TES Skyrim 0.143

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Re: TES Skyrim 0.143

DaemonWhite
I don't like suggestions related to 3d graphics, because almost all of them are not possible or much lower quality than mine code, the same you said.

jonwd7
You right, partially. Mine edge aa is using depth data, so it's very similar to classic hardware antialiasing (multisampling), i did it as most users don't like smaa/fxaa for blurring textures. Wrong is about unaffected some type of edges, this is handled not just by using depth.
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Re: TES Skyrim 0.143

@Boris: That's fair enough then. I'll just sit back here and enjoy your work, supporting you from behind the scenes. Keep on keepin' on! 8-)
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Re: TES Skyrim 0.143

ENBSeries wrote:jonwd7
Wrong is about unaffected some type of edges, this is handled not just by using depth.
Here is what I mean about "interior edges":

Image

I realize after looking back at it that this may be due to shader aliasing (the snow shader). Things like SMAA and FXAA would reduce this, and MSAA might (I haven't tried).


Are you still thinking of implementing temporal AA like TXAA?

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Re: TES Skyrim 0.143

Uh, i thought you mean edges shared by same geometry and which are almost exual by depth. Thin lines can't be antialiasing by any code of fxaa/smaa/edgeaa, etc by the list, fortunately skyrim don't have them as much as urban games. Don't know about temporal antialiasing, it's relatively simple, but with artifacts when moving, trying to find way for recording positions of frame pixels (or directions of change) to get data for blending from previous frame if moved. Unfortunately without source code this is very complex task. May be i simply ask too much from temporal aa...
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Re: TES Skyrim 0.143

I use EdgeAA in ENB with SweetFX (only SMAA+Sharpening) and it quite enough for the qualitative image, and falling of perfomance is minimum. It is better to use computer resources on high-quality control of range objects and qualitative textures. The noticeable difference would be only when using 8x tranparency sparse grid supersampling (tune in NvidiaInspector) + MSAA 8x. And it would cause the strongest falling of perfomance.
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Re: TES Skyrim 0.143

Anyone still got this version?

I need it for testing the Enhanced Lights and FX bug that occurs in 0.144 and 0.145.


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Re: TES Skyrim 0.143

So far no flickering issues with Enhanced Lights and FX with this version.

Perhaps it's related to the chances that make Hardware AA possible again in 0.144 and up?

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Re: TES Skyrim 0.143

It's a very weird issue you have Svarog, I myself don't experience that issue and I have almost every version back to 0.99 and I tested them all and did not experince any light flicker anywhere. It most likely a mod you have installed.

Remove every .esp and .esm file from your data folder except for these;

Skyrim.esm
Update.esm
Dawnguard.esm ( If you have the DLC )
Hearthfires.esm ( If you have the DLC )

And try running it in the same place which caused the light flicker, then add ELFX and only ELFX to Skyrim and look in the same place and see if it occurs.

If it doesn't happen with ELFX uninstalled then there is something in the ELFX plugin that is causing it and needs to be fixed. ENB have never caused the light flicker bug as it is related to the light limitation of the "Skyrim" game engine.

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Re: TES Skyrim 0.143

Looks like something inside my enbseries.ini is screwing things up.

Gonna have to compare them side by side with the 0.146 one.

I want to apologize for the issue is with the new ENBs.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Right i found the problem, and it's not related to ENB.

ColorPowInteriorDay=1.24
ColorPowInteriorNight=1.24

When set to 1.00 it blends in with the surrounding eviroment.

Not sure whos the blame, but it doesn't happen without ELFX so i think ENB is just fine :) Anyways see below:

Image
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