Please use english language
It is currently 26 Feb 2020, 00:12

All times are UTC


Forum rules


new topics are not allowed in this subsection, only replies.




Post new topic Reply to topic  [ 96 posts ]  Go to page Previous  1, 2, 3, 4, 5, 6, 7 ... 10  Next
Author Message
 Post subject: Re: TES Skyrim 0.215
PostPosted: 08 Sep 2013, 18:28 
Offline
*blah-blah-blah maniac*
User avatar

Joined: 18 Jul 2013, 13:08
Posts: 541
Location: UK
Thanks for the update Boris!

New transparency AA option looks fantastic - with hardware AA, and no deferred rendering enabled, the grass looks very sharp and the performance drop isn't too bad and I have a LOT of grass (Lush grass meshes, Flora Overhaul Summer and Grass on Steroids.) Any other way to get ambient occlusion in this mode other than forcing Nvidia's?

Without hardware AA and deferred rendering it looks a little softer, but still looks great though - grass is better defined, lose about 10 fps in heavy grass areas.

Transparency AA doesn't seam to work at same time as temporal AA - is that right? (Doesn't need to though as looks much sharper without.)

Overall a fine graphic update - makes Flora Overall mod look amazing!

_________________
Custom Watercooled
Delidded i7 8700k @5.2ghz
GTX 1080Ti (2xSLI)
32gb DDR4 RAM @ 4000mhz
512mb NVMe SSD


my Flickr
my videos


Big Blue MkV
Image


Top
 Profile  
 
Tomoko
 Post subject: Re: TES Skyrim 0.215
PostPosted: 08 Sep 2013, 18:33 
Offline

Joined: 17 Aug 2013, 13:04
Posts: 43
Did some TransparencyAA tests (with hardware AA disabled, EdgeAA disabled, TAA disabled):
- Performance cost is about 12%.
- Doesn't seem to produce a very good result IMO. Objects in middle/far distance look exactly the same as before. Objects very close to player look... different. Thicker. Not better, not worse. Certainly no less aliased.

Conclusion: No point in enabling it. Performance drop for no gain. Nvidia user.


Top
 Profile  
 
 Post subject: Re: TES Skyrim 0.215
PostPosted: 08 Sep 2013, 18:38 
Offline
*master*
User avatar

Joined: 13 Dec 2012, 18:08
Posts: 199
Location: France
Just a question : is using MSAA with TransparentAA disables other effects like before ? I haven't enabled Hardware Antialiasing for a while.

_________________
Asus P8Z77-V, G.Skill TridentX 2x4go PC3-19200 CL9, Intel Core i5-3570K (3.4 GHz), Gigabyte Geforce GTX 670 WindForce 3x OC(335.23), Samsung SSD 840 Pro 128go+500Go 7200RPM SATA III, Auzentech X-FI Forte 7.1, Windows 8.1 Pro x64, The Grim and Somber ENB


Top
 Profile  
 
 Post subject: Re: TES Skyrim 0.215
PostPosted: 08 Sep 2013, 18:44 
Online
*sensei*
User avatar

Joined: 02 Aug 2013, 23:06
Posts: 477
Location: New Hampshire, US
KuroTenshi wrote:
Just a question : is using MSAA with TransparentAA disables other effects like before ? I haven't enabled Ha


In addition to this I have another question. In Nvidia there is the multiple AA settings - what should they be set to?

Antialiasing - Mode: should this be application controlled or off?
Antialiasing - Setting: Assume this would be ignored since above would be off or app controlled
Antialiasing - Transparency: Should this be enabled? If so I would assume supersampling is the best option

In other words when people are talking about enabling the hardware do they mean turning on the AA mode in Nvidia or turning on just the transparent AA setting or both of them? What should the skyrimpref.ini settings be? Off? or set to 2, 4, or 8 for AA? Also there is a transparency multisampling setting in the skyrimpref.ini - should that be enabled?

Code:
bTransparencyMultisampling=0
Change it to 1 to enable Transparency MS.


