far327 wrote:
At first I thought the memory stats were wrong to. Then I realized it showed how much memory I had left versus how much I was using. I haven't actually made a comparison to another tool yet, but using other tools I was used to see how much memory I had used versus what I had left. Just threw me off. But I think I like the way Boris presents it better.
Well, tomorrow I will see why my FPS drops while looking at memory.
Boris, if you can display the interpolation values (day/night) in GUI, I think that would be very helpful.
Thank you for all of your work. About real life problems, if you have no control, then don't worry. If you have control, then maybe let go and just observe.
Thanks Oyama, I'll give it a shot. I prefer my nights dark, darker than in most configs it seems. It's tough to have a dark night but still have that 'soft' look that makes it look natural. I've been meaning to post some progress pics but by the time I'm done tweaking I'm so tired and haven't uploaded anything yet. I'll try to post some examples when I get home from work before I start in on my tweaking. I actually don't use blushiftamount, for nights anyways. I have a little bit for my day time.
joey
Usually, I'm using Blueshift to counteract bloom bleeding if I tweak my bloom.xyz like crazy.
The delicate thing if you ever use deblueify to make your nights a bit deeper will be to watch your day-nights transitions very closely.
Dawns and dusk can quickly end up being overdone.
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Oyama wrote:
The delicate thing if you ever use deblueify to make your nights a bit deeper will be to watch your day-nights transitions very closely.
Dawns and dusk can quickly end up being overdone.
Funny thing is my transitions are actually pretty awesome and lifelike I think, it's just when you get into the dead of night that is up to par for me. Well, I think when I get home I'll post a few pics with my current setup attached if anyone wants to run around with it. Still a total newb at tweaking the bloom.fx tho, wish I knew more but I guess I will have to settle on an enbbloom.fx file first...
ENBSeries wrote:chan
Memory info can't be buggy, it's d3d function.
narphous
No changes are made to specular. I wrote already, version 0.138 or 0.132 beta9 do not differ from 0.126 by something important.
Found cave where sky not exist at all in any time of the day and only background clear color seems a bit brighter than default night levels. There is a hole and it have sprite which change brightness to simulate day and night, but background is unchanged at all. I don't know, use DetectorDefaultDay as in old versions to switch mode or try to use background color, it could give less bugs probably (not with modded game). At this moment only did smooth interpolation, so if sky is toggled on/off, value will decrease or increase in 5 seconds, but this is also bad inertia for forced weather changes and when entering new location.
You sure about that? I just found that I'm getting what seems to me to be very weird behavior out of multiplier day and night. Pics to show:
Power multipliers at 0
Day at 1.00 (it's 3 pm game time) and increasing powermultiplier is decreasing specular effect
And night seems to affect day, as increasing powermultipliernight further reduces specular effect during day.
narphous
Your screenshot #1 is normal behavior for power for specular.
EDIT: found that you updated screenshots, wait a sec, i'll reply
to all Found bug in code where set wrongly shader variable EInteriorFactor, it's in shaders described as 1 when interior, but internally it's 0 for interior. Will be fixed in next version, so don't forget to invert it (1.0-EInteriorFactor) if custom shader use it.
narphous
Okay, all your screenshots are correct. When specular power is low, then specular spot is bigger and when it's 0, entire surface is specular color.
And night seems to affect day, as increasing powermultipliernight further reduces specular effect during day.
Aren't you tired to say the same again and again? Values are interpolated between day and night, there is no YES/NO, it's ranges from 0 to 1.
ENBSeries wrote:narphous
Okay, all your screenshots are correct. When specular power is low, then specular spot is bigger and when it's 0, entire surface is specular color.
And night seems to affect day, as increasing powermultipliernight further reduces specular effect during day.
Aren't you tired to say the same again and again? Values are interpolated between day and night, there is no YES/NO, it's ranges from 0 to 1.
OK, fine. I've always increased both those settings during the day to increase the specular effect during the day, then balanced them with the night. But whatever. I'm tired of playing this game. I hope you work out whatever your problems are and have a nice life.
Loving the new version. The first thing I was going to do with the new separation is tweak the window glow for nights inside, but it seems like you already did that in the core itself. Very nice.
I did notice one small bug. It seems like if you wait while indoors the bloom interior settings will get "stuck." For example I went into Breezehome during the day, and was able to tweak the indoor bloom day settings with the GUI and see the result. I then waited until night, and saw the appearance visibly change when night fell which was expected. I was able to then edit the night indoor bloom settings, and again, see the changes.
The problem was when I then waited again until day, the detector got stuck. The window glow came back but the other settings stayed as night, and tweaking the day indoor settings didn't change anything while night still did.
The specific values I was testing were AmountInteriorDay and AmountInteriorNight under [BLOOM].