TES Skyrim 0.236

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Re: TES Skyrim 0.236

I don't care how complex task is and i know that batched shadows will be faster, but ONLY if their drawing distance is high, preprocessing of them is not for free by performance. Shadows in exterior of ultra quality cost about 10-30% of rendering performance, if distance increased - you know how this affect performance. Why i don't want to do such optimizations is the prooved fact that no one player will be added to ENBSeries users, they are split in several categories and do not migrate unless they have new hardware. First category are my old users almost from very beginning and they care about performance, but much more interested in visuals, they know where to "get" required fps. Second category are lazy plankton who tried once to install and failed or installed with default preset or preset they don't like. Third category are blind fans of vanilla graphics, the most they can is to install SweetFX to see slightly different color. Fourth category are users of the tool which give "better performance than SLI" for their 20$ videocard. So i'm curious, where is the place for batched shadows?
PS: nothing personal.
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Re: TES Skyrim 0.236

Boris, i'd say bring it, let the user decide. the sheep's are always going to be sheeps. there's nothing you can do about. anything to boost the quality of image, i'm all for it. count me in ;)
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Re: TES Skyrim 0.236

For me, I'd see a mega gain in performance with batched shadows AND would be able to enable shadows. My game is chock full of NPCs and massive trees, and if I turn on shadows I can't stand the distance being less than 10,000. Without shadows, my draw calls average around 2,000. That translates to 40fps with my 965 BE. With shadows enabled, my draw calls are upwards of 2,500; it kills my framerate with all the added characters and objects.

Hell, I'm a big fan of performance improvements; more FPS = more FPS to spend on detail.
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Re: TES Skyrim 0.236

I'm still a relatively new ENB user, though the last 6 months have been very educational on this front, so I hesitate to make a request for future development since I don't know fully what is possible. I will say that I'm most interested in what can be done to further leverage the helper.dll. In the end, though, I think visuals trump performance. Performance can always be optimized later, and if not, Boris can always make the feature optional (e.g. for screenshots rather than gameplay). It's the visuals that seem to attract and retain the serious users.

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Re: TES Skyrim 0.236

Maeldun wrote:I'm still a relatively new ENB user, though the last 6 months have been very educational on this front, so I hesitate to make a request for future development since I don't know fully what is possible. I will say that I'm most interested in what can be done to further leverage the helper.dll. In the end, though, I think visuals trump performance. Performance can always be optimized later, and if not, Boris can always make the feature optional (e.g. for screenshots rather than gameplay). It's the visuals that seem to attract and retain the serious users.
^This.
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Re: TES Skyrim 0.236

Trying to get Mistveil Spring working but when I drop in the d3d9.dll the game will not load. The load screen sits there indefinitely but will never get me to the point where I can continue my game. I am also running SKSE with the Elys Community Uncapper so I am starting the game from the SKSE and not the TESV.exe. Either way the game will not load, though. To see if the issue was Mistveil related I uninstalled the Mistveil binaries as well as the .236 binaries and then placed the wrapper version files alone inside the skyrim directory. Also ensured that bFloatPointRenderTarget=1 was set properly in skyrimprefs.ini. The issue persists. I was able to load the older .1xx binaries just fine. Any thoughts?

I am running the .236 version of mistveil and the .236 ENBSeries binaries

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Re: TES Skyrim 0.236

I think visuals trump performance
I look at my system specs, read the above quote and have to agree...and yes, I have no problems being egoistic.

I have to admit I liked the phrase "lazy plankton", I had to laugh :D

The fifth category I encountered are the people, who have a superb system, but install the performance version because "they have lag when dropping below 60 Vsynced fps"....

PS: Water is important
Last edited by Sigurd44 on 30 Nov 2013, 08:55, edited 1 time in total.
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Re: TES Skyrim 0.236

Eccentricity
Try to disable memory manager by setting ReduceSystemMemoryUsage=false in enblocal.ini. If problem will be fixed, then don't use my memory manager or download skse plugin which was released not so much long time ago on Skyrim Nexus site, don't remember how it's called, but it disable multithreading when game is loading, so deadlock not occur. If this not help also, write here again.


