The Elder Scrolls Skyrim (TES Skyrim, Скурим Свитки)
Graphic mod ENBSeries 0.159 beta
New feature for testing is temporal antialiasing, i'd like to get reports how it looks (not screenshots!) on modern displays, because on crt it flicker. If it's okay, then will not do extra computations to remove flickering at performance cost. Also what about average blurring of textures like with supersampling? Is it good or better to apply to edges only? Try also combinations of temporal with edge antialiasing.
WARNING! Helper mod enb_reference is not finished, so not for all game places aa work properly.
TES Skyrim 0.159 beta
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TES Skyrim 0.159 beta
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Re: TES Skyrim 0.159 beta
For me it flickered in the areas the .esp help mod was active, I'm running a fairly new LCD monitor too. I only had ENB running and not any other tools like SweetFX or such. And tested with both EdgeAA on and off and the flickering was still there.
About the texture blur, it does blur them slightly but it's something I think can be fixed through SweetFX sharpen method. But if there are any other persons out their not that thrilled about needing a second program to fix the slightly blurred textures then perhaps it's better to look into having it only apply to edges. But I would wait on that until you have received some more input from other users as well.
About the texture blur, it does blur them slightly but it's something I think can be fixed through SweetFX sharpen method. But if there are any other persons out their not that thrilled about needing a second program to fix the slightly blurred textures then perhaps it's better to look into having it only apply to edges. But I would wait on that until you have received some more input from other users as well.
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Re: TES Skyrim 0.159 beta
--JawZ--
At which fps the edges are not flicker?
At which fps the edges are not flicker?
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Re: TES Skyrim 0.159 beta
From 30 up to 68 FPS the lowest I could and the highest I could go with ENB enabled, the range in where it did flicker. With lower FPS the flickering did get more intense.
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Re: TES Skyrim 0.159 beta
Flicker changes with FPS.
At 30 flicker is visible. Lower makes strong flicker. Higher fps lowers flicker and at 40+ i see almost no flicker.
TemporalAA blur is fine. Will be ok if some quality parameter can be added at cost of performance.
If combined with EdgeAA looks too blurry. I would use only one of these at a time, never both.
At 30 flicker is visible. Lower makes strong flicker. Higher fps lowers flicker and at 40+ i see almost no flicker.
TemporalAA blur is fine. Will be ok if some quality parameter can be added at cost of performance.
If combined with EdgeAA looks too blurry. I would use only one of these at a time, never both.
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Re: TES Skyrim 0.159 beta
Boris
Tested on LED TV via HDMI. (I tried on a 56 inches screen, so I looked pixel per pixel )
I did not downsample for testing, ran @1080p native resolution.
Same than DigitalPrinceX : the combination with EdgeAA looks too blurry.
Flickering happens if FPS decrease too much a/o if DoF fadetime set too fast (0.1).
Looks good overall, but a little too blurry to my own tastes (I always test AA methods with no sharpening enabled first). It's pretty noticeable on hairs for me.
Maybe is it possible to add some kind of 'strength' control somewhere ?
On a side note, don't know what you fixed with prepass related timer, but since I'm using a separated DoF for days, nights, interiors, I sometimes had a bug witch I thought was related to adaptation.
When I entered some interiors in daytime, adaptation was pretty slow before acquiring scene's real brightness.
That bug is gone now adaptation happens in due time, correctly. thank you for this !
Tested on LED TV via HDMI. (I tried on a 56 inches screen, so I looked pixel per pixel )
I did not downsample for testing, ran @1080p native resolution.
Same than DigitalPrinceX : the combination with EdgeAA looks too blurry.
Flickering happens if FPS decrease too much a/o if DoF fadetime set too fast (0.1).
Looks good overall, but a little too blurry to my own tastes (I always test AA methods with no sharpening enabled first). It's pretty noticeable on hairs for me.
Maybe is it possible to add some kind of 'strength' control somewhere ?
On a side note, don't know what you fixed with prepass related timer, but since I'm using a separated DoF for days, nights, interiors, I sometimes had a bug witch I thought was related to adaptation.
When I entered some interiors in daytime, adaptation was pretty slow before acquiring scene's real brightness.
That bug is gone now adaptation happens in due time, correctly. thank you for this !
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Re: TES Skyrim 0.159 beta
The flickering was pretty bad if you went under 40fps (tested this bumping up the quality settings), it got better with higher fps but some flicker is still pretty noticable on distant plants, my fps ranged from 58fps at the top steps of whiterun, to 118fps with default enbseries ini, ultra settings and vanilla install.
Normally when I play my target fps is 30fps and I'll use all the effects and highest quality I can, so if you can get rid of the flickering at lower frame rates that would be ideal for me at least.
