TES Skyrim 0.266

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Posts: 16
Joined: 31 Jan 2014, 01:40

Re: TES Skyrim 0.266

Nevermind guys I'm an idiot, it seems the new d3d9 dll is making my RTSS show exactly double the fps that is ingame; although i find that very wierd why it would do that. I knew it was too good to be true :D. The enb fps show the correct value, sorry about the confusion guys, im wondering if this is something that can be fixed.

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*master*
Posts: 171
Joined: 01 Feb 2013, 07:45

Re: TES Skyrim 0.266

I am more worried that you can't see a difference between 45 fps and 90 fps


Boris I have a very similar bug with the zprepass performance option. The performance is very very nice ! but there are violet bugs with thin textures like roots or the roofs of hay buildings.

Here the screenshots

without

Image

with

Image

greetings !

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Re: TES Skyrim 0.266

ENBSeries wrote:Uriel24
Show screenshot with full list of processes for all users and what is in your tray.
Just saw that. Will post one in evening.
But i doubt there's something interesting in there. I reinstalled my OS when upgraded from 570 to 290, not using any afterburners'n'stuff at all.
My tray: Skype, Daemon tools, utorrent, CCC, system stuff.
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Re: TES Skyrim 0.266

ENBSeries wrote:prod80
I've replaced your internal cycles code with standart accumulative bloom with variable for scaling and that showed the issues. Anyway, you can't do anything with depth inside blurring passes, this always produce aliasing. Writing blurred depth to alpha channel partially fix the issue at performance cost, but don't think it's what you tried to achieve (i don't know what is that anyway). One more thing, gaussian blur without proper modification can't fix the issue with aliasing at any blurring ranges. Lower render target size with bigger source texture for aliasing-free must read all texels covered by pixel at same weight. For example, if render target is 32*32 and source is 128*128, 16 pixels must be blurred at factor 1 or which is the biggest for your gaussian code, all other near by with fading. Not same weight equal to misses of sampling thin objects. Btw, don't forget that uv offset is applied in vertex shader and TempParameters.xy is already halfed.
Thanks Boris. I thought about writing depth to alpha, but instead I put a bilinear filter in postpass and another in enbeffect before mixing it in. Gave me a nice smooth return at very little performance cost. Added a noise filter as well in postpass to get rid of any banding artifacts caused by doing compressions and cutoff in prepass using levels, which actually helped a lot too. All aliasing is gone now. I got best return putting bilinear at 0.5 px offset instead of 0.25 in enbbloom, should check again because I forgot about that 0.5 px offset in vertex ;) Is there any way to know the exact source textures size of texture 1, 2, 3, 4, 7, 8 ? I think they are 512, 386, 256, 128, 64 and 32, but I could be wrong.

I understand that about targets and source size differences, but as we already discussed in past there's no way to know inside the shader what is the target size, so I can't adjust for that other than finding a "sweet spot" manually by observing the bloom output when changing the blur range.

Thanks for the time you spend on this, it's much appreciated.

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Re: TES Skyrim 0.266

prod80

Nice. Took a look at your addtions already.
Sent you a PM on Nexus ;)
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Re: TES Skyrim 0.266

Dragens
Wrong skyrimprefs.ini. There is no other option, i tried everything and can't see the bug at any display resolution. Deffered shadow render target have invalid resolution or texture filtering is not the same for shadowed objects and real one. I can't make any fix if don't know what causes issue and only users can find that out.

prod80
The size of textures are thouse you wrote in shader postpass. And in shader you can get the size of render targets from TempParameters, scale and inverse them.


Sometime i recieve e-mails from imbeciles, it's so fun to read people show their real nature, let me share this one:
Mr. Vorontsov,

I am not interested in your mods, children's role-playing games, programming woes or holier-than-thou narcissism, and, I am definitely not impressed with the annoying and intrusive green dialogue pop-up that heralds your "ENBSeries v.0.07-whatever" that invades my MS Flight Simulator X: Acceleration load-up screen - every time.
Would you mind lowering your god-like attitudes for a moment to inform me which mod of yours it is that I must have inadvertently installed into my lovely FSX:A, because it seems you intended for it to do more than merely perform some beneficent background function within the FSX:A operating enviroment, so as to gain some modicum of notariety for your gaming prowess and advertise for some children's trash I'd never install on my omputers in the first place, as I sincerely desire to immediately uninstall or shred the invasive aircraft or scenery you created such that I am never annoyed again by seeing your creepy, green, old-school machine-font pop-up?
I'd say thank you, but I wouldn't mean it.
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Re: TES Skyrim 0.266

Boris

This mail is priceless. Thanx for sharing. Absolute stupidity and basic hatred at their best. :roll:
I'd suggest an answer : ' I'd say fuck you, but I wouldn't mean it ' :D
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Re: TES Skyrim 0.266

Wow, someone really took the time to write that? Lol. Oyama's response is perfect :)
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*sensei*
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Re: TES Skyrim 0.266

haha Boris
Probably one of his children installed ENB on his FSX and he has no clue how to remove it.

I like it. Priceless.

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Re: TES Skyrim 0.266

^^

This.
Or maybe he installed ENB Series during a specific moon phase or a peak of schizophrenia. :lol:
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