CampiJR wrote:Thank you for the great work you've done on ENBoost. I've been using v0.262 since I first starting playing TES Skyrim and it has worked perfectly for me. I just upgraded to v0.264 and I almost died when I saw 1162 FPS's on the startup screen. I got into the game and I had 80+ FPS's when I used to have between 30 and 40 with v0.262. I went into enblocal.ini and set EnableFPSLimit=true and FPSLimit=55 but I still have the 80+. Is there something else I have to do to cap the FPS's?
Thank you
Boris relied back "Don't have any ideas why some systems ignore fps limiter, all you can do is to force vsync"
You were right vsync was disabled. Everything works fine now but once in awhile I get npc's hair stretching right through a wall. My fps's now never go over 62. Is there a tweak you might know that will get them fps's down? I've got 150 mods running so I know my rig is under a load.
once in awhile I get npc's hair stretching right through a wall
This is not fps bug, it may look like fps affect it, but just a secondary. Could be many reasons, first of all skyrim.ini/skyrimprefs.ini touched by dirty hands.
Jafin16
Don't know what is the destiny of volumetric mist, because i not sure if will finish clouds. If i do, then volumetric fog must be created together with them, otherwise it's just wasting of time to remade it again. The problem is mostly in my point of view, i'm sick from bullshit in the modern games and tons of lie bringing by developers and managers. To let them steal? There are no known clouds rendering techniques of same quality and performance, i rather keep it till my death. All volumetric effects probably done for now in skyrim version. Thinking mostly about static ambient occlusion maps as projected textures from top, will be similar to skylighing, but much faster and less precise (the problem which bother me is modded game, when objects are not exist or on the contrary placed in certain locations, static map require editing then. autogeneration isn't good idea because of game lod system).
once in awhile I get npc's hair stretching right through a wall
This is not fps bug, it may look like fps affect it, but just a secondary. Could be many reasons, first of all skyrim.ini/skyrimprefs.ini touched by dirty hands.
Thanks for the reply. At least I can rule put fps's. Somehow I knew 62 fps wouldn't be enough to cause problems. Yea your right my hands got real dirty but I'm happy to be running 150 mods with no major problems.
kingeric1992
I'm very cpu limited with the game, gi is not hard to implement, but it will be buggy or with very huge cpu impact to fix bugs where objects are not drawed on screen. I'm looking at alternative methods and the only one i have atm is non colored gi, which is suck.
CampiJR wrote:Everything works fine now but once in awhile I get npc's hair stretching right through a wall.
Doubt it's related to ENB. Such things could happen if those hairs use hdtPE or hair mesh is kinda borked.
Same opinion. Never heard of mesh distortions by ENB, but HDT PE is a hot candidate for such issues. The HDT PE effect might even stretch NPC/follower meshes like an endless chewing gum crossover whole Skyrim, if the BBP.xml file has a wrong setup for certain havok items like hairs or the used body mesh and skeleton type.
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ENBSeries wrote:Thinking mostly about static ambient occlusion maps as projected textures from top, will be similar to skylighing, but much faster and less precise (the problem which bother me is modded game, when objects are not exist or on the contrary placed in certain locations, static map require editing then. autogeneration isn't good idea because of game lod system).
Not sure if this is of any use or help, but who knows it may give new ideas? There is TES5LODGen, and now my latest DynDOLOD beta that builds on top of TES5LODGen and LODGen for trees.
Both TES5LODGen and DynDOLOD run over the load order and output a text file with a data line for each static object that has LOD. There would still be the problem of dynamic objects, which is the part DynDOLOD handles for in game with simple papyrus scripting. And any other object not covered by these tools. No idea if any of this is any helpful for what you have in mind.
Doing LOD for your own game got easier with these tools, but this whole process is not for the every day user either.
ENBSeries wrote:No. Don't know what to do, all previous ideas from "todo" list looks useless for me now, no radical improvements and many of planned changes do not work initially (require a lot of editing, more than mist placement).