TES Skyrim 0.245

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Re: TES Skyrim 0.245

Boris
Difference on these shots is more than obvious.
I'm sticking to my vote.
My personal dream would be entire AO / IL independancy.
Maybe GI would allow for this ? I don't know how the fuck it works, code wise....
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Re: TES Skyrim 0.245

not working :cry:
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Re: TES Skyrim 0.245

ENBSeries wrote:Does anyone care about closed/opened spoilers in GUI of editor? Because too much parameters and it's hard to schroll to something you want, at least for me when restarting game many times while developing mod. Let me know should i make all groups of parameters closed, only some of them (when aren't?) or keep as it is now.
Oh sweet baby jeebus, yes please.

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Re: TES Skyrim 0.245

If not to late I vote for closed GUI. Just finished updating the ENBs I manage to 245 and starting to do testing. If I find any issues will let you know.
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Re: TES Skyrim 0.245

ENBSeries wrote:Another question. Indirect lighting is much more noisy than ambient occlusion, because of it's nature of math computation, to reduce noise i did simplified version of ssil and everybody use it probably from 0.102 or 0.119 (don't remember) in Skyrim (may be in Fallout too, because i ported code to it, other mods use proper math). Now with ssao/ssil supersampling it's possible to restore code of valid indirect lighting vectors and not to get flickering-blinking points everywhere, it require UseComplexIndirectLightint=true, so you at least must use this (or without it indirect lighting absolutely wrong approximation, but fast and even less noisy). First, is it really important or users under imprinting are fine with existing ssil and will say "previous was much more realistic"? Second, is this must be another parameter or just forced always on?
Here are comparison images, #1 is current, #2 is proper, notice difference by noise for them and if you know how indirect lighting work, it's easy to understand what is wrong with #1.
It's obvious even to me how much better 2 is. But I wouldn't force it on, so users with lower-spec machines can still use IL if they want. Authors would just need to understand that setting UseComplexIndirectLighting=true will have a performance impact.

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Re: TES Skyrim 0.245

Displacement is working.
Climates Of Tamriel-Weather Patch-Kountervibe ENB by prod80

http://farm4.staticflickr.com/3831/1188 ... da4e_o.jpg

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Re: TES Skyrim 0.245

Oyama wrote:Personally, I'm all for restoring valid code.

But I wouldn't force it on, and add another parameter for it.
The more tastes, the more control over it, if it doesn't bother you too much to make new parameter.
+1 from me
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Re: TES Skyrim 0.245

@Boris
I like closed spoilers by default.
I know you hate this kind of stuff but, what about saving this preference in enblocal or maybe a new parameter for each category in enbseries.ini?, like "closedspoiler=true" or something.
Also, can you make sticky Load-Save buttons under weather window?, just like the main window.
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Re: TES Skyrim 0.245

New super-sampled ambient occlusion looks very nice: )) Thanks again!

No performance issues, running on these settings:

[SSAO_SSIL]
EnableSupersampling=true
UseIndirectLighting=true
UseComplexIndirectLighting=true
UseComplexAmbientOcclusion=true
UseAmbientIndirectLighting=true
SamplingQuality=-1
SamplingPrecision=-1
SamplingRange=0.3
FadeFogRange=0.4
SizeScale=1
SourceTexturesScale=1
FilterQuality=-1
FilterType=1
AOAmount=1.549999
AOAmountInterior=0.8
ILAmount=1.75
ILAmountInterior=5.0
AOIntensity=0.95
AOIntensityInterior=1.0
AOType=0
AOMixingType=2
AOMixingTypeInterior=2
UseOldType=false
EnableDenoiser=false

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Re: TES Skyrim 0.245

Hmmm.... I remember Boris saying one day that the GUI was based on 3rd party soft, I don't know if he has absolute control over it ?....

electricsheep26354
:shock:
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