Interesting.
What do you think about adding hardware AA support back with your new method?
TES Skyrim 0.120 beta
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- *sensei*
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Re: TES Skyrim 0.120 beta
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Re: TES Skyrim 0.120 beta
Somebody please kill me.
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Re: TES Skyrim 0.120 beta
DigitalPrinceX wrote:Interesting.
What do you think about adding hardware AA support back with your new method?
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Re: TES Skyrim 0.120 beta
Is it a crime to like hardware AA and ask if it is has a possibility in future versions of ENB?
From the voting thread by Boris-
If i am asking something utterly stupid and unfair, tell me. I shall refrain from posting like this in future.
From the voting thread by Boris-
Otherwise i would never ask. Now that he has a method of increasing performance 3 times, some of it could be sacrificed for hardware AA that is what i was hoping.This can be done without antiasliasing issue, but performance will be similar to ComplexIndirectLighting=true, much slower when looking on to horizon with many visible objects.
If i am asking something utterly stupid and unfair, tell me. I shall refrain from posting like this in future.
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Re: TES Skyrim 0.120 beta
Performance improvements of any kind can't be compared to loss when ComplexIndirectLighting is turned on. If i did a voting thread, this mean that only one choice is available, don't you think? If you wish to know technical reasons, then listen:
Dublicating code for making several computations available require longer function length or a lot of jumps to other functions and these all not in engine core, but in hooked d3d functions, this heavily decrease performance by cpu when many objects are visible on screen, f.e. 5000 objects (shadow, reflection, standart color, all of them) must be drawn 20+ fps, so 100000 times per second called the same function which determine type of object and modify it accordinly. To make hw antialiasing i need for each object (but not shadow, reflection, transparent) draw at least two surfaces, one is antialiased, another is not, plus to switch result type, this require calls of fuctions: draw normally, set render target, set depth, set variable to turn another processing method, draw again, restore old render target, restore old depth, restore old variable of output type. Do you think this is performance free and could be optimized? Even modifying engine functions directly reduce performance twice both for cpu and gpu. Mixed result will not be antialiased anyway, because antialiased surface is just a color result, but computed effects are not antiasliased, they can't be. Crappy semi-aliased result at huge performance loss?
Dublicating code for making several computations available require longer function length or a lot of jumps to other functions and these all not in engine core, but in hooked d3d functions, this heavily decrease performance by cpu when many objects are visible on screen, f.e. 5000 objects (shadow, reflection, standart color, all of them) must be drawn 20+ fps, so 100000 times per second called the same function which determine type of object and modify it accordinly. To make hw antialiasing i need for each object (but not shadow, reflection, transparent) draw at least two surfaces, one is antialiased, another is not, plus to switch result type, this require calls of fuctions: draw normally, set render target, set depth, set variable to turn another processing method, draw again, restore old render target, restore old depth, restore old variable of output type. Do you think this is performance free and could be optimized? Even modifying engine functions directly reduce performance twice both for cpu and gpu. Mixed result will not be antialiased anyway, because antialiased surface is just a color result, but computed effects are not antiasliased, they can't be. Crappy semi-aliased result at huge performance loss?
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Re: TES Skyrim 0.120 beta
[offtopic]
Надо было процитировать пост выше огромным оверквотингом, написать, что я ничего не понял, и снова спросить, когда выйдет версия с поддержкой аппаратного сглаживания. :trollface here:
[/offtopic]
Надо было процитировать пост выше огромным оверквотингом, написать, что я ничего не понял, и снова спросить, когда выйдет версия с поддержкой аппаратного сглаживания. :trollface here:
[/offtopic]
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Re: TES Skyrim 0.120 beta
Anyone else having issues with the latest nVidia driver 310.33 and ENB?.... I'm getting all sorts of messy lighting and flashes since the update.
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Re: TES Skyrim 0.120 beta
Tried it for a few minutes in the areas at beginning of the game, no issues (on Win8). using SkyRealism ENB.DogStar wrote:Anyone else having issues with the latest nVidia driver 310.33 and ENB?.... I'm getting all sorts of messy lighting and flashes since the update.
Do you have something specific I look for? (Screenshots?)
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Re: TES Skyrim 0.120 beta
Getting lots of reports of this on other forums, so it seem its not just me... Some areas seem to work fine, so it seems at bit random, but you get either an over-bright or over-dark lighting... some of my shadows turn bright blue, and there is some wild flickering.najt wrote:Tried it for a few minutes in the areas at beginning of the game, no issues (on Win8). using SkyRealism ENB.DogStar wrote:Anyone else having issues with the latest nVidia driver 310.33 and ENB?.... I'm getting all sorts of messy lighting and flashes since the update.
Do you have something specific I look for? (Screenshots?)
Gone back to previous WHQL set and all is well again... there seems to be some widespread issues with this driver set.
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