TES Skyrim 0.157

Forum rules
new topics are not allowed in this subsection, only replies.
Post Reply
  • Author
  • Message
Offline
User avatar
*blah-blah-blah maniac*
Posts: 17558
Joined: 27 Dec 2011, 08:53
Location: Rather not to say

Re: TES Skyrim 0.157

Set bFloatingPointTarget=1 in all skyrimprefs.ini files you have on PC.
_________________
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7

Offline
User avatar
*blah-blah-blah maniac*
Posts: 17558
Joined: 27 Dec 2011, 08:53
Location: Rather not to say

Re: TES Skyrim 0.157

Damn, i have so many visual bugs because of motion blur, it's not expected. For example at the rainy/foggy weather game apply blurred image by same shader as own game depth of field (visible on TAB key). With motion blur depth based computation produce same bug which i progrnosed for user's depth of field (looks like Predator invisibility). Compute motion blur in that shader too will be twice slower. The optimal solution is to apply blur at the end of everything, but no hdr means it's a crap useless thing. I'm out of ideas.
_________________
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7

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

Re: TES Skyrim 0.157

Have you seen this?
http://www.iryoku.com/open-your-eyes
If I understood correctly, it's only a shader, that makes the eyes so incredible realistiv.
Perhaps someone can try to develop this for skyrim?

Offline
User avatar
*blah-blah-blah maniac*
Posts: 849
Joined: 28 Dec 2011, 00:50

Re: TES Skyrim 0.157

Boris, users can disable Skyrim's own 'depth of field' effect in the SkyrimPrefs.ini (bDoDepthOfField=0); would this help with the issues you are facing?
_________________
Fallout 4 ENB Video Series | Skyrim ENB Video Series | My YouTube Channel
Intel i7-4700HQ @ 2.4GHz | NVidia GTX780M 4GB | 24GB RAM

Offline
User avatar
*blah-blah-blah maniac*
Posts: 3137
Joined: 27 Jan 2012, 13:42

Re: TES Skyrim 0.157

What tapioks said... The effect can be disabled in the corresponding imagespace settings as well, but I guess it's communicated to the shader together with the rest of the Cinematic parameters?

CosmicBlue
I think that's the guy who also (jointly?) developed SMAA, he has done some pretty neat skin-related research as well.

Offline
User avatar
*blah-blah-blah maniac*
Posts: 17558
Joined: 27 Dec 2011, 08:53
Location: Rather not to say

Re: TES Skyrim 0.157

CosmicBlue
Forget it, we have the game without sources, you can't jump above head.

tapioks
Parameter RemoveBlur in enbseries.ini also do this, but i can't force users with this variable, because that game blur give much better looking menus. For the foggy weather planned to replace it with depth dependent glowing like in heavy rain or steam, but the same shader for menu will look strange then. Every decision have some loss, i don't like such.
Also i need to find optimal solution for masking movable objects to decrease artifact shown on the screenshot:
Image
_________________
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7

Offline
User avatar
*blah-blah-blah maniac*
Posts: 17558
Joined: 27 Dec 2011, 08:53
Location: Rather not to say

Re: TES Skyrim 0.157

Phew :D , i spend 3 or 4 days to extract matrices (and camera data) from worldviewproj matrix passed to the shader of helper object made by AndyW1384. Now positions of 3d space restored exactly where they are initially, without issues at different distance. It's time to find solution to camera motion blur artifacts like on the screenshot of previous post (motion blur with per object movement require other data, may be later i'll try it too, but pessimistic about it without engine sources).
Other effects which can be done (and they have own problems too) with helper mod are:
Temporal antialiasing.
Better performance of ssao by using previous frame data in areas of screen which aren't changed much (for other fx may be too).
Image based lighting in interiors.
Image based lighting colors from ground and environment (to not bother much with weather ambient).
Shadows from clouds (but the sky is centered to camera, so they will move with player, not good).
Detailed shadows from all lights (buggy, but guess better than non shadowed at all if to blur them much).
Parallax fix working without any issues everywhere (don't know, may be to rewrite terrain shaders which can't use parallax).

In general, native skyrim mods developed as helpers to enbseries may do much more to control environment, create objects, new types of shaders, etc. So pity no one interested.
_________________
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7

Offline
User avatar
*blah-blah-blah maniac*
Posts: 725
Joined: 30 Dec 2011, 22:39

Re: TES Skyrim 0.157

@Boris - Cloud shadows would be amazing!! Hopefully you can get some input from modding community. :)
_________________
Image
Image
My pics on Flickr

Offline
Posts: 97
Joined: 22 Feb 2013, 16:46
Location: Australia

Re: TES Skyrim 0.157

All of those things can be done because of one helper mod? What do modders on the nexus hate ENB or something?

Temporal AA! awesome, jaggies be gone! (I hate jaggies) 8-)

Offline
User avatar
Posts: 77
Joined: 22 Aug 2012, 08:17
Location: Logroño (Spain)

Re: TES Skyrim 0.157

dumb question: What is "temporal" AA? My jaggies are quite gone with the edgeAA already implemented

Btw, cloud shadows would be really cool!
_________________
Intel i7 920 D0 @3,8ghz / Noctua NH-D14 / Asus P6x58D Premium / 3x4gb G.Skill Ripjaws PC12800 1600mhz
2xGTX680 SLI
Corsair AX860 PSU
Cooler Master HAF-X Case
Windows 7 64b
Post Reply