TES Skyrim SE 0.309 BETA

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Re: Skyrim SE

roxahris wrote:It's not so much the tonemapping as the imagespace settings. Especially compared to normal, the SE ramps them up to extremes.

On an aside note, I find it a little wacky that they added subsurface scattering to snow - but not characters.
That's always been the soft belly of Skyrim. Due to retard ISS values have been set by Bethesda such as 1.0 - 1.9 Contrast changes between weather types there's always been issues. And easy to say remove ISS and throw into garbage and let ENB render everything. Each weather condition, area, light shows the differences and atleast a subtle color correction must be done in ISS (or LUT per weather in ENBif it would be possible) . Disabling ISS and adjusting Contrast or any type of Color Correction won't match the light in every place or will cause trouble under different type of weather/area. Some areas require less light some high, some require more contrast and some less. By adjusting only pixel shader contrast doesn't fix that problem. I use only Contrast/Brightness part of AGCC and compensate it by reducing pixel shader Contrast/Brightness to avoid black crushed. Especially tinting part that comes from AGCC is the worst thing happened in this world in my opinion. Anyway a LUT per weather would be simply amazing but I think it can't be ? or it can ?

PS: Not saying you suggest we disable AGCC :p just pointing a fact in Skyrim.

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Re: Skyrim SE

Yeah, that's very true. With my preset I went to disable most of the vanilla stuff in ISS but kept contrast and brightness since like Tansarville pointed out different weather conditions worked better when I had an ability to do some slight contrast/brightness adjustment per weather and they're a breeze to adjust using xEdit. For example rainy and snowy conditions would always be washed out with 1.0/1.0 with my preset unless I bumped up the contrast slightly. Sure you could achieve the same by using tricks to detect the image space within enbeffect.fx but I found it's pretty awkward with many image spaces.

Anyway - it does sound pretty crazy to go with double contrast if that's what Bethesda did, no wonder the blacks and highlights are clipped.

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Re: Skyrim SE

skysan4298 wrote:The screen capture is AO debug mode, so that looks horrible. Here's what it should look, and Reshade is little better but all those white is bad and washed out.

Skyrim ENB AO
http://imgur.com/kjaY9Xi

SSE Reshade AO
http://imgur.com/HGf26A9

Boris,
Hope your best, and just see all those ENB followers from way back coming here shows how much we love ENB and your work.
I don't know what you configured there but that's not how my AO looks usually :v Also remember that any AO from reshade used normals of the 3D models only without smoothing groups and also not the normals of the textures. I made a hacky solution that embosses those from color buffer but that's also not ideal.

On a side note though, I wonder if Boris makes multiple AO layers because it's a nice mix between high range and small range AO or its just a good falloff formula.
Last edited by Marty McFly on 02 Nov 2016, 12:07, edited 2 times in total.

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Re: Skyrim SE

That must be something else.

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Re: Skyrim SE

mindflux

System does matter, indeed, old wizard. In my case, the SE is the occasion for dropping the W7/W10 double boot, initiated for Skyrim only (thanx to that fucking 4064 limitation).
Anyway, we're all tweaking basing on our own systems, hence the fact several truthes do exist, if I can say.
For now, I'm just dropping in adaptive sharpen, curves, SMAA, Marty's DoF and SSGI via ReShade 2.0.3, and I got something acceptable.
Due to the game's tonemapping, as soon as I'm using any kind of color correction a/o bloom, it looks off, whatever my efforts. You can't built something solid onto something off initially. That's why we need Boris's work, I guess.
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Re: Skyrim SE

roxahris wrote:It's not so much the tonemapping as the imagespace settings. Especially compared to normal, the SE ramps them up to extremes.

On an aside note, I find it a little wacky that they added subsurface scattering to snow - but not characters.
Yep, Im currently slowly changing every imagespace setting for all weathers and interiors to neutral ones(turned off bloom also completely). A pain in the ass, really, but at least I can use reshade LUTs to control overall contrast and colours, but this method is questionable, as weathers and interiors also have colour filters applied + different eye adaptation settings, this has to be edited also. Still, even with neutralized contrast and brightness I get WORSE results then with the ENB and original colourcorrection off in the Skyrim 2011.

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Re: Skyrim SE

dpeasant
Still, even with neutralized contrast and brightness I get WORSE results then with the ENB and original colourcorrection off in the Skyrim 2011.
That's due to the fact that there is Vol-Lighting and the weather colors have been altered, not just imagespaces. Same goes for interiors, imagespaces and lighting templates have been altered.

And if you didn't see it before, I have scripts to batch alter Imagespaces and Lighting Templates, working on uopdating my weathers scripts as well.
http://www.nexusmods.com/skyrimspeciale ... 1377&pUp=1

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Re: Skyrim SE

--JawZ-- wrote:dpeasant
Still, even with neutralized contrast and brightness I get WORSE results then with the ENB and original colourcorrection off in the Skyrim 2011.
That's due to the fact that there is Vol-Lighting and the weather colors have been altered, not just imagespaces. Same goes for interiors, imagespaces and lighting templates have been altered.

And if you didn't see it before, I have scripts to batch alter Imagespaces and Lighting Templates, working on uopdating my weathers scripts as well.
http://www.nexusmods.com/skyrimspeciale ... 1377&pUp=1
Yeah, its even harder due to the fact that there is no preview of the volumetric lighting available(unlike Fallout 4 creation kit), only blind-editing is possible(or maybe Im just unaware of any).
Also, thank you for the link, endorsed :)

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Re: Skyrim SE

I can't remember if it was possible in the Original Skyrim Creation Kit, but here is a way to alter the visuals in the CK while running the game. Goes for XEdit saving as well.

- Make some edits in the CK.
- Jump back into the game.
- Enter this console command: FCF = Force Close Files.
- Jump back into CK, save the plugin.
- Jump back into the game, and enter this command: HLP = Hot Load Plugin.


Certain edits will make the game crash if Hot loaded, such as edits done to roommarkers or quest related things. Weathers might fall into this category, I can't remember now.

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Re: Skyrim SE

Isn't it simpler to wait till i release the mod? Post processing will be the first thing.
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