Mayo1116
Yes
Marty McFly
Aperture is computation of it's size, so later it can be used to adjust exposure, if someone decides to make very realistic dof->post processing dependency. Or if someone decides to switch effects based on dof
skysan4298
It should be interior day parameter now for tweaking bloom.
SMB92
Now interior/exterior separation and time of the day do not work at all.
TES Skyrim SE 0.309 BETA
Forum rules
new topics are not allowed in this subsection, only replies.
new topics are not allowed in this subsection, only replies.
- Author
- Message
-
Offline
- *blah-blah-blah maniac*
- Posts: 17549
- Joined: 27 Dec 2011, 08:53
- Location: Rather not to say
Re: TES Skyrim SE 0.309 BETA
_________________
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7
-
Offline
- Posts: 1
- Joined: 04 Nov 2016, 08:10
Re: TES Skyrim SE 0.309 BETA
Okay, I tinkered a bit with this and I'm super excited!
My feedback notes: Editor shortcut shift + enter only works once - to open it. After that I had to choose other key in options than "enter" to close it. I don't know why but after hitting apply some changes reset and some remain. I will check after work which one exactly. Loading time - around a minute with black screen without Beth logo. I'm okay with that I had a massive fps drop (~55 -> 30) without even enabling ENB via shortcut. Disabling vsync in skyrimprefs and enabling vsync in nvidia control panel gave me fps boots beyond my dreams.
I'd also like to say hello to everyone as I'm new here! And thank you Boris for your work!
My feedback notes: Editor shortcut shift + enter only works once - to open it. After that I had to choose other key in options than "enter" to close it. I don't know why but after hitting apply some changes reset and some remain. I will check after work which one exactly. Loading time - around a minute with black screen without Beth logo. I'm okay with that I had a massive fps drop (~55 -> 30) without even enabling ENB via shortcut. Disabling vsync in skyrimprefs and enabling vsync in nvidia control panel gave me fps boots beyond my dreams.
I'd also like to say hello to everyone as I'm new here! And thank you Boris for your work!
-
Offline
- *blah-blah-blah maniac*
- Posts: 530
- Joined: 30 Jan 2012, 13:18
Re: TES Skyrim SE 0.309 BETA
Thank you Boris. One thing, how does one debug shaders on DX11? I know ENB outputs compiler errors etc but for benchmarking purposes the shaderperf tool in FX Composer is the only tool I know and FX Composer can't work with DX11, only 9, 10 and OGL.
-
Offline
- *blah-blah-blah maniac*
- Posts: 565
- Joined: 05 Apr 2014, 10:29
- Location: Taiwan
Re: TES Skyrim SE 0.309 BETA
Use FXC.exe to compile, and it can also show the instruction count.
https://msdn.microsoft.com/zh-tw/librar ... s.85).aspx
I think Nvidia integrate the profiler into visual studio? something called Nsight?
Code: Select all
fxc.exe -T fx_5_0 <filepath>
I think Nvidia integrate the profiler into visual studio? something called Nsight?
-
Offline
- *master*
- Posts: 136
- Joined: 08 Nov 2012, 15:24
Re: TES Skyrim SE 0.309 BETA
Personally, I load all my shaders into GPU ShaderAnalyzer to test/measure them. I don't know if it's exactly what you're looking for, but it shows you the compiled bytecode and statistics on the compilation and estimates for some ATI cards from a few years ago.
I ported over my preset from Fallout 4. It works really well, except adaptation doesn't work right. I'm not sure if I've missed something (I probably have) - my testing seems to show it stays at zero.
I ported over my preset from Fallout 4. It works really well, except adaptation doesn't work right. I'm not sure if I've missed something (I probably have) - my testing seems to show it stays at zero.
_________________
Try my mods! | Resonant ENB for Dragon's Dogma | IAXE2 for Fallout 4 | Luminous ENB for Skyrim SE
Try my mods! | Resonant ENB for Dragon's Dogma | IAXE2 for Fallout 4 | Luminous ENB for Skyrim SE
-
Offline
- *blah-blah-blah maniac*
- Posts: 17549
- Joined: 27 Dec 2011, 08:53
- Location: Rather not to say
Re: TES Skyrim SE 0.309 BETA
Marty McFly
I tried to find who to make profiler for dx11, but failed. Dx11 documentation is very simple compared to dx9 (and all new msdn docs actually). I just run same shader multiple times and check frame rate. Dx11 mod is at early stage, because Fallout 4 is the first dx11 game i decided to modify.
I tried to find who to make profiler for dx11, but failed. Dx11 documentation is very simple compared to dx9 (and all new msdn docs actually). I just run same shader multiple times and check frame rate. Dx11 mod is at early stage, because Fallout 4 is the first dx11 game i decided to modify.
