Esenthel
Administrator
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September 2021
Updated Esenthel Source:
-added Tone Mapping support - Editor \ Video Options \ Advanced, and D.toneMap* functions
-added new Material Detail All LODs parameter allowing to enable Detail textures usage for all Mesh LODs
Fixes:
-fixed potential black artifacts when using cubic upsampling together with sharpening
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09-08-2021 06:37 PM |
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Esenthel
Administrator
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RE: September 2021
Updated Esenthel Source:
-increased performance of tone mapping
-slightly tweaked default tone mapper
-tone mapper settings are now saved in the Editor
-fixed TAA flickering on pixels touching sky since last few releases
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09-09-2021 01:35 PM |
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Esenthel
Administrator
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RE: September 2021
Updated Esenthel Source:
-fixed DirectX Device lost errors on GeForce 1150+ with Relief bump mapping
-fixed black quads happening during rendering with MSAA, High Precision Render Targets and DoF on GeForce 1150+
-fixed jumping leaf bending shader on GeForce 1150+
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09-17-2021 05:33 PM |
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Esenthel
Administrator
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RE: September 2021
Updated Esenthel Source:
-added new members D.hdr, D.colorPrecision, D.screenMaxLum
-improved Temporal/Motion shaders loading time on GeForce 1150+
-added HDR option in Editor \ Video Options \ Advanced
-added few extra safety checks for NaN causing black quads on GeForce 1150+
Name Changes:
D.monitorPrecision -> D.outputPrecision
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09-18-2021 06:40 PM |
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Esenthel
Administrator
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RE: September 2021
Released Esenthel for Windows:
-added a workaround for AMD Fidelity FX (EASU and Sharpen) not working on GeForce 1150+
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09-19-2021 05:11 PM |
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Esenthel
Administrator
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RE: September 2021
Updated Esenthel Source:
-default/Esenthel tonemapper now automatically sets max display luminance parameter
-HDR should now work by default on supported GPUs/displays on Windows, just turn on with: D.outputPrecision(IMAGE_PRECISION_16).litColRTPrecision(IMAGE_PRECISION_16).highPrecLumRT(true);
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09-21-2021 06:26 PM |
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