings, no special monitor settings and color tuning.

 

How could you otherwise know exactly how your stuff really looks.

 

Thank you, but I'll settle for my calibrated monitor and adjust my work to what I see accordingly. What's the point of having a neutral reference if everyone has a different monitor and sky addons anyway? If I develop everything at a "neutral setting" and everyone else "sets their monitors and colour settings to what they like" nobody will ever see what I, the developer, intended except if they also stick to a "neutral setting"! It will never look identical except on an identical setup i.e. using a calibrated monitor with the identical settings. On my old monitor Evo looked totally different.

 

So better to go for the best graphics experience that I can deliver IMO. I see no point in settling for less just so there is a neutral reference. My screenshots show what is possible in FS9 using Evo AND SweetFx and/or Enbseries and I will continue to develop Evo with the full experience in mind.

 

Why not use SweetFx or Enbseries? The argument that the sim is only real without them is a spurious argument because you might just as well use it to argue against any addon at all!

 

Why develop HDR, bloom and better resolution for FSX and P3D in sim and say it is somehow not allowable to use them in FS9 if you can find an addon that delivers these for almost no fps impact? This baffles me.

 

That said I will post the requested screenshots without SweetFx or Enbseries.On my system they look kind of flat. I will go on to take some screenshots while adding different effects through SweetFx and Enb as I think it might be interesting to look into. I will post them in this thread since it already has gone off topic.

 

REX sky set, no additional enhancement.

FS9%2B2016-08-16%2B17-13-43-19.jpg

 

Soft Horizons set, no other enhancements. Notice that ground and trees look totally different because of the different sky textures.

FS9%2B2016-08-16%2B17-06-09-47.jpg

 

This is the unknown set. IMO textures look really faded here. At least on my monitor, I don't know what you are seeing ;)

FS9%2B2016-08-16%2B16-58-19-22.jpg

 

Cheers,

Sascha

 

Edit:

Couldn't resist adding a screenshot with full enhancements just to make the point that SweetFx and Enbseries allow FS9 to deliver a better graphic experience :)

FS9%2B2016-08-16%2B19-02-41-92_HDR%252BL

 

Settings are identical to previous post and it is the REX sky set.

 

Sascha

Sascha Rieger | EVO Developer

 

EvoWings_vs.jpg

What is EVO How to get Evo 2016 FS9 Evolution Forum

Thanks for the comparisons and I agree totally. Every developer has something added in their screens.

Still baffled what all the fuss is about. The texture sets look incredible!

 

Sascha? I'd like to the the same shot in yoir last edit using the light sky set that gives the 'faded' texture look. Any chance you could do that one with the same sweetfx / ENB settings?

 

I find the sky is just too dark for me in the last one, but the lighter sky may look more real in my opinion.

 

Mark.

I hope you understand that not everybody has the same idea of what is a "fully enhanced" FS9.

That sky in your last pic looks totally unrealistic to me. Way too dark and contrast overall is over the top.

Don't care much for the bloom either.

I posted some shots yesterday (Maddog above clouds) so go check them and my FS9 album out to see what my sim looks like.

https://goo.gl/photos/N4ZjH2GS21n5UNDP9

  • Author

I hope you understand that not everybody has the same idea of what is a "fully enhanced" FS9.

That sky in your last pic looks totally unrealistic to me. Way too dark and contrast overall is over the top.

Don't care much for the bloom either.

I posted some shots yesterday (Maddog above clouds) so go check them and my FS9 album out to see what my sim looks like.

https://goo.gl/photos/N4ZjH2GS21n5UNDP9

 And your screenshots look very good indeed!

 

But I think you didn't get the point I was trying to make - I was trying to get across that SweetFx and Enbseries will give the best experience for FS9 regardless of your taste. If you look at the last screenshot I posted you will see it is much sharper with a much better definition of distant textures. It's worth trying out only for that!

 

Of course you don't need HDR or bloom, and whatnot.

 

Fully enhanced = getting out the best of FS9 according to your taste, not trying to duplicate my look.

 

In fact I regularly change the sim looks because I always try to match a certain weather / lighting RW situation, and SweetFx / Enb allow me to change colour depth, saturation, even tint. Plus I get more sophisticated shaders with Enb.

