Outstanding!
I had just finished updating PNENB to enable the new cloud volumetric ray and shadow effects and now we have occlusion culling as well. Thanks for all your work on Skyrim, it is very much appreciated.
TES Skyrim 0.243
Forum rules
new topics are not allowed in this subsection, only replies.
new topics are not allowed in this subsection, only replies.
- Author
- Message
-
Offline
- *sensei*
- Posts: 286
- Joined: 20 Sep 2012, 00:20
- Location: the perfect system
-
Offline
- *master*
- Posts: 186
- Joined: 30 Dec 2012, 21:36
Re: TES Skyrim 0.243
Oclusion culling? Nice. That could be useful to Fallouts too.
-
Offline
- *blah-blah-blah maniac*
- Posts: 618
- Joined: 18 Jul 2013, 13:08
- Location: UK
Re: TES Skyrim 0.243
Thanks for the update Boris!
Has negligible effect on my setup, thanks to your recent water optimisations and some new hardware, ENB water is only costing me 1 fps on max quality settings!
Has negligible effect on my setup, thanks to your recent water optimisations and some new hardware, ENB water is only costing me 1 fps on max quality settings!
-
Offline
- *sensei*
- Posts: 316
- Joined: 12 Aug 2013, 18:55
- Location: Scotland
Re: TES Skyrim 0.243
For the Fallouts? Oblivion was the absolute worst; it would benefit the most from the occlusion culling.
I'd love to see these optimizations eventually make it over to Fallout and Oblivion.
I'd love to see these optimizations eventually make it over to Fallout and Oblivion.
_________________
Intel i7 6700k | AMD Vega 56 8GB | 2x16GB DDR4 @ 3000mhz | Windows 7 64bit | Creative Soundblaster X-Fi Titanium Fatal1ty Pro | Asus z170 Pro Gaming
Intel i7 6700k | AMD Vega 56 8GB | 2x16GB DDR4 @ 3000mhz | Windows 7 64bit | Creative Soundblaster X-Fi Titanium Fatal1ty Pro | Asus z170 Pro Gaming
-
Offline
- *blah-blah-blah maniac*
- Posts: 17549
- Joined: 27 Dec 2011, 08:53
- Location: Rather not to say
Re: TES Skyrim 0.243
Folks, i forgot to write that new parameter added to enblocal.ini which turn on automatic detection of shared video memory, if memory manager enabled. May be this will solve stuttering issues when moving outside from interiors as seems this happen because of wrong setting made to memory manager.
_________________
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7
-
Offline
- *sensei*
- Posts: 329
- Joined: 02 Feb 2013, 22:02
- Location: Austria
Re: TES Skyrim 0.243
Ah, I misunderstood then!ENBSeries wrote:kaffeekranz
Fps is not bigger when looking on to water. On the contrary, it higher when water is not visible.
Will have to do a new test run.
/e
Still within the 1-2 fps range, which is fine by me.
How much of a performance gain would you have predicted, Boris?
Because I feel my AMD Phenom 2 X4 @3,8Ghz is getting old already and I thought I'd fit into the 'slow CPU' category.
_________________
RTX 2080 Ti
RTX 2080 Ti
-
Offline
- Posts: 77
- Joined: 18 Jan 2013, 17:01
- Location: Switzerland
Re: TES Skyrim 0.243
I think, while your implementation of OC is dynamic, the one of the famous mod at nexus isn't. From what I know, the CK-sided OC methods are just static walls on which it is decided, to render or not to render.ENBSeries wrote: CruNcher
I don't want to make occlusion culling for interiors, if the other mod already do this, this is just wasting my time.
So a OC feature for interiors would still take some advantages. And beside of that advantages, I prefer your high quality features strictly beyond other mods. Your work is astonishing, thank you.
-
Offline
- *blah-blah-blah maniac*
- Posts: 17549
- Joined: 27 Dec 2011, 08:53
- Location: Rather not to say
Re: TES Skyrim 0.243
kaffeekranz
All latest 6 years AMD systems have same performance increase by bottleneck with occlusion culling in this version, cpu overclocking almost don't have any impact on this, only various graphic options and location. I'm testing in Riverwood and have change with occlusion culling enabled from 42 to 46 fps, when looking on to the sky there 51->57 fps, when entire village visible 27.5->29.5 fps. You can see statistics of draw calls and triangles count in editor gui, simply toggle there occlusion culling.
All latest 6 years AMD systems have same performance increase by bottleneck with occlusion culling in this version, cpu overclocking almost don't have any impact on this, only various graphic options and location. I'm testing in Riverwood and have change with occlusion culling enabled from 42 to 46 fps, when looking on to the sky there 51->57 fps, when entire village visible 27.5->29.5 fps. You can see statistics of draw calls and triangles count in editor gui, simply toggle there occlusion culling.
_________________
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7
-
Offline
- *master*
- Posts: 164
- Joined: 23 Sep 2013, 17:30
Re: TES Skyrim 0.243
Arkngt
Like Boris said, it's because arms and weapons in first person are like inventory - they are just an overlay on the screen with no depth information, so it's not an ENB bug but a game engine bug. This is likely one of the reasons Skyrim didn't ship with AO support. These guys (Bethesda) need to spend their Microsoft gold on a license for a decent engine and stick to writing game content.
Like Boris said, it's because arms and weapons in first person are like inventory - they are just an overlay on the screen with no depth information, so it's not an ENB bug but a game engine bug. This is likely one of the reasons Skyrim didn't ship with AO support. These guys (Bethesda) need to spend their Microsoft gold on a license for a decent engine and stick to writing game content.
Re: TES Skyrim 0.243
they have depth information. as a 3d vision user i can tell.Maeldun wrote:Arkngt
Like Boris said, it's because arms and weapons in first person are like inventory - they are just an overlay on the screen with no depth information, so it's not an ENB bug but a game engine bug. This is likely one of the reasons Skyrim didn't ship with AO support. These guys (Bethesda) need to spend their Microsoft gold on a license for a decent engine and stick to writing game content.
anyway, i come to report a very very very minor (but old) bug, that actually has no influence:
in enblocal.ini there is
"//num / 106
KeyShowFPS=106"
it should read
"//num * 106
KeyShowFPS=106"