Dark shadow/shaders follow character and path of looking

fixing bugs
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Dark shadow/shaders follow character and path of looking

Using 239 K enb extensive with 239 binary

My most recent changes before noticing the effect were going from 220 binary to 239 and removing lush trees. It's also possible it took place before that. My ini files are K enb extensive stock (Exactly the same as Kyo's included files minus the memory and "Skyrim.ini papyrus setting" as his papyrus log gave me skyui error code 4.. does everyone get that?)

This was most evident near water in daylight. Staring at the ground around areas of water would display a higher level of detail with different lighting within a radius and would follow my pan as I look in any direction.

Here's a better description I found on the web describing my problem as well

http://i.imgur.com/59DYgf9.png

and a youtube video showing the bug exactly as it appears for me on land. fast forward to 14:40 and watch him travel around.

http://www.youtube.com/watch?v=x_wRAR2J1tY

Thanks kindly
Last edited by skillfactor on 22 Jan 2014, 20:01, edited 1 time in total.

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Re: Dark shadow/shaders follow character and path of looking

I don't know what to look at, video is too much dark. Better make comparison screenshots.
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Re: Dark shadow/shaders follow character and path of looking

Hard to say from so dark videos, but it might be something related to shadow distance? To me looks like the shadows are only rendered pretty close to camera.

Low anisotrophic filtering might explaing the shift in detail level you're seeing.

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Re: Dark shadow/shaders follow character and path of looking

Wow. I linked you all to the wrong video... don't I feel like a horses patoot :D

Fastforward to 14:43. You'll see the shadow follow the character just up front of him, tracking with his path. Mine is much more pronounced
http://www.youtube.com/watch?v=x_wRAR2J1tY


I'll upload better examples when I'm off work. Shadow distance is around 8000 and AF is set to 16 per shift + enter screen through ENB

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Re: Dark shadow/shaders follow character and path of looking

Never saw anything like that. May be some wrong skyrimprefs.ini manipulations.
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Re: Dark shadow/shaders follow character and path of looking

Been home for a minute. I uploaded my bug with the radius going by areas of water.. this may help pinpoint the problem. Thanks for checking into it!


http://youtu.be/m5f1w-yh8Yc





;K ENB configuration files

[General]
fBrightLightColorB=1.0000
fBrightLightColorG=1.0000
fBrightLightColorR=1.0000
sLanguage=ENGLISH
;uExterior Cell Buffer=36
;uInterior Cell Buffer=18
;
;iLargeIntRefCount=131072
;iLargeIntRefCount=999999
;uExterior Cell Buffer=32768
;
;uExterior Cell Buffer=100
;uInterior Cell Buffer=50
;
;uExterior Cell Buffer=90
;uInterior Cell Buffer=18
;
;uExterior Cell Buffer=72
uExterior Cell Buffer=64
uInterior Cell Buffer=32
;
iStoryManagerLoggingEvent=-1
bEnableStoryManagerLogging=0
fdefaultFOV=85.0000
bRunHighLevelProcess=1
bUseThreadedParticleSystem=1
bUseThreadedBlood=1
bUseThreadedMorpher=1
bUseThreadedTempEffects=1
bMultiThreadMovement=1
bUseMultiThreadedTrees=1
bUseMultiThreadedFaceGen=1
bUseThreadedTextures=1
bUseThreadedMeshes=1

