TES Skyrim SE 0.310

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Re: TES Skyrim SE 0.310

Boris
LOL.
That's the way Marty tells he considers you smarter than he is.
His wish to see you integer mipmaps makes me remember about me begging you for some things ;)
Ah, we love ENBSeries so much. :)
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Re: TES Skyrim SE 0.310

@Boris: For specifying mipmaps, isn't there the MinLOD and MaxLOD option in Sampler? Or does that only limit the miplevels that can be accessed?

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Re: TES Skyrim SE 0.310

Lods in samplers just a hint for device render states, surfaces themselves must be created with mipmap chains and in certain moment by some new command (or technique?) they need to have autogeneration of all mipmap lods below highest.
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Re: TES Skyrim SE 0.310

Procedural correction code in enbeffect is buggy? Stuff like tempgray=dot(color, 0.3333) uses color.rgba instead of color.rgb. Depending on what alpha people set in enbeffectprepass, colors look different.

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Re: TES Skyrim SE 0.310

Yes, you right. It's buggy in Skyrim, SkyrimSE, Fallout4. Thanks for finding this.
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Re: TES Skyrim SE 0.310

Version updated, download again
Fixed color correction alpha channel bug
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Re: TES Skyrim SE 0.310

Hey Boris, small question.

I've noticed that there's a certain cpu bottleneck/driver overhead or whatever (no idea which one exactly) but i'll explain what happens and you can test it yourself.

Basically, in certain situations which original Skyrim would bottleneck ( looking down on whiterun from dragonsreach ), Skyrim SE (without ENB) would have a rock solid 60 fps with tons of city mods on top.

Now, when loading the game with the ENB dll, drops that same scene to 40-45'ish fps (so there's an added bottleneck somewhere), with the gpu usage around 60-70% (so it's not my 1070 being the cause here, since it has plenty of room left to get that 60 fps just like w/o ENB). And this happens in other situations too. ENB doesn't even have to be enabled, just the game using the dll file instead of its normal renderer.

Any fix to this? Or idea why it happens?

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Re: TES Skyrim SE 0.310

There is no solution, that areas have draw calls bottleneck and only because of dx11 these places are faster, not because game code faster itself. And in dx11 i must capture constant buffers on any thier changes, so it costs cpu performance, which already in bottleneck. I don't think that there is some faster way.
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Re: TES Skyrim SE 0.310

Hay boris,
I'm wondering if it is possible to support precompiled effect object .fxo, for saving the loading time from user's ends, or between runs?
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Re: TES Skyrim SE 0.310

kingeric1992 wrote:Hay boris,
I'm wondering if it is possible to support precompiled effect object .fxo, for saving the loading time from user's ends, or between runs?
This. I would love this if possible.
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