TechAngel85
Im not familiar with native modding, but if it's possible to disable lods at all, that could be a solution, because lods of water give very tiny performance boost. If they can't (f.e. cause of size the flow map have), just make all water as lod
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From my side problem is lack of data from objects and i don't know where to get it. I can make lod use 3 animated textures, but don't know direction of animation and proper scaling (except that main one single texture). I can't blend one to another more or less, because don't know where that edge is. I can't even reduce effects on nearest water by distance (fade out) to blend to lod, because again i don't know how close the lod is. Also if i reduce them, then usual ocean waves which blend in to lod okay will be ruined. So should i try this only on flow map based (with tessellation)? Dunno. i tried near Solitude to make fade out self intersection and it do helps to blend to lod, but looks so fast fading, not sure it's fine for users.
Alpha channel of water based on flow maps have some difficult mixing same as normals mixing there, so waves are not easy to predict for me. But 3 layers via EnableDisplacement (which is parallax occlusion culling, not same as EnableParallax) are displaced to the bottom (tessellation displaced up now, cause it's the only way to fix some bugs) and that height of displacement is:
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Height=(1.0-Alpha1) *NormalAmplitude.x + (1.0-Alpha2)*NormalAmplitude.x + (1.0-Alpha3)*NormalAmplitude.z;
Which means that if texture alpha channel is 1.0 (255), then it's peak of waves. Black alpha is the most displaced to bottom thing. Usually height maps are zero based and 1 means top of them and it's the same with water displacement in ENBSeries, but just displacement moves down and relative to upper area instead of zero.
Calm water near Solitude (where fog, spiders and crabs are) have (at least in some places) at least two water types mixed one above another, flowing river water is by height below calm water a little, so calm water covering it okay, except some bugs there when walking (without enb mod). But the problem is that game stupidly draw river water after calm water, it's fine for depth buffer testing in general, but with displaced river water those waves go above calm water. To fix that i spend two days making custom stencil masking and making bugs in other places, trying fixing them, but now having bug which looks like empty space when camera close to water surface and look under displaced water. The good way to fix that place is to not make water types overlayed on each other and as i see there are some fallen pillars are placed to have separated waters easily. If water as mesh can have vertices moved down in that place to handle crossing, it's also good way (but in that case no difference to just cut it).
I'll think how to make kinda blending of waters and where to put this information (sadly, not in vertex data). Right now i can only compare depths of previosly drawed water and some above it and based on this data do some blending, but seems game do not guarantee proper sorting of objects in this case, so if their order will be invesed, such trick not gonna work. And of course it worth only if water not just some plane in CK, but can be geometry based, so go deeper as triangle at blending place.