Syrophir;
Well you just have to and see then don't forget direct lighting as that actually affects the grass and tree LODS far more last time I checked which was a few ENB versions granted but I don' think it has changed much since then. Especially if the Sunlight values is set very low in the Creation Kit the Direct Lighting will have a stronger effect than what the ambient lighting has.
As is the case with most mods, one can only cover a small margin of all the possible ENB configurations that can be done.
CruNcher;
Great to have a new view of the world
Maybe it's high time to do a early fall cleaning of the mods used then Why not use the DDS Viewer for that task? Just Google search it and you will find a couple of different viewers and choose the one that suits your needs.
Same mod selection I use more or less.
Enhanced Lighting for ENB, updated 25 November-14
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Re: Enhanced Lightning for ENB, updated 07/25
I found a nice DDS viewer already which seems to have been developed with this "cleaning up Skyrim" in mind
i don't use his Skyrim performance Monitor to much overhead for my like but i like his
http://skyrim.nexusmods.com/mods/30745//?
the Workflow is very nicely done for Skyrim assessments
i don't use his Skyrim performance Monitor to much overhead for my like but i like his
http://skyrim.nexusmods.com/mods/30745//?
the Workflow is very nicely done for Skyrim assessments
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Re: Enhanced Lightning for ENB, updated 07/25
That's the same one I have, forgot where I downloaded it from and found it laying in one of the storage HDD's
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Re: Enhanced Lightning for ENB, updated 07/25
I reached the Realtime Full HD Render Edge 30 fps with my 460 GTX i could try to disable AERO and see if that maybe saves 1 or 2 frames additionally
Some Visual inconsistencies here trouble me especially in the trees , saved it as a test scene to make near lod assessments when i update my lods and ini
I guess you also see the Banding quiet obvious in this Sky as the compression tortured it quiet heavily
Btw please don't look @ sharpness levels or aliasing or anything PP related i didn't tweaked anything of that yet it's pure color and light response optimizing for me and assets inconsistencies
Also no you don't imagine things here but the JPG is Sharper this is due the lose of bits in the quantization process though this blur you might not even percept directly if you wouldn't see it side by side (or in this case down by down) has a special function for me somewhere else it's also of course lowering the banding probability as well and i need to be careful with tweaking this layer
But what about the lossless uncompressed does the Banding shows up here for you ?
Some Visual inconsistencies here trouble me especially in the trees , saved it as a test scene to make near lod assessments when i update my lods and ini
I guess you also see the Banding quiet obvious in this Sky as the compression tortured it quiet heavily
Btw please don't look @ sharpness levels or aliasing or anything PP related i didn't tweaked anything of that yet it's pure color and light response optimizing for me and assets inconsistencies
Also no you don't imagine things here but the JPG is Sharper this is due the lose of bits in the quantization process though this blur you might not even percept directly if you wouldn't see it side by side (or in this case down by down) has a special function for me somewhere else it's also of course lowering the banding probability as well and i need to be careful with tweaking this layer
But what about the lossless uncompressed does the Banding shows up here for you ?
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Re: Enhanced Lightning for ENB, updated 07/25
That "groundLOD" is made by painting ground details to the treeLOD.CruNcher wrote: @Saberus
Ground Lod sounds really good i think no one else covers this point so far ?
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Re: Enhanced Lightning for ENB, updated 07/25
--JawZ--
There was a Light Stage in your ELE that almost killed my ENB it crawled extremely down to the bottom but the render result was so breathtaking i will analyze this condition further and optimize for it and shows some of the results
This is @ the END of the Light Stage everything got much better here but before that i never saw my ENB going so on it's knees even @ 720p and this with basic processing
if i see these totaly unoptimized assets results i don't want to know if everything gets balanced out how that will look, for me it's already in this early stage a complete new experience
There was a Light Stage in your ELE that almost killed my ENB it crawled extremely down to the bottom but the render result was so breathtaking i will analyze this condition further and optimize for it and shows some of the results
This is @ the END of the Light Stage everything got much better here but before that i never saw my ENB going so on it's knees even @ 720p and this with basic processing
if i see these totaly unoptimized assets results i don't want to know if everything gets balanced out how that will look, for me it's already in this early stage a complete new experience
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Re: Enhanced Lightning for ENB, updated 07/25
CruNcher;
I have all my windows 7 "bling-bling" features turned off except for these;
- Internet Explorer 10
- .NET framework 3.5.1
- Tablet PC Components
- The ability to drag folder and program windows to either the top or sides to quickly set them to full or half screen size
I have also disabled all the sounds that is used for example the sound when connecting a USB device or you are doing a improper function and the "fail" sound plays.
