TES Skyrim 0.213

Forum rules
new topics are not allowed in this subsection, only replies.
  • Author
  • Message
Offline
User avatar
*blah-blah-blah maniac*
Posts: 506
Joined: 02 Aug 2013, 23:06
Location: New Hampshire, US

Re: TES Skyrim 0.213

I am afraid I have a newb question - is it recommended to use all three AA formats>

EnableEdgeAA=true
EnableTemporalAA=true
EnableSubPixelAA=true

Just wasn't sure if they might be at odds, cause weird effects, or actually work in perfect synergy. I have a rough idea of what SMAA, FXAA, and TXAA options are and read up on them but not sure where EnableEdgeAA falls into that grouping and what ones might work well together versus being overkill or worse be in conflict.

Just trying to learn how they interact.
_________________
Intel Core i9-9900K CPU @ 3.6 GHz // GeForce RTX 2080 Ti VRAM 11GB // Win10 64 and 64GB Ram // Monitor 2560x1440@144

Offline
*blah-blah-blah maniac*
Posts: 1509
Joined: 20 Mar 2012, 08:37

Re: TES Skyrim 0.213

Boris balanced them pretty nicely :)

If you use the TAA you can decide either if you want to use the EdgeAA or doesn't just look @ what result you like more for your use case :)
_________________
85% of graphics research is about who can finally make Sponza look good.
Jasper Bekkers EA/DICE

Perfection is the greatest enemy of photorealism.
Jorge Jimenez Activision Blizzard

Offline
User avatar
*blah-blah-blah maniac*
Posts: 17559
Joined: 27 Dec 2011, 08:53
Location: Rather not to say

Re: TES Skyrim 0.213

Version updated, download again if you need a little improved temporal antialiasing for objects against sky on background.

CruNcher
I don't know which shadow artifacts do you mean.

DaemonWhite
All motion blur methods produce a lot of artifacts, i don't have per object velocity and any way to get it, so only simple methods possible. But detection of camera movement in games from bethesda is hard task, even temporal antialiasing of this version can't sometime detect proper matrices, so motion blur will look very ugly when error occur. Comparing objects between frames to find the same not moved is very tricky thing.
_________________
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7

Offline
User avatar
*sensei*
Posts: 432
Joined: 03 Mar 2013, 18:42
Location: Norway

Re: TES Skyrim 0.213

Boris
Can´t wait to have a look at the updated version :D SubPixelAA and TAA is just amazing, thank you for improving TAA even more^^
_________________
Intel i7-5960X @4.6GHz EK Water Cooling^^/EVGA X99 Classified/2x Asus 980ti 6GB SLI
Samsung U28D590D @2160p/16GB G.Skill (DDR4)/Win10 Pro 64bit

Offline
User avatar
*master*
Posts: 137
Joined: 23 Jun 2013, 18:14
Location: IOWA

Re: TES Skyrim 0.213

Played for 6 hours last night, I am currently using the final version of E ENB (switched from RVENB) ..

I noticed that if I enable AO my game will freeze and then crash after a few minutes, tested it twice. AO is disabled by default in the E ENB config. All tests done in version 0.213

If I do not have AO enabled I have no problems using 0.213.
_________________
i7-3770K Ivy Bridge OC@4.6GHz - ASUS Maximus V EXTREME - CORSAIR Vengeance 32GB @1600Mhz - 2x Nvidia GTX 980 SLI - OCZ Vertex 460GB SSD

Offline
Posts: 35
Joined: 27 Jul 2013, 01:40

Re: TES Skyrim 0.213

Anyone know if this is true regarding UseDeferredRendering = false?
It simply makes ENB handle the rendering rather than your GPU. It is also the only way newer binaries are compatible with AMD cards/processors. All screenshots by myself were taken with UseDefferedRendering set to false, so full AO and IL and all that good stuff. If you don't use AMD hardware then you may set it to true at your preference

Offline
Posts: 4
Joined: 18 Aug 2013, 06:13

Re: TES Skyrim 0.213

How did you develop the ENB Boost function? It's really great that it's out there since it helps a ton in the CTD department, but I'm just curious how you did it.

Was it challenging/easy/etc.?

Offline
*sensei*
Posts: 312
Joined: 18 Jul 2012, 09:46
Location: Bangladesh

Re: TES Skyrim 0.213

If you want to drop further TAA development, its OK.
I personally think TAA is already good enough. It is perfectly compatible with my preset, and ghosting effect is very hard to see.
I found one bug with TAA. Which is related to a kind of transparent texture, for example a armor or cloth mod.
Only the cloth/armor part has strong visible ghosting but other parts of body that is uncovered by that cloth/armor do not have any ghosting.
Will post a screenshot of it when i get time.
_________________
CPU :: Core i7 2600k @3.40GHz
GPU :: Sapphire Radeon HD 7870 GHz edition 2GB
Ram :: 8GB
Sound :: Creative X-Fi Titanium
OS :: Win 7 Ultimate 64-bit

Offline
*sensei*
Posts: 286
Joined: 20 Sep 2012, 00:20
Location: the perfect system

Re: TES Skyrim 0.213

Hi Boris,

Thanks for the updates, TemporalAA is awesome for screenshots (and I am using it for general play as well). I had been holding off using it due to the helper mod requirement, but wow... What a difference! Check out this comparison for an example of how awesome this feature is. (Disable any script blockers and slide you mouse left to right to compare.)

I did want to report one thing. If you look straight down at a ground texture and walk slow, with TemporalAA on it can blur noticeably. Not really an issue unless you are a shoe gazer! Also, as others have noted, there is some doubling/ghosting with fast motion objects but hardly noticeable, and for screenshots it can't be beat.

EDIT: One thing that might be REALLY awesome would be a sharpen filter applied to the TemporalAA result available to tweak as an option in the GUI. Not sure how practical that would be, but it would allow modders to really fine-tune the effect as it can introduce a little blue to the scene.

Offline
User avatar
*blah-blah-blah maniac*
Posts: 1938
Joined: 05 Mar 2012, 02:08

Re: TES Skyrim 0.213

Phinix;

GUI features are easy to implement, try using any of the effect.txt with a sharpening filter in it and add a GUI float annotation to it and you'll have that.
Try the BlurSharpShift effect for example which I tested to see if it can bring back some of the sharpness when EdgeAA is activated, which it did - GUI effect.txt
Then there is Kyo's effect.txt in his K ENB's which if memory serves has a sharpening method in it as well.
Post Reply