TES Skyrim 0.266

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Re: TES Skyrim 0.266

prod80
All of them, i'm comparing to mine as entire file. Whatever i try, the issue like you have do not happen, because made the code which prevent such errors, so this can be only specific changes to skyrimprefs.ini (or skyrim.ini) or somehow texture filtering work different for zprepass objects and for their colored version (crapware?).

fuuraisen
Adaptive vsync can't be done inside applications.
SLI is driver hack and how it works depends from the profile used or choosed for the game and trial and errors experiments with the render pipeline based on "recommendations" from NVidia. It's like "clean your hands after toilet to not get illness". Finally, i don't have SLI, my mobo is Crossfire only and i'm not very interested to waste money for two AMD cards, especially these days with twice higher prices for hardware (i already hate myself for purchasing new rig which don't need at all).
ZPrepass is not occlusion culling. Occlusion culling prevent objects to be drawed if they are behind others. ZPrepass prevents pixels to be drawed behind closest to the camera (which are visible actually).

Maeldun
Yes, they have these limits. But in last updates SourceTextureScale limit is decreased accordingly to screen resolution. Quality parameters are all shown in the editor, there are no hidden values. Also i don't recommend SizeScale above 1, it's just wasting of vram and performance, ssao code with proper setting for it and it's filter do not have noise, no reason to modify something above that (1.0 scaling with high quality is better than 1.5 scaling with middle quality).
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Re: TES Skyrim 0.266

Alright Boris thanks for the info.

Just wondered about something concerning enb....

Do you think that you've almost reached the end of what can be accomplished with ENB and Skyrim's engine?
Realisticly speaking just how much more can you squeeze out of skyrim? I know that you were looking into adding Volumetric Clouds, but would that be one of the last things?

Also...this has probsbly been asked before but...Did you ever hear anything from anybody involved with Skyrim(Bethesda) on what you have been able to accomplish with ENB? I think it's quite obvious that ENB has taken skyrim farther than it ever would have went on its own.

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Re: TES Skyrim 0.266

fuuraisen
Don't know anything about Betheshda and it workers, no rumors of any kind.
I don't work much with modding, because have serious problems in life, this doesn't mean Skyrim version is on it's end. It can be, but there are experimental things i want to try out. Preset parameters and external shaders are done, may be just a few minor will be added. All future changes i planning are based on new 3d objects and their editing, imho it's the only way to not stuck with engine cpu limitations.
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Re: TES Skyrim 0.266

Hi Boris
I'll send you a PM with the file.

Not sure if matters but I run the game on supersampling sizes... ie. last screenshot came from 100% crop of a shot made on 4500x3000 resolution.

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Re: TES Skyrim 0.266

prod80
It have too much bugs of all kind, sorry, i can't point on every of them. Probably you have read some kind of guides of incompetent users.
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Re: TES Skyrim 0.266

prod80
Please do send me your inis as well.
I'm no expert at all, but I did SO many mistakes with these, I'm starting to know them pretty well :)
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Re: TES Skyrim 0.266

Here it is^

Code: Select all

[General]
sLanguage=ENGLISH
uExterior Cell Buffer=36
uInterior Cell Buffer=6
fDefaultFOV=85
iStoryManagerLoggingEvent=-1
bEnableStoryManagerLogging=0
bUseThreadedParticleSystem=1
bUseThreadedBlood=1
bUseThreadedMorpher=1
bUseThreadedTempEffects=1
bUseThreadedTextures=1
bUseThreadedMeshes=1
bUseThreadedLOD=1
bUseThreadedAI=1
bUseThreadedMorpher=1

[Display]
;iSize W=1280	;ok
;iSize H=720

iSize W=1920
iSize H=1080

;iSize W=3200	;ok
;iSize H=1800

;iSize W=3840	;ok
;iSize H=1634

;iSize W=3840	;ok
;iSize H=2160

;iSize W=5076	;ok
;iSize H=2160

;iSize W=4800	;no exterior
;iSize H=2700

;iSize W=5760	;no exterior
;iSize H=3240

;iSize W=3750	;no exterior
;iSize H=5000

;iSize W=5000	;no exterior
;iSize H=3750

;iSize W=6345	;no exterior
;iSize H=2700

;iSize W=2160	;ok
;iSize H=3240

;iSize W=3240	;ok
;iSize H=2160

;iSize W=2160	;ok
;iSize H=4320

;iSize W=3240	;ok
;iSize H=4860

;iSize W=4860	;ok
;iSize H=3240

;iSize W=3000	;ok
;iSize H=4500

;iSize W=4500	;ok
;iSize H=3000

;iSize W=4011	;ok
;iSize H=2674

;iSize W=4050	;ok
;iSize H=2700

;iSize W=6480	;no exterior
;iSize H=2160

;iSize W=2160	;ok
;iSize H=3240

bFull Screen=1
fShadowLODStartFade=200.0000
fShadowLODMaxStartFade=1000.0000
fSpecularLODStartFade=200.0000
fSpecularLODMaxStartFade=2000.0000
fLightLODStartFade=3500.0000
fLightLODMaxStartFade=3500.0000

