So been messing around with applying full screen bloom via enbeffect, but performance hit doing a single pass blur is just silly for any decent amount of blurring. Would there be any chance the file setup could be made similar to effect.txt having texOriginal to remain same and texColor to change on each pass, and having something like 3-4 (or 8 ) passes in the file, or are we limited by textures at this point? I know it's crazy and useless because bloom shader already exists, but am just experimenting a bit for Oyama with what can be done for his flares and other rotating, pulsating, flashing and bashing effects...
PS. zollom
Makes no difference to have that setting under [TREES] there or not. I tested some more and I don't have this issue on 1080p resolution. Also most of those game breaking settings actually do not break game, most don't even work on Skyrim. iBlurDeferredShadowMask=3 doesn't give any white outlines, at least not for me. Only if raised to 5 or 7 then this becomes a problem. Probably related to playing or custom high resolutions and playing on about 1-1.5 FPS when taking screenshots more than anything else since when I take that out, it all works fine.
TES Skyrim 0.266
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Re: TES Skyrim 0.266
I agree.ENBSeries wrote:
Compare it to original one to find out how many things are broken. Forced parameters, game breaking multithreaded params. I don't understand, why players think that if something hidden it will work and work properly?
I saw some .ini with placebo lines, i don't know why people can't test if they make any change or improvement...
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Re: TES Skyrim 0.266
prod80
What is decent amount of blurring? You need screenresolution/512 pixels blurring only, below that is from bloom texture. And you don't need every pixel when using linear texture filtering, i wrote about the trick how to reduce texture reads to Oyama or to you with example image about year ago. I don't want to change standart of existing external shaders, such perversion can be done in enbeffectprepass or in worst scenario as new shader file which switched between new and old blooms. enbeffect.fx is not for changes, it draws in single pass to ldr target. Per pixel bloom is doomed, i did two passes PS_BloomPrePass just to filter out aliasing issues, there is no way to make non flickering at full resolution, bloom is extremely sensitive to aliasing, because it's hdr. Look at the sun rays, the old version of them, when trees partially cover the sun, effect looks very aliased, but actually it use specific code to remove aliasing and it's not enough, only higher blurring will help (and destroy effect contrast). I don't see any single reason to use fullscreen bloom, proove me i'm wrong by implementing code without these issues. And if you want to make it in multiple passes (why?), render several times with alpha blending as many passes in same technique of enbeffect.fx shader.
What is decent amount of blurring? You need screenresolution/512 pixels blurring only, below that is from bloom texture. And you don't need every pixel when using linear texture filtering, i wrote about the trick how to reduce texture reads to Oyama or to you with example image about year ago. I don't want to change standart of existing external shaders, such perversion can be done in enbeffectprepass or in worst scenario as new shader file which switched between new and old blooms. enbeffect.fx is not for changes, it draws in single pass to ldr target. Per pixel bloom is doomed, i did two passes PS_BloomPrePass just to filter out aliasing issues, there is no way to make non flickering at full resolution, bloom is extremely sensitive to aliasing, because it's hdr. Look at the sun rays, the old version of them, when trees partially cover the sun, effect looks very aliased, but actually it use specific code to remove aliasing and it's not enough, only higher blurring will help (and destroy effect contrast). I don't see any single reason to use fullscreen bloom, proove me i'm wrong by implementing code without these issues. And if you want to make it in multiple passes (why?), render several times with alpha blending as many passes in same technique of enbeffect.fx shader.
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Re: TES Skyrim 0.266
That is for sure. It's particularly noticeable on effects made via additional passes in bloom or lens.ENBSeries wrote:bloom is extremely sensitive to aliasing, because it's hdr.
Rotating ALFs were more aliased than they are now with 0.266. But they still are and require blurring for themselves...
But then they're also less noticeable and look too much blurry. Same for other effects : goes the same, strangely, for the lensmask texture or addtional textures sampled via enblens.
Less noticeable. Raising their intensities doesn't make them better, though.
I know I can make ALFs wherever I want, but they don't look the same depending on where I do them. Alfs done in prepass are nothing like when they're done in bloom or lens postpass.
Whatever, all these are looking less detailled, I'm just trying to find a good workaround. Blurring isn't a nice solution for now... Needs more work.
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Re: TES Skyrim 0.266
Hey, Boris, long time no post.
Been quite happy with the last 0.265 build, so I'll try out the current 0.266 as soon as I get the chance and report findings on EnableZPrepass and FixLag.
Better yet, is that something I'd see if using VMMap?
Been quite happy with the last 0.265 build, so I'll try out the current 0.266 as soon as I get the chance and report findings on EnableZPrepass and FixLag.