[Display]
;fSpecularLODMaxStartFade=100000.0000
;fSpecularLODMinStartFade=25000.0000
;fSpecularLODRange=50000.0000
;fSpecularLODDefaultStartFade=75000.0000
;
;fLightLODMaxStartFade=100000.0000
;fLightLODMinStartFade=25000.0000
;fLightLODRange=50000.0000
;fLightLODDefaultStartFade=75000.0000
fShadowLODMaxStartFade=1500.0
fSpecularLODMaxStartFade=3000.0
fLightLODMaxStartFade=5250.0
;KYO : CPU deals with shadows - Set accordingly to its specs - Kind of added black levels control, also
;Primary is almost no hit, Secondary will kick black levels up and suck FPS for no real benefits
;
;iShadowMapResolutionPrimary=4096
;iShadowMapResolutionPrimary=6144
;iShadowMapResolutionPrimary=8192
iShadowMapResolutionPrimary=16384
;iShadowMapResolutionSecondary=4096
iShadowMapResolutionSecondary=6144
;iShadowMapResolutionSecondary=8192
;iShadowMapResolutionSecondary=16384
;
bAllowScreenshot=1
sD3DDevice="NVIDIA GeForce GTX 780"
bFXAAEnabled=0
iTexMipMapSkip=0
fMeshLODLevel2FadeDist=15000000.0000
fMeshLODLevel1FadeDist=14999998.0000
fSpecularLODStartFade=3000.0000
fLightLODStartFade=5250.0000
fTreesMidLODSwitchDist=14999998.0000
;KYO : The harder hit, quite probably - Over 4K seems pointless - 6K
;iShadowMapResolution=4096
iShadowMapResolution=6144
;iShadowMapResolution=8192
;iShadowMapResolution=16384
;
;KYO : makes no difference ?
iShadowMapResolutionInt=8192
iIntShadowMapResolution=8192
iActorSelfShadowResolution=8192
;
bDynamicWindowReflections=1
bEquippedTorchesCastShadows=1
bUseSunbeams=1
bAllow30Shaders=1
fShadowBiasScale=0.1600
iShadowMaskQuarter=4
iBlurDeferredShadowMask=6
bPerPixelLighting=1
bEnablePerPixelLighting=1
;fShadowDistance=8000.0000
;fShadowDistance=8500.0000
fShadowDistance=9000.0000
;
fDecalLifetime=256.000
;iMaxDecalsPerFrame=256
iMaxDecalsPerFrame=350
bDecalsOnSkinnedGeometry=1
iMaxSkinDecalsPerFrame=54
iAdapter=0
iSize W=2048
iSize H=1152
;iSize W=2560
;iSize H=1440
;iSize W=2880
;iSize H=1620
;iSize W=3200
;iSize H=1800
;iSize W=3449
;iSize H=1940
;iSize W=3552
;iSize H=1998
;iSize W=3840
;iSize H=2160
iMultiSample=0
iMaxAnisotropy=1
iPresentInterval=1
bFull Screen=1
fInteriorShadowDistance=5250.0000
;fInteriorShadowDistance=4500.0000
bFloatPointRenderTarget=1
fGamma=1.3600
;KYO : the following 2 will HIT your performance
;iShadowFilter=3
;iShadowMode=3
iShadowFilter=4
iShadowMode=4
fDecalLOD2=1500.0000
fDecalLOD1=750.0000
fShadowLODStartFade=300.0000
;KYO : Don't go above the value below, pointless - O is dynamic
;iTexMipMapMinimum=8
iTexMipMapMinimum=7
;iTexMipMap=4096
iTexMipMap=8192
iUseTexHiRes=1
;iNormalMapQuality=4096
;iTexNormalMapMinimum=4096
;iTexMipMapResolution=4096
;iTexMipMapQuality=4096
;iMipMapResolution=4096
;iMipMapSize=4096
iNormalMapQuality=8192
iTexNormalMapMinimum=8192
iTexMipMapResolution=8192
iTexMipMapQuality=8192
iMipMapResolution=8192
iMipMapSize=8192
;
bFaceMipMaps=1
bFaceGenTexturing=1
;bFaceGenTexturingQuality=4096
bFaceGenTexturingQuality=8192
bHighQualityTexMipMaps=1
bTransparencyMultisampling=0
iWaterMultiSamples=8
bTreesReceiveShadows=1
bDrawLandShadows=1
bDrawShadows=1
bShadowsOnGrass=1
fLeafAnimDampenDistEnd=6900.0000
fLeafAnimDampenDistStart=5400.0000
fMeshLODFadePercentDefault=1.8000
fMeshLODFadeBoundDefault=384.0000
fMeshLODLevel2FadeTreeDistance=3072.0000
fMeshLODLevel1FadeTreeDistance=4266.0000
iScreenShotIndex=0
bActorSelfShadowing=1
bShadowMaskZPrepass=0
bMainZPrepass=0
iShadowSplitCount=2
bShadowsOnGrass=1
;?
bDeferredShadows=1

[Audio]
fMusicDuckingSeconds=6.0
fMusicUnDuckingSeconds=8.0
fMenuModeFadeOutTime=3.0
fMenuModeFadeInTime=1.0

[Grass]
b30GrassVS=1
bAllowCreateGrass=1
bAllowLoadGrass=0
;KYO : for Skyrim Flora Overhaul last versions
;iMaxGrassTypesPerTexure=6
;KYO : for Skyrim Flora Overhaul last versions a/o Unique Grasses
iMaxGrassTypesPerTexure=8
fGrassStartFadeDistance=20000.0000
fGrassMaxStartFadeDistance=20000.0000
fGrassMinStartFadeDistance=10000.0000
bDoTallGrassEffect=1
bShadowsOnGrass=1
bGrassPointLighting=1
iMinGrassSize=20
;iMinGrassSize=10

[Imagespace]
iRadialBlurLevel=0
bDoDepthOfField=1

[LOD]
fLODFadeOutMultObjects=50.0000
fLODFadeOutMultItems=50.0000
fLODFadeOutMultActors=50.0000
;fLODFadeOutMultSkyCell=1.0000
;KYO : warning below, these can, may a/o will cause crashes
fLODFadeOutMultSkyCell=0.5000
;fLODFadeOutMultSkyCell=0.2500