 

So I don't see the point of dumbing down my Evo screenshots just to satisfy a perceived need for a "neutral" look. I want to show off what I like.

Sascha Rieger | EVO Developer

 

EvoWings_vs.jpg

What is EVO How to get Evo 2016 FS9 Evolution Forum

But I think you didn't get the point I was trying to make - I was trying to get across that SweetFx and Enbseries will give the best experience for FS9 regardless of your taste.

 

....and you're not seeing the point that YOUR point is totally not true ... it is only true to you and a subset of all others.

Please stay calm and try to adjust

  • Author

....and you're not seeing the point that YOUR point is totally not true ... it is only true to you and a subset of all others.

Please stay calm and try to adjust

 Please read my whole post and please don't pick out one sentence that fits your subset. Thank you.

Sascha Rieger | EVO Developer

 

EvoWings_vs.jpg

What is EVO How to get Evo 2016 FS9 Evolution Forum

I did and I didn't

Let's move on and agree to disagree.

  • Author

 

 


Sascha? I'd like to the the same shot in yoir last edit using the light sky set that gives the 'faded' texture look. Any chance you could do that one with the same sweetfx / ENB settings?

 

Here you go:

FS9%2B2016-08-16%2B21-44-52-33.jpg

 

FS9%2B2016-08-16%2B21-48-51-22.jpg

 

I was using ASE and the visibility dropped a bit, but more or less the same :)

 

Cheers,

Sascha


I did and I didn't
Let's move on and agree to disagree.

Fine by me. Take care!

Sascha Rieger | EVO Developer

 

EvoWings_vs.jpg

What is EVO How to get Evo 2016 FS9 Evolution Forum

Here you go:

FS9%2B2016-08-16%2B21-44-52-33.jpg

 

FS9%2B2016-08-16%2B21-48-51-22.jpg

 

I was using ASE and the visibility dropped a bit, but more or less the same :)

 

 

Ok thank you!

 

So it seems that REX darker sky seems to be greatly darkened with ENB. Simply a matter of choosing a different lighter sky set if needed. An easy solution.

 

Care to share your sweetfx / ENB settings?

  • Author

My SweetFx settings are:

 

 

   /*-----------------------------------------------------------.
  /                       Description                           /
  '------------------------------------------------------------/

Game:
Author:
SweetFX version: 1.5.1
Description:

Please note when tweaking settings that higher numbers does not always equal better (nor does lower).
Finding the best settings for your game and your taste is about finding just the right amount to apply.

If you made a good setttings preset please share it with your friends, on forums and websites,
and/or submit it to the SweetFX Settings Database : http://sfx.thelazy.net/games/

This description field and the above Game and Author fields are here so you can fill in your own details for the presets you create.
Just delete this description and fill in your own and then share it with the world.

Hope you enjoy my mod.
 - CeeJay.dk

   /*-----------------------------------------------------------.
  /                      Choose effects                         /
  '-----------------------------------------------------------*/

