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 Post subject: Re: TES Skyrim 0.243
PostPosted: 03 Jan 2014, 22:39 
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*blah-blah-blah maniac*
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Ok, just did a few tests and on the last two took screenshots. For some reason my screenshots that show the GUI won't upload or are all white, but anyways. First shot is 0.236 and second is from 0.243, both lastest versions. 0.243 is slightly darker because of cloud shadows, but all settings are the same. The time is 12:00 noon. Wave Amplitude is at 1.50 for both. While things looked slightly different while moving the spinner, the result at any one point looked the same to me. I went back and forth between the 2 binaries 3 times and here are the results.
Image
Image

I realize they're at slightly different angles, but you should be able to get the impression. Maybe I'm unobservant, but, to me, they look about the same, so unless someone sees something different (which is totally possible), I am an AMD user who does not have the problem. Boris anything you want me to test?

EDIT: Oh, I'm using 13.12 WHQL drivers btw.
EDIT 2: Looking at it again, maybe I do notice a slight difference further out in the water, but very slight... I guess the verdict is out...

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Tomoko
 Post subject: Re: TES Skyrim 0.243
PostPosted: 03 Jan 2014, 22:53 
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Joined: 21 Aug 2013, 18:35
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Just tested and I get the same. 0.243 looks flat with an HD7970 and 13.12WHQL drivers.
I didn't notice it because I have skipped several versions, jumped straight from v0.22x to v0.243, so I didn't get to try v0.236.
Seems like it's an AMD issue again.

EDIT:
@Jafin16
I see a lot of difference between your two sceenshots. If you take them in front of the water it'll be more obvious.


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 Post subject: Re: TES Skyrim 0.243
PostPosted: 03 Jan 2014, 23:05 
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Joined: 28 Jul 2013, 23:26
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About those volumetric sunrays... They take the color set on the sun, but the problem is that this color blends with other colors (like distance fog) and kinda turns nice blue fog into grey when sun is yellow/orange-ish. Is there any chance that instead of the rays blending the sun color with other colors it simple brightens/slightly saturate the underlying color? I am now limited to make the sun white always if I want to keep my fog colors, which makes very bad sunsets :(


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 Post subject: Re: TES Skyrim 0.243
PostPosted: 03 Jan 2014, 23:12 
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Jafin16
Can't say much from such distance, but for me height is different on your shots.

Just to confirm, waves aplitude affect waves, not only water level in 0.243? Caching disabled give the same result as when enabled? If both true, then may be samplers 10-12 have forced srgbtexture flag even if i disabling it, basically samplers works with texture data computed as pow(texture, 2.2).

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 Post subject: Re: TES Skyrim 0.243
PostPosted: 03 Jan 2014, 23:15 
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prod80
No, your request is unlogical.

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 Post subject: Re: TES Skyrim 0.243
PostPosted: 03 Jan 2014, 23:22 
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ENBSeries wrote:
Just to confirm, waves aplitude affect waves, not only water level in 0.243? Caching disabled give the same result as when enabled? If both true, then may be samplers 10-12 have forced srgbtexture flag even if i disabling it, basically samplers works with texture data computed as pow(texture, 2.2).


It affects waves a bit too and I at least don't see any difference with cache enabled or disabled.
I'll edit in a few minutes with some screenshots.

EDIT:
Image Image
Image Image

This is with v0.236
Image

I have used save and apply to make the changes.


Last edited by Dethon on 03 Jan 2014, 23:58, edited 1 time in total.

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 Post subject: Re: TES Skyrim 0.243
PostPosted: 03 Jan 2014, 23:39 
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Joined: 12 Sep 2012, 21:48
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ENBSeries wrote:
Jafin16
Just to confirm, waves aplitude affect waves, not only water level in 0.243? Caching disabled give the same result as when enabled? If both true, then may be samplers 10-12 have forced srgbtexture flag even if i disabling it, basically samplers works with texture data computed as pow(texture, 2.2).


Both for me, wave amplitude affect waves and water level, caching don't give me any difference, and Jafin16 have the same problem of mine about the caustic if see his screenshots, if you need other testers I'm here, I have all night, just hope to help solve somehow this hell of problem.


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 Post subject: Re: TES Skyrim 0.243
PostPosted: 03 Jan 2014, 23:49 
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I tried getting down into the water and it's true, the bug is affecting me too. :-\

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 Post subject: Re: TES Skyrim 0.243
PostPosted: 03 Jan 2014, 23:57 
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Joined: 23 Jan 2013, 23:13
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Yep me too. I use lower wave amplitudes usually anyways so didn't notice it, but yes it appaers that aMD isn't playing well with displacement

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 Post subject: Re: TES Skyrim 0.243
PostPosted: 04 Jan 2014, 00:08 
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Joined: 20 Jul 2013, 00:34
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I don't think I'm having the wave amplitude issue.
The W.A.T.E.R author added more parallax for ENB with the latest version, and it did show more amplitude.
v1.871: Slightly deeper parallax for non-calm options (ENB only).

at 0.20, the water surface is flat
Image

at 1.50, the wave is more noticeable
Image

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