TES Skyrim 0.120 beta

Forum rules
new topics are not allowed in this subsection, only replies.
  • Author
  • Message
Offline
*sensei*
Posts: 274
Joined: 06 May 2012, 12:59

Re: TES Skyrim 0.120 beta

CosmicBlue wrote:
DogStar wrote:and I don't quite agree with Cosmic's last post.... I think things in the driver code can change and only impact the things ENB does and not impact the games main code base - but I am very happy to be proved wrong....
Then tell me, how should that become possible?
Do you think, Boris uses some kind of magic code or programming language nobody else knows about? Does ENB give orders and commands to the GPU noone else uses?
HLSL and DirectX9, that's all Boris and his beautiful ENB-mod uses, as far as I can say, and if any change in the newest driver hit these, then it would affect all other DX9 games and all shader effects written with HLSL (and a lot of games use HLSL) too.
Boris has his own way to compute and calculate shadows and lighting, but he uses the same commands and orders everyone else uses, so no, it can not only impact things ENB does.

Good god you really are a bore :lol: ... you seem to want to pick this to death, but I really don't FUCKING care that much.

I've said countless times it is probably a driver bug, and have reported it as such, but you seem more intent on climbing up Boris arse, so well done on that.

At the moment what ever is going wrong is only affecting ENB with Skyrim... turn ENB off and the game works, with no flicker, no strange colours... no other games that use features/effects similar or the same that ENB does have flickering or strange colours... so, this bug or whatever is only affecting ENB+Skyrim.

For me ATM ONLY ENB with Skyrim is FUCKED!!!!

Yes, we all love Boris he does great work... there, my own bit of arse licking.

Over and most definitely out :roll:
_________________
2500k @4.3ghz - GTX670 - 8GB 1600mhz RAM - Win7 64bit

Offline
User avatar
*blah-blah-blah maniac*
Posts: 1498
Joined: 31 Mar 2012, 15:06
Location: France

Re: TES Skyrim 0.120 beta

@Boris :
since you ask us to stop you.... STOP ! :D
Let's say that if you're 90% satisfied with the actual development of last TESV version...... go for it ! :D Just release for testing purposes. ;)

Yeah, pretty stupid about DX 11.1....... :(
_________________
Lian Li PC011 Dynamic, Corsair AX 1500i PSU, i9 10850K @5.0 Ghz, Aorus Z490 Ultra, RTX3090 MSI Gaming X Trio, 32GB Corsair Vengeance Pro RGB RAM@3600, Corsair MP600 1TB NVME System Drive, 10 TB Storage, W10 Pro 64, Custom Hard Tubing Watercooling Loop

r42
Offline
Posts: 18
Joined: 29 May 2012, 13:58

Re: TES Skyrim 0.120 beta

Oyama wrote:@Boris :
since you ask us to stop you.... STOP ! :D
Leave tuning noises to community, and take a nap. Better ideas come when nap is taken.

Offline
User avatar
*blah-blah-blah maniac*
Posts: 17559
Joined: 27 Dec 2011, 08:53
Location: Rather not to say

Re: TES Skyrim 0.120 beta

Well, about drivers, i'm using now nvidia forceware 275.xx as they support vendor hack which is vanilla Skyrim require, but at same time these drivers are not as buggy as 29x.xx->3xx.xx (after few seconds or minutes in any game 8 bit 640*480 is set and display is turned off or bsod). Of course they are not any close by stability to 196.xx-197.xx i previously used. One issue just found even with 275.xx in other game engine - when output constant black in shader, it's not written at all, old content is visible. Any non zero value is ok. There are tons of bugs appear each time when new model of videocard appear, i can't fix these bugs, because they depend from hardware and frequently not all types of bugs are the same for all videocards.
_________________
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7

Offline
User avatar
*blah-blah-blah maniac*
Posts: 1498
Joined: 31 Mar 2012, 15:06
Location: France

Re: TES Skyrim 0.120 beta

About drivers, as you adviced one time, I always stick to last stable version I found. Last Nvidia betas are full of bugs (maybe been studied more for Kepler than previous generations), but last WHQL works perfect with any ENB version. (to my eyes, I don't have yours :D )
I'll stick to these untill Nvidia releases something fully stable.
_________________
Lian Li PC011 Dynamic, Corsair AX 1500i PSU, i9 10850K @5.0 Ghz, Aorus Z490 Ultra, RTX3090 MSI Gaming X Trio, 32GB Corsair Vengeance Pro RGB RAM@3600, Corsair MP600 1TB NVME System Drive, 10 TB Storage, W10 Pro 64, Custom Hard Tubing Watercooling Loop

Offline
*sensei*
Posts: 288
Joined: 24 Mar 2012, 16:21

Re: TES Skyrim 0.120 beta

Oyama wrote: Yeah, pretty stupid about DX 11.1....... :(
This is related to what post?

Offline
User avatar
*blah-blah-blah maniac*
Posts: 1498
Joined: 31 Mar 2012, 15:06
Location: France

Re: TES Skyrim 0.120 beta

CosmicBlue wrote:
Oyama wrote: Yeah, pretty stupid about DX 11.1....... :(
This is related to what post?

