I have a broken right hand so all this time of fiddling around with the configs made me hungry. Hungry for shaders. Hungry for people to try my shaders.
So here they are. However I haven't been able to play ED that much because of the broken hand so I can't provide screenshots. SO I'm relying on word of mouth and hopefully whoever tests this out can give me feed back.
Edit: Screw it here are the screenshots
http://imgur.com/a/MUJkQ You can tell which image is which via the brightness of the star, the brighter one is obviously shader on and the other ones are obviously shader off.
You can literally unzip it, direct it to your ED Client in the FDEV folder, and provided you have DX up to date and Visual Studios 2013 x86 and X64 (VCRedist or what ever). It should work, and that's how it worked for me anyways.
These configs should work, they are in the ANSI format. And are currently still working.
You can turn off ingame bloom, AA, and you might have to adjust your gamma a little bit lower to adjust for the brightness of the stars. Their not as bright as EDFX, they still retain their vivid colors, and even feature a little bit of heathaze effect going on when you approach one. Which is awesome as well. Personally this will make your game look more lively.
https://drive.google.com/file/d/0B1pI_iQD7D4icXZqczRuTVptT00/view?usp=sharing
ALSO: This shouldn't give performance loss other than maybe a few frames, especially when up against a giant star, but nothing major I lost about 1-3 frames at the most, but my frames were 60+ and that remained a stable 60 once I put the FPS limiter on, because my monitor only supports 60 FPS atm anyways. If you feel that you want a better motion blur, GEMFX has 3 options you can test to your liking, MCFX has Depth of Field.
So here they are. However I haven't been able to play ED that much because of the broken hand so I can't provide screenshots. SO I'm relying on word of mouth and hopefully whoever tests this out can give me feed back.
Edit: Screw it here are the screenshots
You can literally unzip it, direct it to your ED Client in the FDEV folder, and provided you have DX up to date and Visual Studios 2013 x86 and X64 (VCRedist or what ever). It should work, and that's how it worked for me anyways.
These configs should work, they are in the ANSI format. And are currently still working.
You can turn off ingame bloom, AA, and you might have to adjust your gamma a little bit lower to adjust for the brightness of the stars. Their not as bright as EDFX, they still retain their vivid colors, and even feature a little bit of heathaze effect going on when you approach one. Which is awesome as well. Personally this will make your game look more lively.
https://drive.google.com/file/d/0B1pI_iQD7D4icXZqczRuTVptT00/view?usp=sharing
ALSO: This shouldn't give performance loss other than maybe a few frames, especially when up against a giant star, but nothing major I lost about 1-3 frames at the most, but my frames were 60+ and that remained a stable 60 once I put the FPS limiter on, because my monitor only supports 60 FPS atm anyways. If you feel that you want a better motion blur, GEMFX has 3 options you can test to your liking, MCFX has Depth of Field.
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