Guide:ENBseries INI/Ssao Ssil
This enables or disables supersampling on the effects created by SSAO and SSIL. It's twice as slow vs without it; however, can be up to four times better quality.
This setting will turn on Indirect Lighting which will offset the amount of AO applied to the scene. It will counter the effects of AOamount below that can darken shadows to much.
This parameter will enable a more sophisticated equation used to calculate indirect lighting and as a result should be slightly more accurate. In practice, performance is better with this disable without a noticeable difference in accuracy.
This setting enables more detailed AO, and will place AO better into the scene. This is less of a performance hit than ComplexIL.
This setting will enable an extension of Indirect Lighting, so that Indirect Lighting can be added to new places in the scene.
Modifying this parameter will adjust the quality of SSAO. -1 is the extreme quality and 2 is the lowest. Using a value of 2 can cause issues with AO and Indirect Lighting with a loss of definition. Using a value of -1 is very performance heavy.
SamplingQuality=(-1, 1, 0, 2)
This parameter is similar to the above in terms of quality. -1 is the extreme quality and 2 is the lowest. Recommended setting is either 0 or 1. This is the main control for the SSAO/SSIL effect and should be changed last. It's impact on performance is dependent upon other settings such as supersampling and SizeScale. (Reference)
SamplingPrecision=(-1, 1, 0, 2)
This parameter will expand the radius of the SSAO/SSIL effect which determines how far away objects must be before they are affected by the effect. Lower values on cause shadows on objects in close proximity. Higher value can effect entire walls and building; however, higher values can also cause an aura that is noticeable in lit places like dungeons and caves. Most authors recommended to be set lower than 1.0 to avoid undesirable effects.
This parameter specifies how close to the camera the SSAO_SSIL effects are rendering while fog is present, since seeing the effect through fog is difficult. Increasing the value will remove the effects closer to the camera while lowering the value will render the effect farther into the fog.
This parameter determines the size the SSAO shadow map is rendered relative to screen resolution. Lower values will render the effect faster, while higher values will result in better quality. A value above 1.0 will render for sizes bigger than screen resolution, and it's important to note that the number is not linear. Any change is measured exponentially, so 1.1 is twice as slow in performance than 1.0.
This parameter determines the resolution of the texture that is used to render the SSAO shadow map. Using 0.5 to 1.0 is better for lower resolutions. There is no cache for texture reads, so this setting should not be set above 1.0.
This parameter reduces noise in AO, even at low quality settings. (Reference)
This setting reduces the noise generated by SSAO, and can bet set to -1, 0, 1, and 2. -1 is the higher quality and 2 is the highest performance. If supersampling is enabled, Boris recommends setting this parameter to 2 or 3; else, performance is just wasted. (Reference)
FilterQuality=(-1, 0, 1, 2)
This setting determines which type of filter is used for the SSAO effect. There are five types with 0 being the highest quality and 4 being from older versions of ENB's SSAO.
FilterType=(0, 1, 2, 3, 4)
This parameter determines how much darkening will take place between a shadow and its source.
This parameter will increase the amount of Indirect Lighting around shadows and as a result will lighten shadows; counteracting the
This parameter determines the intensity of the AO in a scene. If using a high value for AOAmount, this can be set lower to avoid having overly dark spots in the scene.
This parameter changes the ssao type being used. Type 0 is correct ambient occlusion computation, but noisy. Type 1 is less noisy and less intense at the same time similar to older versions of the effect. Type 2 is the newest and best quality. It has less noise like type 1, but with quality that is closer to type 0. (Reference 1) (Reference 2)
AOType=(0, 1, 2)
This parameter changes the indirect lighting type to be used which will toggle between simplified and less noisy method vs proper but noisy method. The value of 0 is for the old simplified and less noisy code. The value of 1 is for the newer code which is more performance heavy but more accurate. (Reference)
ILType=(0, 1, 2)
This parameter affects the ambient color of a scene, much like SkyLighting effect. 0 uses the the color factor to decrease effect on bright surfaces, like snow. That is only difference between 0 and 1. 2 and 3 do modulation but produces less realistic effect. 2 uses the color factor to decrease effect on bright surfaces. That is the only difference between 2 and 3. 2 through 7 are mostly like the AO in other games or Nvidia AO and become less apparent while in use going from 2 to 7. (Reference)
When enabled, this parameter will reduce flickering noise while moving. This flickering is less noticeable if Filter Quality is set higher than low and SizeScale is closer to 1.0. (Reference)