// Set to 1 for ON or 0 for OFF
#define USE_SMAA_ANTIALIASING 1 //[0 or 1] SMAA Anti-aliasing : Smoothens jagged lines using the SMAA technique.
#define USE_FXAA_ANTIALIASING 1 //[0 or 1] FXAA Anti-aliasing : Smoothens jagged lines using the FXAA technique. WIP - Currently only works in DX9 and you need to use the FXAA injector dlls.
#define USE_EXPLOSION     0 //[0 or 1] Explosion : Scatters the pixels, making the image look fuzzy.
#define USE_CARTOON       0 //[0 or 1] Cartoon : "Toon"s the image. (Interferes with SMAA, CRT, Bloom, HDR and Lumasharpen)
#define USE_ADVANCED_CRT  0 //[0 or 1] Advanced CRT : Simulates an old CRT TV display. (Interferes with SMAA, Cartoon, Bloom, HDR and Lumasharpen, and it has a very high performance cost)
#define USE_BLOOM         0 //[0 or 1] Bloom : Makes bright lights bleed their light into their surroundings (relatively high performance cost)
#define USE_HDR   1 //[0 or 1] HDR : Not actual HDR - It just tries to mimic an HDR look (relatively high performance cost)
#define USE_LUMASHARPEN  1  //[0 or 1] LumaSharpen : Also sharpens the antialiased edges which makes them less smooth - I'm working on fixing that.
#define USE_LEVELS        1 //[0 or 1] Levels : Sets a new black and white point. This increases contrast but causes clipping. Use Curves instead if you want to avoid that.
#define USE_TECHNICOLOR   0 //[0 or 1] TECHNICOLOR : Attempts to mimic the look of an old movie using the Technicolor three-strip color process (Techicolor Process 4)
#define USE_DPX           0 //[0 or 1] Cineon DPX : Should make the image look like it's been converted to DXP Cineon - basically it's another movie-like look similar to technicolor.
#define USE_MONOCHROME    0 //[0 or 1] Monochrome : Monochrome makes the colors disappear.
#define USE_LIFTGAMMAGAIN 0 //[0 or 1] Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights
#define USE_TONEMAP       1 //[0 or 1] Tonemap : Adjust gamma, exposure, saturation, bleach and defog. (may cause clipping)
#define USE_VIBRANCE      0 //[0 or 1] Vibrance : Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
#define USE_CURVES        0  //[0 or 1] Curves : Contrast adjustments using S-curves.
#define USE_SEPIA         0 //[0 or 1] Sepia : Sepia tones the image.
#define USE_VIGNETTE      0 //[0 or 1] Vignette : Darkens the edges of the image to make it look more like it was shot with a camera lens. May cause banding artifacts.
#define USE_DITHER        1 //[0 or 1] Dither : Applies dithering to simulate more colors than your monitor can display. This lessens banding artifacts (mostly caused by Vignette)
#define USE_BORDER        0 //[0 or 1] Border : Makes the screenedge black as a workaround for the bright edge that forcing some AA modes sometimes causes.
#define USE_SPLITSCREEN   0 //[0 or 1] Splitscreen : Enables the before-and-after splitscreen comparison mode.

#define USE_CUSTOM        0 //[0 or 1] Custom : Write your own shader by editing custom.h, and then enable it here.

   /*-----------------------------------------------------------.
  /                  SMAA Anti-aliasing settings                /
  '-----------------------------------------------------------*/

#define SMAA_THRESHOLD 0.07 // [0.05 to 0.20] Edge detection threshold
#define SMAA_MAX_SEARCH_STEPS 98 // [0 to 98] Determines the radius SMAA will search for aliased edges
#define SMAA_MAX_SEARCH_STEPS_DIAG 16 // [0 to 16] Determines the radius SMAA will search for diagonal aliased edges
#define SMAA_CORNER_ROUNDING 100 // [0 to 100] Determines the percent of antialiasing to apply to corners.


// -- Advanced SMAA settings --
#define COLOR_EDGE_DETECTION 1 // [0 or 1] 1 Enables color edge detection (slower but slightly more acurate) - 0 uses luma edge detection (faster)
#define SMAA_DIRECTX9_LINEAR_BLEND 0 // [0 or 1] Using DX9 HARDWARE? (software version doesn't matter) if so this needs to be 1 - If not, leave it at 0.

   /*-----------------------------------------------------------.
  /                  FXAA Anti-aliasing settings                /
  '-----------------------------------------------------------*/
#define FXAA_QUALITY__PRESET          9  //[1 to 9] Choose the quality preset. 9 is the highest quality.
#define fxaa_Subpix               0.500  //[0.000 to 1.000] Choose the amount of sub-pixel aliasing removal.
#define fxaa_EdgeThreshold        0.250  //[0.000 to 1.000] Edge detection threshold. The minimum amount of local contrast required to apply algorithm.
#define fxaa_EdgeThresholdMin     0.060  //[0.000 to 1.000] Darkness threshold. Trims the algorithm from processing darks.

   /*-----------------------------------------------------------.
  /                     Explosion settings                      /
  '-----------------------------------------------------------*/
#define Explosion_Radius    2.5     //[0.2 to 100.0] Amount of effect you want.