The temporal AA made things a bit blurrier than what I usually play with (4xSGSSAA). But if given a choice I'd still prefer the whole screen to be supersampled rather than apply it only the edges as this gets rid of a lot of aliasing left in the normal maps (even with texture replacers) and I can use your excellent SSAO, SSIL, reflections which I use with SGSSAA.
You probably already noticed this but I'll mention it just in case, while moving I would constantly see a transparent ghosted image of my character, and white lines cutting through my characters body.
EDIT: Forgot to mention the ghosting and white lines appear in 3rd person camera mode and are most apparent when running sideways and panning the camera, not so much when its directly behind.
Other than that looking good so far!
Normally when I play my target fps is 30fps and I'll use all the effects and highest quality I can, so if you can get rid of the flickering at lower frame rates that would be ideal for me at least.
The temporal AA made things a bit blurrier than what I usually play with (4xSGSSAA). But if given a choice I'd still prefer the whole screen to be supersampled rather than apply it only the edges as this gets rid of a lot of aliasing left in the normal maps (even with texture replacers) and I can use your excellent SSAO, SSIL, reflections which I use with SGSSAA.
You probably already noticed this but I'll mention it just in case, while moving I would constantly see a transparent ghosted image of my character, and white lines cutting through my characters body.
EDIT: Forgot to mention the ghosting and white lines appear in 3rd person camera mode and are most apparent when running sideways and panning the camera, not so much when its directly behind.
Other than that looking good so far!
Last edited by valks666 on 14 Apr 2013, 07:18, edited 2 times in total.
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Re: TES Skyrim 0.159 beta
I have some experience with this beta now. I have tried out different settings edge aa and temporal aa enabled and only temporal enabled.
In both cases the ghosting effect is most noticeable when strafing (going from left to right). The flickering stayed the same if i was running at 32 fps or 60 fps.
It did not bother me that much because the effect was mostly visible on objects about 25 mtr. away, and small in size.
About 5 to 10 % of detail loss on the textures when running both of the AA options.
In both cases the ghosting effect is most noticeable when strafing (going from left to right). The flickering stayed the same if i was running at 32 fps or 60 fps.
It did not bother me that much because the effect was mostly visible on objects about 25 mtr. away, and small in size.
About 5 to 10 % of detail loss on the textures when running both of the AA options.
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Re: TES Skyrim 0.159 beta
I know about ghosting artifacts, this happen because to elliminate it compressed X position in 3d space to 8 bit and ghosting appear when values are same on character and on background objects. This is easy to fix, but when i'll decide which algorithm work best for temporal antialiasing.
Flickering with lcd displays is unexpected thing for me, i thought that they are very inertial. Well, at least what i see on my crt, the same is for everyone.
Blurring of entire screen with textures happen because almost all objects are shifted in screen space, each frame have own offset and they are mixed together. Hardware antialaising msaa could look the same if applied not only to edges. Blurring is not actually blurring, it's correct antialiasing which is fine to fix reflections or specular aliasing artifacts, similar to supersampling. I can't just turn off such blurring, because offset applied to entire screen, but possible to apply reverse offset to center each image. Of course it's not pixel perfect because of bilinear interpolation, but a bit less blurry. Another trick is to draw one frame without offset, then will be bigger performance hit to keep one more frame as texture and depth (memory usage for each texture is width*height*4).
Btw guess better to use edgeaa with taa while moving, the edges less aliased for thin objects. May be i just need to make different edgeaa only applied to those edges, which failed to restore by taa?
Flickering with lcd displays is unexpected thing for me, i thought that they are very inertial. Well, at least what i see on my crt, the same is for everyone.
Blurring of entire screen with textures happen because almost all objects are shifted in screen space, each frame have own offset and they are mixed together. Hardware antialaising msaa could look the same if applied not only to edges. Blurring is not actually blurring, it's correct antialiasing which is fine to fix reflections or specular aliasing artifacts, similar to supersampling. I can't just turn off such blurring, because offset applied to entire screen, but possible to apply reverse offset to center each image. Of course it's not pixel perfect because of bilinear interpolation, but a bit less blurry. Another trick is to draw one frame without offset, then will be bigger performance hit to keep one more frame as texture and depth (memory usage for each texture is width*height*4).
Btw guess better to use edgeaa with taa while moving, the edges less aliased for thin objects. May be i just need to make different edgeaa only applied to those edges, which failed to restore by taa?
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Re: TES Skyrim 0.159 beta
If it gets rid of the same amount aliasing and is less blurry then that sounds like a good idea to me!
Of course I'd always say go for the higher quality and lower performance method because I built this rig specifically to max out skyrim with enb, but that is just me, others may not agree
Of course I'd always say go for the higher quality and lower performance method because I built this rig specifically to max out skyrim with enb, but that is just me, others may not agree