; ENBseries by Boris Vorontsov. Check enbdev.com for updates.
[PROXY]
ProxyLibrary=Other_d3d9.dll
; Filename of the second DLL (i.e. proxy library) to load.
InitProxyFunctions=true
; Whether it's initialized.
EnableProxyLibrary=true
; Whether or not the second DLL is actually used.
[GLOBAL]
UseEffect=true
; Whether or not the effect is active or not.
; As using Shift+F12 in-game only lasts for a short time, using this might be helpful.
AdditionalConfigFile=userconfig.ini
; Filename for a second configuration file.
[EFFECT]
UseOriginalPostProcessing=false
; Whether or not the original post processing is applied.
; If you do enable this, you'll need to change your settings to accomodate it.
EnableBloom=true
; Enables bloom. Some love it, some hate it, but here you can set it up however you want.
EnableAdaptation=true
; Enables ENBseries's eye adaptation - brightens dark places and darkens bright places.
EnableAmbientOcclusion=true
; Whether or not ambient occlusion and indirect lighting are enabled.
; A gigantic FPS hit for a big change in visuals. Adds realism, but 'your mileage may vary'.
EnableDepthOfField=false
; Enables the "enbeffectprepass.fx" file's effect - by default, a depth of field effect.
[ENGINE]
ForceAnisotropicFiltering=true
; Forces anisotropic filtering. May filter things the game doesn't.
MaxAnisotropy=16
; Maximum amount of additional anisotropy.
SkipShaderOptimization=false
; Whether or not external shaders are optimised. Could be helpful for finding bugs.
[INPUT]
KeyReadConfig=8
; Reloads configuration. Default is 8 (backspace)
KeyCombination=16
; Combination key - hold it when pressing the use effect key. Default is 16 (Shift)
KeyUseEffect=123
; Use effect key. Toggles the effects on and off. Default is 123 (F12)
KeyFPSLimit=36
; Key to turn on the FPS limit. Default is 36 (home).
KeyShowFPS=106
; Turns on a display of the current FPS (frames-per-second) rate. Default is 106 (Num /)
KeyScreenshot=45
; Takes a screenshot. Default is 45 (insert)
[FIX]
ForceSingleCoreCPU=false
; Forces the game to only use a single CPU core. Could help with CPUs with fewer than 4 cores.
IgnoreThreadManagement=true
IgnoreThreadPriority=true
; Could help with performance and/or stability.
AntiBSOD=true
; Helps prevent Blue Screens Of Death.
[MULTIHEAD]
ForceVideoAdapterIndex=false
VideoAdapterIndex=0
; These are for use in multiple-monitor configurations.
[LIMITER]
WaitBusyRenderer=false
; Could help with performance and/or bugs.
EnableFPSLimit=false
FPSLimit=60.0
; Enables an FPS limit. Some people prefer a stable low framerate to a jumpy high one.
[COLORCORRECTION]
UsePaletteTexture=true
; Enables the use of a palette texture, enbpalette.bmp, for colour/light toning.
; For example palette textures, check the ENBseries website.
[SHADOW]
ShadowObjectsFix=true
; A fix for shadow quality. Makes shadows look better. Could lead to an FPS loss or gain.
[BLOOM]
Quality=1
; Adjusts the bloom's quality - the size of the source image.
; Higher numbers are lower quality.
AmountDay=0.3
AmountNight=0.6
; How much bloom is applied to the image.
; Setting it to 1 is a great way of checking what the bloom's doing. Anything above that is probably overkill.
BlueShiftAmountDay=256.0
BlueShiftAmountNight=256.0
; Blue shift - makes dark areas bluer. Simulates the human eye. Higher is bluer.
[CAMERAFX]
LenzReflectionIntensityDay=1.0
LenzReflectionIntensityNight=0.6
; How strong the reflection is.
LenzReflectionPowerDay=2.0
LenzReflectionPowerNight=2.0
; Threshold for what the reflection is.
[SSAO_SSIL]
UseIndirectLighting=true
; Whether indirect lighting is enabled. Big FPS hit, but a big visual improvement too.
SamplingQuality=0
; Quality of the AO/IL sampling.
SamplingRange=0.6
; Sampling range. Determines how much of an area the AO/IL covers.
FadeFogRangeDay=7.0
FadeFogRangeNight=4.0
; Affects the distance as which the SSAO fades. Higher is longer, but doesn't have that much of an effect.
SizeScale=0.6
SourceTexturesScale=0.6
; These affect the scale of various things, but don't seem to have much of an effect when changed in-game.
FilterQuality=2
; Quality for the SSAO's filtering.
AOAmount=2.2
ILAmount=3.0
; How much ambient occlusion/indirect lighting is applied. It's really a matter of personal preference.
[NIGHTDAY]
DetectorDefaultDay=false
; Makes the night/day detection just assume it's daytime. Could be useful for testing.
DetectorLevelDay=0.65
DetectorLevelNight=0.12
DetectorLevelCurve=0.8
[ADAPTATION]
ForceMinMaxValues=false
AdaptationSensitivity=0.2
; How sensitive the adaptation is.
