TES Skyrim 0.186

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Re: TES Skyrim 0.186

I got a 10 FPS boost from 0.182 to 0.186, running on AMD 13.6 Beta drivers. Really smooth with vsync enabled as well.
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Re: TES Skyrim 0.186

DigitalPrinceX wrote: One question is what happens if we use SweetFX for dither?
Do they override each other or stack up?
I did let both enabled and didn't notice any strangeness. To my knowing, Dithering from SFX covers all image space... I think. But how it works exactly is beyond my skills.

On a side note, new 320.49 WHQL is available from Nvid... I don't dare trying... :lol:

Boris
EDIT : I'm still amazed at the performance improvements...
You didn't changed anything to SSAO, right ?.... I've been able to up my scales by 0.1 increments, from 0.8 to 0.9 then to 1.0 while noticing ONLY a 1 to 2 FPS drop at each step :shock:
Of course, all complex AO, IL and ambient IL on. Fantastic. No loss in quality, better and better....
You're reaching equilibrium Boris, these last versions are SO exciting !
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Re: TES Skyrim 0.186

DigitalPrinceX
Dither applied only to sky gradient, i forgot about request of this artifact, so even if i'll do another dithering types, they will not interfere anyhow with sky. Sweetfx unable to dither images properly, because it use ldr data and produce ldr output, but dither work only when you nee to map higher range to lower, otherwise it's invisible or look just as noise. For example in old games and old videocard 16 bit color display mode was running much faster than 32 bit mode and most games used dithering, as result gray smoke particles looked dirty green frequently, but if you turn dithering off, they transformed to discrete ugly gradients (good example which i remember this is Deus Ex 1 and Soulreaver). And look at sky of old Tomb Raider games, it's texture itself is compressed, so dithering applied can't do anything from it, it will not change. Actually i don't like SweetFX, one user gave me preset for testing and zip have SweetFX inside, i looked at it's shaders and found the same shit as in one mod on skyrim nexus (fxaa injector based if i remember, a lot of stupid things in description like hdr, deluxe super mega shaders technology, etc) because of which i quarreled with admins and moderators as they support lie.
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Re: TES Skyrim 0.186

Oyama
SSAO unchanged visually.
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Re: TES Skyrim 0.186

Opethfeldt
Found the problem with reflection, it's much higher intensity and wrong colors when it's supersampling enabled. Will do fix and optimization of it now.
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Re: TES Skyrim 0.186

Sweetfx is indeed nothing different Boris the major difference though is the Lumasharpen Shader that CeeJay developed and which is the main use of it ;)
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Re: TES Skyrim 0.186

Boris

Might be a weird question/request but i had to ask it. Since i begining build up enb preset one things always made me annoy.
When we need to increase Ambient Lightning, especially at day time to give up a light on some objects and especially Portrait. But when i increase Ambient lightning to catch a clear light on portraits (model, faces etc) all 'Grasses' goes to a bright raw state cause of Ambient Lightning and i hate it really. It ruins the depth of scene and looks like muddy. Vegetation doesn't effect Grasses. Is there any way and if there is would you like to make a seperate parameter for grass lightning (completely indepent from Ambient Lightning) ? Like what you did on Skylightning ?
Last edited by Tansarville on 01 Jul 2013, 23:26, edited 1 time in total.

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Re: TES Skyrim 0.186

Boris
Noticed something odd besides the vanishing flames with softparticles on at a certain height.
Shadow acting weird when camera is close and tilted :>
Taken at sunrise Clear sky:
-All good :)
Image
-Tilting slightly down :?
Image

Edit: Shadow go weird with 0.186 and 0.185. Version 0.182 this does not seem to happen :>
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Re: TES Skyrim 0.186

Tansarville
Guess you mean game bug with some types of grass and trees, but i don't want to fix it, much simpler to change material properties of models.

Yersinia79
Ok, if i'll find this myself, then will do a fix.
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Re: TES Skyrim 0.186

ENBSeries wrote:EdgeAA can't be improved in any good way, it can only be more blurred or less or may be entire screen instead of edges and high brightness differences. It can't be similar to temporal antialiasing, msaa or supersampling. I can try supersampling with optimized algorithms to reduce performance loss or to make different temporal antialiasing, which do not depends from helper mod.
Supersampling would be nice for higher end systems even if its overkill,maybe some type of combinations between temporal and supersampling with your edge cleaning up whats missed if anything .In no way am i saying ik if this can be done as i dont know how to code in any shader language let alone understand the methodology behind whats going on enough to state i do.
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