   /*-----------------------------------------------------------.
  /                      Cartoon settings                       /
  '-----------------------------------------------------------*/
#define CartoonPower         1.5     //[0.1 to 10.0] Amount of effect you want.
#define CartoonEdgeSlope     1.5     //[0.1 to 8.0] Raise this to filter out fainter edges. You might need to increase the power to compensate. Whole numbers are faster.


   /*----------------------------------------------------------.
  /                    Advanced CRT settings                   /
  '----------------------------------------------------------*/
#define CRTAmount            1.00    //[0.00 to 1.00]  Amount of CRT effect you want

#define CRTResolution        2.0     //[1.0 to 8.0]    Input size coefficent (low values gives the "low-res retro look"). Default is 1.2
#define CRTgamma             2.2     //[0.0 to 4.0]    Gamma of simulated CRT (default 2.2)
#define CRTmonitorgamma      2.4     //[0.0 to 4.0]    Gamma of display monitor (typically 2.2 is correct)
#define CRTBrightness        1.2     //[1.0 to 3.0]    Used to boost brightness a little. Default is 1.0
#define CRTScanlineIntensity 2.0     //[2.0 to 4.0]    Scanlines intensity (use integer values preferably). Default is 2.0
#define CRTScanlineGaussian  1       //[0 or 1]        Use the "new nongaussian scanlines bloom effect". Default is on

#define CRTCurvature         1       //[[0 or 1]          "Barrel effect" enabled (1) or off (0)
#define CRTCurvatureRadius   2.0     //[0.0 to 2.0]       Curvature Radius (only effective when Curvature is enabled). Default is 1.5
#define CRTCornerSize        0.0100  //[0.0000 to 0.0020] Higher values, more rounded corner. Default is 0.001
#define CRTDistance          2.00    //[0.00 to 4.00]     Simulated distance from viewer to monitor. Default is 2.00
#define CRTAngleX            0.00    //[-0.20 to 0.20]    Tilt angle in radians (X coordinates)
#define CRTAngleY           -0.15   //[-0.20 to 0.20]    Tilt angle in radians (Y coordinates). (Value of -0.15 gives the 'arcade tilt' look)
#define CRTOverScan          1.00    //[1.00 to 1.10]     Overscan (e.g. 1.02 for 2% overscan). Default is 1.01
#define CRTOversample        0       //[0 or 1]           Enable 3x oversampling of the beam profile (warning : performance hit)

   /*-----------------------------------------------------------.
  /                       Bloom settings                        /
  '-----------------------------------------------------------*/
#define BloomThreshold 20.25 //[0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isn't.
#define BloomPower 0.660  // 0.850 // 1.016  //1.446   //[0.000 to 8.000] Strength of the bloom
#define BloomWidth 0.0142    //[0.0000 to 1.0000] Width of the bloom

   /*-----------------------------------------------------------.
  /                        HDR settings                         /
  '-----------------------------------------------------------*/
#define HDRPower 0.99 // 1.03 // 1.07  // 0.99 // 1.19 // 1.18 // 1.17  // 1.29 //1.22 //1.36 //1.75 //1.44  //1.1 //1.042 //1.03  //0.99 //1.15 [0.00 to 8.00] Strangely lowering this makes the image brighter
#define radius2  0.79 // 0.78 // 0.86 // 0.89 //0.87  //[0.00 to 8.00] Raising this seems to make the effect stronger and also brighter

   /*-----------------------------------------------------------.
  /                     LumaSharpen settings                    /
  '-----------------------------------------------------------*/
// -- Sharpening --
#define sharp_strength   0.26 // 0.32 // 0.27 // 0.22 // 0.14 // 0.17 // 0.22 // 0.29 // 0.36 // 0.28  // 0.35  //0.58  //0.62 //1.00 //0.66 //0.85 //1.15   //[0.10 to 3.00] Strength of the sharpening
#define sharp_clamp    0.38 // 0.34  //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035

// -- Advanced sharpening settings --
#define pattern      2   //[1|2|3|4] Choose a sample pattern. 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped.
#define offset_bias 2.8 //2.8  //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern.
                         //I designed the pattern for offset_bias 1.0, but feel free to experiment.