I tried yesterday to make TAA without ghosting issues by computing it before all transparent objects and effects, but something is wrong and it works like not computed at all, just per frame subpixel shifting visible. May be i forgot and somewhere else in the code unknown dependency exist, i'm tired to search and do experiments by trials and errors, so to create TAA from scratch again i need time.
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Re: TES Skyrim 0.236

ENBSeries wrote:Eccentricity
Try to disable memory manager by setting ReduceSystemMemoryUsage=false in enblocal.ini. If problem will be fixed, then don't use my memory manager or download skse plugin which was released not so much long time ago on Skyrim Nexus site, don't remember how it's called, but it disable multithreading when game is loading, so deadlock not occur. If this not help also, write here again.


I tried yesterday to make TAA without ghosting issues by computing it before all transparent objects and effects, but something is wrong and it works like not computed at all, just per frame subpixel shifting visible. May be i forgot and somewhere else in the code unknown dependency exist, i'm tired to search and do experiments by trials and errors, so to create TAA from scratch again i need time.
The mod is called "Safety Load" and based on my experience, it is not effective at allowing Skyrim to load exterior saves, from the main menu, with a lot of mods any more than before. What it does seem to do successfully is prevent the infinite loading screens that would occur when transitioning between certain cells, namely Jorrvaskr basement and Ragged Flagon. Also, the Mistveil presets are pretty heavy on the postprocessing effects so they make the game take longer to load. In the end, the safest way to start the game when you're running a lot of mods is to load an interior save without a lot of actors around and then load the exterior saves from within the game (not the main menu).

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Re: TES Skyrim 0.236

ENBSeries wrote:I don't care how complex task is and i know that batched shadows will be faster, but ONLY if their drawing distance is high, preprocessing of them is not for free by performance. Shadows in exterior of ultra quality cost about 10-30% of rendering performance, if distance increased - you know how this affect performance. Why i don't want to do such optimizations is the prooved fact that no one player will be added to ENBSeries users, they are split in several categories and do not migrate unless they have new hardware. First category are my old users almost from very beginning and they care about performance, but much more interested in visuals, they know where to "get" required fps. Second category are lazy plankton who tried once to install and failed or installed with default preset or preset they don't like. Third category are blind fans of vanilla graphics, the most they can is to install SweetFX to see slightly different color. Fourth category are users of the tool which give "better performance than SLI" for their 20$ videocard. So i'm curious, where is the place for batched shadows?
PS: nothing personal.
I say, invest your own personal time into what you think your most personal time is best invested in. I love ENB. It is the single most amazing one-man mod I've ever seen made for any game. What you have so far done with Skyrim is nothing short of mind blowing. The results, even for a novice like me, are simply phenomenal. Water, whether it performs well or not, LOOKS STUNNING. All of Skyrim looks stunning. I have confidence that whatever you choose to invest your time in, the results will be phenomenally stunning. I always want better performance, but if improving performance by a few FPS costs you an extensive investment in time, then I totally agree...that time is probably better invested in something else that could bring more capabilities and an even better looking Skyrim to the hands of ENB config creators and tweakers.

Also, on the notion of optimization in general. As a software developer myself, I understand that there are generally two classes of optimization: Creating a viable algorithm up front that is as optimzied as you can get it with the time you have available, then the hard core optimization that usually comes later on in a project's lifecycle when the bulk of your featureset is implemented, and you have a much stronger grasp of how all those various features interact with each other, and where optimizations might actually, really need to be implemented. As some say, premature optimization is the root of all evil. I tend to say "Too much preliminary optimization is the root of all evil." Don't kill yourself to make the most perfectly optimal code right up front. I think your time is probably better spent working on whatever you can to improve the quality and capability of ENB for Skyrim, with moderately optimal code...deal with tightening up and refining those optimizations to their maximums after you have everything else in place, and know how it all interacts.
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