how to download: Go to this site:http://enbdev.com/mod_tesskyrim_v0266.htm
Scroll down to the bottom
click on the download-button(it has something like an arrow on it)
TES Skyrim 0.266
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Re: TES Skyrim 0.266
Boris
Did you force the resolution of Bloom sampling texture to 512px instead of 768px ?...
If it's the case, I'd vote for re-enabling bloom quality var
Gratz on the FixLag, definitely working on the Nvidia side.
Did you force the resolution of Bloom sampling texture to 512px instead of 768px ?...
If it's the case, I'd vote for re-enabling bloom quality var
Gratz on the FixLag, definitely working on the Nvidia side.
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Re: TES Skyrim 0.266
Oyama
Yes, i forcing 512*512 now. 768 is wrong resolution, because twice lower performance and all of my code is designed for 512*512, completely ignoring bloom quality parameter. I don't see any point to broke user's bloom shaders based on 512 resolution which i wrote everywhere is the bloom resolution.
Anyone having issues with zprepass enabled? Like partially invisible objects and holes in them. This mostly good for very high display resolutions and videocards with slow video memory.
Yes, i forcing 512*512 now. 768 is wrong resolution, because twice lower performance and all of my code is designed for 512*512, completely ignoring bloom quality parameter. I don't see any point to broke user's bloom shaders based on 512 resolution which i wrote everywhere is the bloom resolution.
Anyone having issues with zprepass enabled? Like partially invisible objects and holes in them. This mostly good for very high display resolutions and videocards with slow video memory.
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Re: TES Skyrim 0.266
ENBSeries wrote:Oyama
Yes, i forcing 512*512 now. 768 is wrong resolution, because twice lower performance and all of my code is designed for 512*512, completely ignoring bloom quality parameter. I don't see any point to broke user's bloom shaders based on 512 resolution which i wrote everywhere is the bloom resolution.
Anyone having issues with zprepass enabled? Like partially invisible objects and holes in them. This mostly good for very high display resolutions and videocards with slow video memory.
Damn, on my side rewriting some parts of my zany shaders, then...
I'm in a bad niche myself, always asking for more and more quality and ignoring performance.
Guess you can't change a nature, right ?...
No issues with zprepass, but no improvement or noticing something changed, yet... My game inis are correctly set, to my knowing.
EDIT : would you accept I set an external download link for users to get the 0.265 binary, time for me to rewrite some parts of shaders according to 0.266 modifications of bloom ?...
SECOND EDIT : would it be possible (sorry for the ultra-noob question) to set kind of a ' supersampling ' or ' downsampling ' option for bloom, then ?
I'll try to get clearer, while staying noobish : as you did for SSAO algorythm, would it be possible to envision bloom full texture to something superior, then downsample it or leaving it as it is... Or maybe setting an additional bloom scale var or something like this... ?
Just ideas, probably bad, don't know. But then, it would be up to users to set the sampling as they want it, and compromise for Q a/o performance as they want it.
To me, the main strength of ENBSeries is flexibility by all kinds. I really love being able to push the Quality as far as it can be set, whatever the effect, this is by far the more exciting.
Sorry for being bloom-addicted, also
Last edited by Oyama on 21 Feb 2015, 11:17, edited 5 times in total.
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Re: TES Skyrim 0.266
I've noticed no problems with Zprepass so far either, but I'm not running at very high resolutions (just 1080p here, no downsampling usually) and my GPU has rather fast memory (overclocked GDDR5 @ 1365MHz on a 512-bit bus) so I don't really fit the problem category...
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Re: TES Skyrim 0.266
No problems with the EnableZPrepass parameter enabled, no measurable performance increase at 4k, but wasn't expecting much based on your description of what it does and my hardware
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Re: TES Skyrim 0.266
Mmm 512px gives me different bloom. Higher res gave me nice and soft spread, 512 gives me harsher results (more banding when cutoff bloom below certain point). The bloom appears to be more focused around the highlights as well. I don't think you break bloom shader, as long as TempParameters are used to run math for blur. Performance doesn't appear to be any different on 512 compared to 768, but I'm on gfx card with lot of shader units, so that probably matters a lot. I'm with Oyama on this; more options always better I wanted high res bloom for long time because can do more with that then just blooming and low res cause some banding in dark spots.