// -- Debug sharpening settings --
#define show_sharpen 0   //[0 or 1] Visualize the strength of the sharpen (multiplied by 4 to see it better)

   /*----------------------------------------------------------.
  /                       Levels settings                      /
  '----------------------------------------------------------*/

#define Levels_black_point 2.0   //[0 to 255] The black point is the new black - literally. Everything darker than this will become completely black. Default is 16.0
#define Levels_white_point 235   //[0 to 255] The new white point. Everything brighter than this becomes completely white. Default is 235.0

//Colors between the two points will stretched, which increases contrast, but details above and below the points are lost (this is called clipping).


   /*-----------------------------------------------------------.
  /                      TECHNICOLOR settings                   /
  '-----------------------------------------------------------*/
#define TechniAmount 0.4         //[0.00 to 1.00]
#define TechniPower  4.0         //[0.00 to 8.00]
#define redNegativeAmount   0.88 //[0.00 to 1.00]
#define greenNegativeAmount 0.88 //[0.00 to 1.00]
#define blueNegativeAmount  0.88 //[0.00 to 1.00]


   /*-----------------------------------------------------------.
  /                      Cineon DPX settings                    /
  '-----------------------------------------------------------*/
#define Red   8.0  //[1.0 to 15.0]
#define Green 8.0  //[1.0 to 15.0]
#define Blue  8.0  //[1.0 to 15.0]

#define ColorGamma    2.5  //[0.1 to 2.5] Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral.
#define DPXSaturation 3.0  //[0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral.

#define RedC   0.36  //[0.60 to 0.20]
#define GreenC 0.36  //[0.60 to 0.20]
#define BlueC  0.24  //[0.60 to 0.20]

#define Blend 0.2    //[0.00 to 1.00] How strong the effect should be.


   /*-----------------------------------------------------------.
  /                      Monochrome settings                    /
  '-----------------------------------------------------------*/
#define Monochrome_conversion_values float3(0.18,0.41,0.41) //[0.00 to 1.00] Percentage of RGB to include (should sum up to 1.00)


   /*-----------------------------------------------------------.
  /                      Lift Gamma Gain settings               /
  '-----------------------------------------------------------*/
#define RGB_Lift  float3(1.000, 1.000, 1.000)  //[0.000 to 2.000] Adjust shadows for Red, Green and Blue.
#define RGB_Gamma float3(1.000, 1.000, 1.000)  //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
#define RGB_Gain  float3(1.000, 1.000, 1.000)  //[0.000 to 2.000] Adjust highlights for Red, Green and Blue

//Note that a value of 1.000 is a neutral setting that leave the color unchanged.

   /*-----------------------------------------------------------.
  /                        Tonemap settings                     /
  '-----------------------------------------------------------*/
#define Gamma       1.100  //[0.000 to 2.000] Adjust midtones. 1.000 is neutral. This setting does exactly the same as the one in Lift Gamma Gain, only with less control.

#define Exposure    0.000  //[-1.000 to 1.000] Adjust exposure

#define Saturation  -0.300 // -0.320  //[-1.000 to 1.000] Adjust saturation

#define Bleach   -0.025 // -0.028 //  -0.011  //[0.000 to 1.000] Brightens the shadows and fades the colors

#define Defog      - 0.032    //[0.000 to 1.000] How much of the color tint to remove
#define FogColor float3(0.00, 0.00, 1.55) //[0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to remove - default is blue


   /*-----------------------------------------------------------.
  /                       Vibrance settings                     /
  '-----------------------------------------------------------*/
#define Vibrance    0.06 // -0.05 // -0.09 // -0.11 // -0.12 // -0.27  //[-1.00 to 1.00] Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
#define Vibrance_RGB_balance float3(1.00, 1.00, 1.25) //[-10.00 to 10.00,-10.00 to 10.00,-10.00 to 10.00] A per channel multiplier to the Vibrance strength so you can give more boost to certain colors over others


   /*-----------------------------------------------------------.
  /                        Curves settings                      /
  '-----------------------------------------------------------*/
#define Curves_mode        2 //[0|1|2] Choose what to apply contrast to. 0 = Luma, 1 = Chroma, 2 = both Luma and Chroma. Default is 0 (Luma)
#define Curves_contrast  0.17  //[-1.00 to 1.00] The amount of contrast you want

