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
Nah, he's quite happy with his new card, isn't he?
Me on the contrary, I'd take them, seeing how the shipping costs from France to Austria should be a bit less.
I'm unhappy with my current rig, because can't listen music with integrated sound after installing new videocard (got nForce+driver combination bug for Creative). And i don't want sli, twice more noise and no place for sound card, just said that i can't do anything to sli users and this also cover all of other kind issues, multimonitor for example. All my efforts to buy own place to live and i'm thinking 100 times before buy even food and definetly not need hardware which is simply heavy garbage now.
I remember owning every single Creative sound card back in the day and I had the same problem on a Nforce chipset.
Forced me to use the video card in a x8 pcie slot and the Creative card directly below, otherwise, even with IRQ reserving, I'd run into those damn 'this hardware could not be.. blabla.. there might be a problem.. blabla' errors.
But even before all this I hated Creative's unreliable drivers.
Boris
I'm experiencing some ghosting with this version of TAA. I have no idea what's causing ghosting... Some characters dont have ghosting and some have it. And that's on the same .ini and Skyrim settings.
Strange. :?:
Could it be something with the saves? This char below didn't have ghosting on .212, now it has.
Doesnt really matter though. I'm only using TAA when taking screenshots.
Boris explained in the previous page he can't fix this because it's the vignette code that has to be changed.
Boris
For sli, you can count on us to test hazardeous things ^^, or ask to somebody else you trust to add support.
Otherwise, if you are out of inspiration at the moment, I can suggest you adding Motion Blur or a way to use several effect.txt files (if not already exists)
_________________ Asus P8Z77-V, G.Skill TridentX 2x4go PC3-19200 CL9, Intel Core i5-3570K (3.4 GHz), Gigabyte Geforce GTX 670 WindForce 3x OC(335.23), Samsung SSD 840 Pro 128go+500Go 7200RPM SATA III, Auzentech X-FI Forte 7.1, Windows 8.1 Pro x64, The Grim and Somber ENB
hi, just want to make a note that I'm still experiencing the massive, semi-permanent framerate drop in .213 that is mentioned previously here in the .200 thread (I cannot link, new user)
Basically ENB runs amazingly until player transitions to another outdoor area, then performance will drop significantly without any possibility of improvement until the entire game is restarted. Personally I will go from 65-70fps (vsync disabled for testing) outdoors/90-100 indoors... to max 30fps, regardless of scene complexity. I'm running a 660 Ti also, same card that other people have been experiencing difficulty with.
I know this is not a new problem, just reporting my experience.
Boris explained in the previous page he can't fix this because it's the vignette code that has to be changed.
Actually the ghosting is on the character as well. See to the right of the character. And on some characters the ghosting is on every object that is moving, like doors and such...
jdfxi
Can't do anything, tweak parameters of memory manager. Also i remember indoor->outdoor performance drop was not because of mod.
insomnia_jt
Ghosting from characters appear only when they move or any other moving object. But what i see on screenshot is not kind of that bug, don't think that character moved 0.5 meter to side in single frame. Probably issue with post processing in enbeffect.fx and/or effect.txt shaders, try without effect.txt and with my official enbeffect.txt.
Shaders executed by order:
enbeffectprepass.fx->enbeffect.fx->effect.txt
Regarding issues with TAA when using with modified shaders, what if i'll do enbeffectpostpass.fx shader which will be executed after enbeffect.fx, but the same as effect.txt internally? The pipeline will be:
enbeffectprepass.fx->enbeffect.fx->enbeffectpostpass.fx->TAA->effect.txt
but now it's:
enbeffectprepass.fx->enbeffect.fx->effect.txt->TAA
so all kind of distortions "applied" by TAA. In new model effect.txt will be that one, which contain letterbox, vignette or other similar effects, also tricky methods like one pixel data passed to effect.txt will be still available, but in enbeffectpostpass.fx instead of effect.txt.
Tried to set bloom to very big value to see if ghosting occur and it is. I don't know then how to apply TAA with existing shaders, because if will do it before enbeffectprepass, then aliasing of depth will broke it in focusing, also edge antialiasing is in there. HDR source for temporal antialiasing is not only twice slower, but also require convertion to LDR to detect how much mix, then restore back and nobody guarantee that tonemapping in enbeffect.fx will use similar method of convertion, so taa may be almost invisible with some tonemapping algorithms and brightness adaptation.
For people with "exotic" settings, why not simply let them use FXAA or SMAA instead (with shaders or in effect.txt), like in Unreal Cinema ENB ?
After all, It's preset's makers that have to make them correct, no ?
You could just say in doc that TAA is sensitive to some postprocess shaders or very high bloom values, that can trigger ghosting.
As for nearly everybody, it's a matter of compromise.
_________________ Asus P8Z77-V, G.Skill TridentX 2x4go PC3-19200 CL9, Intel Core i5-3570K (3.4 GHz), Gigabyte Geforce GTX 670 WindForce 3x OC(335.23), Samsung SSD 840 Pro 128go+500Go 7200RPM SATA III, Auzentech X-FI Forte 7.1, Windows 8.1 Pro x64, The Grim and Somber ENB