TES Skyrim 0.114 beta

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Re: TES Skyrim 0.114 beta

768 mb of vram is not enough to play this game with ENBSeries (or turn off antiasliasing or/and set lower display resolution, remove texture mods and decrease drawing distance and other detail related setting).
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Acleacius

Re: TES Skyrim 0.114 beta

Thanks for your work on this Boris!

I'm using the Wrapper, all default ENB settings and Nvidia 296 drivers. It looks freaking gorgeous especially the sunrays and it's great to have the scaled back brightness.

The only minor issue is the hair color is a little washed out. My two companions Lydia (black) and Illia (true black) both have black hair but with 114 they now have more greyish, almost brown hair. Is there a setting in the enbseries.ini possibly to help with the hair issue?


Thanks for any tips.

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Re: TES Skyrim 0.114 beta

mindflux wrote:@CosmicBlue: Sorry, I was a bit vague - many ENB setups use the enbeffect.fx with HD6's additions. I just checked and indeed so does Stakado's Realistic and Cinematic ENB. If Sir Stakado hasn't planted any mines in his files you should be able adjust brightness on-fly by pressing down 1 and then Page Up and Page Down.
HD6 added also other keys.
2 + PageUp/PageDown controls day brightness for example.
I think, he use "1" to "8", but I dont see, what "3" to "8" do?

And he wrote his own Adaptation, but commented it out or do I missunderstand
// HD6 - Adaptation is now ignored by my choice
and
// HD6 - Screw eye adaptation it drives me mad, bright sky causes everything else to darken yuck
?

I'd like to ask HD6 about all that, but he seems to be inactive and doesn't react on PNs and E-Mails

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Re: TES Skyrim 0.114 beta

Not sure about the keys without checking, but I don't think HD6 used all the temp-keys.

Regarding adaptation, what HD6 meant is that he disabled dynamic adaptation and replaced it with his own static adaptation that works by simply increasing or decreasing the total screen brightness. You can find the code somewhere in his enbeffect.fx, look for variable toobright. With his code, adaptation max and min values are not used.

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Re: TES Skyrim 0.114 beta

Ah, okay, thx, so
// HD6 - Warning, Code below appears to reduce 'color.xyz' to 8bit / LDR

// HD6 - Eye Adaptation for extreme extreme over bright areas only, such as stupid stupid snow
// 0.3, 0.9 - affects day time sunny day = bad
float toobright = max(0,tex2D(_s2, _v0).xyz - 0.4); // 0.5
color.xyz *= 1-(1 * toobright); // 1.3
only the bold number should be edited.
Do I get that right: Increasing it will brighten up?

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Re: TES Skyrim 0.114 beta

Acleacius
Hair issue happen because texture of it is multiplied by tint color. I modify only texture gamma to restore it to linear color space, when do the same to tint color, then characters became buggy, their own tint color is not set exactly the same for all body parts and this looks very ugly. Have no idea how to fix such issue, so i hope that this is temporary only problem.
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Re: TES Skyrim 0.114 beta

CosmicBlue, actually not really.

Code: Select all

float toobright = max(0,tex2D(_s2, _v0).xyz - 0.4); // 0.5
color.xyz *= 1-(1 * toobright); // 1.3
On the first line, 0.4 acts basically like a detector for adaptation sensitivity. As you go higher, gradually darker areas will trigger adaptation.
On the second line, 1 (the multiplier 1 * toobright) is the adaptation strength. The higher you go, the darker the image will get.

Suitable values depend a lot on your setup, so experimentation is the name of the game.

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Re: TES Skyrim 0.114 beta

I can't find any config which produce crash after alt+tab as noticed in one message in this topic. What should i do? I'd like to release non beta version.
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Re: TES Skyrim 0.114 beta

I wouldn't worry about it too much as it's an old issue that might not be even directly related to ENB - I have sneaking suspicion it might have something to do with memory management as most of us are running a lot of mods, high resolution textures, increased UGrids value, etc.

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Re: TES Skyrim 0.114 beta

mindflux wrote:CosmicBlue, actually not really.

Code: Select all

float toobright = max(0,tex2D(_s2, _v0).xyz - 0.4); // 0.5
color.xyz *= 1-(1 * toobright); // 1.3
On the first line, 0.4 acts basically like a detector for adaptation sensitivity. As you go higher, gradually darker areas will trigger adaptation.
On the second line, 1 (the multiplier 1 * toobright) is the adaptation strength. The higher you go, the darker the image will get.

Suitable values depend a lot on your setup, so experimentation is the name of the game.
Okay, so if I increase from 0.4 to 0.5, dark areas have to be darker befor adaptation triggers?
Second line understood now.
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