Boris
Got it.
Maybe the 1st solution, even if it's slow, will be the less tricky... Or maybe do I think this because I understand it more easily..
Anyway, being able to change shaders ingame would be a HUGE thing....
Mindflux did a quick tool that allowed for switching PP methods in the effect.fx, he was on that path, but that was much easier than toggling an entire shader itself.
Say, you were thinking about something with separation of the bloom shader and lens-related effects to another shader... that sounded good as well.
And... while we're at it, no fear sounding stupid : could we ever think about cross-defines between shaders ? I mean, could vars from effect.fx react differently to defined vars in bloom.fx for example ?...
TES Skyrim 0.196
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Re: TES Skyrim 0.196
Last edited by Oyama on 29 Jul 2013, 09:36, edited 1 time in total.
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Re: TES Skyrim 0.196
This might be a stupid question to ask but here goes.
How would I go by "attaching" the for example boolean function to the APPLYGAMECOLORCORRECTION command in the enbeffect.fx file so it will be possible to switch it off and on in the new GUI menu?
Or am I missing the whole point of this new feature you've added?
How would I go by "attaching" the for example boolean function to the APPLYGAMECOLORCORRECTION command in the enbeffect.fx file so it will be possible to switch it off and on in the new GUI menu?
Or am I missing the whole point of this new feature you've added?
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Re: TES Skyrim 0.196
No fear sounding stupid !! Just said it my friend !--JawZ-- wrote:This might be a stupid question to ask but here goes.
We'll be both banned at the 4th stupid question in a row.
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Re: TES Skyrim 0.196
Oyama
I don't see any profit from sharable variables between shaders, only bad side effects.
Separation of lenz reflection and bloom is a big problem for me, don't know how to make them work with existing files. Apply lenz between enbeffectprepass.fx and enbeffect.fx? Btw, probably i need to pass linear depth to alpha channel before enbeffectprepass.fx to reduce reads from depth texture, but same can be done at first pass of dof shader (and then better not depth, but computed blurring factor).
--JawZ--
APPLYGAMECOLORCORRECTION is definition and it only applied at shader compilation stage, so slow, but effective to performance. The simplest way is to replace two lines:
by this:
and somewhere above in the code declare boolean variable ApplyGameCC. But this isn't fast solution, as i suggested to Oyama, other method works like this:
This code actually draw both high and low quality, but in vertex shader it move quad outside of screen if quality not fit to required (set by QualityGlobalVar boolean). This code is very fast.
EDIT: code not tested, so if it have mistakes, don't complain.
I don't see any profit from sharable variables between shaders, only bad side effects.
Separation of lenz reflection and bloom is a big problem for me, don't know how to make them work with existing files. Apply lenz between enbeffectprepass.fx and enbeffect.fx? Btw, probably i need to pass linear depth to alpha channel before enbeffectprepass.fx to reduce reads from depth texture, but same can be done at first pass of dof shader (and then better not depth, but computed blurring factor).
--JawZ--
APPLYGAMECOLORCORRECTION is definition and it only applied at shader compilation stage, so slow, but effective to performance. The simplest way is to replace two lines:
Code: Select all
#define APPLYGAMECOLORCORRECTION
...
#endif //APPLYGAMECOLORCORRECTION
Code: Select all
if (ApplyGameCC==true)
{
}
Code: Select all
technique PostProcess
{
pass p0
{
VertexShader = compile vs_3_0 VS_QuadLowQuality(QualityGlobalVar);
PixelShader = compile ps_3_0 PS_LowQuality();
}
pass p1
{
VertexShader = compile vs_3_0 VS_QuadHighQuality(QualityGlobalVar);
PixelShader = compile ps_3_0 PS_HighQuality();
}
}
VS_OUTPUT_POST VS_QuadLowQuality(VS_INPUT_POST IN, uniform bool highquality)
{
VS_OUTPUT_POST OUT;
float4 pos=float4(IN.pos.x,IN.pos.y,IN.pos.z,1.0);
if (highquality==true)
{
pos=10.0;//move offscreen
}
OUT.vpos=pos;
OUT.txcoord0.xy=IN.txcoord0.xy;
return OUT;
}
VS_OUTPUT_POST VS_QuadHighQuality(VS_INPUT_POST IN, uniform bool highquality)
{
VS_OUTPUT_POST OUT;
float4 pos=float4(IN.pos.x,IN.pos.y,IN.pos.z,1.0);
if (highquality==false)
{
pos=10.0;//move offscreen
}
OUT.vpos=pos;
OUT.txcoord0.xy=IN.txcoord0.xy;
return OUT;
}
EDIT: code not tested, so if it have mistakes, don't complain.
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Re: TES Skyrim 0.196
Boris
Hmmmm.... That quad moved outside of screen is interesting, gives me some ideas....
