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PostPosted: 11 Jan 2015, 23:29 
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I suddenly seem to have some kind of glitch with Ambient Occlusion in Skyrim. I say suddenly, but I don't exactly know with which ENB version this started. I'm pretty sure it was working fine a few months ago. Anyway:

Image

Both weapons/hands seem to emit two small green light sources on the wall in front of me that seem to follow the shape of the swords if I get closer to the wall. At first I thought a recent mod adding light to spells was responsible, but I wasn't using any active spell effects spells and after turning off all ENB effects made the two lights disappeared. I asked Prod80 whose ENB I was using (Tranquility Gen10) and he said it probably had something to do with SSAO. So I tested it by only turning of AO in the main ENB settings window and he was right. Disabling AO would turn those two lights off.

Do you have any idea what might be wrong? It was working fine not too long ago. I have ENB correctly installed and updated. AO is also disabled in my NVidia driver settings, I made sure of that just now.

Specs:
Intel i7-4820K
8GB Ram
Windows 8 64 OEM
Single Gainward Geforce GTX 770, 2GB
Driver version 347.09


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Tomoko
PostPosted: 12 Jan 2015, 01:37 
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Edit values in enbseries.ini file:

[SSAO_SSIL]
ILAmount=2.0 -----> decrease
ILAmountInterior=2.5 -----> decrease
AOAmount=2.0 -----> increase slightly
AOAmountInterior=1.5 -----> increase slightly

This also occurs if you are using different combinations of:

AOType
AOMixingType
ILType

However, it's something Boris mentioned that it can't be fully fixed, since first-person view is just an overlay without real depth buffer attached for SSAO to work properly, hence some of the oddities you get with SSAO (especially on the hands and weapons).

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PostPosted: 12 Jan 2015, 05:46 
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Because of indirect lighting (ssil). Probably some light is on them or ambient (separate lights on first person models may appear, game specific). It's a bit complicated to filter out first person models, even if they are black, bug occur of different kind with ssao/ssil, so i just make them lit without textures to make brightness and colors equal to environment to hide tree in woods.

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PostPosted: 12 Jan 2015, 11:56 
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I see, that's too bad. Thank you, Boris.

Well, for future reference, these are the SSAO settings for current gen (10.1) Tranquility ENB:

Quote:
[SSAO_SSIL]
UseIndirectLighting=true
UseComplexIndirectLighting=true
UseComplexAmbientOcclusion=true
UseAmbientIndirectLighting=true
//-----------------------------------------------------------------------
//prod80 : SuperSampling; true. false for better performance
//-----------------------------------------------------------------------
EnableSupersampling=false
//-----------------------------------------------------------------------
//prod80 : Filter quality
//-----------------------------------------------------------------------
SamplingQuality=0
SamplingPrecision=0
//-----------------------------------------------------------------------
//prod80 : Don't mess with these unless you dont mind massive FPS drops
//-----------------------------------------------------------------------
SamplingRange=0.235
FadeFogRange=4.0
//-----------------------------------------------------------------------
//prod80 : Set the below SourceTexturesScale & SizeScale values to
//-----------------------------------------------------------------------
//50% scaling : 0.5 -> best performance
//60% scaling : 0.774596669241483
//80% scaling : 0.894427190999915
//100% scaling: 1.0
//150% scaling: 1.224744871391589
//250% scaling: 1.581138830084189 -> best quality
//-----------------------------------------------------------------------
SourceTexturesScale=0.5
SizeScale=0.5
//-----------------------------------------------------------------------
FilterQuality=2
FilterType=0
AOAmount=0.63
AOAmountInterior=0.83
ILAmount=1.62
ILAmountInterior=1.72

AOMixingType=2
AOMixingTypeInterior=2
AOIntensity=0.87
AOIntensityInterior=0.9
AOType=0
EnableDenoiser=false
ILType=0
EnableComplexFilter=true


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PostPosted: 12 Jan 2015, 16:21 
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Joined: 28 Jul 2013, 23:26
Posts: 372
Actually those are not the default from Tranquility ENB. If you want to use so low scales (0.5), set filterquality higher (to 0) with SuperSampling disabled... otherwise you get all kind of artifacts in SSAO...


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PostPosted: 12 Jan 2015, 18:51 
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As indirect lighting is low in that preset, this means extra light used by the game for first person model, i can't see any other reason.

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PostPosted: 12 Jan 2015, 19:51 
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prod80 wrote:
Actually those are not the default from Tranquility ENB. If you want to use so low scales (0.5), set filterquality higher (to 0) with SuperSampling disabled... otherwise you get all kind of artifacts in SSAO...

Aahh! My mistake, sorry! You're totally right, that's NOT the default. I used the performance tweaks suggested on your nexusmods page.. I see now I have to revise them. As for why they are so low.. I'm bordering on 'playable' at around 35-40 fps (I can't recall how I once was able to play games on 20 fps or less).

ENBSeries wrote:
As indirect lighting is low in that preset, this means extra light used by the game for first person model, i can't see any other reason.

Good, good. I'll see if there's a point where the glitch disappears, without changing Prod's visuals too much.


Last edited by Tricky on 12 Jan 2015, 19:57, edited 1 time in total.

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PostPosted: 12 Jan 2015, 19:53 
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I increased filterquality as you suggested, didn't notice much of a performance change. The SSOA glitch still happens. I'll try Boris' suggestion next.

BTW thanks, you both. :)


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PostPosted: 12 Jan 2015, 21:52 
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Joined: 17 Mar 2014, 08:00
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ENBSeries wrote:
As indirect lighting is low in that preset, this means extra light used by the game for first person model, i can't see any other reason.


Right, I reduced both values. First to 1.0, but that wasn't enough. I now have these values at
Code:
ILAmount=0.70            
ILAmountInterior=0.78


That's good enough for me. I hope this doesn't alter the ENB too much, Prod. I don't seem to notice much difference, but then my eyes probably aren't as trained to this as yours are.


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PostPosted: 13 Jan 2015, 05:42 
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These values aren't big. Better try different mixing method, may help.

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