I'm curious - which memory are you talking about - Sheson's "blocks", the texture / geometry cache that ENBBoost handles, or something else?ENBSeries wrote:Btw, found that game fail to free memory if loading saved games which contain data about removed mods (with message about that). I recommend to not use that kind of saves.
Better yet, is that something I'd see if using VMMap?
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Re: TES Skyrim 0.266
Ok guys, finally figured out what Boris means by doing full res bloom in enbeffect.
Originally, bloom is achieved through stacking a set of downscaled blur texture, and since it's cap at 512 px now, what you have to do is to stack another layer of blur texture in enbeffect in full res.
As for the gaussian blur Prod intended, why not just do a 3x3 or even 4x4 kernel sampling on bloom texture in enbeffect? for gausisian, 4x4 * NxN == 4N x 4N.
And if required, you can also past depth information to enbeffect through bloom alpha.
Originally, bloom is achieved through stacking a set of downscaled blur texture, and since it's cap at 512 px now, what you have to do is to stack another layer of blur texture in enbeffect in full res.
As for the gaussian blur Prod intended, why not just do a 3x3 or even 4x4 kernel sampling on bloom texture in enbeffect? for gausisian, 4x4 * NxN == 4N x 4N.
And if required, you can also past depth information to enbeffect through bloom alpha.
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Re: TES Skyrim 0.266
Brilliant.kingeric1992 wrote:Ok guys, finally figured out what Boris means by doing full res bloom in enbeffect.
Originally, bloom is achieved through stacking a set of downscaled blur texture, and since it's cap at 512 px now, what you have to do is to stack another layer of blur texture in enbeffect in full res.
As for the gaussian blur Prod intended, why not just do a 3x3 or even 4x4 kernel sampling on bloom texture in enbeffect? for gausisian, 4x4 * NxN == 4N x 4N.
And if required, you can also past depth information to enbeffect through bloom alpha.
Boris
Is it possible to create / add another sampler texture in enbeffect.fx ?
Sorry if this has been asked already...
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Re: TES Skyrim 0.266
ENBSeries please don't remove the test, i'll try it later at home. That damn ctd on load problem is very actual for me.
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Re: TES Skyrim 0.266
keithinhanoi
Memory leaks are d3d resources not deleted, but if this happen, internal game engine also occur. I don't have much mods installed and they do not cost much memory, but probably heavy mods will have bigger leaks. I found that when loaded game and quit to main menu several times, while watching for resource usage. With valid saved games everything is cleared, but saves with removed mods increase stats of d3d objects.
Oyama
To add new sampler just make it with new name (like _s8) and use the old texture name (like texs0) for it. This is useful for changing texture filtering types.
Uriel24
Sorry, i deleted test before saw your post. Anyway, that test is not stability increase, on the contrary if stability not lost.
Memory leaks are d3d resources not deleted, but if this happen, internal game engine also occur. I don't have much mods installed and they do not cost much memory, but probably heavy mods will have bigger leaks. I found that when loaded game and quit to main menu several times, while watching for resource usage. With valid saved games everything is cleared, but saves with removed mods increase stats of d3d objects.
Oyama
To add new sampler just make it with new name (like _s8) and use the old texture name (like texs0) for it. This is useful for changing texture filtering types.
Uriel24
Sorry, i deleted test before saw your post. Anyway, that test is not stability increase, on the contrary if stability not lost.
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Re: TES Skyrim 0.266
kingeric1992
Already figured that, it does help some, but not much. For Oyama that is, personally I do not have any visual issues with the resolution adjustment in enbbloom.fx because I do not do any ALF or the likes. Also no issues with aliasing as I use a wide Gaussian blur which is very soft in it's falloff anyway. I may however change some in how I do the blurring in enbbloom and move the entire blur into prepass texture, not sure yet what I will use texture 1 and 2 passes for beause they'd become obsolete for me, but I'll see.
Also, I know about linear sampling... have not figured out how to use that on the Gaussian math I use because I don't use lookup tables to adjust blur size. I do have the concept worked out in Excel using current math, just didn't put energy yet into how to convert it into useable code that would actually be faster than what I currently use.
Already figured that, it does help some, but not much. For Oyama that is, personally I do not have any visual issues with the resolution adjustment in enbbloom.fx because I do not do any ALF or the likes. Also no issues with aliasing as I use a wide Gaussian blur which is very soft in it's falloff anyway. I may however change some in how I do the blurring in enbbloom and move the entire blur into prepass texture, not sure yet what I will use texture 1 and 2 passes for beause they'd become obsolete for me, but I'll see.
Also, I know about linear sampling... have not figured out how to use that on the Gaussian math I use because I don't use lookup tables to adjust blur size. I do have the concept worked out in Excel using current math, just didn't put energy yet into how to convert it into useable code that would actually be faster than what I currently use.