TES Skyrim 0.213

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Re: TES Skyrim 0.213

djuplift wrote:
Arkngt wrote:Does anyone have a link to the ENB port of Luma Sharpen? It was mentioned in a previous thread, but there are so many pages to check and the search function didn't help either.

http://pastebin.ca/2437654
Thanks! :)
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Re: TES Skyrim 0.213

Is it normal to get a little bit of stutter like when I go into a new area but after a while or if I spin around it will go away?

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Re: TES Skyrim 0.213

Boris
I don't have much to report right now. 0.213 seems to run a little smoother than 0.212. However, I've been noticing the TAA ghosting quite a lot and because of it control seems sluggish and I've got double vision all the time when using TAA. It makes it very hard to aim my bow at anything. I've reverted back to 0.212 for now and the problem goes away. I've tried switching between 0.212 and 0.213 a few times and it's consistent. No ghosting with 0.212, a lot of ghosting with 0.213. It's most prevalent with fire, either torch or any other fire, and fast moving creatures (wolves, elk, bandits etc.) I haven't tried it out without the helper mod yet so I can't say for sure if that is part of the problem although you already said the helper mod should take precedence I believe. I'll test it more thoroughly tomorrow (and hopefully a performance comparison as well). It's late here and real life took precedence tonight so I didn't have time today.

If you want me to check anything more specifically, just let me know, I'll be happy to check it out.

vamp
Yep, pretty normal. Has to do with the memory optimizations loading your VRAM and unloading unnecessary garbage. It happens to me all the time but maybe someone here has found a way around it.
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Re: TES Skyrim 0.213

GArfink wrote:
Oyama wrote:
ENBSeries wrote:Okay, buy for me SLI cards, motherboard, ram, cpu and i'll make TAA compatible with sli.
You can have 2 x 580 flying to you whenever ;)
Thumbs up! Someone needs to get him a 64bit computer as well.
:roll:
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Re: TES Skyrim 0.213

ENBSeries wrote:Okay, buy for me SLI cards, motherboard, ram, cpu and i'll make TAA compatible with sli.
I checked that myself, I thought before it wouldn't be a SLI Problem, but actually it is:

SingleGPU:
Temporal AA Disabled: Stable 40 FPS (GPU Load ~100%)
Temporal AA Enabled: Stable 45 FPS (GPU Load ~100%)

SLI:
Temporal AA Disabled: Stable 60 FPS (GPU bored)
Temporal AA Enabled: ~36 FPS (GPU bored too)


Will turn TAA off till it might get fixed for SLI one day.

Boris
Can you add PayPal for donations? WebMoney isn't very popular in many countries.


//Edit:
I just found out about this doc-page mentioning Motion Blur.
As this can't be found in the enblocal.ini nor the enbseries.ini I guess it is no longer supported by enb and working, am I right?
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Re: TES Skyrim 0.213

Thnak you Boris !!!!

Exactly what I needed !!!
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Re: TES Skyrim 0.213

Boooooris? Do you think TAA is feasible in Fallout as well? Because it's brilliant, brilliant for screenshots. I hate you already for not doing the ENBoost memory optimizations for Fallout, so please don't kill my hopes for TAA as well ;-)
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Re: TES Skyrim 0.213

Okay, buy for me SLI cards, motherboard, ram, cpu and i'll make TAA compatible with sli.
Just send me your address and I'll see what I can do about getting you some hardware. I'm heading to Moscow in any case :D :D
Lol what we need is a "Get Boris A Computer" drive :-) I would be willing to chip in. I mean if we could drum up 200 people at $25 a head that would be $5000 for a decent rig and then you could deliver it in Moscow :)

On topic I am super pleased with 213 - it has really been a great ENB version. I can't believe how good things are looking and how smoothly everything is running.
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Re: TES Skyrim 0.213

If there is a velocity buffer in Skyrim it could be used to prevent TAA ghosting by disabling TAA on any pixel that is moving faster than k (a constant value) relative to the worldspace.
Last edited by CorvoAttano77 on 31 Aug 2013, 14:25, edited 3 times in total.

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Re: TES Skyrim 0.213

midhras
I thought about it too.


TAA artifacts with vignette is known issue, but unfixable, because "effects" like vignette must be drawn after temporal antialiasing, so at least in effect.txt, but even if i make it before effect.txt, some shaders which use precise information and alpha channel to send data from enbeffect.fx to effect.txt, will not work. For example any tricky shaders which use one pixel of corner or line of pixels on side, they will be corrupted by TAA. Without additional changes to vignette code and providing new post process shader for ti - impossible to fix.
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