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 Post subject: Re: TES Skyrim
PostPosted: 24 Nov 2012, 09:06 
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*sensei*

Joined: 04 Jan 2012, 20:27
Posts: 402
Location: Russia, Vladimir
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Tomoko
 Post subject: Re: TES Skyrim
PostPosted: 24 Nov 2012, 14:31 
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*master*
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Joined: 18 Sep 2012, 18:36
Posts: 154
pondcypress, I love how that looks D:

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 Post subject: Re: TES Skyrim
PostPosted: 24 Nov 2012, 16:46 
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*blah-blah-blah maniac*
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Joined: 27 Dec 2011, 08:53
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Location: Russia
Waiting for shots with new ssao/ssil mixing code and parameters.

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 Post subject: Re: TES Skyrim
PostPosted: 24 Nov 2012, 21:16 
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*sensei*

Joined: 04 Jan 2012, 20:27
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Location: Russia, Vladimir
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Some screens use old 121, some 122.


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 Post subject: Re: TES Skyrim
PostPosted: 24 Nov 2012, 21:29 
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*blah-blah-blah maniac*
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Joined: 27 Jan 2012, 13:42
Posts: 2702
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Hmm, looks somewhat crispier in-game. Oh well.

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 Post subject: Re: TES Skyrim
PostPosted: 24 Nov 2012, 22:46 
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Joined: 24 Nov 2012, 22:45
Posts: 17
*low whistle*

Mindflux, you keep improving with every shot. Not to pester, but do you have an ETA for release or are you keeping it a WIP for the foreseeable future?


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 Post subject: Re: TES Skyrim
PostPosted: 24 Nov 2012, 23:30 
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*blah-blah-blah maniac*
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Joined: 27 Jan 2012, 13:42
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Thanks and yes, I have every intention to release but I sadly can't give you an ETA. I would miss it anyway, I guess... The main thing why it's taking so long is that I want to make the game look like it was originally meant to look like that, and that means I want to see as few immersion-breaking visual glitches as possible. Neither do I want to settle for a preset that only looks good in a certain weather and time of day, gameplay is most imporant. Achieving my goal involves a lot of trial and error, adjusting my ENB preset as well as Skyrim imagespaces and weathers to hit a satisfactory balance, and I'm just one guy with a few hours every evening to spare. I also wasted quite a bit of time while researching a possibility to aim for more realism, but I didn't have the skills to bend the old game tech to that goal, so I abandoned that idea and went back to a kind of fantasy aesthetics.

But like said, no worries, I'm working as fast I can. Thanks for your interest, much appreciated.

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 Post subject: Re: TES Skyrim
PostPosted: 25 Nov 2012, 02:05 
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*blah-blah-blah maniac*
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Joined: 25 Feb 2012, 01:30
Posts: 596
Location: Somewhere between the Wastelands and Notepad++
Hi all. I've not been posting here for quite some months. Boris' new exploits drew me back to the site for a bit. I made the mistake of also looking in this thread a bit, and I must say I was quite overwhelmed by the amount of progress you've all seemed to have been making. Incredible shots and quite different takes on what makes Skyrim look good. Totally exciting stuff.

I came back here to post a couple shots to say thanks to Boris. The latest binary really slapped me silly with enthusiasm, as it radically altered the way I looked at certain things. Thanks for keeping at it, even if at times frustration and boredom might have taken its toll: you've done me a kindness with this new release. I'm hoping some of what you learned or employed will maybe also make its way to the Fallout ENB.

Cheers!

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P.S. Thanks for fixing the beards!

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Last edited by midhras on 25 Nov 2012, 08:38, edited 1 time in total.

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 Post subject: Re: TES Skyrim
PostPosted: 25 Nov 2012, 05:54 
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*sensei*

Joined: 30 May 2012, 15:40
Posts: 267
Looking good all!

@mindflux

I too am looking forward to your release, no pressure, lol. Looks great!

A quick shot with .122.

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 Post subject: Re: TES Skyrim
PostPosted: 25 Nov 2012, 06:13 
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*blah-blah-blah maniac*
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Joined: 30 Dec 2011, 13:18
Posts: 665
pondcypress: I love your look, it actually looks like what I'm trying to achive with MY config :) Keep it up.. Oh, and have you shared this config somewhere?

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