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 Post subject: Re: TES Skyrim 0.241
PostPosted: 22 Dec 2013, 00:08 
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*blah-blah-blah maniac*

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--JawZ-- wrote:
CruNcher;

Is it this the issue you are referring to?

Before
Image

After
Image


I'm just curious, it's kind of hard to tell exactly what you are pointing at in your images that is the issue you are referring to.


yes i guess it's the same transition going on there it happens for very rare textures mostly those that are mountain attached or nearby roads snow on the mountains (but that blurs very nicely you wont realize it so much) :)

the camera also doesn't seem to have a direct impact of it if the distance is not fully loaded @ least so the player position seems very important in the calculation of it (like boris mentioned the overall lod system)

In the case above i guess nobody realized it as the test might have been going from riverwood down checking and that works nicely (if you out of the distance going down the lod switches) but if you go back it behaves strangely different suddenly and the lod for that texture doesn't switch fast enough but does this strange slow blurry transitioning phase.

That you don't realize the same in the scene i showed above is interesting it seems you accept the render difference in that scene which feels strange to me as i cant accept it :)


Though my eyes and brain are totally trained in Video Compression Signal analyzing and the first thing i saw was this difference happening, though in Realtime no one should miss this effect neither trained or untrained :)

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Last edited by CruNcher on 22 Dec 2013, 00:50, edited 10 times in total.

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 Post subject: Re: TES Skyrim 0.241
PostPosted: 22 Dec 2013, 00:15 
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Joined: 28 Jul 2013, 23:26
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I have tweaked CoT for use with ENB 241 by bringing fog closer, changing color and tweaking sun as they are all related. For CoT users see here: http://www.nexusmods.com/skyrim/mods/39799/ (version 13 is what you need)... And with some ENB tweaking (no tweaking specific for this shot) you can get this:

Image


Gotta love this shit.

For people tweaking and not working properly; you have to know this
- Rays rely on distance fog set on the weather (CK)
- Ray colors rely on Sun color set on the weather (CK)

@Boris the Great; This rocks. Awesome. Good job :)
@Cruncher; few posts above you say that that's about what happens to you - this is simply too many too hi res textures which causes it. Reduce your landscape texture resolution and/or play on ugrids 5 (dunno if you raised it)


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 Post subject: Re: TES Skyrim 0.241
PostPosted: 22 Dec 2013, 00:49 
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The problem you've got CruNcher, seems to be that the terrain LOD texture is merging with the normal terrain texture (the detail is there, but it's merging with the LOD). If we were able to modify the terrain texture LOD with actual textures rather than the random colours done by the engine (I believe that the engine doesn't use an actual .dds image for the terrain LOD textures), we would be able to solve this by replacing the texture.

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 Post subject: Re: TES Skyrim 0.241
PostPosted: 22 Dec 2013, 01:06 
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Hmm doesn't Soolie his mod does this and i think i got different render results with it installed which indeed surprised me but now i slowly understand what's going on this is the procedural terrain here that's merging with the artistical stuff and doesn't blend in correctly in that case :)

i guess the textures in /landscape/ should be where the lod is to find :)

so i guess this whole blur lod transition system is only thought for the procedural terrain rendering, then this animated transitioning also makes totally sense depending on the distance :D

I wonder if CD Projekt will build up a better system with Red Engine 3 i think partly Red Engine 2 is already more advanced compared to Bethesda in the future :)

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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


Last edited by CruNcher on 22 Dec 2013, 01:23, edited 1 time in total.

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 Post subject: Re: TES Skyrim 0.241
PostPosted: 22 Dec 2013, 01:19 
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The terrain LOD doesn't have any relevant textures in the textures folder.

There was a few that I thought would be, so I replaced them with their higher detailed brethren. Didn't make a difference.

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 Post subject: Re: TES Skyrim 0.241
PostPosted: 22 Dec 2013, 01:24 
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Wow so it's entirely Procedural Shader generated Boris Mentioned this didn't he ?

Quote:
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.


So this is the very low Macro Texture Shader (billinear) ?

Image


And this is a Procedural Texture as well or are only the transitioning steps procedural ?