Front page ;)
_________________
Lian Li PC011 Dynamic, Corsair AX 1500i PSU, i9 10850K @5.0 Ghz, Aorus Z490 Ultra, RTX3090 MSI Gaming X Trio, 32GB Corsair Vengeance Pro RGB RAM@3600, Corsair MP600 1TB NVME System Drive, 10 TB Storage, W10 Pro 64, Custom Hard Tubing Watercooling Loop

Offline
*sensei*
Posts: 288
Joined: 24 Mar 2012, 16:21

Re: TES Skyrim 0.120 beta

Okay....DX11.1. I feared, DX12 could be Win8 exclusive. But who cares about DX11.1? Remember DX10.1? Noone needed it. Before it could become state-of-art, DX11 was release. There are only a handful games out there using 10.1. Most use still DX9, fewer DX10, some DX11, but DX10.1 doesn' play any role. Same will DX11.1 be, before any developer can really think of using it, DX12 will be released. The benefits of DX11.1 are just too few/too less.

Boris, just stop. Take a breath.
Fiddling around with three variables like noise, quality and performance is extrem.
Just an idea, as I don't know, what you want to improve on noise: upload 2 versions of your current state of development
# one with the best quality you achived for now, no matter what performance
# one with best performamce you got so far, no matter wow crapy it might look.
Or at least screenshots.
Let the user (us) decide of what they/we want more, which direction you should concentrate more for.
If you should upload (kind of beta) binarys, give us a week or so for testing and giving you feedback.
You could take those binarys down (offline) after that week, if they are too bad on performance or quality, so they don't spread to much or you give download links away via private message for choosen testers.
Personally, I'd really want to help and as I can't write shader code or anything else, beta testing is the only way I can think of.
And it would give you a rest of a week or so to see, if people like, what you are heading to.

Offline
User avatar
*blah-blah-blah maniac*
Posts: 1498
Joined: 31 Mar 2012, 15:06
Location: France

Re: TES Skyrim 0.120 beta

CosmicBlue wrote: Boris, just stop. Take a breath.
Fiddling around with three variables like noise, quality and performance is extrem.
Plainly agreed. I'm still enjoying your 0.120 beta and the few artefacts I may have encountered are no problem @all. I can live with it.
If your current stage of development is better than this, quality a/o performance wise, just take a rest off TESV.
If you feel like, just release as a second Beta stage and come back to it when first users feedbacks will be enough to identify possible "issues".

You deserve a breath I guess.
_________________
Lian Li PC011 Dynamic, Corsair AX 1500i PSU, i9 10850K @5.0 Ghz, Aorus Z490 Ultra, RTX3090 MSI Gaming X Trio, 32GB Corsair Vengeance Pro RGB RAM@3600, Corsair MP600 1TB NVME System Drive, 10 TB Storage, W10 Pro 64, Custom Hard Tubing Watercooling Loop

Offline
User avatar
*blah-blah-blah maniac*
Posts: 17559
Joined: 27 Dec 2011, 08:53
Location: Rather not to say

Re: TES Skyrim 0.120 beta

Tweaking noise vs quality vs performance isn't such a simple as it sounds. First of all, many effects for performance reasons computing at low quality with randomization and then blurring applied. Noise functions itself must be regular enough to be as much as possible blurry after all, but also quality of effect computation depends on this. Noise could be applied to scaling, to shifting, to rotating vectors and these all are not just one noise function, several of them. For example, imagine one black pixel on screen and it must be blurred (copies of it around actually), every other pixel on screen (at some range of course, not entire screen) reading some other nearest pixel, including that black pixel, but amount of reads is very limited because of performance (four). Without noise it will be only 4 copies of pixel around, with noise which have 4 values and sampling vectors will be scaled by it, result will be cross with 4 pixels for each side (totally 16 pixels), but each of such cloned pixel will be noisy and after blur will have only 1/4 of black and 3/4 of white. 4 levels of gradient isn't enough at all, may be from looking too far when it's length is 4 pixels wide, but not for effects like ssao, shadows and sky lighting, 64 should be, ideal is 256 (but if less, then blurring code must be more intensive by range and of course slower). All could be analyzed, but very hard to understand how nice will be blurring applied to noise result, this factor greatly increase complexity. Another issue is that some noise functions may not have much gradients and looks ugly with huge moire artifacts, but if to apply reverse it in second pass, problem will be compencated to much better quality than just two times more noise values (and this was done in existing sky lighting when quality 1 or 0 is set), but such noise types veeery hard to make by tweaking parameters. I can't make hundreds of screenshots to allow users decide which one better. My goal (at least) is to increase performance and quality both, for example detailed shadows now with quality 1 looks like previously quality 0 and running in 1.5 faster at same time. But there is an artifact which gives no shadow on face close to hair, kind of countor, it's because of filtering and i need to decide, make slower filtering with more passes in smaller ranges to elliminate issue or make faster filtering with bigger ranges and with that bug. It's all compromizes.


Dx11.1 isn't matter, but i angry because this automatically means that Dx12 is on it's way exclusively for Win8 (and i don't understand, why MS not dropped support for hardware accelerated rendering if they did this for sound? well, metro is the first step in this direction). Why do i need OS which loading faster if it's in times slower to work with it by usability of hardcore user who not just clicking "Play COD" from desktop? I'd like to buy win7 x64 and live with it next 10 years, but seems it's not possible because of some companies. I can't even live without my 5 keys mouse and two wheels as these greatly reduce time for switching between next and previous content/pages and faster scrolling of code. The same i hate interface and key binding changes in 3d modelling and drawing software, only increasing time to work, these are for professionals and not for damn cool looking glamour ipad design.
_________________
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7
Post Reply