The Elder Scrolls Skyrim (TES Skyrim, Скурим Свитки)
Graphic mod ENBSeries 0.182
Fixed glowing edges artifact when detailed shadows enabled (i tried to do that many times, but actually restored old version).
Added 4,5,6,7 ssao mixing types (similar to Oblivion version).
Added parameter to enable indirect lighting for ambient color, in most versions with was turned on, but in several last wasn't. Hard to say what is better, i like very old ssao version, because it designed to look better for low dynamic range source and skyrim initially ldr game too, so more correct ssao/ssil approximation of global illumination is less attractive for most presets.
TES Skyrim 0.182
Forum rules
new topics are not allowed in this subsection, only replies.
new topics are not allowed in this subsection, only replies.
- Author
- Message
-
Offline
- *blah-blah-blah maniac*
- Posts: 17553
- Joined: 27 Dec 2011, 08:53
- Location: Rather not to say
TES Skyrim 0.182
_________________
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7
-
Offline
- *sensei*
- Posts: 250
- Joined: 29 Mar 2012, 16:39
Re: TES Skyrim 0.182
@Boris,
This update sounds VERY GOOD! I'll be trying it out soon.
Sorry I'm going off topic now, but seriously, you should work for Bethesda. No joke, call them up.
This update sounds VERY GOOD! I'll be trying it out soon.
Sorry I'm going off topic now, but seriously, you should work for Bethesda. No joke, call them up.
-
Offline
- *sensei*
- Posts: 432
- Joined: 03 Mar 2013, 18:42
- Location: Norway
Re: TES Skyrim 0.182
Boris
Thank you for trying to keep all new effects and weather, I think you made lots people happy
Did alittle test to look at SSAO, I think it look alittle better with AmbientIndirectLighting.
Wish I had a better eye for SSAO, I cant see the difference between any SSAO mixing types. That is my problem thou ^^
Thank you for trying to keep all new effects and weather, I think you made lots people happy
Did alittle test to look at SSAO, I think it look alittle better with AmbientIndirectLighting.
Wish I had a better eye for SSAO, I cant see the difference between any SSAO mixing types. That is my problem thou ^^
_________________
Intel i7-5960X @4.6GHz EK Water Cooling^^/EVGA X99 Classified/2x Asus 980ti 6GB SLI
Samsung U28D590D @2160p/16GB G.Skill (DDR4)/Win10 Pro 64bit
Intel i7-5960X @4.6GHz EK Water Cooling^^/EVGA X99 Classified/2x Asus 980ti 6GB SLI
Samsung U28D590D @2160p/16GB G.Skill (DDR4)/Win10 Pro 64bit
-
Offline
- *master*
- Posts: 222
- Joined: 05 Jun 2012, 14:47
- Location: Canada
Re: TES Skyrim 0.182
Still going with this? Fantastic!
Are there screenshots comparing the new mixing types?
Are there screenshots comparing the new mixing types?
_________________
Cpu: Intel i7 4790K @ 4.0GHz
Gpu: Sapphire Radeon HD 7870 2GB GHz edition
RAM: 16GB DDR3 @ 1600MHz
OS: Windows 7 x64 Ultimate Edition
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
- *blah-blah-blah maniac*
- Posts: 17553
- Joined: 27 Dec 2011, 08:53
- Location: Rather not to say
Re: TES Skyrim 0.182
I did screenshots for testing only, but all mixing types looks different when indirect lighting also turned on (if not, then some dublicated). They may look similar in same lighting conditions, so to check them all these must be tested:
Not sure, but probably in next versions i'll make old ssao (slower) code, which designed only to lit characters in Oblivion version (AOType=0 there).
- day time, body is half lit by sun / half shadowed by itself
day time, body is fully by sun and camera look from sun
day time, body is not lit by sun and camera look from back
day time, body in shadow of some big object
interior, body lit by point lights and almost no ambient, camera look from lit side
interior, body lit by point lights and almost no ambient, camera look from shadowed side
Not sure, but probably in next versions i'll make old ssao (slower) code, which designed only to lit characters in Oblivion version (AOType=0 there).
_________________
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7
-
Offline
- *blah-blah-blah maniac*
- Posts: 552
- Joined: 11 Apr 2012, 03:24
Re: TES Skyrim 0.182
@Boris
Which binaries used the "old" ssao? 0.119 and lower?
Which binaries used the "old" ssao? 0.119 and lower?
