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PostPosted: 06 Nov 2012, 12:35 
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@Boris :
Keep it easy, and PLEASE don't die ;)
Take your time, whenever. The fact you want to develop things others can't is rather a good thing ;)
Good luck, and hope you'll fix your problems, whatever they can be.

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PostPosted: 06 Nov 2012, 17:58 
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acstvip
Definitely not a bug, the ENB preset you're using accentuates the mist.

Boris
I second what Oyama said above, no need to rush. I've noticed that usually when you try to push things without genuine interest you will just lose motivation and whatever you're doing will become a pain in the ass. If you're more interested in looking for new ways to implement or optimize stuff, by all means concentrate on that. That's where you will make the real inventions, and it's not like you owe anyone anything anyway.

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PostPosted: 06 Nov 2012, 22:44 
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Thanks for the reply Boris!

I just didn't catch on last time... :roll:

As with the previous two, take your time. I don't see any need to rush this at all.

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PostPosted: 06 Nov 2012, 22:58 
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Joined: 03 Aug 2012, 19:03
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Hi Boris,

Thanks for working on Screen Space Reflections... I had requested them in the poll thread you had made. I know there are issues with it so you're not releasing it yet, but I'll remain hopeful. Were you going to use it to improve water reflections? As I had said in that thread, the water reflections are limited to distant LOD, i.e. nothing up close renders in the water reflection. This was actually a step backward from Oblivion.

Also, I had another thought. Since you have moved to deferred rendering, is it possible to remove the limitation on the number of lights? I believe Skyrim limits the lights to 8, because of performance issues.


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PostPosted: 07 Nov 2012, 05:58 
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Light limit is hardcoded in engine and no way to change this (4 shadowed lights).
Water reflections isn't my first priority and same for screen space reflections at all, they aren't fit this game.

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PostPosted: 07 Nov 2012, 16:01 
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Found that bug which display dark shadow when camera rotated to sun. It's appear only when quality of detailed shadow is set 0 or -1.

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PostPosted: 07 Nov 2012, 16:40 
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Joined: 02 Nov 2012, 15:40
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ENBSeries wrote:
Found that bug which display dark shadow when camera rotated to sun. It's appear only when quality of detailed shadow is set 0 or -1.

Thanks for the great work.
i'm anxious for the new release. :)


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PostPosted: 07 Nov 2012, 23:44 
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Joined: 06 Nov 2012, 22:47
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Im currently using, 0.120, and things are running smoothly. i only have one thing to nod about, how do i get it to look more "bloomy", i would like it to look more like this:::
http://www.flickr.com/photos/89788284@N ... hotostream

but atm. it looks like this:::
http://www.flickr.com/photos/89788284@N ... hotostream

Both looks are nice, but i prefer the more lighted up, and blossomly effect on my game, are there settings i can change to make it more like the first picture?

thanks ;D


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PostPosted: 08 Nov 2012, 19:45 
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Joined: 08 Sep 2012, 21:36
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[BLOOM]
AmountDay=0.35 <--Controls the bloom that gives it that fuzzy effect.

[ENVIRONMENT]
DirectLightingIntensityDay=1.0 <--Controls exposure. Gives the overall scene richer and saturated colors.

DirectLightingCurveDay=1.0 <--I think this parameter controls the warmness of the overall scene. Decreasing this will give the scene a blue and colder look while increasing it will make the scene orange and warm.

AmbientLightingIntensityDay=1.0 <--Controls the overall light. Makes the scene brighter. Increasing this too much will cause the pages of books and other objects like gold coins, armor and rings to be too vibrant and blinding.

AmbientLightingCurveDay=1.0 <--Controls the strength of shadows; makes it darker and the scene vibrant.

ColorPowDay=1.0 <--Controls contrast, makes blacks darker and stronger, and makes the overall scene warmer. Too much can cause skin to become unnaturally orange, like a bad tan.

You can also mess with these parameters, but personally I don't:
[COLORCORRECTION]
Brightness=1.0
GammaCurve=1.0

The palette you're using also dictates the overall color, brightness and contrast.

Messing with parameters is basically a balancing act and a lot of back and forth between the INI and previewing it in the game. If you're unsure about a parameter, you can usually find out what it does by greatly increasing that parameter to a higher number like 10 or 20. Some parameters depend on others and need to work together, like AmbientLightingIntensityDay and PointLightingIntensityDay. It's a balancing act with numbers and parameters, and highly experimental.


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PostPosted: 08 Nov 2012, 22:02 
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Joined: 06 Nov 2012, 22:47
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Thanks alot hugznott!

Im starting to understand a little more of the ini-settings :D, and the results are much better then before. If you have any other settings, with explanations to it, i would be glad to hear them

btw, does anyone know different settings for colours/saturation?
thanks : )


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