I am afraid I have a newb question - is it recommended to use all three AA formats>
EnableEdgeAA=true
EnableTemporalAA=true
EnableSubPixelAA=true
Just wasn't sure if they might be at odds, cause weird effects, or actually work in perfect synergy. I have a rough idea of what SMAA, FXAA, and TXAA options are and read up on them but not sure where EnableEdgeAA falls into that grouping and what ones might work well together versus being overkill or worse be in conflict.
Just trying to learn how they interact.
TES Skyrim 0.213
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Re: TES Skyrim 0.213
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Re: TES Skyrim 0.213
Boris balanced them pretty nicely
If you use the TAA you can decide either if you want to use the EdgeAA or doesn't just look @ what result you like more for your use case
If you use the TAA you can decide either if you want to use the EdgeAA or doesn't just look @ what result you like more for your use case
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Re: TES Skyrim 0.213
Version updated, download again if you need a little improved temporal antialiasing for objects against sky on background.
CruNcher
I don't know which shadow artifacts do you mean.
DaemonWhite
All motion blur methods produce a lot of artifacts, i don't have per object velocity and any way to get it, so only simple methods possible. But detection of camera movement in games from bethesda is hard task, even temporal antialiasing of this version can't sometime detect proper matrices, so motion blur will look very ugly when error occur. Comparing objects between frames to find the same not moved is very tricky thing.
CruNcher
I don't know which shadow artifacts do you mean.
DaemonWhite
All motion blur methods produce a lot of artifacts, i don't have per object velocity and any way to get it, so only simple methods possible. But detection of camera movement in games from bethesda is hard task, even temporal antialiasing of this version can't sometime detect proper matrices, so motion blur will look very ugly when error occur. Comparing objects between frames to find the same not moved is very tricky thing.
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Re: TES Skyrim 0.213
Boris
Can´t wait to have a look at the updated version SubPixelAA and TAA is just amazing, thank you for improving TAA even more^^
Can´t wait to have a look at the updated version SubPixelAA and TAA is just amazing, thank you for improving TAA even more^^
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Re: TES Skyrim 0.213
Played for 6 hours last night, I am currently using the final version of E ENB (switched from RVENB) ..
I noticed that if I enable AO my game will freeze and then crash after a few minutes, tested it twice. AO is disabled by default in the E ENB config. All tests done in version 0.213
If I do not have AO enabled I have no problems using 0.213.
I noticed that if I enable AO my game will freeze and then crash after a few minutes, tested it twice. AO is disabled by default in the E ENB config. All tests done in version 0.213
If I do not have AO enabled I have no problems using 0.213.
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Re: TES Skyrim 0.213
Anyone know if this is true regarding UseDeferredRendering = false?
It simply makes ENB handle the rendering rather than your GPU. It is also the only way newer binaries are compatible with AMD cards/processors. All screenshots by myself were taken with UseDefferedRendering set to false, so full AO and IL and all that good stuff. If you don't use AMD hardware then you may set it to true at your preference
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Re: TES Skyrim 0.213
How did you develop the ENB Boost function? It's really great that it's out there since it helps a ton in the CTD department, but I'm just curious how you did it.
Was it challenging/easy/etc.?
Was it challenging/easy/etc.?
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Re: TES Skyrim 0.213
If you want to drop further TAA development, its OK.
I personally think TAA is already good enough. It is perfectly compatible with my preset, and ghosting effect is very hard to see.
I found one bug with TAA. Which is related to a kind of transparent texture, for example a armor or cloth mod.
Only the cloth/armor part has strong visible ghosting but other parts of body that is uncovered by that cloth/armor do not have any ghosting.
Will post a screenshot of it when i get time.
I personally think TAA is already good enough. It is perfectly compatible with my preset, and ghosting effect is very hard to see.
I found one bug with TAA. Which is related to a kind of transparent texture, for example a armor or cloth mod.
Only the cloth/armor part has strong visible ghosting but other parts of body that is uncovered by that cloth/armor do not have any ghosting.
Will post a screenshot of it when i get time.
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Re: TES Skyrim 0.213
Hi Boris,
Thanks for the updates, TemporalAA is awesome for screenshots (and I am using it for general play as well). I had been holding off using it due to the helper mod requirement, but wow... What a difference! Check out this comparison for an example of how awesome this feature is. (Disable any script blockers and slide you mouse left to right to compare.)
I did want to report one thing. If you look straight down at a ground texture and walk slow, with TemporalAA on it can blur noticeably. Not really an issue unless you are a shoe gazer! Also, as others have noted, there is some doubling/ghosting with fast motion objects but hardly noticeable, and for screenshots it can't be beat.
EDIT: One thing that might be REALLY awesome would be a sharpen filter applied to the TemporalAA result available to tweak as an option in the GUI. Not sure how practical that would be, but it would allow modders to really fine-tune the effect as it can introduce a little blue to the scene.
Thanks for the updates, TemporalAA is awesome for screenshots (and I am using it for general play as well). I had been holding off using it due to the helper mod requirement, but wow... What a difference! Check out this comparison for an example of how awesome this feature is. (Disable any script blockers and slide you mouse left to right to compare.)
I did want to report one thing. If you look straight down at a ground texture and walk slow, with TemporalAA on it can blur noticeably. Not really an issue unless you are a shoe gazer! Also, as others have noted, there is some doubling/ghosting with fast motion objects but hardly noticeable, and for screenshots it can't be beat.
EDIT: One thing that might be REALLY awesome would be a sharpen filter applied to the TemporalAA result available to tweak as an option in the GUI. Not sure how practical that would be, but it would allow modders to really fine-tune the effect as it can introduce a little blue to the scene.
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Re: TES Skyrim 0.213
Phinix;
GUI features are easy to implement, try using any of the effect.txt with a sharpening filter in it and add a GUI float annotation to it and you'll have that.
Try the BlurSharpShift effect for example which I tested to see if it can bring back some of the sharpness when EdgeAA is activated, which it did - GUI effect.txt
Then there is Kyo's effect.txt in his K ENB's which if memory serves has a sharpening method in it as well.
GUI features are easy to implement, try using any of the effect.txt with a sharpening filter in it and add a GUI float annotation to it and you'll have that.
Try the BlurSharpShift effect for example which I tested to see if it can bring back some of the sharpness when EdgeAA is activated, which it did - GUI effect.txt
Then there is Kyo's effect.txt in his K ENB's which if memory serves has a sharpening method in it as well.