Hmmmm.... That quad moved outside of screen is interesting, gives me some ideas....
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Re: TES Skyrim 0.196
Boris
Hey.
Will the new memory parameters in .196 somewhat boost my performance with my current rig you think?
You've probably seen this already but the lanterns in the Dragonborn DLC have some transparency issues, making objects visible through the lanterns. They also seem to be missing textures.
One more thing... GREAT JOB on the weather systems! Took some time to set it up but I'm more than satisfied with it!
Thank you for all your hard work!
Hey.
Will the new memory parameters in .196 somewhat boost my performance with my current rig you think?
- i5
8bg RAM
GTX660 2bg VRAM
Windows 8 64bit
Code: Select all
[GLOBAL]
UsePatchSpeedhackWithoutGraphics=false
UseDefferedRendering=true
ForceFakeVideocard=false
UseEffect=true
[PERFORMANCE]
SpeedHack=true
[MULTIHEAD]
ForceVideoAdapterIndex=false
VideoAdapterIndex=0
[MEMORY]
ExpandSystemMemoryX64=true
ReduceSystemMemoryUsage=false
DisableDriverMemoryManager=false
EnableUnsafeMemoryHacks=false
[WINDOW]
ForceBorderless=false
ForceBorderlessFullscreen=false
[ENGINE]
ForceAnisotropicFiltering=true
MaxAnisotropy=16
EnableVSync=true
One more thing... GREAT JOB on the weather systems! Took some time to set it up but I'm more than satisfied with it!
Thank you for all your hard work!
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Re: TES Skyrim 0.196
CTD (not stable)
[MEMORY]
ExpandSystemMemoryX64=false
ReduceSystemMemoryUsage=false
DisableDriverMemoryManager=false
EnableUnsafeMemoryHacks=false
No CTD (stable)
[MEMORY]
ExpandSystemMemoryX64=true
ReduceSystemMemoryUsage=false
DisableDriverMemoryManager=false
EnableUnsafeMemoryHacks=false
CTD (not stable)
[MEMORY]
ExpandSystemMemoryX64=true
ReduceSystemMemoryUsage=true
DisableDriverMemoryManager=false
EnableUnsafeMemoryHacks=false
CTD (not stable)
[MEMORY]
ExpandSystemMemoryX64=true
ReduceSystemMemoryUsage=true
DisableDriverMemoryManager=true
EnableUnsafeMemoryHacks=false
No CTD (stable)
[MEMORY]
ExpandSystemMemoryX64=true
ReduceSystemMemoryUsage=true
DisableDriverMemoryManager=true
EnableUnsafeMemoryHacks=true
No CTD (stable)
[MEMORY]
ExpandSystemMemoryX64=true
ReduceSystemMemoryUsage=false
DisableDriverMemoryManager=true
EnableUnsafeMemoryHacks=true
No CTD (stable)
[MEMORY]
ExpandSystemMemoryX64=true
ReduceSystemMemoryUsage=false
DisableDriverMemoryManager=false
EnableUnsafeMemoryHacks=true
CTD (not stable)
[MEMORY]
ExpandSystemMemoryX64=false
ReduceSystemMemoryUsage=true
DisableDriverMemoryManager=false
EnableUnsafeMemoryHacks=false
CTD (not stable)
[MEMORY]
ExpandSystemMemoryX64=false
ReduceSystemMemoryUsage=true
DisableDriverMemoryManager=true
EnableUnsafeMemoryHacks=false
CTD (not stable)
[MEMORY]
ExpandSystemMemoryX64=true
ReduceSystemMemoryUsage=true
DisableDriverMemoryManager=false
EnableUnsafeMemoryHacks=true
No CTD (stable)
[MEMORY]
ExpandSystemMemoryX64=false
ReduceSystemMemoryUsage=true
DisableDriverMemoryManager=true
EnableUnsafeMemoryHacks=true
No CTD (stable)
[MEMORY]
ExpandSystemMemoryX64=false
ReduceSystemMemoryUsage=true
DisableDriverMemoryManager=false
EnableUnsafeMemoryHacks=true
it slowly becomes obvious how my Skyrim 1.8 (Creation Engine) config is ticking ReduceSystemMemoryUsage seems bad in my System configuration for stable Results.
I have guaranteed a fast CTD with it turned on except when everything is turned on
So i guess for user that are limited on Vram (1 GB) though have a lot of System Ram (8 GB) on a NT 6 64 System they should carefully test this
Boris would this be normal expected behavior with low Vram and heavy Mods ?