AdaptationTime=0.4
; How long it takes for the screen to adapt to a light change. Higher is slower.
AdaptationMin=0.1
AdaptationMax=100.0
[ENVIRONMENT]
; Intensity increases the power of the light. (i.e. makes it brighter)
; Curve determines the light's gamma curve. Play around with it to get a better idea.
; Desaturation desaturates the light. 1 is maximum, and 0 is minimum.
; These affect the light from the sun/moon.
DirectLightingIntensityDay=4.5
DirectLightingIntensityNight=1.2
DirectLightingCurveDay=1.5
DirectLightingCurveNight=1.8
DirectLightingDesaturationDay=0.0
DirectLightingDesaturationNight=0.7
; These affect the ambient light in the game.
AmbientLightingIntensityDay=2.4
AmbientLightingIntensityNight=2.4
AmbientLightingCurveDay=1.0
AmbientLightingCurveNight=1.8
AmbientLightingDesaturationDay=0.1
AmbientLightingDesaturationNight=0.7
; These affect point lights - fires, lanterns, torches...
; Note that these usually aren't placed at the actual light source, to better illuminate the area.
PointLightingIntensityDay=1.35
PointLightingIntensityNight=1.6
PointLightingCurveDay=1.45
PointLightingCurveNight=1.45
PointLightingDesaturationDay=0.0
PointLightingDesaturationNight=0.09
; These affect specular highlights. Higher is shinier, but with less overall highlights.
SpecularAmountMultiplierDay=1.0
SpecularAmountMultiplierNight=1.0
SpecularPowerMultiplierDay=1.0
SpecularPowerMultiplierNight=1.0
SpecularFromLightDay=0.03
SpecularFromLightNight=0.04
; These affect fog. Works slightly differently to normal lights.
; It's hard to get these to look good consistantly, so it's probably better to
; modify the fog values in the game with the Creation Kit or a similar editor.
FogColorMultiplierDay=1
FogColorMultiplierNight=0.5
FogColorCurveDay=1
FogColorCurveNight=1.2
; Affects how powerful colours are, and generally darkens things as you raise it higher.
; 1 is very light, 2 is relatively dark, and anything above that will start to break foilage.
ColorPowDay=1.20
ColorPowNight=1.25
[SKY]
Enable=true
; These affect the stars in the night/dusk sky.
StarsIntensity=1.0
StarsCurve=0.75
; These affect the "aurora" that displays at night (and in certain areas).
AuroraBorealisIntensity=0.56
AuroraBorealisCurve=0.75
; These affect the clouds.
CloudsIntensityDay=2.0
CloudsIntensityNight=0.5
CloudsCurveDay=2.0
CloudsCurveNight=2.0
CloudsDesaturationDay=0.0
CloudsDesaturationNight=0.0
; These affect the sky's colour gradient. (i.e. the horizon)
GradientIntensity=1.0
GradientDesaturation=0.1
GradientTopIntensityDay=2.5
GradientTopIntensityNight=0.6
GradientTopCurveDay=1.15
GradientTopCurveNight=1.3
GradientMiddleIntensityDay=2.0
GradientMiddleIntensityNight=0.05
GradientMiddleCurveDay=1.0
GradientMiddleCurveNight=1.25
GradientHorizonIntensityDay=1.25
GradientHorizonIntensityNight=1.1
GradientHorizonCurveDay=1.05
GradientHorizonCurveNight=1.15
; These affect the sun's sprite, but not the sun flare.
SunIntensity=5.0
SunDesaturation=0.0
; These, however, affect the sun flare.
SunCoronaIntensity=11.0
SunCoronaCurve=1.0
SunCoronaDesaturation=0.1
; These affect the moons.
MoonIntensity=1.0
MoonCurve=1.4
MoonDesaturation=0.6
[OBJECT]
; These affect the subsurface scattering on skin.
SubSurfaceScatteringMultiplierDay=0.4
SubSurfaceScatteringMultiplierNight=0.5
SubSurfaceScatteringPowerDay=1.0
SubSurfaceScatteringPowerNight=1.4
[LIGHTSPRITE]
; These affect the intensity of fires and candle light "halos".
IntensityDay=1.0
IntensityNight=1.0
CurveDay=1.5
CurveNight=1.5
[WINDOWLIGHT]
; These affects window lights - noticeable at night.
Intensity=9.0
Curve=1.0
[VOLUMETRICFOG]
; These affects the volumetric fog present in certain areas - generally dungeons.
; It's important to change these with ColorPow - otherwise, mountain clouds will look weird.
IntensityDay=3
IntensityNight=1.0
CurveDay=1
CurveNight=2.0
[FIRE]
; These affects flames.
IntensityDay=3.0
IntensityNight=7.0
; Intensity adjusts the saturation of fires.
CurveDay=2.0
CurveNight=2.0
; Curve adjusts the gamma curve.
[DEPTHOFFIELD]
FadeTime=0.4
; Refocusing time for the depth-of-field effect.