// -- Advanced curve settings --
#define Curves_formula     3  //[1|2|3|4|5|6|7|8|9|10] The contrast s-curve you want to use.
                             //1 = Sine, 2 = Abs split, 3 = Smoothstep, 4 = Exp formula, 5 = Simplified Catmull-Rom (0,0,1,1), 6 = Perlins Smootherstep
                             //7 = Abs add, 8 = Techicolor Cinestyle, 9 = Parabola, 10 = Half-circles.
                             //Note that Technicolor Cinestyle is practically identical to Sine, but runs slower. In fact I think the difference might only be due to rounding errors.
                             //I prefer 2 myself, but 3 is a nice alternative with a little more effect (but harsher on the highlight and shadows) and it's the fastest formula.

   /*-----------------------------------------------------------.
  /                         Sepia settings                      /
  '-----------------------------------------------------------*/
#define ColorTone float3(1.40, 1.10, 0.90) //[0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to tint the image
#define GreyPower  0.11                    //[0.00 to 1.00] How much desaturate the image before tinting it
#define SepiaPower 0.58                    //[0.00 to 1.00] How much to tint the image


   /*-----------------------------------------------------------.
  /                       Vignette settings                     /
  '-----------------------------------------------------------*/
#define VignetteType       1  //[1|2|3] 1 = Original, 2 = New, 3 = TV style
#define VignetteRatio   1.00  //[0.15 to 6.00]  Sets a width to height ratio. 1.00 (1/1) is perfectly round, while 1.60 (16/10) is 60 % wider than it's high.
#define VignetteRadius  1.00  //[-1.00 to 3.00] lower values = stronger radial effect from center
#define VignetteAmount -1.00  //[-2.00 to 1.00] Strength of black. -2.00 = Max Black, 1.00 = Max White.
#define VignetteSlope      8  //[2 to 16] How far away from the center the change should start to really grow strong (odd numbers cause a larger fps drop than even numbers)
#define VignetteCenter float2(0.500, 0.500)  //[0.000 to 1.000, 0.000 to 1.000] Center of effect for VignetteType 1. 2 and 3 do not obey this setting.


   /*-----------------------------------------------------------.
  /                        Dither settings                      /
  '-----------------------------------------------------------*/
#define dither_method      1  //[1 or 2] 1 = Ordered dithering (very good and very fast), 2 = Random dithering (different but slightly slower dithering)

//Note that the patterns used by Dither, makes an image harder to compress.
//This can make your screenshots and video recordings take up more space.


   /*-----------------------------------------------------------.
  /                        Border settings                      /
  '-----------------------------------------------------------*/
#define border_width float2(1,20)     //[0 to 2048, 0 to 2048] (X,Y)-width of the border. Measured in pixels.
#define border_color float3(0, 0, 0)  //[0 to 255, 0 to 255, 0 to 255] What color the border should be. In integer RGB colors, meaning 0,0,0 is black and 255,255,255 is full white.


   /*-----------------------------------------------------------.
  /                     Splitscreen settings                    /
  '-----------------------------------------------------------*/
#define splitscreen_mode   1  //[1|2|3|4|5|6]  1 = Vertical 50/50 split, 2 = Vertical 25/50/25 split, 3 = Vertical 50/50 angled split, 4 = Horizontal 50/50 split, 5 = Horizontal 25/50/25 split, 6 = Curvy vertical 50/50 split

   /*-----------------------------------------------------------.
  /                       Custom settings                       /
  '-----------------------------------------------------------*/
#define custom_strength  1.0 //[0.00 to 1.00] Adjust the strength of the effect
 

 

 

 

---------------------------------------------------------------------------------------------------------------------------------------------------

 

 

My Enb settings are:

 

[PROXY]
EnableProxyLibrary=1
InitProxyFunctions=1
ProxyLibrary=sweetfx_d3d9.dll

[GLOBAL]
UseEffect=1
AlternativeDepth=1
AllowAntialias=1
BugFixMode=0
SkipShaderOptimization=0
QuadVertexBuffer=0
EnableShaders_3_0=1
UseMRTRendering=0
AdditionalConfigFile=

