StrayHALO_MAN
I have enhanced blood textures installed and no issues.
Martimius
No, only ao and skylighting can be optimized, nothing else.
TES Skyrim SE 0.368
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Re: TES Skyrim SE 0.368
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Re: TES Skyrim SE 0.368
Hi,Guzio wrote:kranazolika - As sassa said, many weather mods reduces the intensity of volumetric rays during sunny weather. This is logical, you shouldn't see them during clear sunny weather, unless the forest is burning nearby (to see them you need some kind of dust in the air). And in SSE this effect is implemented really poorly, those volumetric rays behave rather like fog, even their source will not follow the actual location of the sun.
In my presets I've reduced their intensity during daytime, but we don't have a multi-weather support in the ENB for SSE, so it affects all the weathers, but you can see them in all my presets, they just depends on location and a time of day :
Viwid Weathers : https://imgur.com/y4Zu1Gn.jpg
Rustic Weathers: https://imgur.com/pO43xeB.jpg
Dolomite Wethers: https://i.imgur.com/fhqeLx3.jpg
and you need them to be turned on in the option menu (and in the ini)
1.) My first question is:
Guzio = Rudy ?!
2.) I had a long time, played Skyrim. (Oldrim)
But, I am sure, I could see Godrays throughout roofs even is really sunny weathers, as well.
Shortly, what I understand that SSE Godrays buggy, or something like that.
3.) "In my presets"
So, you made Rudy ENB. I didn't know that!
And thank you for the screenshots, because of yesterday, I tried your Obsidian preset, and I was surprised Godrays are there!
Not as big, as I would love it, but at least a preset with Godrays.
I really like your presets, and now I understand, that you can't update your preset for PC issues, or something like that...
4.) "and you need them to be turned on in the option menu (and in the ini)"
Ok, I see. I am getting understand better and better things.
Really thanks all of your answer!
And I am looking forward to updates...
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Re: TES Skyrim SE 0.368
Boris, why can only ao and skylighting be optimized?
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Re: TES Skyrim SE 0.368
Hi Boris, happy holidays, and thank you for the latest update!
I have found a small issue with the distant shadows: in Whiterun, if you look at the front of a building (e.g. the Bannered Mare), from close up, everything is fine. When going further away, strange looking shadows fade in over the whole front. Depending on the time of the day (and especially at night, very very visible at 2AM on the front of the Bannered Mare), they can look very out of place. This happens with 0.368 in general, not just with the latest update. I'm not sure how fixable this is, but I'm not an expert.
Example here:
https://imgur.com/a/9Q9ZfRc
I have found a small issue with the distant shadows: in Whiterun, if you look at the front of a building (e.g. the Bannered Mare), from close up, everything is fine. When going further away, strange looking shadows fade in over the whole front. Depending on the time of the day (and especially at night, very very visible at 2AM on the front of the Bannered Mare), they can look very out of place. This happens with 0.368 in general, not just with the latest update. I'm not sure how fixable this is, but I'm not an expert.
Example here:
https://imgur.com/a/9Q9ZfRc
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Re: TES Skyrim SE 0.368
Martimius
Because there is nothing else which can be optimized. What you expect? I told many times that dx11 version have big minimal costs by cpu/memory and no way to avoid it.
adancau
I think its because you have point lights which emit on to the building and those lights are cut off by distant shadow. This is a bug which cant be fixed, because distant shadows applied to all lighting, i cant extract only sun lighting, because it produce other bugs then (maybe one day i'll find some idea, but not now).
Because there is nothing else which can be optimized. What you expect? I told many times that dx11 version have big minimal costs by cpu/memory and no way to avoid it.
adancau
I think its because you have point lights which emit on to the building and those lights are cut off by distant shadow. This is a bug which cant be fixed, because distant shadows applied to all lighting, i cant extract only sun lighting, because it produce other bugs then (maybe one day i'll find some idea, but not now).
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Re: TES Skyrim SE 0.368
Hi, and thank you for the clarification. I was pretty sure it would be hard to fix As a workaround - maybe an intensity parameter for distant shadows, time-of-day-dependent (sunrise, day, sunset, etc.) that can be used to tune the effect (e.g. make it less obvious at night)? Would that work?
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Re: TES Skyrim SE 0.368
As i said, there is no idea about fixing such things and no matter how you try to tweak it by intensity or distance or other factors, its just replacing one glitch by another.
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Re: TES Skyrim SE 0.368
Alright, my apologies. Regardless, I am very impressed with all the work you've done in improving this binary. As you've just said, there are technical limitations regarding DX11's optimization, but boy does your ENB wrapper make the game look truly gorgeous.
Also, Happy New Year!!!
Also, Happy New Year!!!
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Re: TES Skyrim SE 0.368
Have you ever considered adding a motion blur parameter to the ENB binaries?
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Re: TES Skyrim SE 0.368
This not work correctly in the game, tried already.
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