October 31, 2010 - New 'Ultimate' edition out now! You won't believe your eyes. Check out the new video and comparison screenshots in the image gallery!
Also, coming Soon: Half-Life 2: Custom ENBseries Shader Package! An ENBseries adaptation for the Half-Life 2: Episode 2 engine (AppId 420). Adds enhanced bloom, SSAO, Depth of Field, color correction and more. Also, works with mods that run on the Episode 2-engine!
Click thumbnails for larger view
Stay tuned, and in the meanwhile, check out the enhanced shader package for Half-Life:
Source and Half-Life Deathmatch: Source here at ModDB: Moddb.com
ENB? I've heard about if for the SAGE Engine but for the Source engine? Now that's just crazy talk !
*Ahem*
It was mainly made for some older shooters, like Serious Sam, GTA, HL2, and Deus Ex.
Au contraire, I kid you not! Some of the effects available through ENBseries are only now being introduced into current-gen games, like SSAO and Depth of Field. Even the latest Source engine doesn't have native support for these effects... maybe Portal 2 will have SSAO? The only other way I know currently enable SSAO for a Source engine game is at the driver level (i.e. using nVidia Control Panel, nHancer, Catalyst), and this is pretty hit or miss...
I have already released an adaptation for Half-Life: Source, and for me it makes this admittedly old-school shooter much easier on they eyes.
Take the HL:2 adaptation for a test drive when it's released, let me know what you think.
there are SSAO textures for source.
hence the antlion caves in ep2
Well, there are dynamic shadows in the EP.2 engine, but I don't see any actual SSAO throughout the scenes (i.e. there is no darkening based on object-proximity).
The SSAO in this mod adds this effect, creating dynamic soft-shadows throughout the scene, makeing all objects feel more volumetric.
ohou! looks cool ^^
Awesome news!
This is beautiful.
Very nice job, most of it is beautiful, I know implementing new shaders, getting them to be cross compliant with different cards is a pain in the a$$, so thanks for the hard work. One complaint if I may, it looks like you've implemented Dynamic DOF. Why? We know freeman wears glasses so his vision isn't blurry. It's a first person shooter, not, lets look through a simulated camera shot, or worse, literally through the eyes of someone else on a monitor... a foot away, game. Better immersion doesn't work like that, not well anyway... IMHO. DOF is supposed to be used in cut-scenes or on special story telling events wherein the artist has full control over what they specifically want you to look, feel like, at/pay attention to, it's not something to be applied permanently, save for very very lightly (your's is pretty harsh it seems). While we *do* experience DOF in our own eye sight we are seldom *ever consciously aware of it*. This forces you to be aware of, as most monitors sets altogether within the player natural fov (not in their peripheral fov), it all the time, like the overuse of heavy motion blur in games, you go from 'oh neat-o' to 'god damn it, not more of this ****' because it's improperly used.
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