[MEMORY]
ExpandSystemMemoryX64=false
ReduceSystemMemoryUsage=false
DisableDriverMemoryManager=false
EnableUnsafeMemoryHacks=false
No CTD (stable)
[MEMORY]
ExpandSystemMemoryX64=true
ReduceSystemMemoryUsage=false
DisableDriverMemoryManager=false
EnableUnsafeMemoryHacks=false
CTD (not stable)
[MEMORY]
ExpandSystemMemoryX64=true
ReduceSystemMemoryUsage=true
DisableDriverMemoryManager=false
EnableUnsafeMemoryHacks=false
CTD (not stable)
[MEMORY]
ExpandSystemMemoryX64=true
ReduceSystemMemoryUsage=true
DisableDriverMemoryManager=true
EnableUnsafeMemoryHacks=false
No CTD (stable)
[MEMORY]
ExpandSystemMemoryX64=true
ReduceSystemMemoryUsage=true
DisableDriverMemoryManager=true
EnableUnsafeMemoryHacks=true
No CTD (stable)
[MEMORY]
ExpandSystemMemoryX64=true
ReduceSystemMemoryUsage=false
DisableDriverMemoryManager=true
EnableUnsafeMemoryHacks=true
No CTD (stable)
[MEMORY]
ExpandSystemMemoryX64=true
ReduceSystemMemoryUsage=false
DisableDriverMemoryManager=false
EnableUnsafeMemoryHacks=true
CTD (not stable)
[MEMORY]
ExpandSystemMemoryX64=false
ReduceSystemMemoryUsage=true
DisableDriverMemoryManager=false
EnableUnsafeMemoryHacks=false
CTD (not stable)
[MEMORY]
ExpandSystemMemoryX64=false
ReduceSystemMemoryUsage=true
DisableDriverMemoryManager=true
EnableUnsafeMemoryHacks=false
CTD (not stable)
[MEMORY]
ExpandSystemMemoryX64=true
ReduceSystemMemoryUsage=true
DisableDriverMemoryManager=false
EnableUnsafeMemoryHacks=true
No CTD (stable)
[MEMORY]
ExpandSystemMemoryX64=false
ReduceSystemMemoryUsage=true
DisableDriverMemoryManager=true
EnableUnsafeMemoryHacks=true
No CTD (stable)
[MEMORY]
ExpandSystemMemoryX64=false
ReduceSystemMemoryUsage=true
DisableDriverMemoryManager=false
EnableUnsafeMemoryHacks=true
it slowly becomes obvious how my Skyrim 1.8 (Creation Engine) config is ticking ReduceSystemMemoryUsage seems bad in my System configuration for stable Results.
I have guaranteed a fast CTD with it turned on except when everything is turned on
So i guess for user that are limited on Vram (1 GB) though have a lot of System Ram (8 GB) on a NT 6 64 System they should carefully test this
Boris would this be normal expected behavior with low Vram and heavy Mods ?
Last edited by CruNcher on 29 Jul 2013, 16:51, edited 7 times in total.
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Re: TES Skyrim 0.196
insomnia_jt
I don't know anything about those bugs and why they appear, try to find yourself which parameter "turn them on" (i don't know where is that dragonborn, only have dlc installed, to tell the truth i don't understand at all how dlc system work, in old times of addons...).
Set this in config ReduceSystemMemoryUsage=true. Performance greater only for bottleneck by cpu, hard to notice on intel platform (speedhack reduce amount of function calls in about 1/5).
I decided to improve declarations of parameters while it's not too late. Added color control string UIWidget="Color";, vector and quality (these are not used in known hlsl parsers). Will publish update soon.
I don't know anything about those bugs and why they appear, try to find yourself which parameter "turn them on" (i don't know where is that dragonborn, only have dlc installed, to tell the truth i don't understand at all how dlc system work, in old times of addons...).
Set this in config ReduceSystemMemoryUsage=true. Performance greater only for bottleneck by cpu, hard to notice on intel platform (speedhack reduce amount of function calls in about 1/5).
I decided to improve declarations of parameters while it's not too late. Added color control string UIWidget="Color";, vector and quality (these are not used in known hlsl parsers). Will publish update soon.
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Re: TES Skyrim 0.196
Wow, thanks Boris! 196 is even smoother than 195. I never seen Riften outside with above 40fps before. This was with only x64 flag true, and any other memory flags being true would lower fps by 10 to 25% and stutter. AMD 7850 2GB.
I see Boris had to deal with another "ST NG: Samaritan Snare" race on how OS handles the memory. The ENB preset modders on Nexus should handle in between, so Boris can concentrate on ENB.
I see Boris had to deal with another "ST NG: Samaritan Snare" race on how OS handles the memory. The ENB preset modders on Nexus should handle in between, so Boris can concentrate on ENB.
Last edited by skysan4298 on 29 Jul 2013, 13:43, edited 1 time in total.
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Re: TES Skyrim 0.196
works good, no CTD with everything max out on skyrim ini and ENB settings with over 196 mods. ReduceSystemMemoryUsage doing it jobs really good.
Last edited by charlievoviii on 29 Jul 2013, 23:16, edited 2 times in total.
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