;iShadowMapResolutionPrimary=4096
iShadowMapResolutionPrimary=8192
;iShadowMapResolutionSecondary=2048
iShadowMapResolutionSecondary=4096
iShadowMapResolution=8192
iShadowMapResolutionInt=8192
;iShadowMapResolution=4096
;iShadowMapResolutionInt=4096
fShadowBiasScale=0.1500
;fShadowBiasScale=1.0000
;fShadowBiasScale=0.2500
iShadowMaskQuarter=4
iBlurDeferredShadowMask=3
fShadowDistance=8000.0000		;6000 ;12000
fInteriorShadowDistance=3000.0000	;4000
iShadowFilter=4
iShadowMode=4

iActorSelfShadow=1
iActorSelfShadowResolution=8192
;iActorSelfShadowResolution=4096

bAllowScreenshot=0
sD3DDevice="NVIDIA GeForce GTX 680"

bFXAAEnabled=0
fMeshLODLevel1FadeDist=10000000.0000
fMeshLODLevel2FadeDist=10000000.0000
fMeshLODLevel2FadeTreeDistance=2048.0000
fMeshLODLevel1FadeTreeDistance=2844.0000
fTreesMidLODSwitchDist=10000000.0000

iMaxDecalsPerFrame=100
iMaxSkinDecalsPerFrame=25
iAdapter=0
iMultiSample=0
iMaxAnisotropy=1
iPresentInterval=0
bFloatPointRenderTarget=1
fGamma=1.0000
fDecalLOD2=1000.0000
fDecalLOD1=500.0000
bTransparencyMultisampling=0
iWaterMultiSamples=4
bTreesReceiveShadows=1
bDrawLandShadows=1
bDrawShadows=1
bUseRefractionShader=1
iTexMipMapMinimum=4
iTexMipMap=2048
iTexMipMapSkip=0
iUseTexHiRes=1
;i think these are ignored by game anyway
iNormalMapQuality=4096
iTexNormalMapMinimum=2048
iTexMipMapResolution=4096
iTexMipMapQuality=4096
iMipMapResolution=4096
iMipMapSize=4096
bFaceMipMaps=1
bFaceGenTexturing=1
bFaceGenTexturingQuality=4096
bHighQualityTexMipMaps=1
;end
bDynamicWindowReflections=1
fLeafAnimDampenDistEnd=6000.0000
fLeafAnimDampenDistStart=4600.0000
fMeshLODFadePercentDefault=1.2000
fMeshLODFadeBoundDefault=256.0000
iScreenShotIndex=1370
bShadowMaskZPrepass=0
bMainZPrepass=0
iShadowSplitCount=2
bShadowsOnGrass=1
bDeferredShadows=1

[Audio]
fMusicDuckingSeconds=6.0
fMusicUnDuckingSeconds=8.0
fMenuModeFadeOutTime=3.0
fMenuModeFadeInTime=1.0

[Grass]
bAllowCreateGrass=1
bAllowLoadGrass=0
b30GrassVS=0
fGrassStartFadeDistance=15000.0000
fGrassMaxStartFadeDistance=15000.0000
fGrassMinStartFadeDistance=0.0000

[GeneralWarnings]
SGeneralMasterMismatchWarning=One or more plugins could not find the correct versions of the master files they depend on. Errors may occur during load or game play. Check the Warnings.txt file for more information.

[Archive]
sResourceArchiveList=Skyrim - Misc.bsa, Skyrim - Shaders.bsa, Skyrim - Textures.bsa, Skyrim - Interface.bsa, Skyrim - Animations.bsa, Skyrim - Meshes.bsa, Skyrim - Sounds.bsa
sResourceArchiveList2=Skyrim - Voices.bsa, Skyrim - VoicesExtra.bsa

[Combat]
fMagnetismStrafeHeadingMult=0.0
fMagnetismLookingMult=0.0

[Papyrus]
fPostLoadUpdateTimeMS=1200.0
bEnableLogging=0
bEnableTrace=0
bLoadDebugInformation=0

[Imagespace]
iRadialBlurLevel=2
bDoDepthOfField=1

[LOD]
fLODFadeOutMultObjects=15.0000
fLODFadeOutMultItems=15.0000
fLODFadeOutMultActors=15.0000
fLODFadeOutMultSkyCell=1.0000

[Decals]
bDecals=1
bSkinnedDecals=1
bDecalMultithreaded=1
bDecalsOnSkinnedGeometry=1
uMaxDecals=1000
uMaxSkinDecals=100
uMaxSkinDecalsPerActor=60

[TerrainManager]
fTreeLoadDistance=75000.0000
fBlockMaximumDistance=250000.0000
fBlockLevel1Distance=70000.0000
fBlockLevel0Distance=35000.0000
fSplitDistanceMult=1.5000
bShowLODInEditor=0