Thanks for any clarification. I want to provide some instructions on the ENB I manage. Somber ENB Lut Sepia has gone SweetFX free - everything is now using pure ENB files and settings - and I want to help people get the most out of the 4 AA methods now provided by ENB.

Really appreciate any answers to the above!

_________________
Intel Core i9-9900K CPU @ 3.6 GHz // GeForce RTX 2080 Ti VRAM 11GB // Win10 64 and 64GB Ram // Monitor 2560x1440@144


Last edited by wolfgrimdark on 08 Sep 2013, 19:03, edited 3 times in total.

Top
 Profile  
 
 Post subject: Re: TES Skyrim 0.215
PostPosted: 08 Sep 2013, 18:53 
Offline
*blah-blah-blah maniac*

Joined: 20 Mar 2012, 08:37
Posts: 1509
Boris very good :)

I guess though the Temporal AA causes some heavy blur i wonder what will be better now pp sharpening or negative lod, without bringing the AA back,disabling EdgeAA seems also a possibility to gain better texture resolution though as expected lot of edges AA then again :)

Image

_________________
Quote:
85% of graphics research is about who can finally make Sponza look good.
Jasper Bekkers EA/DICE

Perfection is the greatest enemy of photorealism.
Jorge Jimenez Activision Blizzard


Top
 Profile  
 
 Post subject: Re: TES Skyrim 0.215
PostPosted: 08 Sep 2013, 18:58 
Offline
*sensei*

Joined: 30 May 2012, 15:40
Posts: 267
Thanks for the update Boris.

I cannot seem to find the indicated added parameters to enbeffect.fx (gamma, brightness, contrast, saturation, balance, etc) as stated in the description for 215. Is this a misprint or am I blind? There are also no such options available in the Shader portion of the GUI Editor.

Also, I interpret the TransparencyAA to work with in game MSAA with no other loss of effects, however, enabling MSAA in game and enabling Transparency AA causes ENB to report detection of hardware aliasing and a reduction of available effects. Perhaps my interpretation is incorrect?


Top
 Profile  
 
 Post subject: Re: TES Skyrim 0.215
PostPosted: 08 Sep 2013, 19:07 
Offline
*blah-blah-blah maniac*
User avatar

Joined: 27 Dec 2011, 08:53
Posts: 14816
Location: Russia
CruNcher
Ssao may not work only when you don't see anything, then not play. So my answer is not.

electricsheep26354
Ssao not work in antialiased mode, i can't make old code from 0.119 only to support ssao which look buggy triangulated without deffer.
Quote:
Transparency AA doesn't seam to work at same time as temporal AA

Yes.

KuroTenshi
MSAA disable most effects.

wolfgrimdark
Don't touch anything in drivers, there is a game and the mod, everything else from devil.

Dinkledorf
Parameters only visible in shaders window of editor, when my enbeffect.fx file used. Preset makers must copy code and parameters to their shaders. I can't find any better solution without loosing something.

_________________
i5-4690k, 16Gb RAM, GTX 1060 6Gb, X-Fi Titanium, Win7 x128
I am INFP, not the brutal, godamnit.


Top
 Profile  
 
 Post subject: Re: TES Skyrim 0.215
PostPosted: 08 Sep 2013, 19:09 
Offline
*blah-blah-blah maniac*
User avatar

Joined: 18 Jul 2013, 13:08
Posts: 541
Location: UK
Quote:
KuroTenshi wrote:
Just a question : is using MSAA with TransparentAA disables other effects like before ? I haven't enabled Ha


In addition to this I have another question. In Nvidia there is the Antialishing settings but there is also a setting for "transparency AA". When people are talking about enabling the hardware do they mean turning on the main AA settings in Nvidia or turning on just the transparent AA setting or both of them?

What should the skyrimpref.ini settings be? Off? or set to 2, 4, or 8 for AA? Also there is a transparency multi-sampling setting in the INI which I never knew what that should be (flags seem to be 0 or 1).

Thanks for any clarification. I want to provide some instructions on the ENB I manage. Somber ENB Lut Sepia has gone SweetFX free - everything is now using pure ENB files and settings - and I want to help people get the most out of the 4 AA methods now provided by ENB.

