Hey Boris, it may be something on my end but with the latest version of v0305, I noticed the in game fps counter while in the GUI and when you the it ' * ' key is acting kind of funny.
It is reporting my fps in the thousands when Fraps and Shadowplay are telling me 60fps as usual.
A user reported the same thing on my mod page.
I have vsync on in the enblocal, forced on through Nvidia Inspector, and even tried the fps limiter in game and nothing changes the fps counter from being in the thousands.
One last thing. You asked if anyone tried or was working on the localization you added recently.
I tried it out in game but it's very hard to read the text because of the ENB GUI on top of it. I imagine in-game there would be other challenges to seeing the text (I only tried it on main black backdrop menu).
It's a really cool feature and idea but maybe it would be easier to have it's own GUI bracket for it, with the text contained within the GUI box itself somehow. I may need to draw up a mock up of what I mean.
TES Skyrim 0.305
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Re: TES Skyrim 0.305
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Re: TES Skyrim 0.305
Slothability
Okay, i'll check fps counter code, but last time i forced it to be higher precision to avoid game specific bugs, still they affect it, may be forgot something. Simplest solution at this moment is to restart pc (reset system timer basically).
Localization text displayed on top of everything, i don't know how else to make it visible and to fit in to free space of the screen, especially important when screen resolution is low (laptops f.e.) and/or shaders and weather windows are visible. Font size can't be decreased because of some detailed glyths like japanese and chinese and i can't build table of spacing between characters for such huge font (and customizing will not be possible then). I don't know where to put the text of such size, when it's too long, how to scroll it? Wasted several days trying to find solution and gave up.
I've kept beating skylighting of interiors, did some good progress until started to test it in places instead of one location. God, i just lost the time for this not even knowing that effect can't work because of game specific "optimizations". Character is not drawed to depth entirely or partially as displayed on screenshot below, so with projected skylighting texture she/he will looks like semitransparent. There is fix for this, but it's bad to performance and cost lot of video memory, not worth it i think. Will try somehow to apply distance fade from lights, may be such masking will work more or less.
Okay, i'll check fps counter code, but last time i forced it to be higher precision to avoid game specific bugs, still they affect it, may be forgot something. Simplest solution at this moment is to restart pc (reset system timer basically).
Localization text displayed on top of everything, i don't know how else to make it visible and to fit in to free space of the screen, especially important when screen resolution is low (laptops f.e.) and/or shaders and weather windows are visible. Font size can't be decreased because of some detailed glyths like japanese and chinese and i can't build table of spacing between characters for such huge font (and customizing will not be possible then). I don't know where to put the text of such size, when it's too long, how to scroll it? Wasted several days trying to find solution and gave up.
I've kept beating skylighting of interiors, did some good progress until started to test it in places instead of one location. God, i just lost the time for this not even knowing that effect can't work because of game specific "optimizations". Character is not drawed to depth entirely or partially as displayed on screenshot below, so with projected skylighting texture she/he will looks like semitransparent. There is fix for this, but it's bad to performance and cost lot of video memory, not worth it i think. Will try somehow to apply distance fade from lights, may be such masking will work more or less.
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Re: TES Skyrim 0.305
Boris
It's not a huge deal since there are alternatives to getting an fps count, just wanted to mention it. I did restart my computer and it's working fine again.
I don't know anything about code or what is possible in your GUI but I was bored so I made a mock up in photoshop of what I meant before about localization.
by Slothability, on Flickr
Is it possible to make a shader window (much like how you give a new for weathers, effects, and objects) just for localization?
Since the window is large, it would only show up with the other windows unticked and take up their space. This way there would be plenty of room for text and the ability to scroll.
Again, just throwing out some ideas since I like where you're going with it.
As for skylighting indoors, that seems interesting, too bad it's too much of a headache. Looking forward to anything that comes from your experimenting.
It's not a huge deal since there are alternatives to getting an fps count, just wanted to mention it. I did restart my computer and it's working fine again.
I don't know anything about code or what is possible in your GUI but I was bored so I made a mock up in photoshop of what I meant before about localization.
by Slothability, on Flickr
Is it possible to make a shader window (much like how you give a new for weathers, effects, and objects) just for localization?
Since the window is large, it would only show up with the other windows unticked and take up their space. This way there would be plenty of room for text and the ability to scroll.
Again, just throwing out some ideas since I like where you're going with it.
As for skylighting indoors, that seems interesting, too bad it's too much of a headache. Looking forward to anything that comes from your experimenting.
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Re: TES Skyrim 0.305
that looks very promising boris! appreciate the work you put into it.
how do you get the skylighting projected texture, maybe it is even possible to do sort of interior IBL with it?
how do you get the skylighting projected texture, maybe it is even possible to do sort of interior IBL with it?
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Re: TES Skyrim 0.305
Slothability
There is no space on screen. Turn on 1366*768 and see yourself. I'm testing the game in windowed 1440*900 and it's not enough for displaying help text when shaders or weather windows are visible.
benhat
I don't know what can do to avoid bugs. Even with masking by depth to compare with another one it just produce bugs with decals and transparent objects, because will be too late to modify lighting.
There is no space on screen. Turn on 1366*768 and see yourself. I'm testing the game in windowed 1440*900 and it's not enough for displaying help text when shaders or weather windows are visible.
benhat
I don't know what can do to avoid bugs. Even with masking by depth to compare with another one it just produce bugs with decals and transparent objects, because will be too late to modify lighting.
