ENBSeries wrote:If i remember, quality -1 is only for ssao and detailed shadows active now.
OK. Did the way the parameters interact change with the new computation mixing ?
I mean.... let's make it simple, what settings would you advice with that mew SSAO, if searching for the best possible quality ?
Usually, i'm using SSAO on close ranges (0.3) max. I'm darkening interiors via other methods and exteriors benefit from SkyLighting.
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StickyNavels
On the contrary, forcefakevideocard=true showed bug with grass, it's appear after patch 1.5 if i remember. Fix to this bug in new version of the mod is removed, as forcefakevideocard is obsolete and not supported any more, use older versions.
Oyama
Mixing isn't related to quality of ssao, because ssao computed earlier, then filtered and then mixed. Quality of ssao 2 read 6 nearest randomized points around each pixel. Quality 1 read 12 samples, but next 6 have lower distance and noise pattern. Similar to quality 0 and -1 changes. For compromize in quality and performance the best is 1, because another noise pattern compencate existing and much less visible "waving". Quality 0 and -1 have downside in decreased sampling ranges with step of each cycle by 6 samples, so if you don't want to see triangle edges accented when looking very close to characters, better increase range of ssao 2-4 times. Increasing range will affect performance because of cache miss when reading textures too far from center pixel, to elliminate this could be good to decrease diplay resolution or decrease sourcetexturesscale parameter (after some value performance will be unaffected, this mean that range of sampling is completely inside cache quads of memory, easy to notice changes). Also you can set sizescale to 1.0 or even 1.5 and decrease quality of filtering and ssao, then effect will look much more detailed.
ENBSeries wrote:Fixed black mountain bug, but not completely, more precise require a lot of work for patching all landscape and mountains shaders or extra performance, both aren't my choice.
Have you uploaded the fixed version yet Boris?, as I'm not seeing any reduction in the black areas, having re-downloaded .122.
ENBSeries wrote:StickyNavels
On the contrary, forcefakevideocard=true showed bug with grass, it's appear after patch 1.5 if i remember. Fix to this bug in new version of the mod is removed, as forcefakevideocard is obsolete and not supported any more, use older versions.
I've tested this several times now: when forcefakevideocard is set to false, I get the grass bug. I guess it's something on my end, but I have no idea what's causing this behavior. I'll revert to an older version of ENB.
Or are you saying I should revert to an older version of Skyrim? Bethesda.
StickyNavels
Are using the latest Skyrim patch? You could also try to refresh the Skyrim ini files by deleting (moving, if you want to copy the settings) them from My Games.
DogStar
Yes, version updated with that fix. May be i did some other black rocks fix where snow is? Or it's not completely fixed, because math operation and you have too high amount of ssao. Could you compare screenshots , if older version not deleted (i don't have it)?
StickyNavels
Can't say anything else, grass bug appear only when fake videocard is set (may be on non nvidia or non ati hardware too).
A question about version changes:
If you release a new version, or if you optimize the code, or implement/rework new/old effects. Do you only change the .dll? Or do you also change the fx files? If you change the fx files: The most significant changes are in the dll, don't they?
In short: When updating from an older version do you recommend replacing all files with the new ones or is it enough to replace the dll?
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I'm not changing fx files to keep them compatible with modified by other users, such changes happen from time to time, but rarely (as remember, 3 times for effect.txt and twice for enbeffect.fx). Of course this limiting me a lot, but better not to get angry replies why not work. Dll and new parameters from enbseries.ini are important unless i write in readme.