A beta version of the ENB for "GTA San Andreas" seems to work for all incarnations of SWG - can be found here:
I included my ENB and edited .ini as an attachment.
It's a shame though - I turned on shadows, and it made all the shadows so smooth and pretty (like they should be)....on 1/4 of my screen. So whatever's going on there - it appears, it's possible to get the shadows looking good, if there was an ENB written specifically for the SWG client. If anyone bothers to take that on - please let me know.
Ok so how do I get this ENB to work properly? As far as the ProxyLibrary=?
I have used ENB before with skyrim and a few other games right now I am trying to build one on my own for SWG, but I have been having issues. Also I have been working on texture re-builds, but that is in the early stages right now. Mostly I want to get an ENB working and then go from there in hopes of making the game look visually more appealing.
If you use the version and configuration RagnarokStrike posted here then it should be a simple plug and play and after that you can go ahead and make your own changes. You can get the shadows to look fairly good yes but because the enb isn't designed for SWG there is always big drawbacks.
You can make shadows better but they end up even more buggy than they are in SWG by default. Also when I was looking into this messing with the shadows caused big problems for those like me who like to force ridiculous levels of anti-aliasing, basically tanking the frame-rate from a solid 120 to less than 10. Same thing goes for the bloom, it looks great but the drawback is it affects the UI so you have to find that sweet spot where it noticeably enhances the environment but has next to no impact on the UI. I recall getting ambient occlusion partially working as well, but again it is extremely buggy.
If you can live with some of the bugginess and the bloom affecting UI there is no doubt the enb can make the game look a little better, but if you're someone who gets annoyed by little details then the drawbacks will probably be a deal breaker.
And to folks asking above, it's a late reply but the project is very much alive and kicking. Back on track as of yesterday. Anyone wishing to join the team drop me a PM. There's been a lot of interest lately!
The shadows in SWG have always been pretty terrible. If you look passed the instances in the scene where they are patently wrong, broken, and otherwise bad, then they're not too shabby - until you move... While the camera is in motion, MANY of the shadows flicker or flash on/off rather than transitioning smoothly. For that reason alone, I leave them off.
So... shadows, great for screenshots, bad for game play.
Afraid not. Trying a bunch of different ENB versions is the best you can do. If there was one built for SWG it would be a different matter entirely, but unfortunately we just have to see what can be done with what we got.
Personally I don't recommend using one, it does usually improve something (in a very slight and buggy fashion) while seriously messing a bunch of other stuff up.
Bloom is really the only thing that works well without any serious problems or side effects. You just have to keep it on a low value and it can make a pretty big impact on your surroundings without messing up the UI. Its particularly good since the game's bloom sucks.