[Decals]
bDecals=1
bSkinnedDecals=1
uMaxDecals=1750
uMaxSkinDecals=175
uMaxSkinDecalsPerActor=105
bDecalsOnSkinnedGeometry=1
;KYO : obsolete
;uMaxSkinDecalsPerActor=9
;uMaxDecals=1000

[TerrainManager]
fTreeLoadDistance=112500.0000
fBlockMaximumDistance=375000.0000
fBlockLevel1Distance=105000.0000
fBlockLevel0Distance=52500.0000
fSplitDistanceMult=2.2500
bShowLODInEditor=0

[NavMesh]
bUseThreadedMeshes=1
fObstacleAlpha=0.5000
fCoverSideHighAlpha=0.8000
fCoverSideLowAlpha=0.6500
fEdgeFullAlpha=1.0000
fEdgeHighAlpha=0.7500
fEdgeLowAlpha=0.5000
fTriangleFullAlpha=0.7000
fTriangleHighAlpha=0.3500
fTriangleLowAlpha=0.2000
fLedgeBoxHalfHeight=25.0000
fEdgeDistFromVert=10.0000
fEdgeThickness=10.0000
fPointSize=2.5000

[BlurShaderHDR]
bDoHighDynamicRange=1

[BlurShader]
bUseBlurShader=0

[Launcher]
bEnableFileSelection=1
bShowAllResolutions=1
uLastAspectRatio=4

[Water]
iWaterReflectHeight=2048
iWaterReflectWidth=2048
bUseWaterDisplacements=1
bUseWaterRefractions=1
bUseWaterReflections=1
bUseWaterDepth=1
bUseWaterReflectionBlur=1
bReflectExplosions=1
iWaterBlurAmount=4
bAutoWaterSilhouetteReflections=1
bForceHighDetailReflections=0
bUseWaterHiRes=1
bUseWaterLOD=1
bReflectLODObjects=1
bReflectLODLand=1
bReflectSky=1
bReflectLODTrees=1
bUseWaterShader=1

[MAIN]
fSkyCellRefFadeDistance=262500.0000
bGamepadEnable=1
bCrosshairEnabled=0
fHUDOpacity=1.0000
bSaveOnPause=0
bSaveOnTravel=0
bSaveOnWait=0
bSaveOnRest=0

[GamePlay]
bShowFloatingQuestMarkers=1
bShowQuestMarkers=1
iDifficulty=3

[Interface]
bDialogueSubtitles=1
bGeneralSubtitles=1
bShowCompass=1
fMouseCursorSpeed=1.0000

[Controls]
fMouseHeadingSensitivity=0.0125
fGamepadHeadingSensitivity=1.7350
bAlwaysRunByDefault=1
bInvertYValues=0
bGamePadRumble=1
bUseKinect=0

[Particles]
;KYO : no compromise here - over is pointless
iMaxDesired=1313

[SaveGame]
fAutosaveEveryXMins=15.0000

[AudioMenu]
fAudioMasterVolume=1.0000
fVal7=1.0000
uID7=0
fVal6=1.0000
uID6=0
fVal5=1.0000
uID5=0
fVal4=1.0000
uID4=0
fVal3=0.5000
uID3=466532
fVal2=0.8000
uID2=554685
fVal1=0.8000
uID1=1007612
fVal0=1.0000
uID0=94881

[Clouds]
fCloudLevel2Distance=262144.0000
fCloudLevel1Distance=32768.0000
fCloudLevel0Distance=16384.0000
fCloudNearFadeDistance=9000.0000
;
;fCloudNearFadeDistance=15750.0000
bPerPixelLightingClouds=1

[Trees]
bRenderSkinnedTrees=1
bUseMultiThreadedTrees=1
;uiMaxSkinnedTreesToRender=80
;uiMaxSkinnedTreesToRender=70
;:P
uiMaxSkinnedTreesToRender=200
;
bEnableTreeAnimations=1
bEnableTrees=1
bForceFullDetail=1
bForceFullLOD=1
bPickSkinnedTrees=1
;
bShadowMaskZPrePass=1

[BackgroundLoad]
bBackgroundLoadLipFiles=1
bLoadBackgroundFaceGen=1
bUseMultiThreadedFaceGen=1
bBackgroundCellLoads=1
bLoadHelmetsInBackground=1
bUseMultiThreadedTrees=1

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Re: Dark shadow/shaders follow character and path of looking

Water reflection is vanilla bug and it partially fixed in my mod.
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Joined: 22 Jan 2014, 16:33

Re: Dark shadow/shaders follow character and path of looking

I keep a long list of saves.. I ended up rolling back to a safe one and the problem is gone. No idea what was causing it. 246 is the jam btw! Thanks kindly for your continued efforts
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