[EFFECT]
EnableBloom=1
EnableOcclusion=0
EnableReflection=0
EnableMotionBlur=0
EnableWater=0
EnableShadow=0
DepthBias=0
EnableDepthOfField=0

[iNPUT]
KeyUseEffect=123
KeyBloom=120
KeyOcclusion=121
KeyReflection=122
KeyCombination=16
KeyScreenshot=-1
KeyShadow=119
KeyWater=118
KeyShowFPS=106

[REFLECTION]
ReflectionPower=100
ChromePower=100
UseCurrentFrameReflection=1
ReflectionQuality=1
ReflectionSourceSpecular=50
ReflectionSourceTFactor=50
UseAdditiveReflection=1
ReflectionDepthBias=0
UseLowResReflection=1
ReflectionSinglePass=1
UseEnvBump=1
EnvBumpAmount=100
EnvBumpOffset=100
ReflectionFlip=0

[bLOOM]
BloomPowerDay=6
BloomFadeTime=200
BloomConstantDay=2
BloomQuality=0
BloomScreenLevelDay=20
BloomCurveDay=5
BloomPowerNight=25
BloomConstantNight=1
BloomCurveNight=10
BloomScreenLevelNight=80
BloomAdaptationScreenLevel=90
BloomAdaptationMultiplier=50
BloomAllowOversaturation=0
BloomMaxLimit=80
[sSAO]
UseFilter=1
OcclusionQuality=2
FilterQuality=1
DarkeningLevel=0
BrighteningLevel=30
IlluminationLevel=30
AdditiveIlluminationLevel=30
UseAmbientOcclusion=1
UseIndirectLighting=1
FadeDistance=50
UseForAlphaTest=0
UseForAlphaBlend=0

[colorCORRECTION]
DarkeningAmountDay=0 // 17 //24 //23
ScreenLevelDay=0 // -3
ScreenLevelNight=0
DarkeningAmountNight=-70
GammaCurveDay=3
GammaCurveNight=7
ColorSaturationDay=-1.7
ColorSaturationNight=-2
UsePaletteTexture=1

[WATER]
UseWaterDeep=0
WaterDeepness=20
WaterQuality=0

[sHADOW]
ShadowFadeStart=40
ShadowFadeEnd=80
ShadowAmountDay=0
ShadowAmountNight=30
ShadowScreenLevelDay=100
ShadowScreenLevelNight=20
ShadowQuality=1
UseShadowFilter=0
FilterQuality=2
ShadowBlurRange=30

[ENGINE]
ForceAnisotropicFiltering=0
MaxAnisotropy=16
ForceDisplayRefreshRate=0
DisplayRefreshRateHz=60

[MOTIONBLUR]
MotionBlurQuality=1
MotionBlurVelocity=0
MotionBlurRotation=0

[PERPIXELLIGHTING]
SpecularColorMin=0
SpecularColorMax=100
SpecularColorMultiplier=100
SpecularGlossinessMin=0
SpecularGlossinessMax=100
SpecularGlossinessMultiplier=100

[DEPTHOFFIELD]
DOFQuality=2
DOFNumberOfPasses=1
DOFFocusRange=50
DOFBlurinessRange=10

--------------------------------------------------------------------------------------------------------------------

 

Hope this helps!

 

Sascha

Sascha Rieger | EVO Developer

 

EvoWings_vs.jpg

What is EVO How to get Evo 2016 FS9 Evolution Forum

Ok, just to clear this up a little, nothing is off topic here imo. It's all discussion to define to the masses how they can most accurately understand the look of EVO2015. It's clearly not understood as it has been questioned through this entire thread.

If developing anything where color, tone, contrast are important it is a MUST to provide an accurate and neutral representation. This is exactly what neumanix suggested. Anything you view anywhere uses the same standard. This way when Joe Smith with his overly dark monitor views something, it will still compare accurately against everything else he sees on his monitor. It will be uniform to all his other content and directly comparable even though on his monitor everything is too dark.