Image


@electricsheep26354

are you sure all of these even exist ?

there is no reference for some of those in the string data i got from fifty ?

btw this looks really interesting

bUseMyGamesDirectory=1

if i guess right what it means it could be very cool for debug and mulitple testing ;)

ok seems it is disabled for Skyrim (most probably only enabled before release build)

Quote:
I'm testing in Skyrim 1.4.21, cos I didn't want to update yet... I don't really think they would change this in this last patch, isn't it?

Firsts tests confirm that Skyrim *does not* reads/uses the bUseMyGamesDirectory=0 setting. I've been verifying with procmon.exe and I cannot seem to find any evidence of Skyrim reading anything other than the default values for those entries.

W.r.t. the sLocalMasterPath: it doesn't chokes if I put the absoulte path of the existing directory, but if I move it and edit that setting -> crash.

I hope that someones with access to the actual disassembly can verify this... (I have IDApro but I don't have it installed right now)


Quote:
@Cruncher; few posts above you say that that's about what happens to you - this is simply too many too hi res textures which causes it. Reduce your landscape texture resolution and/or play on ugrids 5 (dunno if you raised it)


Nope it has nothing todo with the texture resolution it happens with the default textures (no hi res pack) as well, this is a complete clean installation


This could be interesting

fLodDistance=500.0000
fFadeOutTime=2.0000
fFadeInTime=1.2000
fFadeInThreshold=0.7000
fFadeOutThreshold=0.3000
fDistanceMultiplier=1.0000
fLODFadeOutPercent=0.6000

fLODNoiseMipBias=0.0000
bLODNoiseAniso=1

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Quote:
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


Last edited by CruNcher on 22 Dec 2013, 11:00, edited 1 time in total.

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 Post subject: Re: TES Skyrim 0.241
PostPosted: 22 Dec 2013, 10:54 
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Terrain lod texture is what you see from huge distance, probably it's generated by engine from standart textures mixed by vertex colors (or which vertex factors used for that). The problem are not smooth transition, too much close and generated low res macro map lod texture do not look like default textures. Better to start from lowering quality of everything and drawing distances to get max performance, then test how much lod switching distance affected, if enough, then tweking must be done to parameters which set priorities, timings, threads count.

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 Post subject: Re: TES Skyrim 0.241
PostPosted: 22 Dec 2013, 11:12 
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Boris i realized this fading is going on for the meshes as well it's a strange effect and sometimes it makes no sense why it happens especially for a Ultra setup

I mean i suddenly see a whole mountain part transforming in front of me ?

here if you get closer to that point in riverwood the whole mountain fades away and transitions into something different right in front of my eyes ???

Image
Image

here also the whole mountain is being transitioned

Image

_________________
Quote:
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


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 Post subject: Re: TES Skyrim 0.241
PostPosted: 22 Dec 2013, 11:58 
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*sensei*
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Joined: 12 Aug 2013, 18:55
Posts: 309
Location: Scotland
CruNcher, give these settings in SkyrimPrefs.ini a try.

fMeshLODLevel2FadeDist=20000000.0000 ; default was 10000000.0000
fMeshLODLevel1FadeDist=15000000.0000 ; ditto

fBlockMaximumDistance=500000.0000 ; default was 250000.0000
fBlockLevel1Distance=140000.0000 ; default was 70000.0000
fBlockLevel0Distance=70000.0000 ; default was 35000.0000

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 Post subject: Re: TES Skyrim 0.241
PostPosted: 22 Dec 2013, 15:17 
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Joined: 30 Jun 2013, 20:28
Posts: 101
prod80 wrote:
I have tweaked CoT for use with ENB 241 by bringing fog closer, changing color and tweaking sun as they are all related. For CoT users see here: http://www.nexusmods.com/skyrim/mods/39799/ (version 13 is what you need)


Thanks for the update! I was wondering why I didn't see any rays. I wish I could endorse the CoT weather patch more than once - it's worth at least 5 endorsements by now.

Also, thanks to Boris! Cloud shadows and volumetric rays make a huge difference - it's awesome!

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