Once you told me you can rebuild bloom in enbeffect using fullscreen texture, would you care to explain what exactly you meant with that? Perhaps that's easier solution...
Once you told me you can rebuild bloom in enbeffect using fullscreen texture, would you care to explain what exactly you meant with that? Perhaps that's easier solution...
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Re: TES Skyrim 0.266
^^^
This.
if any solution exists via enbeffect, and it's something easier for you, please do let us know.
If not, and if it's not too complicated, the resolution / sampling choice via the simple binary-enbseries.ini couple might be something really interesting for all kind of users.
BloomScale variable ?....
And same as prod80, 0.266 doesn't give me the same bloom at all, banding, unwanted noise in shadows, much lessened related effects, etc.
Maybe I'm wrong, but I think it's good to start from the most and caliber if performance issues than starting from less... More opportunities. I'd be the most happy with a 2048x2048px bloom texture
But once again, noob talking from me...
This.
if any solution exists via enbeffect, and it's something easier for you, please do let us know.
If not, and if it's not too complicated, the resolution / sampling choice via the simple binary-enbseries.ini couple might be something really interesting for all kind of users.
BloomScale variable ?....
And same as prod80, 0.266 doesn't give me the same bloom at all, banding, unwanted noise in shadows, much lessened related effects, etc.
Maybe I'm wrong, but I think it's good to start from the most and caliber if performance issues than starting from less... More opportunities. I'd be the most happy with a 2048x2048px bloom texture
But once again, noob talking from me...
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Lian Li PC011 Dynamic, Corsair AX 1500i PSU, i9 10850K @5.0 Ghz, Aorus Z490 Ultra, RTX3090 MSI Gaming X Trio, 32GB Corsair Vengeance Pro RGB RAM@3600, Corsair MP600 1TB NVME System Drive, 10 TB Storage, W10 Pro 64, Custom Hard Tubing Watercooling Loop
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Re: TES Skyrim 0.266
or adding a small blur when sampling bloom texture in enbeffect
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Re: TES Skyrim 0.266
Oyama
I did quality improvements for skylighting effect, a bit reduced intensity of the higher brightness bug which visible at some places and camera angles. And did separate bilaterial filter for it (not shared with shadow), so no ghosting glows of skylighting.
Bloom supersampling of full screen resolution not required at all, you can do this in enbeffect.fx where full resolution is available. But making bloom code with not predefined size is much more complex.
prod80
Last shader of bloom is mixing all sizes to 512*512 render target, which then passed to enbeffect.fx as bloom texture. The same way you may add blurring code to the enbeffect.fx for it's full screen resolution and mix code output with bloom 512*512. Just don't forget to apply sort of antialiasing to it.
For me doesn't matter which bloom resolution will be used, but if 768 gives much better results that 512, this means you all already failed writing proper code independent from bloom resolution, so what's the sence to ask full resolution bloom or scaling if it fail the same way?
And here are sample scenarios when zprepass is noticable for almost any videocard by increasing fps:
I did quality improvements for skylighting effect, a bit reduced intensity of the higher brightness bug which visible at some places and camera angles. And did separate bilaterial filter for it (not shared with shadow), so no ghosting glows of skylighting.
Sure.would you accept I set an external download link for users to get the 0.265 binary
Bloom supersampling of full screen resolution not required at all, you can do this in enbeffect.fx where full resolution is available. But making bloom code with not predefined size is much more complex.
prod80
Last shader of bloom is mixing all sizes to 512*512 render target, which then passed to enbeffect.fx as bloom texture. The same way you may add blurring code to the enbeffect.fx for it's full screen resolution and mix code output with bloom 512*512. Just don't forget to apply sort of antialiasing to it.
For me doesn't matter which bloom resolution will be used, but if 768 gives much better results that 512, this means you all already failed writing proper code independent from bloom resolution, so what's the sence to ask full resolution bloom or scaling if it fail the same way?
And here are sample scenarios when zprepass is noticable for almost any videocard by increasing fps:
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i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7
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