TES Skyrim 0.241

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Re: TES Skyrim 0.241

Jungle Peanut
I didn't changes to parallax and water parallax is different thing. Try older versions, 0.236 f.e. and report back if it work but 0.241 do not.

electricsheep26354
Water is not drawed to depth, so this bug occur. I'll draw it them to another depth buffer like did to the sky, but if you notice pixelated line on water edge at horizon after fix, ignore it, it's because additional depth have lower resolution.


I have one important internal variable for rays, but can't make it available unless make sure all future volumetric effects will not be affected if i'll compute them in same code. When it's high, rays visible almost at same brightness even if it's clear weather or thin/thick ray from hole in clouds. When it's low, contrast is very high, but very small transparent clouds produce noticable darkening behind themselves. Volumetric haze, clouds, vapor fog - must have some global properties or computing each them individually is much slower. Probably new category for atmospheric effects with density and other few simplest parameters will help, i just don't know how to organize and name these.
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Re: TES Skyrim 0.241

ENBSeries wrote:Jungle Peanut
I didn't changes to parallax and water parallax is different thing. Try older versions, 0.236 f.e. and report back if it work but 0.241 do not.
Nevermind, I made a mistake, it's not broken.

The mod Episode Parallax simply wasn't working due to being placed wrong in the load order, but now parallax is working just fine.

Thank you!

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Re: TES Skyrim 0.241

Just tried .241 with Rudy ENB and the addition is amazing. This thing just keeps looking better and better. :D :) Boris, your magic is simply stunning! ;)
Edit: I have an Intel Core i5 @3GHz, 8GB 1333MHz RAM and an EVGA GTX 770 4GB.

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Re: TES Skyrim 0.241

CruNcher
That mipmap problem is not because of mipmap, i found that shaders are different, first case is very low macro texture used and in second case it not applied at all. So don't look in to any solutions, except lod distances in general or for terrain, probably Oblivion users may help with hidden engine properties as landscape very similar to that game.
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Re: TES Skyrim 0.241

@Boris
So you sure it's not a Nvidia Driver optimization ?

Though FiftyTifty said the same issue also happens on the consoles and in many Bethesda (Creation Engine) Games so yeah i tried several configs from different users now none could improve this

FiftyTifty provided me with a list of hidden options right from the executable

and i see this

[TerrainManager]
bKeepLowDetailTerrain=1
fCameraAboveMaxHeightThreshold=2048.0000
bDisplayCloudLOD=1
bUseNewTerrainSystem=1
uDistantTreeBlockCacheSizePerCell=1

[Terrain]
fHDLODSnowThresholdAngle=87.0000
fLODSnowThresholdAngle=100.0000


not sure though if it can be usefull in this case


bUseNewTerrainSystem=1 shows in google a lot of fallout 3 hits ?
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Re: TES Skyrim 0.241

Just said what i see in renderer and it's not driver optimization.
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Re: TES Skyrim 0.241

ENBSeries wrote:Just said what i see in renderer and it's not driver optimization.
your force aniso seems to be able to actually brake partly through it @ least the distance render result is much better with it but still blurred on that texture, so the blurred terrain is a shader ?

Wait that texture has actually snow on it maybe it gets counted to the Snow Lod ?

Boris do you also see this transitioning effect like a blur out animation that suddenly transits the whole texture into it's full quality result ?
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Re: TES Skyrim 0.241

In terms of performance, I didn't notice a hit. Well, maybe 1-2 FPS, but I'm on the higher-end of things with my graphics card, and CPU overclocked.

All my settings are on Medium with decent results (Some shadow settings on High)
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Re: TES Skyrim 0.241

Cruncher

Don't know if any of these settings may help but here are my relevant ini settings:


Skyrim.ini

bUseBackgroundFileLoader=1
uStaticNeverFade=1
iPostProcessMillisecondsLoadingQueuedPriority=5
bForceFullLOD=1


Skyrimprefs.ini

[General]
bUseThreadedTextures=1
bUseThreadedMeshes=1
bUseThreadedLOD=1

[Display]
fDecalLOD2=1500.0000
fDecalLOD1=1000.0000
fSpecularLODStartFade=2000.0000
fShadowLODStartFade=200.0000
fLightLODStartFade=3500.0000
iTexMipMapMinimum=4
iTexMipMapSkip=0

fMeshLODFadePercentDefault=1.2000
fMeshLODFadeBoundDefault=256.0000
fMeshLODLevel2FadeTreeDistance=2048.0000
fMeshLODLevel1FadeTreeDistance=2844.0000
fMeshLODLevel2FadeDist=10000000.0000
fMeshLODLevel1FadeDist=10000000.0000
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Re: TES Skyrim 0.241

ENBSeries wrote:Uriel24
Of course it looks like a fog, but if you look in clear weather. Damn, is it so hard to understand how lighting of air works to not ask such things?
When you drink beer, do you understand all the process of malting, mashing, filtering, boiling, fermenting, filtration, bottling and packaging. And all the minor steps involved in the process?
CruNcher wrote:Interesting we share Fermi are you using the newest WHQL Nvidia drivers 331.82 ? :)
i wonder if the Powermizer issues could cause such problems in the Engine if the switching stalls like they caused the freezes on the Windows Desktop so maybe testing without dynamic clock switching is also a good idea :)
I'm on 331.65 now, have not heard about such Powermizer "features" yet. Gonna google.
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