TES Skyrim

post screenshots of enbseries
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*sensei*
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Re: TES Skyrim

Too much grass? I can do that as well. Every weekend.

/Picture moved to next page, don't want it go unacknowleged, do we now?
Last edited by kaffeekranz on 18 Aug 2013, 15:18, edited 1 time in total.
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*sensei*
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Re: TES Skyrim

Let's do a few more:

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By the way, regarding AA..
Does anyone know how the fuck I can get foliage/vegetation crisp? Static stuff is mostly fine, but those moving plants and thin tree branches are always either completely jagged, or completely blurred, depending on whether or not I'm using Edge AA.
SMAA seems to do nothing to those and Downsampling also only to a degree.

Tips, other ideas?
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Re: TES Skyrim

Well you can try to fiddle around with nvidia inspector and AA flags and shit, but i don't think you will find anything really useful.

You can give a shot to Skyrim FXAA, as you know it will apply a generous layer of blur on everything, but it can help. Who knows.

Interesting ENB by the way. Really like the contrast. I was just working on my preset, and the CoT + Real Clouds factors are a major pain in the ass.

Don't get me wrong, both are stellar mods, but christ it's hard to get a good looking scene with decent lightning with these two installed. CoT mess up with the lightning WAY too hard.

Also what binaries do you run ? Because boris fixed the Real Clouds white outline issue in 0.201 ( correct me if i'm wrong ), you should give it a try.
Last edited by Dorak on 18 Aug 2013, 17:36, edited 2 times in total.

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Re: TES Skyrim

Some really interesting Hair rendering result i got in my tests :)

Fix SSAO Hair Transparency even amplifies the translucency i wonder what goes wrong here

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Great Result though feels a little out of place

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Wow that one creates heavily indirect light noise even with the very towned down setup

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No tressfx damnit ;)

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Last edited by CruNcher on 18 Aug 2013, 18:55, edited 2 times in total.
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Re: TES Skyrim

Dorak
Fucking right.

kaffeekranz
You are talking about translucent and alpha-tested (or in some cases alpha-blended) textures, and there's not much you can do - some serious downsampling will of course help, but apart from that it's indeed pretty much FXAA territory like Dorak suggested... SMAA should also help to a degree. Generally speaking using higher-resolution textures will alleviate the problem, but it depends considerably on the aesthetics of the textures, as some visual features are more prone to aliasing than other - taking this into consideration is also something that distinguishes amateurs from the professionals.

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Re: TES Skyrim

@Dorak & Mindflux

Thanks guys..
I did a few test shots with 'only' TAA, SMAA and downsampling from 4k, which turned out to be better.
Still it's a massive waste of resources just to get the alpha layers right.
I'm a bit afraid of employing FXAA though, so I think I'm going to stick with this solution for a while.

And to show my love for the reflection parameters:

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I think I'm going over the top with them, but.. so shiny!
Dorak wrote:Interesting ENB by the way. Really like the contrast. I was just working on my preset, and the CoT + Real Clouds factors are a major pain in the ass.
Don't get me wrong, both are stellar mods, but christ it's hard to get a good looking scene with decent lightning with these two installed. CoT mess up with the lightning WAY too hard.
Also what binaries do you run ? Because boris fixed the Real Clouds white outline issue in 0.201 ( correct me if i'm wrong ), you should give it a try.
You'd have to give the compliments to Opethfeldt, I'm merely adopting it until saltr gives me something new to play with.
Real clouds sounded like a great idea at first and it probably is, but there are the aforementioned flaws of outlines, seams and stretching.. I'm using it because Skyrim desperately needed a bit more fog, but it surely could be improved.

I was still on 0.200 iirc, because the newer ones never would start up, but running 0.204 now I didn't notice those white outlines.. I didn't specifically look for them and you could still see the repeating patterns, but it's at least something.
mindflux wrote: kaffeekranz
You are talking about translucent and alpha-tested (or in some cases alpha-blended) textures, and there's not much you can do - some serious downsampling will of course help, but apart from that it's indeed pretty much FXAA territory like Dorak suggested... SMAA should also help to a degree. Generally speaking using higher-resolution textures will alleviate the problem, but it depends considerably on the aesthetics of the textures, as some visual features are more prone to aliasing than other - taking this into consideration is also something that distinguishes amateurs from the professionals.
Well, I've been using Vurt's stuff since.. forever. The optional hires stuff and a bark texture from confidence-man make up the biggest part of my vegetation and I meant to employ your grass textures again (it was you, wasn't it).
What's your take on Vurt's work? Know any alternatives?
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Re: TES Skyrim

downsampling from 4k, which turned out to be better
Well i hope so :) . Playing with such a high resolution isn't viable though. With ENB at least. Performance hit and other issues aren't worth it.

Also some progress with lightning and CoT :

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Having hard times fighting the dull and bland lightning moods of the mod without messing around in the CK.

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Re: TES Skyrim

@Dorak
That Cinematic Render Style remembers me about TV ENB :)
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Re: TES Skyrim

TV ENB was fucking great.

I don't really try to emulate it though.

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Re: TES Skyrim

A final 4k shot before going to bed.

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