TES Skyrim 0.197

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TES Skyrim 0.197

The Elder Scrolls Skyrim (TES Skyrim, Скурим Свитки)

Graphic mod / patch ENBSeries 0.197

Improved declaration of shaders variables for editing them in the game. Added color, quality and vector types of hlsl annotations. Modified shaders and textures loading code to prefer loading them from "enbseries" folder and if not found, then from main folder. Fixed non working palette texture bug of previous version.
EAdaptiveQualityFactor actually applied to all shaders, but i not wrote it everywhere, this is for dynamically increasing performance. Important! If adaptive quality set to high, then this variable varies from 0..0.3333, if quality medium, then 0..0.6666, if quality is low, then 0..1.
The examples of variables with new annotation types are:
i

Code: Select all

nt	Example1 < 
	string UIName="Quality variable";
	string UIWidget="Quality";
	int UIMin = -1;
	int UIMax = 2;
> = {1};

float4	Example2 <
	string UIName="Color variable";
	string UIWidget="Color";
	float UIMin = 0.1;
	float UIMax = 10.0;
> = {0.5,0.6,1.0,0.5};

float3	Example3 <
	string UIName="Vector variable";
	string UIWidget="Vector";
	float UIMin = 0.1;
	float UIMax = 10.0;
> = {0.5,0.6,1.0};
Color type can be of size 1,2,3,4. Vector is 1,2,3 only (x, xy, xyz). Quality is extreme, high, medium, low, but by limits UIMin and UIMax you can modify it.
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Re: TES Skyrim 0.197

Boris
Wow two new versions, actually missed 0.196 lol^^
Thank you :)
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Re: TES Skyrim 0.197

i like where this enb version is heading.
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Re: TES Skyrim 0.197

Once again modified K ENB Extensive DOF code. Having deja vu:)

Annotations works.
EAdaptiveQualityFactor works.
Thanks Boris.

My mini-changelog for K ENB Extensive DOF code:
- Exposed MaxDepthOfFieldQuality parameter to GUI
- DOF quality can be decreased by EAdaptiveQualityFactor
- DOF quality depends on discRadius variable - code uses dynamic branching, so if most pixels are in focus you get huge speed gain (and this is the most frequent scenario).

Oyama
I really think, that number of taps taken (DOF quality) should depend on discRadius variable. This is crucial optimization and gives free speedup (result should be pixel-exact to the shader version without this optimization).
Please contact me.

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Re: TES Skyrim 0.197

arsil wrote: Oyama
I really think, that number of taps taken (DOF quality) should depend on discRadius variable. This is crucial optimization and gives free speedup (result should be pixel-exact to the shader version without this optimization).
Please contact me.
I will tomorrow ! ;) Nice ideas you had here.
I'll soon be off for tonight, and I want to spend some time about this.
Thanx for what you're doing !

Boris
OK. I kept my previous shaders, so they're not responding to adaptive quality. Logical, no problem.
I kept them when switching from 0.195 to 0.196, then from 0.196 to 0.197.
You didn't change anything else, right ?
So why do I have a + 2 to 3 FPS boost overall ?? :shock: Am I dreaming ?
Did you clamp some vars for some sections ? (-1 values for example ?...).
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Re: TES Skyrim 0.197

Oyama
I didn't any changes. If you have bigger performance, search what not work in this version.
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Re: TES Skyrim 0.197

Can I move enbpalette BMP, enbraindrops and enbsunsprite TGA´s too inside the enbseries folder? not crucial but nice to know ^^
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Re: TES Skyrim 0.197

Yes, but not tested, just wrote code for that. But if you place images in "enbseries" folder, the same from root folder will be ignored. Also i added support of png, dds, tga for enbpalette
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Re: TES Skyrim 0.197

ENBSeries wrote:Yes, but not tested, just wrote code for that. But if you place images in "enbseries" folder, the same from root folder will be ignored.
Cool ill try :)
ENBSeries wrote:Also i added support of png, dds, tga for enbpalette
Diversity in general with different quality and compression. Opportunities will be many :)
Multi layer too?
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Re: TES Skyrim 0.197

ENBSeries wrote:Oyama
I didn't any changes. If you have bigger performance, search what not work in this version.
All's working good so far...
Maybe I didn't spot that performance increase before, maybe I'm tweaking too much, maybe I need some sleep .... Has to be this. ;)
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