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PostPosted: 12 Sep 2013, 00:15 
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Joined: 11 Sep 2013, 22:34
Posts: 61
Hi

First let me thank you all for your tremendous work. All the work that has been done on ENB is simply amazing.

I want to report this graphical oddity that I believe started with v13.7.13.
I went all the way back to 0.188 which seems fine.

Nvidia GeForce GTX 680 4 GB
Tested with drivers 314.22, 320.18, 326.80 beta. All show the same behavior.

Skyrim fresh Vanilla+DLCs no further mods
default ultra settings

only changes to skyrimprefs.ini
iMultiSample=0
bFloatPointRenderTarget=1

For screenshots I used all files from 0.217, no other custom ENB settings or fx.

Location almost straight north from coc SeptimusSignusOutpostExterior01 until edge of map.

=====================================

everything under [EFFECT] set to false

all looks good
i40.tinypic.com/2latwtk.jpg

=====================================

[EFFECT]
EnableAmbientOcclusion=true

white distant mountains, white object shine through water.
when view is rotated the white covers more mountains at the edge of the screen
i42.tinypic.com/axip0j.jpg

=====================================

[EFFECT]
EnableReflection=true
[REFLECTION]
ExteriorEnable=false
InteriorEnable=false

white distant mountains, but closer, white object shine through water.
when view is rotated the cover of the mountains does not change
i39.tinypic.com/30u7m1d.jpg


Since I am a new user you will have to copy paste the image URLs into a new browser address field :)

Let me know if you need any more information or test cases and I will be happy to help
Sheson


Last edited by sheson on 12 Sep 2013, 02:25, edited 1 time in total.

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Tomoko
PostPosted: 12 Sep 2013, 00:34 
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I don't have anything wrong in that place. Post your enbseries.ini and enblocal.ini

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PostPosted: 12 Sep 2013, 02:24 
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Joined: 11 Sep 2013, 22:34
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Hi Boris

thank you for your reply.

It may be more pronounced depending on the weather or distance fog.
The weather of the screenshots is 4d7fb SkyrimOvercastSnow.

The inis are basically straight out of 0.217, just setting the effects, memory.

enblocal.ini
pastebin.c om/9RqNrDiQ

enbseries.ini
pastebin.c om/A34iuDNn

remove anti spam space in URL :)


thanks
sheson


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PostPosted: 12 Sep 2013, 02:38 
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Ok, i'll try myself now

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PostPosted: 12 Sep 2013, 02:46 
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I see, it's very far away rocks, which don't recieve fog at some distance, right? For me much less noticable than on your screenshots. Anyway i know what the problem is and fixed it once, but not sure if i can do any better, problem is in precision of depth, because distant fog computed per object at their rendering stage and i removing fog at the end by inverse math to apply some effects unfogged, distance for such computation is from depth buffer. Will see what i can do, but don't expect anything.

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PostPosted: 12 Sep 2013, 03:21 
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As i thought, it's unfixable because of precision, so forced fading to be on for all distant objects, fogged or not. In next update will be available.

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I am INFP, not the brutal, godamnit.


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PostPosted: 12 Sep 2013, 03:27 
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Joined: 11 Sep 2013, 22:34
Posts: 61
The fact you looking into it is all that matters. Thank you.

I guess what is really visually irritating is the fact that after distant mountains faded to fog whatever, there are even further away mountains that become visible/darker again. And this 'line' is constantly changing depending on view angle and distance to those mountains.

The white objects in the water are less visible when both AO and reflection are turned on. Somehow AO covers them up a bit again.

Oh new post from you :)
Looking forward to the next version.

Thanks
Sheson


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