TES Skyrim 0.192

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*sensei*
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Re: TES Skyrim 0.192

Result-
Test 5, 6, 7 all same result.
-No graphical bug.
-Game is stable, loading in all location ok.
-Brightness bug still there.
-Backspace/reload fixes it.
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Re: TES Skyrim 0.192

Another tests

EDIT: file deleted
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*sensei*
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Re: TES Skyrim 0.192

:|
Test 8, 9, 10, 11 all same result.
Stability normal, brightness bug still happen, reload fixes it.

Now time to go to sleep. Will be back after 12 hour and test again maybe.
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Re: TES Skyrim 0.192

Another tests

EDIT: file deleted
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Re: TES Skyrim 0.192

Yersinia79 wrote:Where are people ingame when they use 3GB VRAM?? Id like to try replicate somehow.. :>
New game.
Out the front of Whiterun where that giant first attacks.
Also having a few new house mods around the outside of Whiterun aswell can help push the memory over 3gb.

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*sensei*
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Re: TES Skyrim 0.192

Hi,
I can load and see everything fine, but I get CTD when I run around ourside Whiterun. I do have the uGridsToLoad=9 and uExteriorCellBuffer=100, and lowering these to 7 and 64 eliminated CTD. I noticed the Memory commit is much higher than the working and the SkyMon memory usage. Here's the SkyMon capture. I tested the latest test14 DLL, and still CTD.

http://i.imgur.com/NbNanv7.jpg

OS: Win8 64bit
Mem: 8GB,
VRAM: ATI 7850 2GB driver 13.4
Mod: Bethesda HD, Bathing Beauties Luxury Suite with 1K texture, WATER hires

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*master*
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Joined: 05 Jul 2012, 12:22

Re: TES Skyrim 0.192

ENBSeries wrote:WoodsOfYpres

narphous
Didn't understood, particles not work in 13.7.13, but were fine in previous version with EnableSoftParticles=true set?
It doesn't seem to affect anything but specific flames. I noticed some oddities with flames, but didn't find out it was soft particles set to true until 13.7.13 in a specific dungeon. And the problem still occurs in .192. And I tried updating to the nvidia 326.19 driver without resolving the issue. In any case, here's the screenshots showing the problem. First with EnableSoftParticles=false then EnableSoftParticles=true. You can see the top of the flames being chopped off on the right in the second image.

Image

Image

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Re: TES Skyrim 0.192

ENBSeries wrote:Another tests
Never really used adaptation in my settings but tried to test this for you. However I can't notice any difference even on old 0.192 dll (the 3rd iteration i believe).
I have an entirely different problem though. I can't enable ForceMinMaxValues. Whether I enable it in the game panel or enbseries.ini, it is always instantly disabled.

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*blah-blah-blah maniac*
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Re: TES Skyrim 0.192

I guess i need to start using the TAA and Weather mod i need a Realtime overview of whats happening anyways with that weather system, that Bethesda made no in Game Realtime Debug OSD for these things really surprises me with this complexity.

these unpredictable random weather state changes (based on TOD changes) are really a problem for debuging if you don't have any overview of whats going on i really wonder how Bethesda could handle this without any internal Debug system of whats going on.

If the sun corona is behind a cloud it doesn't shine through any Geometry (logic), only the sprites then do , this is testwise with enbseries.dll 139

Though im using entirely Skyrimeclear render state (no clouds) for testing this geometry shine through effect here is in detail how it progresses in 139 when the corona is moving camera wise behind a solid geometry object (building) in this test scene.

For a millisecond it seems adaption comes into play and then boom i get this corona "footprint" behind solid geometry

Image
Image

i will try even lower ENB versions with the exact same scene and Skyrimeclear Render state
Last edited by CruNcher on 20 Jul 2013, 06:14, edited 1 time in total.
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Re: TES Skyrim 0.192

skysan4298
Do you want to say that without my mod you can run the game without CTD in that places and that setting?

narphous
If it's particles problem of all versions, i can't do anything without having the problem myself.

NoxMentis
I can't enable ForceMinMaxValues. Whether I enable it in the game panel or enbseries.ini, it is always instantly disabled.
This can't happen because of mod

CruNcher
Sun corona is resizable quad which is drawed and scaled depending from visibility of the sun (occlusion query), i linking enbsunsprite.fx computation to it, but not sun rays. Weather have no affect inside the mod, only objects and clouds generating mask to modify intensity. Waiting of results from older mods.
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