Yeah I do see the banding but it's not that noticeable, maybe it's caused by the loss of my color profile, I haven't he faintest idea where it went So need to do a new one, isch tedious work to go through the calibration again
I usually don't look at those things unless it's a high sharpening coupled with a weird resolution that makes the aliasing worse, otherwise I usually only look at the colors and how they are rendered in the picture.
Be sure to check with and without ELE as well as it might be caused by something else than a visual render change.
Syrophir;
If those are just painted on the ground I won't bother downloading that mod, I don't like image illusions to be used in games. I f a tree trunk or grass should be rendered in the disance it should be a mesh with texture applied to it, not a texture with "copy-pasted" views of a mesh on to a bigger surrounding texture.
I have all my windows 7 "bling-bling" features turned off except for these;
- Internet Explorer 10
- .NET framework 3.5.1
- Tablet PC Components
- The ability to drag folder and program windows to either the top or sides to quickly set them to full or half screen size
I have also disabled all the sounds that is used for example the sound when connecting a USB device or you are doing a improper function and the "fail" sound plays.
Yeah I do see the banding but it's not that noticeable, maybe it's caused by the loss of my color profile, I haven't he faintest idea where it went So need to do a new one, isch tedious work to go through the calibration again
I usually don't look at those things unless it's a high sharpening coupled with a weird resolution that makes the aliasing worse, otherwise I usually only look at the colors and how they are rendered in the picture.
Be sure to check with and without ELE as well as it might be caused by something else than a visual render change.
Syrophir;
If those are just painted on the ground I won't bother downloading that mod, I don't like image illusions to be used in games. I f a tree trunk or grass should be rendered in the disance it should be a mesh with texture applied to it, not a texture with "copy-pasted" views of a mesh on to a bigger surrounding texture.
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Re: Enhanced Lightning for ENB, updated 07/25
The biggest problem i see with this is light stage and weather consistency a thing like this render stage shouldn't happen
if you compare both render stages
they brake each other it's like you constantly wandering between several worlds we should try to unify that if it's possible and i love the bottom render stage it add so much depth to the scene
if you compare both render stages
they brake each other it's like you constantly wandering between several worlds we should try to unify that if it's possible and i love the bottom render stage it add so much depth to the scene
Last edited by CruNcher on 06 Aug 2013, 21:03, edited 1 time in total.
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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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Re: Enhanced Lightning for ENB, updated 07/25
Are you sure both of them are ELE weathers and does not have a transition to a vanilla weather going on ath the time?
If not wihch weathers did you compare with, the first one was a clear weather type and the other a cloudy type for sure but which ones
Is your screen the 850D or perhaps 850DW, whatever the difference might be :?:
If not wihch weathers did you compare with, the first one was a clear weather type and the other a cloudy type for sure but which ones
Is your screen the 850D or perhaps 850DW, whatever the difference might be :?:
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Re: Enhanced Lightning for ENB, updated 07/25
D is 27 and DW is 24 i have the DW
i will check that though i will first finish the ENB 0.200 tests, i save this result and analyze it later and then compare what happens, i guess we can really do it bringing consistency into the lighting
though i guess the major problem might be cloudy (no real light source) and non cloudy (light source) that might impact this but im not sure but it would somehow make sense without a directed light source you can't create depth
though im not sure about the textures and the trees and if they match either so it needs really closely to be analyzed
shouldn't it be possible to force the render and weather stage when doing set timescale to 0 for every part of the World this would make asset testing also much easier
Had todo one more before going back to testing
Here is the extreme Light Stage my Rendering falls under 20 fps impossible to hold Realtime
i will check that though i will first finish the ENB 0.200 tests, i save this result and analyze it later and then compare what happens, i guess we can really do it bringing consistency into the lighting
though i guess the major problem might be cloudy (no real light source) and non cloudy (light source) that might impact this but im not sure but it would somehow make sense without a directed light source you can't create depth
though im not sure about the textures and the trees and if they match either so it needs really closely to be analyzed
shouldn't it be possible to force the render and weather stage when doing set timescale to 0 for every part of the World this would make asset testing also much easier
Had todo one more before going back to testing
Here is the extreme Light Stage my Rendering falls under 20 fps impossible to hold Realtime
_________________
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