TES Skyrim 0.227
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Re: TES Skyrim 0.227
Is there a way to record with Dxtory and ENB without crashing?? This is the only recording software that doesn't drop my fps, so I would really like to know a solution. fraps records with no crash but drops fps alot. please is there a way to use Dxtory and ENB??
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Re: TES Skyrim 0.227
skysan4298
I have no idea what to test.
electricsheep26354
Listen, am i stupid and don't know what to do? Stop giving me obvious suggestions, i'm ripping my hairs off with this fucking engine.
Aminados
No.
Reflection amount parameter not work, i just saw that on the sea huge squares have wrong values set and this very noticable when reflection amount is about 0.5.
I have no idea what to test.
electricsheep26354
Listen, am i stupid and don't know what to do? Stop giving me obvious suggestions, i'm ripping my hairs off with this fucking engine.
Aminados
No.
Reflection amount parameter not work, i just saw that on the sea huge squares have wrong values set and this very noticable when reflection amount is about 0.5.
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Re: TES Skyrim 0.227
I think the Review Studio mod author made some mistake. The other smaller room with walls closer around the player showed lights correctly. I'll just use that room for picture taking. Thanks.
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Re: TES Skyrim 0.227
Boris
Dispersion looks like a nice idea.
ReflectionAmount does not work ?... Strange, I can definitely spot a difference between 1.0 and 1.2 .....
Oh, and don't burn yourself on that game engine
There's definitely a difference between what you're able to do (this, no doubt) and what the engine will allow for. We all understand that.
Dispersion looks like a nice idea.
ReflectionAmount does not work ?... Strange, I can definitely spot a difference between 1.0 and 1.2 .....
Oh, and don't burn yourself on that game engine
There's definitely a difference between what you're able to do (this, no doubt) and what the engine will allow for. We all understand that.
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Re: TES Skyrim 0.227
sorry Boris no offence intended! We all appreciate what you're doing for Skyrim
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Re: TES Skyrim 0.227
I like the dispersion as well. I would definitely like to see it in the next update.
On a slightly different note, I was having a discussion on the Nexus about AA and I had a thought. Take it or leave it as you desire. Temporal AA definitely provides the best antialiasing solution as far as quality is concerned but since 0.213 when TAA no longer depended on the helper mod, the ghosting became horrible and ultimately, for gameplay, I can't use it anymore. It also seems that most have decided to not use it for the same reason. Now that we have the enbhelper.dll for weathers, could TAA rely on that instead to get data and reduce the ghosting? I know awhile back you said you were done working on Temporal AA and you've done a lot with AA fairly recently (Subpixel and transparency) so if you don't want to or can't do this, that's fine. It's just a thought I had that I wanted to share.
On a slightly different note, I was having a discussion on the Nexus about AA and I had a thought. Take it or leave it as you desire. Temporal AA definitely provides the best antialiasing solution as far as quality is concerned but since 0.213 when TAA no longer depended on the helper mod, the ghosting became horrible and ultimately, for gameplay, I can't use it anymore. It also seems that most have decided to not use it for the same reason. Now that we have the enbhelper.dll for weathers, could TAA rely on that instead to get data and reduce the ghosting? I know awhile back you said you were done working on Temporal AA and you've done a lot with AA fairly recently (Subpixel and transparency) so if you don't want to or can't do this, that's fine. It's just a thought I had that I wanted to share.
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Re: TES Skyrim 0.227
Jafin16
Yes, helper plugin allow to recieve high precision data to reduce ghosting bug, i'll try.
Oyama
Set reflection amount to 0.5 and see what happen for ocean, it consist from planes of not same parameters, but they are tweaked to look almost the same by controlling different parameters, it's kind of shit as neck seams. Here is visualised reflection amount as output when set to 0.5 (when 1.0, then patches are same white):
Yes, helper plugin allow to recieve high precision data to reduce ghosting bug, i'll try.
Oyama
Set reflection amount to 0.5 and see what happen for ocean, it consist from planes of not same parameters, but they are tweaked to look almost the same by controlling different parameters, it's kind of shit as neck seams. Here is visualised reflection amount as output when set to 0.5 (when 1.0, then patches are same white):
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Re: TES Skyrim 0.227
Boris
Thanks for taking a look into that! I hope it's easy and works
On the Reflection Amount issue... how much does this effect smaller bodies of water (like rivers, small lakes, etc) that are more common in gameplay. Large ocean spaces aren't seen particularly often (unless you're in winterhold a lot...) Could textures play a part in this? Simple curiosity as I doubt anyone here uses the vanilla water. Popular and probably the best water mods are W.A.T.E.R., Pure Waters, and Realistic Water Two just in case you're interested.
Thanks for taking a look into that! I hope it's easy and works
On the Reflection Amount issue... how much does this effect smaller bodies of water (like rivers, small lakes, etc) that are more common in gameplay. Large ocean spaces aren't seen particularly often (unless you're in winterhold a lot...) Could textures play a part in this? Simple curiosity as I doubt anyone here uses the vanilla water. Popular and probably the best water mods are W.A.T.E.R., Pure Waters, and Realistic Water Two just in case you're interested.
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Re: TES Skyrim 0.227
Sorry, it was my fault, just found that do not restore shader constants properly after modification, fixed.
There are a lot of things to do with water, now did fading on shores for reflection and specular amount, refraction also to make smoother transition between water line and ground. Unfortunately i have no idea how to not modify objects like body, but make things like ground darker if they are underwater, subsurface scattering info is not enough, because not rusty metal and many other things with not rough surfaces are not get darker when wet.
Ugly water lods on huge distance harder to fix, because water in game modified by some color named "ReflectionColor" and fog color, this require complete remade of water, but i'm afraid to do this for heavily modded game, because all changes are per shaders (20 found at this moment).
There are a lot of things to do with water, now did fading on shores for reflection and specular amount, refraction also to make smoother transition between water line and ground. Unfortunately i have no idea how to not modify objects like body, but make things like ground darker if they are underwater, subsurface scattering info is not enough, because not rusty metal and many other things with not rough surfaces are not get darker when wet.
Ugly water lods on huge distance harder to fix, because water in game modified by some color named "ReflectionColor" and fog color, this require complete remade of water, but i'm afraid to do this for heavily modded game, because all changes are per shaders (20 found at this moment).
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Re: TES Skyrim 0.227
Quick question about weather editing now that the helper dll makes it easier: default game weathers all come from Skyrim.esm so their weather IDs start with 00, but when using a weather mod (like Climates of Tamriel) the weather IDs might start with 05 or 06 or anything, depending on the user's load order. Does ENB handle that magically somehow that I'm not seeing, or does that mean any custom weather settings for non-vanilla weathers won't work for anyone with a different load order?