TES Skyrim 0.149

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Re: TES Skyrim 0.149

For me, the interior settings don't seem to actually be separated like the enbseries.ini implies.
Whether it is day or night, the settings for ambient lighting, point lighting, etc. all seem to be controlled by the InteriorDay value.

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Re: TES Skyrim 0.149

Boris,

Is the number of draw calls the engine makes something that can be exposed? Or at least might you have any insight into how Skyrim implements static batching/instancing, or even dynamic batching/instancing? The question has come up in regard to modding, and whether or not the engine makes any optimizations when it comes to batching meshes of the same texture/material, whether any instancing goes on (say for fields of grass and forests), and whether the engine makes any dynamic batching optimizations.

Also, with the number of draw calls, we could see whether a choke point is due to CPU bottlenecks such as AI, or whether the scene is GPU limited...

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Re: TES Skyrim 0.149

Gawdzila
I'ts not because of mod. Search for mod installed which do such changes, it's weather/lights modification probably.

jonwd7
Instancing only for some type of grass as i remember. Haven't seen any batching at all, both for geometry and textures, everything drawing separately. Because batching require extra memory, i can't do this, game simply not start with igrid (or how it's called) set to high and many texture mods installed, replacing resource manager could be solution, but it's not interesting work and time consuming.
Also, with the number of draw calls, we could see whether a choke point is due to CPU bottlenecks such as AI, or whether the scene is GPU limited
Sorry, that's not true for players. I tried many times to accent on the dip problem (and d3d commands cost in general) on this forum and for ps2 emulator, but result is the same, even advanced users have no idea that such bottleneck exist and everyone call me idiot, they refuse to believe. I'm don't want any longer to be involved in this, everybody get what they ready to get.
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Re: TES Skyrim 0.149

Could you give us any updates on the implementation of motion blur?!

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Re: TES Skyrim 0.149

goran wrote:Could you give us any updates on the implementation of motion blur?!
+1
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Re: TES Skyrim 0.149

I'm pretty sure that Boris knows what he's doing. Performance should come last in the equation. We need the features that are available now to work correctly.

Unfortunately I'm still bound to v0.119 due to the hardware AA. And in case anyone is wondering....downsampling is NOT supported by my monitor (even with manual registry keys). There are a few of us out there, unfortunately. We are not happy about it either, so just keep that in mind and do some research before condemning the minority.

Note: Downsampling can reduce the lifespan of your monitor. (Do the research)


@Boris,

I would really like to see improvements to the AA methods offered by ENB, more than new features such as Motion Blur, etc. The AA from your GTAIV ENB code worked extremely well with FXAA/SMAA.

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Re: TES Skyrim 0.149

Why do people want motion blur? Most PC users turn that shit off. Lol.
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Re: TES Skyrim 0.149

Good motion blur will make it look smoother.

Edit: http://www.youtube.com/watch?v=_QIIY2cl2Ds
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Re: TES Skyrim 0.149

Becous motion blur can feel very natural if its not used to hide low fps (motion blur is natural). For axample when you make texture of rain drop you draw a line, but drop is not a line is it?

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Re: TES Skyrim 0.149

I guess you f* maniacs of tesselation, because to ask me per object motion blur for rain drops it's to have 0 knowledge how game draw stuff. Such motion blur is not possible in skyrim without source code.
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