TES Skyrim 0.157
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- *blah-blah-blah maniac*
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Re: TES Skyrim 0.157
Temporal antialiasing is when each rendered frame have small offset on screen and several frames accumulated, so the longer you are not moving, the better antialiasing is (but this depends on algorithms, how blending and shifting applied). But such method is not good because of movement of camera, so 3d space position (and color) from previous frames need to be restored by special computation, so even after moving the camera you can read the pixel where it was on screen early, very similar to motion blur math. The good side of temporal antialiasing is performance and it looks like supersampling (reflection and specular also antialiased), but on intense movement on screen it's helpless (or require extra computations of per object velocities).
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Re: TES Skyrim 0.157
Hi
ENB is a amazing work. So thank you very much. I might have some mixed feelings, how it worked in FNV days, but now the quality and possibilities are stunning.
One game feature, that is actually broken (and I understand from what I read is related to how ENB is working - not using games post processing) is night vision. I know you been asked about it before. But with the possibilities opening with this helper - am I correct to assume, that ENB would be able to interface with the game world better? And maybe detect, that nightvision power is activated and for example bump ambient lightning levels few points?
So far I haven't found any viable workaround (using "UseOriginalPostProcessing" option does the trick, but then, too much off ENB glory is gone).
And I can hardly understand, why mod authors are not begging to work with you. Seem like everybody is using your work. I know little about modding at that level, but if some kind of SKSE - ENB interface could be done, that would greatly increase possibilities for them, I imagine. But maybe I don't know what I'm talking about.
ENB is a amazing work. So thank you very much. I might have some mixed feelings, how it worked in FNV days, but now the quality and possibilities are stunning.
One game feature, that is actually broken (and I understand from what I read is related to how ENB is working - not using games post processing) is night vision. I know you been asked about it before. But with the possibilities opening with this helper - am I correct to assume, that ENB would be able to interface with the game world better? And maybe detect, that nightvision power is activated and for example bump ambient lightning levels few points?
So far I haven't found any viable workaround (using "UseOriginalPostProcessing" option does the trick, but then, too much off ENB glory is gone).
And I can hardly understand, why mod authors are not begging to work with you. Seem like everybody is using your work. I know little about modding at that level, but if some kind of SKSE - ENB interface could be done, that would greatly increase possibilities for them, I imagine. But maybe I don't know what I'm talking about.
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Re: TES Skyrim 0.157
I don't know any person who may help, some speaking "do this, do that, fix it", but no collaboration. I have no idea what skse capable of and what scripting can do, but there are a lot of tricks to pass data from game to enbseries or from compiled binary (if skse use dll plugins) to enbseries.
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Re: TES Skyrim 0.157
Boris, I'm sure if somebody with SKSE expertise would help you, you could capture any variable from the game world that you like. Maybe post a 'Poll' as you have done before, or maybe something on the ENB news page to ask if anyone who knows SKSE wants to contribute? I don't know SKSE at all, but I imagine passing some variables into a text file is probably basic stuff for somebody who does?
Maybe I can try to recruit somebody from the Nexus...
It would be great. ENB could 'know' when night-eye is used, what time of day it is, so much... right?
Maybe I can try to recruit somebody from the Nexus...
It would be great. ENB could 'know' when night-eye is used, what time of day it is, so much... right?
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Re: TES Skyrim 0.157
There arn't many modders on these forums. If your looking for help with SKSE and the CK then the nexus's forums are the place to ask. If that doesn't work maybe bethesda's forums or one of the smaller mod hosting websites forums.
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Re: TES Skyrim 0.157
Sorry guys, you are too much optimistic. I asked many times for help on bethesda forums and after few useless replies my posts stay completely ignorant, even if i bump them up. Hard to believe that one guy now helping me with that mod for motion blur, antialiasing and other fx.
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Re: TES Skyrim 0.157
Hi Boris, I have something that's kinda popped up recently (Pun kind of intended)
Now, it's most likely a side-effect to Bethesda's new patch (It's the main answer I came up to) since I have only noticed it since then, but when ENB is enabled, there are quick visual artifacts. An example of this (One that I found most noticeable) is when I was sitting in the chair located close to the fire in the Bannered Mare (Whiterun), and was watching the bard play. Occasionally, the glow around candles (Such as the one on the counter) would become pixelated, and the bard's eyes would quickly (But not very often) become completely blue.
I tried to capture the effect / artifacting, but it was happening seemingly at random intervals of more than 2 seconds, and the artifacting only happened for what seemed to be 1-2 frames at a time.
Sapphire Radeon HD 7870 using Catalyst (driver package) version 13.1.
AMD FX 6100 @ 4.0GHz.
Now, it's most likely a side-effect to Bethesda's new patch (It's the main answer I came up to) since I have only noticed it since then, but when ENB is enabled, there are quick visual artifacts. An example of this (One that I found most noticeable) is when I was sitting in the chair located close to the fire in the Bannered Mare (Whiterun), and was watching the bard play. Occasionally, the glow around candles (Such as the one on the counter) would become pixelated, and the bard's eyes would quickly (But not very often) become completely blue.
I tried to capture the effect / artifacting, but it was happening seemingly at random intervals of more than 2 seconds, and the artifacting only happened for what seemed to be 1-2 frames at a time.
Sapphire Radeon HD 7870 using Catalyst (driver package) version 13.1.
AMD FX 6100 @ 4.0GHz.
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Re: TES Skyrim 0.157
I am not too unfimilar with SKSE and Papyrus scripting. i would offer my help. Of course for me it is not possible to add new functions to SKSE. But i have learned much about using SKSE by creating my mod Realistic Body System. BTW there is another library to access Skyrims Functions it is named "Script Dragon". i also made a internal mod that is capable of using speech recognition for Skyrim by profing an .asi(.dll) file that is loaded by the script dragon "dinput.dll).
If i remember right both libraries have functions to export data to files that could be read out by enb.
If i remember right both libraries have functions to export data to files that could be read out by enb.
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Re: TES Skyrim 0.157
DaemonWhite
I can't find that place you are talking about (i know only what Whiterun is and where).
VadersApp
Only "memory mapped file" functions is good solution (which i know) to communicate between mod and any other software. Working with standart files is bad idea as it's very slow, not for per frame syncronising. Another method is to create native game mod with script which draw some temporary object which i detect in enbseries and can read it's properties like color as command from game to enbseries.
I can't find that place you are talking about (i know only what Whiterun is and where).
VadersApp
Only "memory mapped file" functions is good solution (which i know) to communicate between mod and any other software. Working with standart files is bad idea as it's very slow, not for per frame syncronising. Another method is to create native game mod with script which draw some temporary object which i detect in enbseries and can read it's properties like color as command from game to enbseries.
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i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7
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