TES Skyrim 0.250

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Re: TES Skyrim 0.250

i just finished my evaluation of 250 and now starting to adapt it's features i think the anchors editor is a nice feature as you thought about how to easily transfer it surely worth to work on it for other stuff as well also volumetric effects really add a lot to the Gameplay atmosphere even if they just in the background and sun light is penetrating them awesome to watch if you for example even in the middle of a 1st person fight situation and they also seem to fix some problems with objects standing out from the background @ certain light setups, mostly cloudy and low lux situations just by themselves :)

Boris now that we have Volumetric effects can we have real Sun Light Shafts and even more immersive rainbows ?

What i realy love about your Volumetric stuff how it lowers Banding significantly the clear color gradients it creates are just mind blowing it doesn't feel like 8 bit anymore this is so awesome to watch :)
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Re: TES Skyrim 0.250

Like the new anchor idea... however for skyrim worldspace it is just a rather massive undertaking, since that worldspace is so huge, and one has to visit quite a few places to see where it might actually benefit from using the feature.

I have instead decided to start using it in the soul cairn since it is a much smaller worldspace and the look I am going for in there depends heavily on the new mist feature. Just seems like a much better place to start!

After that then perhaps dragonborn since it a fair bit larger, but still not as massive as skyrim.

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Re: TES Skyrim 0.250

number6
Definetly you don't need normals in enbeffect.fx shader, at least because any manipulations with them corrupt transparent objects, ssao, mist, ibl, etc etc etc. 3d is 3d, post process is post process and every request must have idea behind it, not just wasting time for useless features which can't be used.

jonwd7
I tought about making similar anchors system to build manually ambient occlusion areas for huge objects, but this is rather lighting/shadowing calculations as user can't set this equal to ao and in general computations are different. Did similar (based on blurred depth) thing once, but for creepy looking indie game, so can't say for sure if it's ok or not, while was untextured, seems fine unless small elements are in view (don't remember, check my facebook gallery, probably one of screens have this). At the end, i don't know how to solve issue when game objects placed/deleted by the mods and ao map by anchors do not fit models then.

prod80
Anchors do not depends from weather, i'm not sure about this, because this system cost a lot of RAM and if you make it for 300 weathers, this may ends up with hundreds of megabytes memory usage or lagging while loading on weather change. I can fix that of course, partially, but i can't imagine how hard will be to create anchors for each weather for each worldspace, placing one per each worldspace isn't a big problem, but if you wish to make different low level valleys, it's awful time consuming task.
File is sharable and work the same for everyone.

CruNcher
What is it real sun shafts? And i think it's too early to speak about rainbow if clouds not yet made.
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Re: TES Skyrim 0.250

I would like a feature that goes well with mist and other fog effects.
And that also is compatible with Dx9
Point Light Shafts
It could be awesome for strong lights, for example a fireball and a torch.
And it could make scenes even more epic.

I know you Boris can do this, and if you have time please consider.

Pics:
Image
Image
Image
Image

I know you Boris can do this, and if you have time please consider.
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Re: TES Skyrim 0.250

There are no light sources in the game which can be considered as stable for any usage, thanks to developers.
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Re: TES Skyrim 0.250

ENBSeries wrote:jonwd7
I tought about making similar anchors system to build manually ambient occlusion areas for huge objects, but this is rather lighting/shadowing calculations as user can't set this equal to ao and in general computations are different. Did similar (based on blurred depth) thing once, but for creepy looking indie game, so can't say for sure if it's ok or not, while was untextured, seems fine unless small elements are in view (don't remember, check my facebook gallery, probably one of screens have this). At the end, i don't know how to solve issue when game objects placed/deleted by the mods and ao map by anchors do not fit models then.
Re: mod issues, I say that if you deviate from the vanilla game so drastically that it's your own fault. :) Realistically though, there are not many mods which change the game on such a large scale.

Regarding the Ivarstead example (IvarsteadExterior04), specifically the areas that become pitch black in shadow, I could solve this by placing a large point light in the area during the day. I could even script it to follow the sun along a path, by creating 3 markers for the light, and interpolating between them, then animating it over the day.

Otherwise, if we can't get anchors to turn up ambient values or turn down skylighting, can you programmatically detect vast areas which are under skylighting and blur that (or is this what you are saying with indie game)?

I will have to check v250, but I'm pretty sure the bug still exists where the area plunges into darkness once I step into the shadows too, so I think there is a larger issue here.

Here is another gallery: http://imgur.com/a/YGsfb

Goes hour by hour until the problem occurs.
klotim wrote:I know you Boris can do this, and if you have time please consider.
Those are some pretty poor examples, TBH. He already has this for the sun, and there aren't too many other things bright enough. What you're really asking for is the inverse, the volumetric shadows. That is hard because you have to use voxelized samples (PDF) or epipolar sampling (1, 2) which utilizes compute shaders for speed.

He already does this for lower frequency details like the water shadows or the volumetric cloud shadows, but this is with a directional light source so it's easier. You're asking for such an effect on point and spot lights, which becomes much harder.

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Re: TES Skyrim 0.250

Don't want to make extra rendering to detect where is dead area for skylighting, it's a lot of performance loss. May be generating simplified geometry may work, but it's different story.

Volumetric rays from lights isn't hard to make, but as i said it's impossible, there are no sources of light. How is it to cast rays from dummy light in 3d space which toggling on/off depending from visible to camera lights, i don't want even imagine how awful this. From particles? They are not drawed offsreen, so another stupid artifact (speaking about performance to cast from all particles? or may be "somehow" to choose casters only?).
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Re: TES Skyrim 0.250

There have been a few reports of carts flashing lights when approaching from a distance. This only occurs using ENB's antialiasing. Is this a bug or user error?

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Re: TES Skyrim 0.250

There are many antialiasing types.
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Re: TES Skyrim 0.250

Here's a quote from the user that was able to find a solution:
For last, there is something that looks to solve the problem, but I have to test it further.
Its quite simple, put your .inis [Ewis High ini and prefs]and use the ingame AA (I lose some Enb functions). The one that the difference is the ingame FXAA. Looks much smooth in trees and foliage. Even more than the 2 AA options from Enb [EdgeAA and also TemporalAA]. But the FXAA takes some fps (weird it takes more than the AA from Enb) for my system and also some effects from enb...
Sorry I can't be more helpful. This info is coming second hand.

edit: I've included a pastebin link to the skyrimprefs ini referred to in the quote here.
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