TES Skyrim 0.145

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Re: TES Skyrim 0.145

Wolfstryder wrote:What is the real difference between AOAmount and AOIntensity?
Exactly what --JawZ-- said, similar to the explanation I gave you ;)

r42
If only Riften is concerned, it's mod related, not ENB.
If it happens somewhere else, check your shadows settings in game inis first.
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Re: TES Skyrim 0.145

i have a question with SSAO/IL
it looks weird when play with 1st person.

see.

Image
it's IL effect, but I think it isn't normal.

and some ssao makes 1st weapon transparency:
Image

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Re: TES Skyrim 0.145

in solitude interior, there is no SSAO/IL effect.
if you turn off effect, still same visual.

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Re: TES Skyrim 0.145

superl3
Not sure about the first one, but the first person transparency of weapons is an old game rendering issue.

r42
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Re: TES Skyrim 0.145

Oyama wrote: r42
If only Riften is concerned, it's mod related, not ENB.
If it happens somewhere else, check your shadows settings in game inis first.
Same at Vampire Castle location. Dragonsreach seems working fine. Also noticed that at 'bad' locations 'interiorDay' settings have no effect at all.
Ingame shadows are default ultra.
Last edited by r42 on 01 Feb 2013, 16:25, edited 1 time in total.

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Re: TES Skyrim 0.145

Kyo & Jawz,

Thanks

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Re: TES Skyrim 0.145

Wolfstryder wrote:Kyo & Jawz,

Thanks
Most welcome ! ;)
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Re: TES Skyrim 0.145

Any time you need help Wolfstryder ;)

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Re: TES Skyrim 0.145

r42 wrote: Same at Vampire Castle location. Dragonsreach seems working fine. Also noticed that at 'bad' locations 'interiorDay' settings have no effect at all.
Ingame shadows are default ultra.
? Interesting. Will have to check on my own.
Are you running AMD ?
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Re: TES Skyrim 0.145

superl3
Do you mean on first screenshot brown corner of stone wall? It's because ambient color subtracted from final color, when properties of sun color and ambient colors (in CK) are set to something real, result will be correct. This is issue only with AOType=0, 1 if i remember, good quality mode, but require some conditions to be met, i'm searching for alternative ideas. Also you may decrease ssao amount, because angles like that should decrease ambient only in about 25-50% from full (25 is near the ground).

Wolfstryder
Set AOType=2 and find some white surfaces to see difference in those to variables, because it's explanation is hard to understand unless you see. In short, AOIntensity is very important variable which allow to make ssao visible even if angle between surfaces is almost 180 degrees. The math is:
ssaocolor=pow(1.0-ssaocomputed*AOIntensity, AOAmount);
where ssaocomputed is shader result with zero value on flat surfaces and closer to 1 when between occluders. All values above 1 for AOIntensity will make complete darkness for some areas of ssao, but this seems good for this effect to achieve style of old cg rendering (or like trailers to old cartoonish games like sonic or blue dragon).

r42
I don't know much interior locations and all of them i saw don't have issues.


Did optimization for new ao filtering types, in 0.145 FilterQuality=0 and FilterType=0 cost for me same performance as ssao code itself 15.5 ms (quality 1, sizescale=1, 720p), now it's 6 ms. But FilterType4 of course the fastest, 1.5 ms.
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