TES Skyrim 0.241

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Re: TES Skyrim 0.241

I've explained that many times, will not fix that, because nothing to fix.
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Re: TES Skyrim 0.241

ENBSeries wrote:Guys, i don't understand why some users report issues with water (or even crash) with 0.241, but not with 0.236. Anything really wrong?
Hmm, Boris...I'll do some testing on this. I had noticed an increase in crashing recently. I did not link it to 0.241, but that may be it (as it does seem that the majority of my crashing occurs near water.) I'll test and let you know.
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Re: TES Skyrim 0.241

jrista wrote:
ENBSeries wrote:Guys, i don't understand why some users report issues with water (or even crash) with 0.241, but not with 0.236. Anything really wrong?
Hmm, Boris...I'll do some testing on this. I had noticed an increase in crashing recently. I did not link it to 0.241, but that may be it (as it does seem that the majority of my crashing occurs near water.) I'll test and let you know.
I got a few Application error when starting Skyrim after Steam update I got yesterday, but I haven't had any CTD once I'm in the game.

Boris, the fog fix worked. Specially Markarth fog looked much realistic now compare to the previous always white fog even when there was no sun and everything else in shadows.
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Re: TES Skyrim 0.241

ENBSeries wrote:skysan4298
Confidence-Man
I tried to find out what is wrong with fog and saw (and fixed) that at certain camera "angles" shadow dissapear. If that what you mean.

Confidence-Man
[ENVIRONMENT] ambient and direct light non scaled by those parameters (vanilla values) used to compute how much to dark fog in shadow. Originally fog use already mixed color from engine, it must be ambient+sun light, but by some reason it brighter, so i computed balance for ambient for interpolation. Of course i can make gray output, but it's wrong in general, shadowed volumetric fog gray by color will look strange if environment ambient is blue. I don't know what to do with this.
Yeah that fixed it, shadows don't disappear anymore.

Not sure I fully understand how it works, but assuming you output a grey color can't that still be influenced by the sky static colors in the CK?
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Re: TES Skyrim 0.241

jrista wrote:
ENBSeries wrote:Guys, i don't understand why some users report issues with water (or even crash) with 0.241, but not with 0.236. Anything really wrong?
Hmm, Boris...I'll do some testing on this. I had noticed an increase in crashing recently. I did not link it to 0.241, but that may be it (as it does seem that the majority of my crashing occurs near water.) I'll test and let you know.
No apparent difference between 0.241 and 0.236. I actually haven't had a single crash with either so far, near water or otherwise. Tested around Riverwood, Whiterun, and a couple other places that usually seem to give me problems.

===

On another note, I've been continuing to test ENB with various high vs. low quality settings. I discovered something intriguing today. The "Vertical Sync Smooth AFR behavior" setting previously fixed a vertical stutter that I was experiencing. I had been experiencing that at any resolution, horizontal was smooth, vertical stuttered badly...unless v-sync was enabled. Disabling that setting eliminated the stutter, and allowed higher frame rates by allowing me to play the game without enabling v-sync. There does seem to be an interesting quirk with Bethesda's game engine, however. When I run the game at 1920x1200 or 2560x1600, the game will eventually start stuttering in all directions, horizontal and vertical, when v-sync is disabled. This occurs regardless of the Vertical Sync Smooth AFR behavior.

The interesting thing is that at 1920x1080 and 2560x1440, the game not only runs smoothly without stutter, but it also runs at considerably higher frame rates. At 1920x1200, I get stutter unless I use v-sync, AND the game is generally stuck around 28-33fps in most cases (I can look strait at the ground, and frame rate will spike up into the high 40s). At 2560x1600, the behavior is similar...frame rates only drop by a couple fps despite the higher resolution, the stutter isn't quite as bad, but still present. At 1920x1080, framerates skyrocket (I can get as high as 120s in some areas, particularly indoors, but even outdoors, and sustaining over 70 in many areas is not a problem...lowest frame rates are in the very high 30s to low 40s.) There is also zero stutter, and only slight frame tearing when v-sync disabled, at 1920x1080. The behavior is similar at 2560x1440, albeit with much lower maximum frame rates (rarely gets over 60fps), and lowest frame rate is around 28fps.

I thought this was odd behavior. The total pixel count difference between 1080p and 1200p isn't huge, same goes for 1440p and 1600p. The difference in game performance and stability, however, seems MASSIVE. It seems that 1920x1080 is by far the most reliable, stable, and fastest resolution one can play at (even better than 1280x800). I don't know if many other people have 16:10 ratio screens like I do, but if you do, I highly recommend you give a 16:9 ratio resolution a try. The difference is like night and day...it is really rather amazing... (My only guess is Bethesda optimized the game for 16:9 displays, particularly Full HD resolution, and didn't give a second thought to 16:10 displays or other resolutions...which seems odd, but a lot of things Bethesda does seem odd...so nothing really new there.)
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Re: TES Skyrim 0.241

jrista
2560x1600 is TWICE more pixels than 1920x1080, it's very huge difference for videocard performance.

Confidence-Man
In fix i only forced shadow texture to be set, instead rely on previous set up in general for all objects which recieve shadow, no changes to math. How game engine compute colors of that fog and if it sky colors, i don't know, the only idea was to sync everything to sky color and sun color, including even distance fog properties, but it's completely break tweaking of weathers.
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Re: TES Skyrim 0.241

ENBSeries wrote:jrista
2560x1600 is TWICE more pixels than 1920x1080, it's very huge difference for videocard performance.
But it is not twice the pixels of 2560x1440. I am comparing 1920x1080 to 1920x1200, and 2560x1440 to 2560x1600. The difference between 2560x1440 and 2560x1600 is minimal, and should not cause a significant difference in performance.

===

I have been testing with 1920x1200 and 1920x1080 most of the day. I am not really sure what I did while tweaking those, but I just started testing at 2560x1440 again, and am now getting this:

Image

It behaves as though everything is rendering, from a frame rate standpoint...but the majority of the polygons aren't visible (seems only a few effect type stuff is actually rendering.) For whatever reason, 2560x1600 works (but doesn't perform nearly as well...24fps in the exact same spot, rather than 45fps.)
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Re: TES Skyrim 0.241

jrista
That has always happened to me when I try to run a 16:9 resolution on my 16:10 display with the ENB enabled. I can run in Skyrim's letterboxed mode (2560x1440) and it works but if I enable the ENB, that happens. I've always been curious as to why, but as I have no great need to run at aspect ratios that differ from my display, I haven't inquired as to the reason.

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Re: TES Skyrim 0.241

Maeldun wrote:jrista
That has always happened to me when I try to run a 16:9 resolution on my 16:10 display with the ENB enabled. I can run in Skyrim's letterboxed mode (2560x1440) and it works but if I enable the ENB, that happens. I've always been curious as to why, but as I have no great need to run at aspect ratios that differ from my display, I haven't inquired as to the reason.
It was my fault. I had that happen before a while back. I learned that if you set your desktop resolution to 2560x1440 first, then run the game, it works fine. I had just forgotten to set my desktop resolution before getting back to tweaking 1440p (and had forgotten why that bug occurred in the first place.)
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Re: TES Skyrim 0.241

I find something different with water displacement.
Wave amplitude values at 1.0 is showing 50% less intense waves than previous verison
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