 

Regarding getting the most out of FS visually, we all do this but we do it with enhancements which we deem the most pleasing to ourselves visually on the monitors we are using. Sascha, you cannot suggest everyone 'should' be using one piece of software or another. It's not possible to know how an effect will look for someone else nor what their personal visual preferences are.
I personally look for a neutral representation of the world. Bloom, HDR (which is anything but actual HDR, just a false name to make an effect sound better) does not do anything for me in a flight sim. I prefer contrast to be neutral, you are clearly a high contrast guy and some people like things totally muted, everyone is different.

 

Edit: Sorry, don't think I fully clarified things. What people are questioning is how exactly will EVO2015 change the look of their sim. The screenshots demonstrate not how EVO 2015 will change the look of their default textures but how EVO2015 will look bundled with other 3rd party software. I personally still have a 'fair-ish' idea of what to expect because I understand what I am looking at. For most people it will be very confusing or they will leave with the expectation that once they load EVO2015 it will look as it does in the screenshots which it won't because the user likely won't be running the other 3rd party software. In the end, the confusion may very well stop people wanting to use EVO2015.

Finally, it's no slam here on EVO2015, I think it looks like a fantastic product but the screenshots needed clarification.

 

Mark Daniels

 

  • Author

Ok, just to clear this up a little, nothing is off topic here imo. It's all discussion to define to the masses how they can most accurately understand the look of EVO2015. It's clearly not understood as it has been questioned through this entire thread.

 

If developing anything where color, tone, contrast are important it is a MUST to provide an accurate and neutral representation. This is exactly what neumanix suggested. Anything you view anywhere uses the same standard. This way when Joe Smith with his overly dark monitor views something, it will still compare accurately against everything else he sees on his monitor. It will be uniform to all his other content and directly comparable even though on his monitor everything is too dark.

 

Regarding getting the most out of FS visually, we all do this but we do it with enhancements which we deem the most pleasing to ourselves visually on the monitors we are using. Sascha, you cannot suggest everyone 'should' be using one piece of software or another. It's not possible to know how an effect will look for someone else nor what their personal visual preferences are.

I personally look for a neutral representation of the world. Bloom, HDR (which is anything but actual HDR, just a false name to make an effect sound better) does not do anything for me in a flight sim. I prefer contrast to be neutral, you are clearly a high contrast guy and some people like things totally muted, everyone is different.

 

Edit: Sorry, don't think I fully clarified things. What people are questioning is how exactly will EVO2015 change the look of their sim. The screenshots demonstrate not how EVO 2015 will change the look of their default textures but how EVO2015 will look bundled with other 3rd party software. I personally still have a 'fair-ish' idea of what to expect because I understand what I am looking at. For most people it will be very confusing or they will leave with the expectation that once they load EVO2015 it will look as it does in the screenshots which it won't because the user likely won't be running the other 3rd party software. In the end, the confusion may very well stop people wanting to use EVO2015.

 

Finally, it's no slam here on EVO2015, I think it looks like a fantastic product but the screenshots needed clarification.

 

 

 

Hi Mark,

 

thank you for clarifying this! I appreciate you taking the time. I would like to oblige and provide some default setup images for Evo but I only have the one PC running the same FS9 setup for untold years (I think it must be going on 9 years!) and I don't want to mess with that installation.  And most people are able like you to translate from my screenshots to their own setup and what others post and so get a good idea what Evo is like.

 

Cheers,

Sascha

Sascha Rieger | EVO Developer

 

EvoWings_vs.jpg

What is EVO How to get Evo 2016 FS9 Evolution Forum

I also want to make it clear that I'm not trying to downplay your product in any way, Sascha.

Just needed to know if it would improve on my current FS9 look or not.

 

Cheers,

Peter

  • Author

I also want to make it clear that I'm not trying to downplay your product in any way, Sascha.

Just needed to know if it would improve on my current FS9 look or not.

 

Cheers,

Peter

Sure, I did not think that! Thank you!

 

Cheers,

Sascha

Sascha Rieger | EVO Developer

 

EvoWings_vs.jpg

What is EVO How to get Evo 2016 FS9 Evolution Forum

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