_________________
i5-6600k -- Nvidia GTX 970 -- 16Gb ram @3200mhz
i5-6600k -- Nvidia GTX 970 -- 16Gb ram @3200mhz
-
Offline
- *blah-blah-blah maniac*
- Posts: 1498
- Joined: 31 Mar 2012, 15:06
- Location: France
Re: TES Skyrim 0.182
Boris
Thanx for this update !
And, as Yersinia said, thanx for keeping the new parameters !
Thanx for this update !
And, as Yersinia said, thanx for keeping the new parameters !
_________________
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
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
- *sensei*
- Posts: 250
- Joined: 29 Mar 2012, 16:39
Re: TES Skyrim 0.182
Ok, I'm ready to get started. I'll report back in a couple of hours.
----------
I see that SunIntensityNight and SunDesaturationNight are listed in the enbseries.ini. Are they supposed to be there? It seems redundant, maybe they should be removed?
Edit: This is taking longer than I thought and I am dead tired. I'll resume this tomorrow, no work for the next few days. Woot!
----------
I see that SunIntensityNight and SunDesaturationNight are listed in the enbseries.ini. Are they supposed to be there? It seems redundant, maybe they should be removed?
Edit: This is taking longer than I thought and I am dead tired. I'll resume this tomorrow, no work for the next few days. Woot!
Last edited by Bronze316 on 24 Jun 2013, 08:11, edited 1 time in total.
-
Offline
- Posts: 26
- Joined: 08 Jan 2012, 13:14
Re: TES Skyrim 0.182
Hi, thanks for the update.
Glad to see that you kept the weather system, at least for now.
I have another noob question : Is there a way to change ssao mixing type on the fly by the GUI or do we have to quit and reload skyrim each time ? I tried to change it, save and reload enb by pressing backspace, it doesn´t work. You already say something about the non-grey params, but i can´t find the answer.
Can you also explain a bit the behaviour of new ssao mixing type like you did for the others ? I could be nice to know exactly what they do.
By the way, I dont want to be bothering, but I do everything you told me about TAA, it work pretty well, including alpha fix for black bars, but I still have some ghosting artifacts, like black fringe, when I move fast. Maybe the blending transition between current and previous frame.
See at the left of the characters on the first screen, or under the top black bar.
It seem to be more visible when there is no sun. Any idea ?
At last, TAA still act like motion blur when object are moving in screen space, but not on landscape when the camera is moving. Is it the normal behaviour ?
nKo
Glad to see that you kept the weather system, at least for now.
I have another noob question : Is there a way to change ssao mixing type on the fly by the GUI or do we have to quit and reload skyrim each time ? I tried to change it, save and reload enb by pressing backspace, it doesn´t work. You already say something about the non-grey params, but i can´t find the answer.
Can you also explain a bit the behaviour of new ssao mixing type like you did for the others ? I could be nice to know exactly what they do.
By the way, I dont want to be bothering, but I do everything you told me about TAA, it work pretty well, including alpha fix for black bars, but I still have some ghosting artifacts, like black fringe, when I move fast. Maybe the blending transition between current and previous frame.
See at the left of the characters on the first screen, or under the top black bar.
It seem to be more visible when there is no sun. Any idea ?
At last, TAA still act like motion blur when object are moving in screen space, but not on landscape when the camera is moving. Is it the normal behaviour ?
nKo
-
Offline
- *blah-blah-blah maniac*
- Posts: 1938
- Joined: 05 Mar 2012, 02:08
Re: TES Skyrim 0.182
I really like the new features introduced since 0.168 now that I have tested it out more.
But I have found two visual bugs from 2 new features, Particle Lights and Additive Blending
When Particle Lights is enabled it creates some sort of ghosting effect on the surfaces on in this case the tree logs, and smudges around as you move around the camera view. It happens in both 3rd and 1st person view.
Particle Lights On
Particle Lights Off
With the Additive Blending it makes the particles in to squares when turned off, only tested it on this particular particle effect so far.
Additive Blending Off
Additive Blending On
Only mod I have installed is Mindflux latest particle patch, that and the DLC mods but no other not even the HD texture pack from Bethesda.
But I have found two visual bugs from 2 new features, Particle Lights and Additive Blending
When Particle Lights is enabled it creates some sort of ghosting effect on the surfaces on in this case the tree logs, and smudges around as you move around the camera view. It happens in both 3rd and 1st person view.
Particle Lights On
Particle Lights Off
With the Additive Blending it makes the particles in to squares when turned off, only tested it on this particular particle effect so far.
Additive Blending Off
Additive Blending On
Only mod I have installed is Mindflux latest particle patch, that and the DLC mods but no other not even the HD texture pack from Bethesda.