TES Skyrim 0.131 (renamed 0.130 topic)

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Marlen

Re: TES Skyrim 0.130

Ba Dum Tss!

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Re: TES Skyrim 0.130

Yasen
Туман трогать не буду, он на воде используется, иначе было бы жутко броско. Текстуры горизонта нет, если речь о небе, тоже отказываюсь, невозможно без глюков distance fog в сочетании с небом визуализировать.
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Re: TES Skyrim 0.130

ENBSeries wrote:Users Krista, jonwd7, Svarog wins the prize of the most subjective people i ever heard. Bravo.
Well, you win the prize for most stereotypically rude and snide Russian.

You probably realized that Krista was right about whatever broke between 119 and 130. So you removed the SSS power cap to compensate. I was simply being nice. In fact, if I go back to the same interior where I had issues before, it is indeed just as bad. The only thing that helps is putting the power above 2.5. Which in turn lets me increase the multiplier too.

Anyway, there is nothing "subjective" about the tree issue:

Fine
Image
Image

Not Fine
Image
Image


And the "hotspots":

I didn't take a mult/power @ 0, but in this interior SSS does almost nothing:

Image

Crank up the multiplier and get terrible artifacts:

Image

Thankfully power > 2.5 reduces it:

Image


... Those settings are exaggerated, but to get SSS to work in interiors at all for my character, I have to have a high multiplier and a high power. Before the 2.5 cap was definitely affecting my ability to use SSS indoors. At least now I can turn the power up to 3 or so to reduce those artifacts.

And STILL I get almost zero effect from SSS in interiors. And yeah, yeah, Bethesda's fault. Always their fault. I shouldn't need interior lighting mods just to get SSS to show up inside.

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Re: TES Skyrim 0.130

jonwd7 wrote:All of my save game thumbnails now look like this with .130:

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Same here... :?
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Re: TES Skyrim 0.130

Okay smart guy, here is the shader code for subsurface power and multipliers
0.113

Code: Select all

texld r4, v0, s2
pow r4.x, r4.x, c221.w
pow r4.y, r4.y, c221.w
pow r4.z, r4.z, c221.w
mul r4.xyz, r4, c221.z
0.120-0.130

Code: Select all

texld r4, v0, s2
mul r21.xyz, r4.xyz, r4.xyz
lrp r4.xyz, c221.w, r4.xyz, r21.xyz
mul r4.xyz, r4, c221.z
Register 221.z is multiplier, 221.w is power. Now proove me by math that optimized version not work as approximation for power function in limited range of SubSurfaceScatteringPower values, if 221.w precomputed indexed from table same as ColorPow in newest versions.

Unreal
Which version? Beta posted in 12 hours ago in this thread or 0.130 published yesterday? Or recently updated hour ago?
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Re: TES Skyrim 0.130

ENBSeries wrote:
Unreal
Which version? Beta posted in 12 hours ago in this thread or 0.130 published yesterday? Or recently updated hour ago?
0.130 from yesterday ;)
This one: v0.130 with GUI and antialiasing

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Re: TES Skyrim 0.130

And yeah, yeah, Bethesda's fault.
Uh, forgot to comment. Develop something with learning engine and properties yourself.

Unreal
How about new version, updated few hours ago (without version change)?
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Re: TES Skyrim 0.130

ENBSeries wrote: Unreal
How about new version, updated few hours ago (without version change)?
This one?
viewtopic.php?f=2&t=1434&p=17989#p17989
File deleted.
Okay, here is the test with partially restored code from 0.126 instead of 0.129 beta. Check if that bug in post processing "dust" is gone.
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Re: TES Skyrim 0.130

No.
7 january 2013
Updated ENBSeries 0.130 for TES Skyrim without version change. Beta 0.129 was not tested enough, so i partially revestored an old code.
Download 0.130 again
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Re: TES Skyrim 0.130

v0.113 vs 0.126, sssmultiplier=4, ssspower=2
Image Image Image Image

If you can't test in same conditions, it's not my problem
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