I took some screenshots with different amount of usage Mist/Rays etc.. Here.
VOLUMETRIC MIST ON
VOLUMETRIC MIST OFF
VOLUMETRIC MIST ON
VOLUMETRIC MIST OFF
VOLUMETRIC MIST ON
VOLUMETRIC MIST OFF
TES Skyrim 0.262
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Re: TES Skyrim 0.262
Tansarville
From these screenshots and such low visibility by distance i don't think that someone can say (and me of course) that volumetric mist exist at all. Effect is not performance free and after optimization it will be only 5 times faster, but if you don't see difference, why to waste time on it? Volumetric rays from sun and clouds also raytraced, but they are very noticable. When i developed old mist, hade the same problem in mind, actually.
From these screenshots and such low visibility by distance i don't think that someone can say (and me of course) that volumetric mist exist at all. Effect is not performance free and after optimization it will be only 5 times faster, but if you don't see difference, why to waste time on it? Volumetric rays from sun and clouds also raytraced, but they are very noticable. When i developed old mist, hade the same problem in mind, actually.
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Re: TES Skyrim 0.262
------------------------------------------ENBSeries wrote:Tansarville
From these screenshots and such low visibility by distance i don't think that someone can say (and me of course) that volumetric mist exist at all. Effect is not performance free and after optimization it will be only 5 times faster, but if you don't see difference, why to waste time on it? Volumetric rays from sun and clouds also raytraced, but they are very noticable. When i developed old mist, hade the same problem in mind, actually.
To be honest i have no idea what kind of angle or density i should use to see difference and show you. With my naked eyes i tried lot of density variation on lower grounds/upper grounds to see difference but the only thing that i noticed subtle density reduce when i enable V. Mist. Not sure if you were asking to me directly to keep working on it but perhaps that's just me ? My eyes can't catch the difference perhaps i don't know but other people can do ? Would be better to wait for more test result to see certain result in my opinion. Most of people at work probably and that's the reason there are only few test shots and opinion here. So i would say let's see and hear what other people think on it too.
I took another shot with moderate density if it helps btw but i can't still see the difference behalf myself.
VM ON:
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Re: TES Skyrim 0.262
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On
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On
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On
It looks thicker in certain conditions, but I'm not sure I can see much of a difference beyond that.
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It looks thicker in certain conditions, but I'm not sure I can see much of a difference beyond that.
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Re: TES Skyrim 0.262
I have to say, from what i've seen so far, the dafault ("old") mist looks better to me. I don't want the distance to be completely washed out etc, and i think the dafault ("old") mist does this perfectly fine.
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Re: TES Skyrim 0.262
I think you guys misunderstood. The difference between visible result of two mist types is always exist, because raytraced is much more precise computation, while single pass old mist is not correct integral of fade. What important for me (or rather for players), if volumetric mist WITH anchors do bring something new and nice to the game, compared to old one. So anchors must be set and not just in single plane, but with areas where mist not exist or on the contrary more accented. If you can place anchors and see the result of their work (but not from the top of the mountain), then it's fine. Volumetric mist cost about same performance, as to draw volumetric fog, the difference is mostly in applying noise function and different data for placement (anchors aren't good, they must have many parameters each). Attached extreme parameters when difference is visible, but this unacceptable for the gameplay, very synthetic
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Re: TES Skyrim 0.262
Okay, i fixed that low part of the mist by new distance fade parameter, which only affect it. Also vertical fade rescaled by 0.25 times, so now easier to see the difference in density of various places of volumetric mist. Will do update soon, i hope.
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Re: TES Skyrim 0.262
Version updated, download again
Added distance fade parameter to [MIST] category, it modify linear fading area, which is under plane of standart mist or surface of volumetric. The reason is to make more usable volumetric mist. Also rescaled vertical fade by 0.25 times.
Added distance fade parameter to [MIST] category, it modify linear fading area, which is under plane of standart mist or surface of volumetric. The reason is to make more usable volumetric mist. Also rescaled vertical fade by 0.25 times.
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Re: TES Skyrim 0.262
C'mon, i'll remove volumetric mist if will not get the results i'm waiting for.
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Re: TES Skyrim 0.262
Please keep it, I think the differences are very visible even from regular, low height angle. I didn't noticed any performance impact either, but just my perception.
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