Getting ENBSERIES running on Thievery.
A while ago i posted some screenshots of thievery running on the d3d9 renderer and using enbseries for graphical enhancements. This is a hopefully not too boring/dry instruction on how to get it running on your thievery/unreal tournament.
Required Files
Basic Installation
At this point you will be running the game with the Direct3D9 Renderer and with the basic bump mapping and bloom effect. even at 1920x1080 this should not be performance intensive enough to cause any significant framerate drop.
If you start the game and immediately crash, make sure that any other Direct3D Injectors are disabled like D3DOverrider SweetFX RadeonPro or anything like that.
If you want to enable additional effects or change the parameters this needs to be tweaked in "enbseries.ini"
Give me MOAR
So yeah, bloom and bump is nice and all, but imo the real meat of the enbseries mod is the Ambient Occlusion and Indirect Lighting effects. This fills in "shadows" when objects are near each other for example a guard body on the ground and Indirect Lighting which allows the color from nearby objects to bounce and bleed onto adjacent objects giving the "soft lighting" effect.
These can be enabled in "enbseries.ini" under [EFFECT] with "EnableOcclusion=1"
and under [SSAO]:
Performance
The SSAO and SSIL effects, while being very nice are by far the most performance intensive effects. They are also HIGHLY dependant on screen resolution.
Some tips for increasing performance:





If indirect lighting is too much for your GPU, disable it, the ambient occlusion on its own should run fast enough to give at a partial effect.
If your framerate is too low, don't worry about trying running a lower resolution. The softness off the lighting effect somewhat offsets the decreased resolution. Even though native res is nice, the improved lighting environment imo is still an improved tradeoff for running at 1280x720.
In my own experience, i could run ALL effects at acceptable framerate (40-60) on a Radeon HD5770 at 1280x720, and can run at similar performance at 1920x1080 on an HD7850.
Bloom and Bump Mapping will run fine on pretty much any Shader Model 3.0 hardware, but for SSAO and SSIL you will need something with a bit more horsepower.
If anybody is interested in running this, and has any issues with installation, crashes or other issues, or just want help tweaking for performance i'll happily try to help.
A while ago i posted some screenshots of thievery running on the d3d9 renderer and using enbseries for graphical enhancements. This is a hopefully not too boring/dry instruction on how to get it running on your thievery/unreal tournament.
Required Files

Basic Installation

- Extract the D3D9 Renderer contents (d3d9drv.dll and d3d9drv.int) into your "UnrealTournament/System" folder
- Run the game and change your renderer to Direct3D9 either in the preferences menu, the launch menu or in thaux.ini by setting "GameRenderDevice=D3D9Drv.D3D9RenderDevice" under "[Engine.Engine]"
- Again, either in preferences or in thaux.ini under Direct3D9 Renderer ensure that "UseFragmentProgram=False" under "[D3D9Drv.D3D9RenderDevice]"
- Now close the game and extract the enbseries zip contents (d3d9.dll and enbseries.ini) into "UnrealTournament/System"
- Start the game. enbseries should now be loaded and running using the default settings, you can toggle the effect with shift+f12. By default only Bloom and Bump Mapping is enabled.
At this point you will be running the game with the Direct3D9 Renderer and with the basic bump mapping and bloom effect. even at 1920x1080 this should not be performance intensive enough to cause any significant framerate drop.
If you start the game and immediately crash, make sure that any other Direct3D Injectors are disabled like D3DOverrider SweetFX RadeonPro or anything like that.
If you want to enable additional effects or change the parameters this needs to be tweaked in "enbseries.ini"
Give me MOAR

So yeah, bloom and bump is nice and all, but imo the real meat of the enbseries mod is the Ambient Occlusion and Indirect Lighting effects. This fills in "shadows" when objects are near each other for example a guard body on the ground and Indirect Lighting which allows the color from nearby objects to bounce and bleed onto adjacent objects giving the "soft lighting" effect.
These can be enabled in "enbseries.ini" under [EFFECT] with "EnableOcclusion=1"
and under [SSAO]:
- "UseAmbientOcclusion=1" for SSAO
- "UseAmbientOcclusion=1" and "UseIndirectLighting=1" for SSIL.
Performance

The SSAO and SSIL effects, while being very nice are by far the most performance intensive effects. They are also HIGHLY dependant on screen resolution.
Some tips for increasing performance:
- Quality of the occlusion effect can be controlled directly with OcclusionQuality=0..2 with 0 being best, 2 being worst.
- Quality of the occlusion filter can be controlled with FilterQuality=0..2, both set to 0 produces the least grainy effect but is quite performance intensive, i'd recommend OcclusionQuality=1 or 2 and FilterQuality=0 or 1 depending on desired framerate.





If indirect lighting is too much for your GPU, disable it, the ambient occlusion on its own should run fast enough to give at a partial effect.
If your framerate is too low, don't worry about trying running a lower resolution. The softness off the lighting effect somewhat offsets the decreased resolution. Even though native res is nice, the improved lighting environment imo is still an improved tradeoff for running at 1280x720.
In my own experience, i could run ALL effects at acceptable framerate (40-60) on a Radeon HD5770 at 1280x720, and can run at similar performance at 1920x1080 on an HD7850.
Bloom and Bump Mapping will run fine on pretty much any Shader Model 3.0 hardware, but for SSAO and SSIL you will need something with a bit more horsepower.
If anybody is interested in running this, and has any issues with installation, crashes or other issues, or just want help tweaking for performance i'll happily try to help.
Comment