"Published ENBSeries 0.306 for GTA San Andreas. Added shadow blurring range parameter. Added enbhelper plugin support for game version 1.0 to allow reading anything from process memory and send to external shaders."
Could you use this information for correct water geometry? Regarding both aspects: no-water areas and waves. Some areas are covered with water which should not be covered, therefore the full game (missions) cannot be enjoyed. When using, e.g. SAxVCxLC, then tunnels in LC are under water.
Could FPS be improved by caching information in a sky-box? E.g. if you have complex sun+sky computation and perhaps clouds in far distance, that could be rendered to a skybox that is updated at a low frequency.
MMGE 3 already uses 0.306, in fact 0.306 was released as a result of my and XMakarusX' feature requests. The issue with the water is soon to be resolved because we talked with Boris again and 0.313 will be online the next days with a dedicated water shader amongst other features. MMGE 3 draws its water as procedural heightmap and original water is made invisible; the bugs you mention is because I need to make exceptions for every water area that doesn't match ocean height and MMGE 3 is - as stated numerous times - unfinished.
0.313 will allow to modify water itself directly like the internal water shader of old versions so this will apply effects on every water surface correctly, this includes modified water surfaces for any map mod.
I will release an update at some point that makes full use of the new features. Trust me, there's little chance that there's ENB tricks I don't know of.
Skybox is static, procedural effects are fully dynamic. I could use simpler variants like SA_DirectX uses (3 colors for sky, lerping between them depending on sky area) but my current atmospheric scattering is fast enough. There's nothing much to precompute. Clouds however are something different, a lot of fbm random data can be precomputed and stored in textures but MMGE 3 cloud shader is sh*t. The only reason why I didn't do that in the first place is because MMGE 3 is unfinished. I warned people beforehand about this exact thing.
Temporal tricks can't be used in ENB like in ReShade, so tricks like in Horizon Zero Dawn are impossible (volumetric clouds are result of last 16 interpolated frames, meaning that every frame 1/16 of total data is computed). Also I have no possibility to create/use separate render targets so computing expensive data in lower resolution is impossible.