TES Skyrim 0.211

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Re: TES Skyrim 0.211

Boris

It didn't fix the freeze I have with uGridsToLoad=9 :lol:

With default uGrids it's as stable as it can be, I played 11 hours straight with no freeze or CTD and I have some pretty heavy mods with scripts and some more that add npc's and animals. (33gb Skyrim)
Last edited by Aminados on 27 Aug 2013, 19:15, edited 2 times in total.

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Re: TES Skyrim 0.211

ENBSeries wrote:Phinix
Read my posts, i said already that Afteburner bring problems ALWAYS, with or without osd enabled. The same with other d3d9 wrappers, i don't have their sources and they always allocate own video memory without my control.
I understand, and I'm really not concerned about it so no worries. I can easilly get something better to handle OC/fan control. Don't let it add to your list, it is no big deal.

The thing I would most be interested in seeing is the warning print out what specifically was detected. Also, if proxy exceptions could be added for the standalone SMAA which is very performance friendly. Those are my only suggestions.

No real problems to report.

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Re: TES Skyrim 0.211

KuroTenshi: Edit : With your list of mods, I am surprised It lasts 1 hour or two without crash. I think you can't pass Helgen intro thought.
My first standard test is to play from the intro and follow the main quest up until the first dragon kill and getting the quest to go to the greybeards. (All scripted mods are activated inside of helgen keep!)

Last test had one CTD during this entire play... which I found out was script related.

Before ENB´s new features I would have a 70% chance to freeze right after alduin lands and helgen transitions into its fiery look. Now it is much improved. There was a very clear memory issue in that area. I have only done about 5 checks so far.. but they have all been good, so I am optimistic. But it is a minor issue. A save just before always fix it.

The list is long.. but it is fairly optimized for compatibility... most mods have been individually checked against each other over the last few months in tes5edit, and conflicts removed where they are. Its a long process... but heck modding is my hobby! :)

Once again thanks Boris for the great things you have done to aid the stability of this game!

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Re: TES Skyrim 0.211

Okay I have a very "minor" issue to report.

Atm I am messing around with retexturing some stuff in the landscape and as a result came to look really closely at the trees and bushes when the wind blows.

With ENB enabled then the movement looks kinda laggy but the FPS is constant, it is only the moving tree animation that seems off.

If I disable ENB then the motion is fluent and the laggy moving it is not there, so I guess it is not mod related directly!

I do not even know if it is anything critical, but would be nice to know if any others have experienced the same.
It is not something that is critical to the playing experience, unless you stand really close and look for the effect it is hard to spot.

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Re: TES Skyrim 0.211

Alyen
Okay I have a very "minor" issue to report.

Atm I am messing around with retexturing some stuff in the landscape and as a result came to look really closely at the trees and bushes when the wind blows.

With ENB enabled then the movement looks kinda laggy but the FPS is constant, it is only the moving tree animation that seems off.

If I disable ENB then the motion is fluent and the laggy moving it is not there, so I guess it is not mod related directly!

I do not even know if it is anything critical, but would be nice to know if any others have experienced the same.
It is not something that is critical to the playing experience, unless you stand really close and look for the effect it is hard to spot.
Apparently the Skyrim engine disables tree animations when fps is less than 30 - this may explain what you are seeing
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Re: TES Skyrim 0.211

No issues for me to report. The game looks and plays beautifully. This is the closest to perfection that I've come across for ENB graphics, regardless of the game. You've done a hell of a job Boris!

The only thing that needs attention is the ghosting caused by the TAA. I really want to use that on a regular basis. SMAA is inferior, but stable. I know you've tried many times to fix that bug, so please excuse me if this seems redundant. I can't think of anything else to report at this time. For me the v0.211 almost feels like a "final" version. But please continue, sir! ;)

Edit: About that new 3rd party message. Is there any possibility you could change the color from a white background with black text, to a black(transparent) background with yellow text? Not only would it be much easier on the eyes, but it would also be more consistent with the color/text from the other ENB messages that populate on the screen. If not, then that's cool, we'll get used to it. xP

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Re: TES Skyrim 0.211

Bronze316
I used to have that TAA ghosting issue all the time so I stopped using it, even though it's superior to everything else I've tried (except SSAA which is obviously out of the question). However with my latest Skyrim install (about a week old) using Opethfeldt 7 enb preset and having not changed my mod list except for a couple updates I have no ghosting. I'm using mostly 1k landscape textures, aMidianborn armors, 4k body textures, lots of parallax mapping, etc. In my previous install with similar mods i had the horrible ghosting. I wonder if the ghosting shows up because of unoptimized performance (repeated change of modlist, ini tweaks, etc.) The only remaining issue I have in my game is extremely low res textures upon loading a new world space for a few seconds from the helper mod and the (very) occasional CTD when loading from death.

Trying TAA with nothing installed but ENB might be worth it to see if you get ghosting under those circumstances. It could also be that I randomly stumbled upon a setup that for some reason that eliminates ghosting.

Boris
I have to agree that this almost feels like it could be a final version. The ONLY thing I'd like to see added would be separate parameters for dungeons since dungeon environments are fundamentally different (from an aesthetics not technical) point of view than a shop or inn. I realize that might be rather difficult to do but perhaps it could be tied into the helper mod somehow? Anyways, just a suggestion, but I think you've got things optimized about as much as they need to be, maybe even can be, so it'd be awesome to see some more improvements on the visual effects side if you have any intention to continue that. I'll also agree with Phinix about seeing a list of what the actual potential problem(s) causing the warning screen is/are. I don't get the warning screen as I don't use any of those types of programs at all but for others it would be a nice touch, especially for the less experienced ENB users/tweakers.

Anyways, I'm very very happy with how things are and I'm happily looking forward to the future! :D
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Re: TES Skyrim 0.211

Jafin16
Dungeons can't be separated, they are interiors in the game, not depends from me.


To stop all complains i removed that warning. First, i tried to hide it by pressing any key or mouse buttons, but i think it's better not to use extra functions of the mod to bother antiviruses, so i simply stop any support for everyone who report CTD or freezes.
As for antialiasing, i don't like smaa, fxaa as they are good only on some edges, useless on thin lines and do bad things to textures which don't have triangle edges (properly to say textured triangles). My edge antialiasing almost ignore issue of textures as it use depth information for smoothing and just a little from textures, if they are too much contrast. The most annoying for me is specular, at loading screens magic rune stone (with hole almost in center) looks very ugly because of aliased specular and this is the problem which can be fixed by temporal antialiasing or supersampling only. So, now i did subpixel supersampling x5 for speculars, it's very fast for modern videocards (except very cheap), but slower for most of grass and trees and only visible for specular and ENBSeries reflections. Don't know if everything else need to have the same method of antialiasing, anisotropic filtering work good enough if not forced by negative lod bias. TAA ghosting can be removed by ignoring everything, except edges, but then it will not look like supersampling. Don't know what is so bad in ghosting if with my old gf9600gt frame rate was much lower and ghosting was not annoying to me, only when jumping it's visible very much on body. And i don't have SLI/Crossfire to make it work with those (in theory it can't but have some ideas how to "fix").
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Re: TES Skyrim 0.211

I am a fan of your TAA and I would appreciate any improvements on it! Ready to spend some performance.

edit: is there actually a possibility to tweak TAA precision at the cost of some performance?

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Re: TES Skyrim 0.211

Don't know. May be by reading many neighbor pixels and choose the closest one...
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