Boris, I have a question about reflections. Using your v0.123 d3d9.dll the new reflections which are introduced working fine. However when I switch to newer dll's (v121212 or v125 or v126) your reflections seems completely gone. I checked in enbseries.ini "enablereflections=true" multiple times (it is set to "true" of course) but no avail. Am I overlooking a setting? Or is it due to the fact that I'm using beta Catalyst (12.11 beta11) drivers? (but v123 seems working fine)
I'm using a specific ENB mod and contacted the author, I was told that overwriting d3d9.dll with newer files is enough if I'd like to activate reflections, I don't have to touch the other files (except the proper lines in enbseries.ini of course). If it helps, this ENB mod is written specifically for v119.
What should I look for in enbseries.ini if I'd like to see reflections and using your newest dll (v126) as well?
Or do I have to replace other files, not just d3d9.dll as well? (the mod author said otherwise)
Thank you!
TES Skyrim 0.126
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Re: TES Skyrim 0.126
jonwd7
Oyama
Range is possible to make an interior too, but i'm planning to remove this parameter after future changes ssao code. Everything else under ssao_ssil category not important i guess.
Enclave85
Only d3d9.dll replacement is enough. I don't know why they not work, do you see performance loss with them enabled? Try to set fire intensity to very big values, may be then they will be visible.
No, i drawed the water twice, one without zwrite to another texture for masking, second is normal to color (depth for ssao captured earlier and not modified).It looks to me though that you are masking out the water before the SSAO calculation, as there is a black edge against the water, and a white halo (AO artifact) on the other side of the edge. This hard edge is probably seen as a depth difference / geometry edge so it applies AO to it. The AO should be computed first, and then the mask subtracted from the AO texture. There still may be a hard edge against the water line, if the coast/ground has some AO applied to it underneath the water surface where it is still transparent
I totally hate to compare with other software or make something similar, while modding give some room for creativity, i doing it, otherwise it's not interesting for me. Don't care about water, when i was young it was one of the most important thing for rating game graphics, but i totally changed my mind and water doesn't matter if gameplay is not happen mostly in/under water.OBGE people did some cool things with water
Oyama
Range is possible to make an interior too, but i'm planning to remove this parameter after future changes ssao code. Everything else under ssao_ssil category not important i guess.
Yes, it's only cost extra video memory and useless for future changes i'm planning.I assume scales and qualities can't be separated, right ?
Enclave85
Only d3d9.dll replacement is enough. I don't know why they not work, do you see performance loss with them enabled? Try to set fire intensity to very big values, may be then they will be visible.
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Re: TES Skyrim 0.126
Really ?... Interesting and intriguing.ENBSeries wrote: Range is possible to make an interior too, but i'm planning to remove this parameter after future changes ssao code.
Range is a very important parameter to my eyes, or maybe it's the way I'm used to tweak the SSAO that makes it important...
Playing with SSAO range and Skylighting is still very good to balance occlusion in exteriors IMHO.
Is there a technical reason that makes you wanting to remove it ? Will it be replaced by new parameters allowing to manage it via different ways ?
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Re: TES Skyrim 0.126
Thanks for the update Boris, really great that you decided to implement separate SSAO settings for interior and exterior. I guess it's not realistic as such to have intense ambient occlusion with low ambient lighting, but even so I think the new separated settings certainly make it possible to give the interiors a more dramatic aesthetics and use your SSAO for best effect in both exteriors and interiors. Very interesting to see what kind of changes you're planning for SSAO in future, are you thinking about determining sampling range from light for more realistic lighting or something like that?
I agree about the water, with the new mixing code it already looks very good and the rest is perhaps not very important for a game like Skyrim.
I agree about the water, with the new mixing code it already looks very good and the rest is perhaps not very important for a game like Skyrim.
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Re: TES Skyrim 0.126
Ssao sampling range is temporary value which is good for classic screen space based computations, but it's limit and all limits must be avoided. Sampling data from only low range will not give proper computations, range must cover all possible areas, even outside of the screen and in all directions. Not sure, may be i'll keep it as secondary effect and detach more realistic one as another effect.
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Re: TES Skyrim 0.126
Thank you for separating SSAO interior/exterior. My girlfriend wants to have your babies.
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Re: TES Skyrim 0.126
Oh YES ! I couldn't agree more.ENBSeries wrote:... and all limits must be avoided.
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Re: TES Skyrim 0.126
Hey Boris, you know i am addicted to 3d gaming. To get shadows look correctly one have to use Bdeferredshadows=0 in "skyrim_prefs.ini" or use FakeVideoCard entry in ENB. AFAIK both disable deferred shadows system. Thats okay for me, because some enb effects still work.
Things that won´t work correctly:
skylighting is deativaded
detailed shadows are deactivaded
parallax look wrong like without enb.
Thinks that still work fine:
SSAO
Sunrays
Reflections
and all other enhancements
But whats realy bad for us 3d geeks is that recognition of interior,day and night is not working. So presets are not usable for me. Only interior variable changes things. But then for day night and interior. Its like it works globaly. Its not possible to get enb look fine in all circumstances if you have to set things globaly.
What i want to beg is: Boris, would it possible to get recognition of Interior,Day and Night working with deferred system off by fakeVideocard=true? And if its not to much work for you get skylighting and parallax working in this mode? I guess detailed shadows is not possible with non deferred shadows, right?
As always, you are awesome, Boris! New GUI makes things much easier! I am looking forward to any new version of skyrim ENB.
Things that won´t work correctly:
skylighting is deativaded
detailed shadows are deactivaded
parallax look wrong like without enb.
Thinks that still work fine:
SSAO
Sunrays
Reflections
and all other enhancements
But whats realy bad for us 3d geeks is that recognition of interior,day and night is not working. So presets are not usable for me. Only interior variable changes things. But then for day night and interior. Its like it works globaly. Its not possible to get enb look fine in all circumstances if you have to set things globaly.
What i want to beg is: Boris, would it possible to get recognition of Interior,Day and Night working with deferred system off by fakeVideocard=true? And if its not to much work for you get skylighting and parallax working in this mode? I guess detailed shadows is not possible with non deferred shadows, right?
As always, you are awesome, Boris! New GUI makes things much easier! I am looking forward to any new version of skyrim ENB.
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Re: TES Skyrim 0.126
ForceFakeVideocard is obsolete, not supported and will never be. Better find out why:
it's abnormal. Is that because you did changes to skyrimprefs without any idea what they do actually or because of mods installed, but with vanilla game everything works.To get shadows look correctly one have to use Bdeferredshadows=0 in "skyrim_prefs.ini"
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Re: TES Skyrim 0.126
He is saying that when turning bDeferredShadows to 0, that Skylighting, Detailed Shadows, and Parallax all break. And the Night/Day detection breaks. I tried it myself and indeed everything basically breaks.ENBSeries wrote: it's abnormal. Is that because you did changes to skyrimprefs without any idea what they do actually or because of mods installed, but with vanilla game everything works.
The issue is that some people need to turn bDeferredShadows to 0 otherwise they have shadow glitches. No need to insinuate he has no idea what he's doing.