TES Skyrim SE 0.309 BETA

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Re: TES Skyrim SE 0.309 BETA

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.
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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!

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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.

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Re: TES Skyrim SE 0.309 BETA

Use FXC.exe to compile, and it can also show the instruction count.

Code: Select all

fxc.exe -T fx_5_0 <filepath>
https://msdn.microsoft.com/zh-tw/librar ... s.85).aspx

I think Nvidia integrate the profiler into visual studio? something called Nsight?
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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.

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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.
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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:

Image

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):

Image

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):

Image

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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.
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Re: TES Skyrim SE 0.309 BETA

skysan4298 wrote:Thanks Boris, and my eyes are now happy to see the ENB color again. :D

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.
I like how your bloom and color look in that first shot!
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Re: TES Skyrim SE 0.309 BETA

ENBSeries wrote: skysan4298
It should be interior day parameter now for tweaking bloom.
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.
wolfgrimdark wrote: I like how your bloom and color look in that first shot!
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.
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. :D
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