TES Skyrim 0.121 beta

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Re: TES Skyrim 0.121 beta

@Boris :
Thanx for updating.
Did you make any changes to SSAO itself in that one ?...

Performance boost is still incredible : GTX580, everything maxed out. 45 FPS in Whiterun with 0.120, 52 to 55 with 0.121 :shock:
But, .... always same problem with AO amounts, 1.0 or 3.0 gives same results. To see any difference, I have to set the range to at least 0.6.... wich is now almost pointless in exteriors with SkyLighting.
I love to set close range for AO for character details and since it leaves interiors really defined. Skylighting takes care of far distances in exteriors.

I'd dream of those performance improvements with the 0.120 SSAO computation ;)
Last edited by Oyama on 21 Nov 2012, 08:29, edited 1 time in total.
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Re: TES Skyrim 0.121 beta

ENBSeries wrote: also limits are set to lower, maximal are 2.5, 4 and 8, depending from type of parameter
You weren't kidding. :lol:

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Re: TES Skyrim 0.121 beta

Oyama wrote:

Performance boost is still incredible : GTX580, everything maxed out.

Same here, I averaged 45-52 running from Ivarstead to High Hrothgar everything on, qualities set to 1 or 0. GTX 580 Classified.

I've never seen that before, I'll have to check well known performance heavy areas when I get time.

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Re: TES Skyrim 0.121 beta

SSAO still the same, i did new code for it's mixing (but it's not active) and removed in last update complex mode, as it's will work with deffered mode much faster and i need only to do this.

Sun rays do not have curve/power parameters, so limit is not applied, but it's intensity have very huge ranges, from 0 to 10000, as many other intensities, if they are reasonable.

Windows red bug is probably what i changed with optimized power function, will fix it.

About "shadows" bug in whiterun, better forget it, it's because some area not rendered to depth properly, i don't see any other reason (and in this case - unfixable from my side).
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Re: TES Skyrim 0.121 beta

Thanks for the update, will test later when I have more time.

As for the shadows bug I mentioned, I believe it's indeed the old issue with Sky Lighting. I get it everywhere, not just in Whiterun. Thinking about it now, it's probably my new settings that are making it much more visible as I'm experimenting a bit with extreme values, but I will do more thorough testing later.

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Re: TES Skyrim 0.121 beta

@Boris :
If you can manage having the SSAO levels of previous versions with performance improvements of this last one.... oh man.... :shock:
On a side note, have this issue with Windows lighting as well, looks like the curve is set to 100 :) by default. They are plain red, if not violet. Nothing important for you to fix I guess. ;)
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Re: TES Skyrim 0.121 beta

Tested windows in whiterun, in nord village and inside some taverns, everything is ok. Also curve limited to 10 internally, the shaders are correct, so i don't know.

Skylighting artifacts appear because not all objects near by camera are rendered for it's computation, i'm trying long time to fix by apply weighted computations or read values from different locations, but something good in one place and bad in other...

Please, don't ask about ssao, there are many things i need to do with it, old is also bad.
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Re: TES Skyrim 0.121 beta

ENBSeries wrote:Tested windows in whiterun, in nord village and inside some taverns, everything is ok. Also curve limited to 10 internally, the shaders are correct, so i don't know.
Something to do with the windows textures I'm using I guess. I'll check with Vanilla.
ENBSeries wrote:Please, don't ask about ssao, there are many things i need to do with it, old is also bad.
Sorry ;) I'll never say a word about it again :D
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Re: TES Skyrim 0.121 beta

Found what is wrong with windows, curve parameter not readed from config at all, i did conversion from slow to optimized math, but this parameter don't have separation for day/night/interior, but that converions is done in time of the day trigger.
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Re: TES Skyrim 0.121 beta

ENBSeries wrote:Found what is wrong with windows, curve parameter not readed from config at all, i did conversion from slow to optimized math, but this parameter don't have separation for day/night/interior, but that converions is done in time of the day trigger.
Ahhh.... OK. I was swapping textures and still wondering what was going on and how to solve it ..... :D
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