Really appreciate any answers to the above!


I've played on and off with hardware AA for some time now and these are my findings (I'm sure Boris will correct me if I'm wrong on any of this.)

To enable Nvidea ENB transparency AA you just need to set the in-game AA either by ini file or Skyrim launcher - you will get MSAA of the quality you set 2,4,8 - IMO there's not much difference between 4 and 8 - set to user quality desired v hardware performance. You don't need to touch Nvidia control panel or inspector to set, however you can force higher AA quality settings via these. I believe transparency AA in the Nvidia control panel will be similar to ENB, not sure if it applies to all the same objects - you can set quality level via Nvidia 2,4,8 - don't know what equivalent level ENB version is, haven't tested and compared yet.)

Don't know what effect transparency AA in Skyrim ini has

As far as effects used in ENB with hardware AA - all differed rendering doesn't work properly i.e SSAO/IL, reflections, imaged based lighting. You may see these still set when you start a game with hardware AA and differed effects still enabled but you will see visual bugs - hit Apply button in GUI or change settings to disable these effects.

_________________
Custom Watercooled
Delidded i7 8700k @5.2ghz
GTX 1080Ti (2xSLI)
32gb DDR4 RAM @ 4000mhz
512mb NVMe SSD


my Flickr
my videos


Big Blue MkV
Image


Top
 Profile  
 
 Post subject: Re: TES Skyrim 0.215
PostPosted: 08 Sep 2013, 19:13 
Offline
*sensei*

Joined: 20 Jul 2013, 00:34
Posts: 318
DigitalPrinceX wrote:
I dont have that problem like skysan4298.
Using 13.10 beta driver.

I had iMultiSample=2 and bFXAAEnabled=1 in SkyrimPrefs.ini, but setting both to 0 allowed TranAA to work. I got 12% lower performance with TranAA enabled.
I have AA on in SkyrimPrefs.ini for 1600x900, and setting them to zero for 1080p had too much low to high fps in an outside cell since my single 7850 GPU. It's time for me to save money for SLI.

EDIT: The disappearing textures in an internal cell like Underston Keep is fixed with 0.215 when AA on in SkyrimPrefs.ini and UseDeferredRendering=true.
EDIT2: Enabling SSAO brought back the disappearing textures.

_________________
i7-3770, 8GB XMP-2132
Win10v1909 64bit on SSD, Skyrim on 2nd SSD
Nvidia GTX 1070 FE v441.87
OrganicENB SE
OrganicENB LE


Last edited by skysan4298 on 08 Sep 2013, 19:57, edited 2 times in total.

Top
 Profile  
 
 Post subject: Re: TES Skyrim 0.215
PostPosted: 08 Sep 2013, 19:32 
Offline

Joined: 24 Aug 2013, 15:14
Posts: 18
RUS:
С версией 0.215 появилась вот такая проблема:
http://i.imgur.com/LpjxjeD.jpg

1. Текстура четкая.
2. Та же текстура, но размытая.

Если подойти ближе, то размытая текстура становится четкой, будто есть какой-то кокон, после которого текстуры начинают размываться.
Включение или отключение любого параметра *AA ничего не решает.
Пока заметно очень сильно на камнях, т.к. там текстура высокого разрешения, в других местах не так заметно.

ENG:
With version 0.215 there is such a problem:
http://i.imgur.com/LpjxjeD.jpg

1. Texture clear.
2. The same texture, but blurred.

If you come closer, blurred texture becomes clear, if there is a cocoon, after which the textures are beginning to blur.
Enable or disable any parameter * AA does not solve anything.
While very much on the rocks, because High-resolution texture is there, other places not so noticeable.

Kountervibe v.215
Nvidia.


Last edited by Rexawl on 08 Sep 2013, 20:23, edited 1 time in total.

Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 96 posts ]  Go to page Previous  1, 2, 3, 4, 5, 6, 7 ... 10  Next

All times are UTC


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Powered by phpBB® Forum Software © phpBB Group