What do you mean by bad weathers? what is wrong with it? and as an estimate, how much do you think that the performance impact will be?ENBSeries wrote:Not worth it right now, because directional ambient is ruined anyway by bad weathers and by performance reasons i can't make it similar to old Skyrim mod. About volumetric fog - no problem, but as i know it's computed by the game based on dufferent factors of weather and time of the day, so most likely filters not gonna look well.
TES Skyrim SE 0.396
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Re: TES Skyrim SE 0.396
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Re: TES Skyrim SE 0.396
Directional ambient in skyrim have weird colors, for example many are green. There is no point to modify them, cause they are incorrect and can't give good enough result except by replacing them. Performance is cpu side and game will be even slower than old skyrim cause of locking constant buffers. This include reading transform matrix of object, read matrix of directional ambient (4*3 floats), compute inverse matrix, transform by it directional ambient matrix, write back directional ambient matrix to constant buffer. This is for every object on the screen and i do this in old skyrim mod, but at least there is no locking of constant buffers and their size in skyrim se is big, so entire buffer must be updated, not just size of directional ambient matrix. If you want this feature, go for old skyrim and you will feel better there.
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Re: TES Skyrim SE 0.396
Is the color discrepancy a shader bug? Or is it something that if identified could be remedied with a weather mod/plugin? Have you been able to determine the reason the buffers are locked in SE vs LE? I imagine the increased size is simply due to the 64bit renderer, but Bethesda might be trying to cover up an issue somewhere else in the pipe through the locking.ENBSeries wrote:Directional ambient in skyrim have weird colors, for example many are green. There is no point to modify them, cause they are incorrect and can't give good enough result except by replacing them. Performance is cpu side and game will be even slower than old skyrim cause of locking constant buffers.
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Re: TES Skyrim SE 0.396
Color problems are "artistic vision" of Bethesda workers and of course it can be changed in weather system, so no need for me to bother. Buffers are not locked, it's the way they work in dx11, instead of sending constants to shaders as single vector or array of vectors, dx11 have constant buffers which are preallocated memory object which game choose by size and how many such buffers must be assigned to the shader, but if buffer need to have unique data for every drawed object, it means such buffer must be locked to write new data to it, then unlocked. Locking/unlocking are pair of functions (map/unmap actually their names) which give access to the constant buffer for editing. So, skyrimse use big buffers which have static rarely changing data and dynamic, which leads to performance degradation when these buffers are updated, because their update only allowed for whole buffer, not just part of it. This means a lot of memory bandwidth wasted + pci-ex badwidth to send these buffers to video memory. If they would be residental in video memory, performance of skyrim se could be better.
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Re: TES Skyrim SE 0.396
Skyrim LE Vanilla puddles
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Re: TES Skyrim SE 0.396
Pfuscher
In old skyrim puddles in Windhelm are just regular terrain with cubemap shader, they are not detached as object. Here manually edited shader to write reflection amount from those puddles and ssr applied with disabled cubemap (because if keep cubemap, result is disgusting and bright, but at same time without cubemap it also crap) in comparison to vanilla:
I don't think this worth to bother patching shaders, so minor result and puddles have very much distorted normal map, they do not look like water at all and even in movement it's hard to tell if there reflection or just cubemap. With your examples from the mods ssr will not work, because out of screen with such angle. I don't know.
In old skyrim puddles in Windhelm are just regular terrain with cubemap shader, they are not detached as object. Here manually edited shader to write reflection amount from those puddles and ssr applied with disabled cubemap (because if keep cubemap, result is disgusting and bright, but at same time without cubemap it also crap) in comparison to vanilla:
I don't think this worth to bother patching shaders, so minor result and puddles have very much distorted normal map, they do not look like water at all and even in movement it's hard to tell if there reflection or just cubemap. With your examples from the mods ssr will not work, because out of screen with such angle. I don't know.
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Re: TES Skyrim SE 0.396
ENBSeries wrote:The Elder Scrolls Skyrim SE (SSE)
Added enbunderwater.fx external shader and enbunderwaternoise.bmp to apply various distortions.
How do I DL this? I feel like I am going insane
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Re: TES Skyrim SE 0.396
Version updated, download again
Fixed potential bug which may lead to crash.
classicjoe89
http://enbdev.com/mod_tesskyrimse_v0396.htm
Fixed potential bug which may lead to crash.
classicjoe89
http://enbdev.com/mod_tesskyrimse_v0396.htm
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Re: TES Skyrim SE 0.396
Thank you for your time and effort Boris! I understand now.
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Re: TES Skyrim SE 0.396
Tried 2048x2048 Puddle diffuse, normal, spec and environment maps. With proper normals, instead of distorted and everything. Even new 1024 x 6 cubemaps.
The result is still looking disgusting and I have to say, your SSR and reflection looks way better. If it's technically possible, this would be a sweet addition.
The result is still looking disgusting and I have to say, your SSR and reflection looks way better. If it's technically possible, this would be a sweet addition.