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 Post subject: Re: TES Skyrim 0.215
PostPosted: 08 Sep 2013, 15:55 
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*sensei*
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Boris
Please don't change the memory optimization code. It works wonderful! People just need to be more cautious when using custom textures.

ENBSeries wrote:
...technicolor or other color correction is another useless shit for those who unable to make good looking game in hdr processing...


That's me! :mrgreen:

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 Post subject: Re: TES Skyrim 0.215
PostPosted: 08 Sep 2013, 16:03 
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*blah-blah-blah maniac*

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Huh Boris i updated now to 215 replacing enbseries.dll and the [FIX] and [ANTIALIASING] sections updated but what is strange i don't see the FIX neither the Antialiasing Sections anymore in the Realtime GUI ?
I cant enable/disable Temporal AA from the GUI neither EdgeAA it's not displayed anymore ?
Neither i can see options like Removeblur anymore the FIX section options ?
Both sections just disappeared ?

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Last edited by CruNcher on 08 Sep 2013, 16:08, edited 1 time in total.

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 Post subject: Re: TES Skyrim 0.215
PostPosted: 08 Sep 2013, 16:07 
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WoodsOfYpres
314.22, all newest drivers unsupported by my winxp as they require .net 4.0 and i can't use them without nvidia control panel in case of manual installation.

CruNcher
Parameters of enblocal.ini are in smaller window which is on top of enbseries.ini window.

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 Post subject: Re: TES Skyrim 0.215
PostPosted: 08 Sep 2013, 16:12 
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*blah-blah-blah maniac*

Joined: 20 Mar 2012, 08:37
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Ahh i see, was to small thx, lol where they located always their and i mistakenly thought it was the blue box or did you moved them for 215 into the yellow box ?
I could be sure i was always scrolling in the blue box not that i lose my sanity here ;)

Nice the Temporal AA shows less temporal Artifacts also the latency is much better with it now (did you changed something) ? :)

AAAhh the combination of TAA and DOF is the latency problem and that causes Temporal Artifacts (Ghosting) the DOF takes to much GPU cycles and the TAA seems to have no chance then :)

though the Framerate doesn't really change it seems just the high frame latency be the cause for the TAA to fail with the DOF enabled

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

Perfection is the greatest enemy of photorealism.
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 Post subject: Re: TES Skyrim 0.215
PostPosted: 08 Sep 2013, 16:34 
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CruNcher;

The box with Apply button and enblocal.ini settings changes it colors if you have TOD activated.

The harder you push your computer the more noticeable the ghosting will be, that hasn't changed since TAA initially was released.


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 Post subject: Re: TES Skyrim 0.215
PostPosted: 08 Sep 2013, 16:39 
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Hehe in this case the Harder you push your GPU that is already @ 99% most of the time ;)

yep the problem is the DOF Balance though but yeah DOF is the heaviest part in the whole Render chain

@Boris

Would you think it's possible to make SSAO Efficiently Scene Adaptive, in terms of the Brightness of the Scene so if the Scene becomes very dark (mostly @ nights) disabling SSAO and if the Scene becomes brighter above a certain value enabling it ?

A option todo this via the TOD though wouldn't be enough seeing that you can have some bright point lights illuminating the scene so it would really need to analyze the scene brightness and that very fast @ best even when moving in the direction or a radius of a certain light source and it predicts it will become very bright and before the scene is even reached it enables SSAO when the scene is left and it gets very dark again it disables it :)

For really very dark scenes i guess it could save some cycles, or would that idea be flawed ? :)

For example such a Scene like this

Image

Image

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

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 Post subject: Re: TES Skyrim 0.215
PostPosted: 08 Sep 2013, 17:49 
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*sensei*

Joined: 18 Jul 2012, 09:46
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Location: Bangladesh
I dont have that problem like skysan4298.
Using 13.10 beta driver.

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 Post subject: Re: TES Skyrim 0.215
PostPosted: 08 Sep 2013, 18:10 
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Joined: 13 Dec 2012, 18:08
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Boris wrote:
Listen, i hate SweetFX, it's just useless crap and only antialiasing feature is important. All screenshots i see with it have so little difference, that it's a shame even to show them to others. Of course i don't need any fucking shit from there like sharpen which everybody can make in effect.txt for any version of my mods, dither which nobody need as my mod working in hdr space without any issues of discretisation, smaa or fxaa are absolutely not interesting me as they are fake antialiasing methods which useless where aa is really important, technicolor or other color correction is another useless shit for those who unable to make good looking game in hdr processing or don't have taste or need custom filter for some artistic style (and these users are less than 0.01%). External shaders allow to create everything, primitive features not interesting me, even if i'll do sharpening, it will be absolutely different, as i see it's usage.


Roger ! I understand. Better encourage people to polish more their presets. Personnaly, I don't need SMAA or FXAA, regarding your last additions to EdgeAA and TransparentAA. I talked regarding 90% of ENB presets I tried, that always used SMAA and LumaSharpen (and sometimes dither).
They should take example of Unreal Cinema ENB I am currently using. Calls to shaders, no external software.
I saw by the way people that are porting SweetFX features to shaders or effect.txt. So, preset creators are responsible.

You don't need to further improve memory manager. You corrected the most Skyrim's unbearable bugs (using RAM instead of video memory, 32 bits limitation,...) and probably can't do much more (regarding threading errors). I can finally enjoy the game. I can have a freeze or a CTD from time to time but It doesn't prevent me to play since I often save. These freezes and CTDs are rare and completely random (works when I restart the game) so do not bother with this.

Considering support of bugs, maybe you can add a big sticker saying you don't care about people using 3rd party softwares with ENB (OSDs monitors, SweetFX, HialgoBoost and so on). But I think people using "safe" configs deserves to be listened.
So better adding ENB preset in our signature.

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 Post subject: Re: TES Skyrim 0.215
PostPosted: 08 Sep 2013, 18:16 
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Joined: 20 Mar 2012, 08:37
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I guess lot of the Problems also come from the Havok Engine the version that Bethesda implemented wasn't yet efficiently Multithread optimized :(
I guess we will see the new better optimized version in the next Fallout version of the Engine

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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


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 Post subject: Re: TES Skyrim 0.215
PostPosted: 08 Sep 2013, 18:25 
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*master*
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Joined: 15 Apr 2013, 12:02
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Boris: Very nice job on the TransparencyAA. No complaints since enbhost.exe testing. Take a nap, or have a pajama party now, you deserve a nice rest/relaxation period. Thanks for your efforts. :)

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