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Re: TES Skyrim 0.305
If someone interested, test attached file. It's with interior skyligting enabled. Many objects do not have effect applied, you will notice them as brighter than others. The goal of the test is to find out if ambient color modulation is useless with user's presets, because ambient amount is very low in vanilla game and on my opinion effect is not much visible because of that, very similar to set ambient=0. If possible, post screenshots with characters where this effect have any better look. And remember, it's not computed everywhere, if you see too dark place far from light, then it's not applied there (some lights are used only).
EDIT: file deleted
EDIT: file deleted
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Re: TES Skyrim 0.305
does it use fixed values at the moment? cant find any parameter to tweak it. i guess it would be in "skylighting" category at the end? if its fixed for the moment, what value do you have it set to?
EDIT: from a quick test i can say, it not only influences ambient color, but directlight color. and that is just incredibly amazing. because that way you can crank up directlight in interiors, and it still only is applied to areas where directlight would hit with a lightsource. IF it is going to work bugfree, atm it flickers a lot like on/off. but if it does, it will be amazing to work with directlight in interiors. in fact directlight can enhance character lighting in interiors (what you want to test) maybe more than ambientlight.
right now directlight is a two bladed sword, if it enhances lighting in one interior like a townshop with lot of windows it makes sense, but in a cave it just doesn't when there is no lightsource around and all the walls shine.
... i will test some more with ambient
ok, i can say it definately would enhance the game a lot. it is not only about the comparison of ambientcolor effect against skylighting effect. it is the use of a combination of ambient/direct/sky lighting that will improve the lighting. also colorfilters and pointlight parameters.
a bonus, it seems to work ok with interior fog.
at least that is my humble conclusion after 15min of testing
EDIT: from a quick test i can say, it not only influences ambient color, but directlight color. and that is just incredibly amazing. because that way you can crank up directlight in interiors, and it still only is applied to areas where directlight would hit with a lightsource. IF it is going to work bugfree, atm it flickers a lot like on/off. but if it does, it will be amazing to work with directlight in interiors. in fact directlight can enhance character lighting in interiors (what you want to test) maybe more than ambientlight.
right now directlight is a two bladed sword, if it enhances lighting in one interior like a townshop with lot of windows it makes sense, but in a cave it just doesn't when there is no lightsource around and all the walls shine.
... i will test some more with ambient
ok, i can say it definately would enhance the game a lot. it is not only about the comparison of ambientcolor effect against skylighting effect. it is the use of a combination of ambient/direct/sky lighting that will improve the lighting. also colorfilters and pointlight parameters.
a bonus, it seems to work ok with interior fog.
at least that is my humble conclusion after 15min of testing
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Re: TES Skyrim 0.305
benhat wrote:does it use fixed values at the moment? cant find any parameter to tweak it. i guess it would be in "skylighting" category at the end? if its fixed for the moment, what value do you have it set to?
EDIT: from a quick test i can say, it not only influences ambient color, but directlight color. and that is just incredibly amazing. because that way you can crank up directlight in interiors, and it still only is applied to areas where directlight would hit with a lightsource. IF it is going to work bugfree, atm it flickers a lot like on/off. but if it does, it will be amazing to work with directlight in interiors. in fact directlight can enhance character lighting in interiors (what you want to test) maybe more than ambientlight.
right now directlight is a two bladed sword, if it enhances lighting in one interior like a townshop with lot of windows it makes sense, but in a cave it just doesn't when there is no lightsource around and all the walls shine.
... i will test some more with ambient
ok, i can say it definately would enhance the game a lot. it is not only about the comparison of ambientcolor effect against skylighting effect. it is the use of a combination of ambient/direct/sky lighting that will improve the lighting. also colorfilters and pointlight parameters.
a bonus, it seems to work ok with interior fog.
at least that is my humble conclusion after 15min of testing
Make some screens man, I'm extremely curious how it looks. Would love to test it myself, but skyrim isn't installed.
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Re: TES Skyrim 0.305
well... some test stuff... to show what can be done to shadows/lighting overall, and also some character influence/lighting. nothing special
first shots used settings like this: directlight intensity 1.50, directlight curve 0.20, ambientlight intensity 2.00, ambientlight curve 1.00, some ambientcolorfilter (brownish/redish) with 0.50 amount on top
last shot with the orc used settings: same as above but ambientlight curve 0.60, no ambientcolorfilter
pay attention how shadows are still present, for example last pic with orc background shadow of passage middle right of pic
also keep in mind, this is most likely with "skylighting MIN LEVEL" set to "0" or very low! as it seems to be fixed in this test version. so i can't really get anything out of the very dark areas, they are just black and stay that way, regardless of what is set
https://www.flickr.com/photos/130088884 ... 5076473072
first shots used settings like this: directlight intensity 1.50, directlight curve 0.20, ambientlight intensity 2.00, ambientlight curve 1.00, some ambientcolorfilter (brownish/redish) with 0.50 amount on top
last shot with the orc used settings: same as above but ambientlight curve 0.60, no ambientcolorfilter
pay attention how shadows are still present, for example last pic with orc background shadow of passage middle right of pic
also keep in mind, this is most likely with "skylighting MIN LEVEL" set to "0" or very low! as it seems to be fixed in this test version. so i can't really get anything out of the very dark areas, they are just black and stay that way, regardless of what is set
https://www.flickr.com/photos/130088884 ... 5076473072
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Re: TES Skyrim 0.305
i have added 4 shots (07,08,09,10), gone into the direction of the Exteriors of ENBs like Dovah Naakin, Dahaka, or High Ambientlight ENBs, which looks are often possible because of exterior skylighting.
https://www.flickr.com/photos/130088884 ... 5076473072
https://www.flickr.com/photos/130088884 ... 5076473072
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