[BlurShaderHDR]
bDoHighDynamicRange=1

[BlurShader]
bUseBlurShader=0

[Launcher]
bShowAllResolutions=0
uLastAspectRatio=3
bEnableFileSelection=1

[Water]
iWaterReflectHeight=2048
iWaterReflectWidth=2048
fWadingWaterTextureRes=1024
fSurfaceTileSize=1024
bUseWaterDisplacements=1
bUseWaterRefractions=1
bUseWaterDepth=1
bForceHighDetailReflections=0
bAutoWaterSilhouetteReflections=1
bUseWaterReflectionBlur=1
bReflectExplosions=1
iWaterBlurAmount=4
bUseWaterHiRes=1
bUseWaterShader=1
bUseWaterHDR=1
bUseWaterLOD=1
bReflectLODObjects=1
bReflectLODLand=1
bReflectSky=1
bReflectLODTrees=1
bUseWaterReflections=1
iMinMemoryPageSize=100000
iMaxMemoryPageSize=5000000

[MAIN]
fSkyCellRefFadeDistance=150000.0000
bGamepadEnable=0
bCrosshairEnabled=1
fHUDOpacity=1.0000
bSaveOnPause=1
bSaveOnTravel=0
bSaveOnWait=0
bSaveOnRest=0

[GamePlay]
bShowFloatingQuestMarkers=1
bShowQuestMarkers=1
iDifficulty=2

[Interface]
bDialogueSubtitles=1
bGeneralSubtitles=0
bShowCompass=1
fMouseCursorSpeed=1.0000

[Controls]
fMouseHeadingSensitivity=0.0360
fGamepadHeadingSensitivity=1.9000
bAlwaysRunByDefault=1
bInvertYValues=1
bGamePadRumble=0
bUseKinect=0
bMouseAcceleration=0

[Particles]
iMaxDesired=3750

[SaveGame]
fAutosaveEveryXMins=60.0000

[AudioMenu]
fAudioMasterVolume=1.0000
fVal7=1.0000
uID7=1996693685
fVal6=1.0000
uID6=1996693682
fVal5=1.0000
uID5=1996695064
fVal4=1.0000
uID4=1996693686
fVal3=0.0000
uID3=466532
fVal2=0.3000
uID2=554685
fVal1=0.2500
uID1=1007612
fVal0=0.1000
uID0=94881

[Clouds]
fCloudLevel2Distance=262144.0000
fCloudLevel1Distance=32768.0000
fCloudLevel0Distance=16384.0000
fCloudNearFadeDistance=9000.0000

[NavMesh]
bUseThreadedMeshes=1
fObstacleAlpha=0.5000
fCoverSideHighAlpha=0.8000
fCoverSideLowAlpha=0.6500
fEdgeFullAlpha=1.0000
fEdgeHighAlpha=0.7500
fEdgeLow Alpha=0.5000
fTriangleFullAlpha=0.7000
fTriangleHighAlpha=0.3500
fTriangleLowAlpha=0.2000
fLedgeBoxHalfHeight=25.0000
fEdgeDistFromVert=10.0000
fEdgeThickness=10.0000
fPointSize=2.5000

[Trees]
bUseMultiThreadedTrees=1
bShadowMaskZPrePass=1
bRenderSkinnedTrees=1
uiMaxSkinnedTreesToRender=24

[BackgroundLoad]
bBackgroundLoadLipFiles=1
bLoadBackgroundFaceGen=1
bUseMultiThreadedFaceGen=1
bBackgroundCellLoads=1
bLoadHelmetsInBackground=1
bUseMultiThreadedTrees=1
Compare it to original one to find out how many things are broken. Forced parameters, game breaking multithreaded params. I don't understand, why players think that if something hidden it will work and work properly?
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Re: TES Skyrim 0.266

Thanx Boris.
I've spotted tons of mistakes in mine as well. They were by far worse than prod80's :lol:
You know what it is, things we're keeping from the day we started playing that game, when we were even noober than now, and....
Now we sometimes try to find sources of crashes without even thinking about those fucking inis we modified centuries ago... Oh well. That game is too much of 'shit-dominos game' most of time :D

While we're at it, prod80 provided me with a working code for doing full res bloom via enbeffect.fx, but it's killing additional effects done via additional passes of bloom and lens shaders...
And gives strange results with additional computation (depth...)
Would you be kind enough, if you have time, to show us what would be proper code, according to you, to force full res bloom without risking to kill anything ? (end of the exemple you already wrote, with proper mixing of bloom and high-res bloom ?...)
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Re: TES Skyrim 0.266

Oyama
I don't know which additional effects you are computing in enbbloom.fx, but if the bloom still in there and extracted for usage in enbeffect.fx, what's the problem to mix that bloom with full screen?
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Re: TES Skyrim 0.266

Boris

Anamorphic lens flares and all.
Nevermind, something has to be wrong in my enbeffect.fx, I'll wrap my head around this.
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