_________________
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7
-
Offline
- *blah-blah-blah maniac*
- Posts: 530
- Joined: 30 Jan 2012, 13:18
Re: TES Skyrim SE 0.309 BETA
Thank you Boris and kingeric for your info.
On another area, has anyone noticed that depth buffer and color buffer have slight discrepancy? Take the buildings in front of whiterun for example, if you move very close to to them and look up, the wall has several pixels shifted depth buffer. I blended color and depth together on photoshop, see:
If you move very closely to the object itself, you see (even raw color buffer) a slight brightness change (ENB is OFF here so no shader of mine is interfering here):
Could it be that the 3D model there is semi-transparent at this close border and does not draw to depth buffer there? I don't know how ENB handles that but from my experience, most applications either don't write to depth buffer if
The objects behind are fine, I just found this issue in whiterun there (the wall I'm looking at straight ahead, the whole outer structure has this issue):
On another area, has anyone noticed that depth buffer and color buffer have slight discrepancy? Take the buildings in front of whiterun for example, if you move very close to to them and look up, the wall has several pixels shifted depth buffer. I blended color and depth together on photoshop, see:
If you move very closely to the object itself, you see (even raw color buffer) a slight brightness change (ENB is OFF here so no shader of mine is interfering here):
Could it be that the 3D model there is semi-transparent at this close border and does not draw to depth buffer there? I don't know how ENB handles that but from my experience, most applications either don't write to depth buffer if
- object is fully transparent
- 50% transparent (Minecraft for example)
- only draw to depth buffer if object is fully opaque (which is what I assume ENB does here).
The objects behind are fine, I just found this issue in whiterun there (the wall I'm looking at straight ahead, the whole outer structure has this issue):
-
Offline
- *blah-blah-blah maniac*
- Posts: 17549
- Joined: 27 Dec 2011, 08:53
- Location: Rather not to say
Re: TES Skyrim SE 0.309 BETA
Of course transparent objects are not drawed to depth and also skyrim have bugs in properties of meshes, when they are not drawed to depth properly.
_________________
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7
-
Offline
- *blah-blah-blah maniac*
- Posts: 506
- Joined: 02 Aug 2013, 23:06
- Location: New Hampshire, US
Re: TES Skyrim SE 0.309 BETA
I like how your bloom and color look in that first shot!skysan4298 wrote:Thanks Boris, and my eyes are now happy to see the ENB color again.
I ported my OrganicENB bloom and color. The ENB GUI bloom setting did not change bloom level for some reason. I used the ENBParams01.x for the bloom amount calculation.
ENB enabled
http://imgur.com/C13YZ1m
ENB disabled
http://imgur.com/6KUhrZX
My SSE with ENB took 50 to 60 seconds to see the B$ logo, and whole lot better than seeing Reshade corrupting the screen as it initialized shaders.
_________________
Intel Core i9-9900K CPU @ 3.6 GHz // GeForce RTX 2080 Ti VRAM 11GB // Win10 64 and 64GB Ram // Monitor 2560x1440@144
Intel Core i9-9900K CPU @ 3.6 GHz // GeForce RTX 2080 Ti VRAM 11GB // Win10 64 and 64GB Ram // Monitor 2560x1440@144
-
Offline
- *sensei*
- Posts: 331
- Joined: 20 Jul 2013, 00:34
Re: TES Skyrim SE 0.309 BETA
Thanks, Boris. I had to lower the shadow distance from ultra 10000 to medium 6000. When I "cow tamriel 0,-15" and look south, fps dropped to less than 30fps some reason. I enabled both tree and land shadows.ENBSeries wrote: skysan4298
It should be interior day parameter now for tweaking bloom.
The bloom and color came from LSiwora Wilds preset I've been tweaking and been using on my OrganicENB preset. Here's more screen shots comparing with Skyrim on 0.308. SSE looked good even when 0.309 had only bloom and color correction.wolfgrimdark wrote: I like how your bloom and color look in that first shot!
S64: http://imgur.com/XvR5JY6.jpg
S32: http://imgur.com/EYG7wzP.jpg
S64: http://imgur.com/xeQHFns.jpg
S32: http://imgur.com/pY5tU3e.jpg
S64: http://imgur.com/LCUsHk8.jpg
S32: http://imgur.com/KJtPbCe.jpg
EDIT: I just ported the Matso's letterbox logic, and top and bottom "black tape" no longer "wave" when I cast the "refracting" lesser ward spell. This should quiet the ENB letterbox mode support.
_________________
AMD R9 6900HX, 16GB DDR5-4800
Win 11Pro 64bit on NvMe, Skyrim on NvMe 2nd partition
Nvidia GTX 1070 FE eGPU v531.209
OrganicENB SE
OrganicENB LE
AMD R9 6900HX, 16GB DDR5-4800
Win 11Pro 64bit on NvMe, Skyrim on NvMe 2nd partition
Nvidia GTX 1070 FE eGPU v531.209
OrganicENB SE
OrganicENB LE