TES Skyrim 0.159 beta

Forum rules
new topics are not allowed in this subsection, only replies.
  • Author
  • Message
Offline
User avatar
*master*
Posts: 222
Joined: 05 Jun 2012, 14:47
Location: Canada

Re: TES Skyrim 0.159 beta

ENBSeries wrote:DaemonWhite
:lol: why to reply in aa test then?
Not exactly sure, thought some input was necessary. Then again, it was about 1:00 in the morning :razz:

Still have decent performance either way. Not 100% sure, but it possibly increased some FPS for me.
_________________
Cpu: Intel i7 4790K @ 4.0GHz
Gpu: Sapphire Radeon HD 7870 2GB GHz edition
RAM: 16GB DDR3 @ 1600MHz
OS: Windows 7 x64 Ultimate Edition

Offline
*master*
Posts: 129
Joined: 05 Jul 2012, 12:22

Re: TES Skyrim 0.159 beta

@Boris - Just saw your post regarding the direction for TESV ENB. Any chance we can get the fixes from 159 along with DoF fix for the problem caused by the debugging you mentioned earlier while you decide what to do?

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

Re: TES Skyrim 0.159 beta

narphous wrote:@Boris - Just saw your post regarding the direction for TESV ENB. Any chance we can get the fixes from 159 along with DoF fix for the problem caused by the debugging you mentioned earlier while you decide what to do?
Boris
Agreed ! This fix about the timer has solved what seemed to be an adaptation issue for exteriors/interiors on my side.

No temporal AA ? Bah, I personally can live with SMAA only. Coupled with downsampling -> no jaggies at all. Even @1080p, it's good enough. Not perfect, sure, but good enough IMHO.
Same goes about motion blur (speak only for myself here).

And what about Interior and NightDay factors in bloom.fx ??? :lol: OK, now just kill me.... :D
_________________
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
Posts: 14
Joined: 18 Apr 2013, 17:09

Re: TES Skyrim 0.159 beta

Is there any way that you can just modify the sun rays to reduce the clipping any more?///////

Offline
*sensei*
Posts: 445
Joined: 29 Jan 2013, 01:17

Re: TES Skyrim 0.159 beta

@Oyama

I personally use both ENB's edge AA and SMAA at the same time, I find that ENB's AA cleans up whatever jaggies SMAA missed. :P

Offline
User avatar
*master*
Posts: 229
Joined: 21 Feb 2013, 03:21
Location: Los Angeles, CA

Re: TES Skyrim 0.159 beta

Hi Boris,
I was wondering if the ENB Reference Assister mod could eventually be used to get around the problem where if deferred shadows is off you can't detect interior/exterior? I don't know if it just provides coordinates or if you can get the actual location the player is in. If you can get the location then maybe there is just some kind of hash table to identify it as interior/exterior and then enb can use that instead of detecting the sun shadows like I think you are currently doing. It might also be cool to have custom settings per location too. What do you think?
Thanks!

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

Re: TES Skyrim 0.159 beta

narphous
Dof issue is only in 0.159 version, so you can use 0.157 instead. And fix for dof timer is not important, so i'm not hurry up to release update without really good changes.

Oyama
Temporal antialiasing looks almost like supersampling and it is very fast, like edge antialiasing. I wanted to make it instead of supersampling, also it work much faster than hardware antialiasing. Solve two problems at once... failed. I'm still trying to give advices to other modder who making helper for me, but better to be ready to worse scenario.
Motion blur isn't good for moving objects as per object motion blur must be applied then, but i planned to make per object for characters, it's should work as i don't see lod switches for them, all the same geometry. The only thing i afraid is complexity of computations which objects moved and which are not, this require to save all important identification data in to array and compare previous and current arrays, so computing hash for each object and then sort hashes and compare the same elements in sorted list may be costly for cpu, guess up to 5 ms. And i can't do this in different thread because result required in current frame at time of computation, make this computation when drawing of ssao and other complex effects - possible, but most videocards/drivers do not spend much time in drawing calls, they just put them in to job list till videocard will be free.

aDeadlytwinkie
Is there any way that you can just modify the sun rays to reduce the clipping any more?
What clipping do you mean? I don't know any.

number6
Current reference helper mod is only working (not always) to retrive world space position, but interior or exterior can be signaled too i guess. But enbseries developed only for deffered prepass shadows and i'll never change any single line of code to support forward shadows rendering, these are completely different shaders which don't know and don't want to learn, no effects like detailed shadows, no sky lighting. About custom setting per location - no problem, but who will do this? Me or that guy how decided to help and stuck on weeks with this damn engine?
_________________
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7

Offline
User avatar
*master*
Posts: 229
Joined: 21 Feb 2013, 03:21
Location: Los Angeles, CA

Re: TES Skyrim 0.159 beta

Thanks for the answers. I am one of those guys using nVidia 3D vision so I have very selfish reasons for wanting ENB to work with that :D . It would be great if I could just adjust the interior/exterior separately and live without the other effects. Maybe a donation would help motivate? ;) I think a good solution for the per location stuff would be to have enbseries.ini written out with a location prefix when the settings are saved using the in-game interface and then when a new location is entered, it looks for a file with that prefix and loads the settings if it exists. This would allow others to create much more customized looks and upload them as they do now for ENB presets.

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

Re: TES Skyrim 0.159 beta

Sorry, if you just sent donation to me, get it back (paypal allow to cancel), i'm not working for donations, if somebody want some feature which is headache for me, then it's for payment and it's definetly too high for gamers. And i can't do stereo support and all changes to the shaders in non deffered mode, because it's a lot of time.
_________________
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7

Offline
User avatar
*master*
Posts: 229
Joined: 21 Feb 2013, 03:21
Location: Los Angeles, CA

Re: TES Skyrim 0.159 beta

That's ok, get yourself a nice bottle of Stoli and take a break, you deserve it :)
Post Reply