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| TES Skyrim 0.241 http://enbdev.com/enbseries/forum/viewtopic.php?f=2&t=2641 |
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| Author: | prod80 [ 22 Dec 2013, 00:15 ] |
| Post subject: | Re: TES Skyrim 0.241 |
I have tweaked CoT for use with ENB 241 by bringing fog closer, changing color and tweaking sun as they are all related. For CoT users see here: http://www.nexusmods.com/skyrim/mods/39799/ (version 13 is what you need)... And with some ENB tweaking (no tweaking specific for this shot) you can get this: ![]() Gotta love this shit. For people tweaking and not working properly; you have to know this - Rays rely on distance fog set on the weather (CK) - Ray colors rely on Sun color set on the weather (CK) @Boris the Great; This rocks. Awesome. Good job @Cruncher; few posts above you say that that's about what happens to you - this is simply too many too hi res textures which causes it. Reduce your landscape texture resolution and/or play on ugrids 5 (dunno if you raised it) |
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| Author: | FiftyTifty [ 22 Dec 2013, 00:49 ] |
| Post subject: | Re: TES Skyrim 0.241 |
The problem you've got CruNcher, seems to be that the terrain LOD texture is merging with the normal terrain texture (the detail is there, but it's merging with the LOD). If we were able to modify the terrain texture LOD with actual textures rather than the random colours done by the engine (I believe that the engine doesn't use an actual .dds image for the terrain LOD textures), we would be able to solve this by replacing the texture. |
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| Author: | CruNcher [ 22 Dec 2013, 01:06 ] |
| Post subject: | Re: TES Skyrim 0.241 |
Hmm doesn't Soolie his mod does this and i think i got different render results with it installed which indeed surprised me but now i slowly understand what's going on this is the procedural terrain here that's merging with the artistical stuff and doesn't blend in correctly in that case i guess the textures in /landscape/ should be where the lod is to find so i guess this whole blur lod transition system is only thought for the procedural terrain rendering, then this animated transitioning also makes totally sense depending on the distance I wonder if CD Projekt will build up a better system with Red Engine 3 i think partly Red Engine 2 is already more advanced compared to Bethesda in the future |
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| Author: | FiftyTifty [ 22 Dec 2013, 01:19 ] |
| Post subject: | Re: TES Skyrim 0.241 |
The terrain LOD doesn't have any relevant textures in the textures folder. There was a few that I thought would be, so I replaced them with their higher detailed brethren. Didn't make a difference. |
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| Author: | CruNcher [ 22 Dec 2013, 01:24 ] |
| Post subject: | Re: TES Skyrim 0.241 |
Wow so it's entirely Procedural Shader generated Boris Mentioned this didn't he ? Quote: CruNcher That mipmap problem is not because of mipmap, i found that shaders are different, first case is very low macro texture used and in second case it not applied at all. So don't look in to any solutions, except lod distances in general or for terrain, probably Oblivion users may help with hidden engine properties as landscape very similar to that game. So this is the very low Macro Texture Shader (billinear) ? ![]() And this is a Procedural Texture as well or are only the transitioning steps procedural ? ![]() @electricsheep26354 are you sure all of these even exist ? there is no reference for some of those in the string data i got from fifty ? btw this looks really interesting bUseMyGamesDirectory=1 if i guess right what it means it could be very cool for debug and mulitple testing ok seems it is disabled for Skyrim (most probably only enabled before release build) Quote: I'm testing in Skyrim 1.4.21, cos I didn't want to update yet... I don't really think they would change this in this last patch, isn't it? Firsts tests confirm that Skyrim *does not* reads/uses the bUseMyGamesDirectory=0 setting. I've been verifying with procmon.exe and I cannot seem to find any evidence of Skyrim reading anything other than the default values for those entries. W.r.t. the sLocalMasterPath: it doesn't chokes if I put the absoulte path of the existing directory, but if I move it and edit that setting -> crash. I hope that someones with access to the actual disassembly can verify this... (I have IDApro but I don't have it installed right now) Quote: @Cruncher; few posts above you say that that's about what happens to you - this is simply too many too hi res textures which causes it. Reduce your landscape texture resolution and/or play on ugrids 5 (dunno if you raised it) Nope it has nothing todo with the texture resolution it happens with the default textures (no hi res pack) as well, this is a complete clean installation This could be interesting fLodDistance=500.0000 fFadeOutTime=2.0000 fFadeInTime=1.2000 fFadeInThreshold=0.7000 fFadeOutThreshold=0.3000 fDistanceMultiplier=1.0000 fLODFadeOutPercent=0.6000 fLODNoiseMipBias=0.0000 bLODNoiseAniso=1 |
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| Author: | ENBSeries [ 22 Dec 2013, 10:54 ] |
| Post subject: | Re: TES Skyrim 0.241 |
Terrain lod texture is what you see from huge distance, probably it's generated by engine from standart textures mixed by vertex colors (or which vertex factors used for that). The problem are not smooth transition, too much close and generated low res macro map lod texture do not look like default textures. Better to start from lowering quality of everything and drawing distances to get max performance, then test how much lod switching distance affected, if enough, then tweking must be done to parameters which set priorities, timings, threads count. |
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| Author: | CruNcher [ 22 Dec 2013, 11:12 ] |
| Post subject: | Re: TES Skyrim 0.241 |
Boris i realized this fading is going on for the meshes as well it's a strange effect and sometimes it makes no sense why it happens especially for a Ultra setup I mean i suddenly see a whole mountain part transforming in front of me ? here if you get closer to that point in riverwood the whole mountain fades away and transitions into something different right in front of my eyes ??? ![]() ![]() here also the whole mountain is being transitioned
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| Author: | FiftyTifty [ 22 Dec 2013, 11:58 ] |
| Post subject: | Re: TES Skyrim 0.241 |
CruNcher, give these settings in SkyrimPrefs.ini a try. fMeshLODLevel2FadeDist=20000000.0000 ; default was 10000000.0000 fMeshLODLevel1FadeDist=15000000.0000 ; ditto fBlockMaximumDistance=500000.0000 ; default was 250000.0000 fBlockLevel1Distance=140000.0000 ; default was 70000.0000 fBlockLevel0Distance=70000.0000 ; default was 35000.0000 |
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| Author: | Arkngt [ 22 Dec 2013, 15:17 ] |
| Post subject: | Re: TES Skyrim 0.241 |
prod80 wrote: I have tweaked CoT for use with ENB 241 by bringing fog closer, changing color and tweaking sun as they are all related. For CoT users see here: http://www.nexusmods.com/skyrim/mods/39799/ (version 13 is what you need) Thanks for the update! I was wondering why I didn't see any rays. I wish I could endorse the CoT weather patch more than once - it's worth at least 5 endorsements by now. Also, thanks to Boris! Cloud shadows and volumetric rays make a huge difference - it's awesome! |
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