Instructions on how to configure the ENB Series
This instruction is for those who want to customize ENB under my PC (GTA SA).Open the Notepad file enbseries.ini, which is in the root folder with the game.
[PROXY]
EnableProxyLibrary=(0,1) use of loading external library mod when you start the game. Helps solve the problem of multiple d3d9.dll files.
InitProxyFunctions=(0,1) when loading external library to connect to its functionality.
ProxyLibrary=(filename) file name of a third party library.
[GLOBAL]
UseEffect=(0,1) activates mod when you start the game instead of switching keys. Depending on the game interface elements or videos can be visually damaged, but in some cases you may need.
AlternativeDepth=(0,1) allows to increase the speed of some effects, but not all video cards support this feature if the objects are visible to wide lines, deactivate this mode.
AllowAntialias=(0,1) allows to use for rendering of effects settings antialiasing games (antialiasing, multisampling, fsaa, anti-aliasing, in other words).
BugFixMode=(0..5) each value is intended to crawl incompatibilities and errors. Values from 0 to 5 it formats HDR textures used in the effects that affects the speed and quality. For drivers forceware 169.xxx and 171.xx we do not recommend setting option 1 due to a critical error on work with R32F textures. Values: 0 (R32G32F)-quality and average speed, 1 (R32F)-quality and high speed, 2 (A32R32G32B32F)-quality and low-speed, 3 (R16F)-low quality and the highest speed, 4 (R16G16F)-low quality and high speed, 5 (A16R16G16B16F)-low quality, and average speed.
SkipShaderOptimization=(0,1) disables optimization when compiling Shader that in some cases helps to avoid mistakes and artifacts.
[EFFECT]
EnableBloom=(0,1) inclusion bloom effect (blur the bright areas).
EnableOcclusion=(0,1) inclusion of screen space ambient occlusion (mutual shading similar objects).
EnableReflection=(0,1) reflection of transport.
EnableMotionblur=(0,1) blur of movement. Temporarily disabled.
EnableWater=(0,1) effects on the water.
EnableShadow=(0,1) shadow effects.
DepthBias=(0..1000) to render the scene depth shift geometry of the original in the direction of the camera, for certain video cards and drivers. If occlusion disappear likely to 100 will be enough.
[INPUT]
KeyUseEffect=(1..255) number of the key activates mod (in decimal).
KeyBloom=(1..255) number of the key-activation bloom (in decimal).
KeyOcclusion=(1..255) number of the key triggers the ssao (in decimal).
KeyReflection=(1..255) number of the key-activation of reflection (in decimal).
KeyCombination=(1..255) number of additional key combination for when you
(default SHIFT).
KeyShadow=(1..255) number of the key triggers the shadows (decimal).
KeyWater=(1..255) number of the key that activates the water effects (decimal).
[REFLECTION]
ReflectionPower=(0..100) level of reflection of hire.
ChromePower=(0..100) level of reflection of steel parts for vehicles. Temporarily disabled.
UseCurrentFrameReflection=(0,1) the use of the image on the screen from the current frame as a reflection, a value of 0 is used for the previous frame.
ReflectionQuality=(0..2) the quality of reflection, 0 is the maximum quality and the lowest speed.
ReflectionSourceSpecular=(0..100) percentage of use for reflections color specular material hire. Some parts may be reflecting.
ReflectionSourceTFactor=(0..100) percentage of use for reflection texture factor parameter, controlls level of reflections in the game. Some details on incorrectly modelled machines may be reflective and Vice versa.
UseAdditiveReflection=(0,1) reflection arithmetically be added to the color of the cars on the screen. Otherwise more soft blending.
ReflectionDepthBias=(0..1000) shift geometry reflection of the original machine in the direction of the camera, for certain video cards and drivers. If reflection flickers or disappears likely to 100 will be enough.
UseLowResReflection=(0,1) as a reflection of the texture will be used to the reduced size of the blur, this allows for a matte reflection.
[BLOOM]
BloomPowerDay=(0..100) power Bluma in the daytime, dependent on the brightness of the screen.
BloomFadeTime=(0..100000) adaptation of Bluma to change the brightness of the display milliseconds.
BloomConstantDay=(0..100) power Bluma in the daytime, independent from time to time between the change of brightness and adaptation to Blom.
BloomQuality=(0..2) the quality of Bluma, 0 is the maximum quality.
BloomScreenLevelDay=(0..100) average brightness of the display in percentage, perceived as daytime.
BloomCurveDay=(-10..10) gamma correction for Bluma day. Negative values increase the brightness of the midtones (foggy image), positive reduce (rich, intensive image).
