TES Skyrim 0.229

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Re: TES Skyrim 0.229

Не знаю, как отражения сделаны в fallout, но в старых играх их рисовали в текстуру отдельно, как и преломления. Фаллаут вообще только одну плоскость воды имеет видимую, больше не видел.
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Re: TES Skyrim 0.229

Whatever the recent changes made, I noticed that all water-related effects were more noticable with same values.
Caustics are more "present", so is dispersion.
This is a fucking good job you're doing Boris !
Hats off. ;)
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Re: TES Skyrim 0.229

Noob question: What does dispersion do? I can't see any difference.

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Re: TES Skyrim 0.229

kencey
It colorise refraction, visible only when waves are intensive enough, camera close to them and on low deepness.


Did cursor fix to not show it after alt+tab, because someone here reported not working with ENBSeries mod for such purposes. Will be available in next update.
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Re: TES Skyrim 0.229

OMG, i can't do anything to the water without huge impact on performance and enough visible changes of it (loq quality ssao performance for damn water shadows???). This is very frustrating.
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Re: TES Skyrim 0.229

:( sad but you did enhance it already a lot also if its in rather subtle ways but it adds up :)
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Re: TES Skyrim 0.229

Agreed with CruNcher.
What you already did is good. I wouldn't sacrifice too much performance of other effects, and especially quality (my beloved SSAO :D ) for something related to water only.
Now I understand that when you have something in mind.... ;)
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Re: TES Skyrim 0.229

Ok, it was a long time ago that I visited Skyrim northshore, but I thought it would be a good idea to go there to test the new watersettings. I use WATER as water mod and the experimental height map for parallax there.

While the new water effects work pretty flawlessly, I experienced the following effect and my suspicion is that the DoF effect has something to do with that: Breath Clouded Window Effect

The screenhots is a series of three different DoF effects, Bokeh DoF, Static DoF and Boris default enbeffectprepass.fx, each time four screenshots, two in 3rd person view, two in first person view, while moving the camera angle. This breath clouded window effect was not visible as I used Boris default enbeffectprepass.fx, but I have to admit, with Boris DoF file the DoF wasn't noticable in general (maybe to weak or set to off by default).

...and no, I haven't spit my coke onto my monitor screen :-)

I experienced this effect only at Skyrim northshore, looking out onto the ocean into the direction of the "end of the world/map", never seen on larger lakes, or else.

As I was there I found a second effect/issue: Ocean grid

When maximising the camera zoom out in 3rd person view, the above effect becomes visible. I use Skyrim's default camera settings, a FoV 75 .ini tweak, no additional camera mod.

...and as we are just on the topic issues, I remember somebody posted a strange effect concerning charcoal fires. I still experience for some of that fires a strange appearing of nearby structure grids on the charcoal textures while moving my avatar: Charcoal Grid effect

Any idea?

PS: Maybe this is the wrong board section here, if so, please tell me and I move this to the right spot.
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Re: TES Skyrim 0.229

I'm amazed how users like to annoy me with game bugs, counting like my own.
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Re: TES Skyrim 0.229

You added something to ENB that deals with cloud reflections in water, right? I think there might be a glitch with that, because I've started seeing some weird flickering in reflected clouds:
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If you scroll through those, you can see two separate patches that flicker between brighter and darker; the last pic is the view of the sky from the same spot (the pools outside Dragonsreach). The rate of flickering is pretty fast, but erratic, it reminds me a lot of z-fighting. It only happens on fully overcast days, for example "fw 10A241"; partly-cloudy days don't have the problem. It is not an animation effect because as you can see in those pics, it happens even with the console open while the water is not animating. It is also not affected by any of ENB's settings: nothing in the WATER or EFFECT groups (including EnableWater and EnableReflection) changes it, not even UseOriginalPost/ObjectProcessing makes it go away. Only fully disabling ENB with the GLOBAL UseEffect or shift-F12 makes it stop.
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