TES Skyrim 0.131 (renamed 0.130 topic)
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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.
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
Well, you win the prize for most stereotypically rude and snide Russian.ENBSeries wrote:Users Krista, jonwd7, Svarog wins the prize of the most subjective people i ever heard. Bravo.
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
Not Fine
And the "hotspots":
I didn't take a mult/power @ 0, but in this interior SSS does almost nothing:
Crank up the multiplier and get terrible artifacts:
Thankfully power > 2.5 reduces it:
... 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
Same here... :?jonwd7 wrote:All of my save game thumbnails now look like this with .130:
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Re: TES Skyrim 0.130
Okay smart guy, here is the shader code for subsurface power and multipliers
0.113
0.120-0.130
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?
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
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
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
0.130 from yesterdayENBSeries wrote:
Unreal
Which version? Beta posted in 12 hours ago in this thread or 0.130 published yesterday? Or recently updated hour ago?
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)?
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
This one?ENBSeries wrote: Unreal
How about new version, updated few hours ago (without version change)?
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.
Download 0.130 again7 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.
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Re: TES Skyrim 0.130
v0.113 vs 0.126, sssmultiplier=4, ssspower=2
If you can't test in same conditions, it's not my problem
If you can't test in same conditions, it's not my problem
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