BloomPowerNight=(0..100) power bloom at night, that is dependent on the brightness of the screen.
BloomConstantNight=(0..100) power bloom at night, independent from time to time between the change of brightness and adaptation to Blom.
BloomCurveNight=(-10..10) gamma correction to bloom at night. Negative values increase the brightness of the midtones (foggy image), positive reduce (rich, intensive image).
BloomScreenLevelNight=(0..100) average brightness of the display in percentage, perceived as night.
BloomAdaptationScreenLevel=(0..100) average brightness of the display in percentage, over which bloom is deactivated. It is desirable that this option was more than BloomScreenLevelDay.
BloomAdaptationMultiplier=(0..100) percent daily brightness Bluma, which will be used when exceeding the screen brightness values BloomAdaptationScreenLevel. A value of 100 adaptation to Blom is disabled.
BloomAllowOversaturation=(0,1) if set to 0, bloom gently superimposed on the image without excessive glut in bright places, a value of 1 highlights oversaturated and become uninformative.
[SSAO]
UseFilter=(0,1) enabling filtering ambient occlusion for reduction in visibility small noise,
the produced effect.
OcclusionQuality=(0..2) the quality of ssao, 0 means the maximum quality and low productivity. In the current version option is disabled and uses the lowest quality.
FilterQuality=(0..2) the quality of filtering noise produced by the algorithm,ambient occlusion,
0 means the maximum quality and low productivity.
DarkeningLevel=(0..100) level shading cracks from ambient occlusion
BrighteningLevel=(0..100) lightness level ribs from the ambient occlusion
IlluminationLevel=(0..100) level of coverage indirect lightning
AdditiveIlluminationLevel=(0..100) the level of illumination in the dark areas of indirect lightning
UseAmbientOcclusion=(0,1) calculate whether mutual shading objects (currently not used).
UseIndirectLightning=(0,1) to calculate the unaimed lighting (affects performance).
[COLORCORRECTION]
DarkeningAmountDay=(-100..100) level shading or lighten dark areas of the screen in the afternoon. Negative values lighten, positive obscure.
ScreenLevelDay=(0..100) average brightness of the display in percentage, perceived as daytime.
ScreenLevelNight=(0..100) average brightness of the display in percentage, perceived as night.
DarkeningAmountNight=(-100..100) level shading or lighten dark areas of the screen at night. Negative values lighten, positive obscure. It is recommended that positive value, for a more natural appearance of the night.
GammaCurveDay=(-10..10) gamma correction day. Negative values increase the brightness of the midtones (pale image), positive reduce (rich, intensive image).
GammaCurveNight=(-10..10) gamma correction at night. Negative values increase the brightness of the midtones (pale image), positive reduce (rich, intensive image).
[PLUGIN]
WeatherMod=(0,1) activates the correction of colours in the prescribed fashion Weather Mod, which was selected by the author. Temporarily disabled.
[WATER]
UseWaterDeep=(0,1) use a smooth transition between different water depths, passing in color.
WaterDeepness=(0..1000) factor of translucency of water at different depths.
WaterQuality=(0..2) water quality, 0 - maximum quality.
[SHADOW]
ShadowFadeStart=(0..1000) the distance from which the shadow starts to fade.
ShadowFadeEnd=(0..1000) the distance at which the shadow is disabled completely.
ShadowAmountDay=(0..100) percentage of brightness shadow in the daytime.
ShadowAmountNight=(0..100) percentage of brightness shadows in the night.
ShadowScreenLevelDay=(0..100) average brightness of the display in percentage, perceived as daytime.
ShadowScreenLevelNight=(0..100) average brightness of the display in percentage, perceived as night.
ShadowQuality=(0..2) the quality of the shadows. 0 - maximum quality.
UseShadowFilter=(0,1) the use of filtering shadows
FilterQuality=(0..2) the quality of filtering shadows. 0 - maximum quality.
[ENGINE]
ForceAnisotropicFiltering=(0,1) forced anisotropic filtering all textures in the game.
MaxAnisotropy=(1..16) maximum degree of anisotropy, higher than the value, the sharper textures.
ForceDisplayRefreshRate=(0,1) use forced refresh rate of the monitor.
DisplayRefreshRateHz=(60..240) frequency scan monitor. Note improper use of this option may cause damage to the monitor or other display device!
[MOTIonblur]
MotionblurQuality=(0..2) the quality of sampling, 0-maximum quality
MotionblurVelocity=(0..100) factor of the length of the vector forward
MotionblurRotation=(0..100) factor of the movement toward and spread, it is recommended to the same value as the MotionblurVelocity
Author Instructions: Knuckles