TES Skyrim 0.266

Forum rules
new topics are not allowed in this subsection, only replies.
  • Author
  • Message
Offline
*sensei*
Posts: 372
Joined: 28 Jul 2013, 23:26

Re: TES Skyrim 0.266

Depends on what the end goal is. So many people working on effects these days. You could create large shader suites using includes which contains effects or templates, but ultimately it comes down to making something user friendly with best methods to do something... if you actually want people to use it.

PS. It was Boris' idea, not mine.

Offline
User avatar
Posts: 61
Joined: 16 Nov 2014, 05:12
Location: USA

Re: TES Skyrim 0.266

Oyama wrote:Back to Bloom Topic

prod80
I would suggest to port that code to default enbbloom.fx, and to known alternative bloom shaders as well, for users to build their preset with this addition on.
Then, publish it as alternatives here, and on a Nexus separate page.
Maybe we should team up, us coders, (if I eventually consider myself as one), in making separated resources available, or join --Jawz-- in his own...
Aiyen, JawZ, and Matso have already been talking about standardization of the ENB files and their setup on the STEP forums: http://forum.step-project.com/topic/628 ... ini-guide/

There are actually several preset authors that I've tried to gather to help create a complete reference for the enbseries.ini file. It hasn't been worked on in a while, but I'm planning on rallying these guys up again if you or anyone would like to join in and help with the project.

Offline
*sensei*
Posts: 373
Joined: 07 Mar 2013, 10:14

Re: TES Skyrim 0.266

Well there is "best methods" and then there are how it all looks.

One could argue that most of Oyama´s stuff is no where near "best method" but it does produce stunning visuals nonetheless! :)

At the end of the day what I think really matters is that stuff is more or less located in one spot instead of having all of us running off in different directions. Which is why I try to help out JawZ with his efforts here and there, he already have the framework setup, and most of the "logistics" down. Also people know and use his stuff, hence no need to go about and do a "I am here" campaign.

Offline
User avatar
*blah-blah-blah maniac*
Posts: 1938
Joined: 05 Mar 2012, 02:08

Re: TES Skyrim 0.266

One location with a large varied amount of effects would be ideal. Effects that affect all shader files, and not just the enbeffect.fx, because it's the "simplest" shader file of the bunch to make additions.

I have given editing permission to Aiyen, Matso and Oyama to my Nexus mod thread, Modular Shader Library. So other can upload their content as well. If anyone else would feel like having the opportunity to upload something, let me know.

I thought it could be used as a universal upload site for various development codes from various authors.


My end goal for my codes is, easy customizable effects and addition of those effects.
That doesn't require the end user to know how to actually code, just a good common sense on how to alter a text row or two. Knowing that // deactivates a code row and removal of // activates a code row, and similar basic knowledge. Which will be included in a separate readme file or article.

Offline
*sensei*
Posts: 372
Joined: 28 Jul 2013, 23:26

Re: TES Skyrim 0.266

would be easiest to just work with functions as they don't rely on much knowledge besides copy pasting and putting in a line under the pixel shader like color.xyz = myfuntion(color.xyz);

Put all functions in an #include and there you go.

But I still think it requires too much knowledge on user part.. People generally have problems even adjusting simple thing, or already get stuck when ENB use weather system. Not to mention that copy-pasting some code is one thing, knowing how to use it and what it does is a whole other unless you speak about simple things like saturation, contrast, etc. I made fx files once that can basically enable people to make their own ENB and own coloring very easily, but generally besides 1 or 2 individuals they don't even know about the existence of the shader menu.

But if you're just talking about creating a large library of "usable code" for ENB authors WITH knowledge about what to do with that I have collected literally 1000's of code lines which can one way or another be used in ENB over the past year. Not being exclusive to Skyrim. So I would suggest a thread over here instead of on Nexus.

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

Re: TES Skyrim 0.266

@Boris

Thank you dude I will try. Which Skyrim Pref Settings I need to play with?

Offline
User avatar
*blah-blah-blah maniac*
Posts: 17550
Joined: 27 Dec 2011, 08:53
Location: Rather not to say

Re: TES Skyrim 0.266

Code: Select all

[General]
fBrightLightColorB=1.0000
fBrightLightColorG=1.0000
fBrightLightColorR=1.0000
iStoryManagerLoggingEvent=-1
bEnableStoryManagerLogging=0

[Imagespace]
bDoDepthOfField=1
iRadialBlurLevel=2
[Display]
iBlurDeferredShadowMask=3
fInteriorShadowDistance=3000.0000
fShadowDistance=8000.0000
iShadowMapResolutionSecondary=1024
iShadowMapResolutionPrimary=2048
iShadowSplitCount=2
iMaxAnisotropy=16
fLeafAnimDampenDistEnd=4600.0000
fLeafAnimDampenDistStart=3600.0000
fTreesMidLODSwitchDist=3600.0000
fGamma=1.0000
fDecalLOD2=1500.0000
fDecalLOD1=1000.0000
fSpecularLODStartFade=1000.0000
fShadowLODStartFade=200.0000
fLightLODStartFade=2500.0000
iTexMipMapMinimum=0
iTexMipMapSkip=0
iWaterMultiSamples=0
iMultiSample=1
iShadowMode=3
bTreesReceiveShadows=1
bDrawLandShadows=1
bFull Screen=0
iSize H=864
iSize W=1152
fMeshLODFadePercentDefault=1.2000
fMeshLODFadeBoundDefault=256.0000
fMeshLODLevel2FadeTreeDistance=2048.0000
fMeshLODLevel1FadeTreeDistance=2844.0000
fMeshLODLevel2FadeDist=10000000.0000
fMeshLODLevel1FadeDist=10000000.0000
iScreenShotIndex=2
bShadowMaskZPrepass=0
bMainZPrepass=0
iMaxSkinDecalsPerFrame=10
iMaxDecalsPerFrame=30
bFloatPointRenderTarget=1
sD3DDevice="NVIDIA GeForce GTX 650 Ti "
bFXAAEnabled=0
iShadowMapResolution=4096
fShadowBiasScale=0.1500
iShadowMaskQuarter=4
iAdapter=0
iPresentInterval=0
iShadowFilter=3
bShadowsOnGrass=1
bTransparencyMultisampling=0
bDeferredShadows=1
bDrawShadows=1
[Grass]
b30GrassVS=1
fGrassStartFadeDistance=5000.0000
fGrassMaxStartFadeDistance=7000.0000
fGrassMinStartFadeDistance=0.0000
[MAIN]
bGamepadEnable=0
bCrosshairEnabled=1
fHUDOpacity=1.0000
bSaveOnPause=0
bSaveOnTravel=0
bSaveOnWait=0
bSaveOnRest=0
fSkyCellRefFadeDistance=150000.0000
[GamePlay]
bShowFloatingQuestMarkers=1
bShowQuestMarkers=1
iDifficulty=0
[Interface]
bDialogueSubtitles=1
bGeneralSubtitles=1
fMouseCursorSpeed=1.0000
bShowCompass=1
[Controls]
fGamepadHeadingSensitivity=1.0000
fMouseHeadingSensitivity=0.0320
bAlwaysRunByDefault=1
bInvertYValues=0
bGamePadRumble=0
bMouseAcceleration=0
bUseKinect=0
[Particles]
iMaxDesired=750
[SaveGame]
fAutosaveEveryXMins=60.0000
[AudioMenu]
fAudioMasterVolume=0.1500
fVal7=1.0000
uID7=0
fVal6=1.0000
uID6=0
fVal5=1.0000
uID5=0
fVal4=1.0000
uID4=0
fVal3=1.0000
uID3=94881
fVal2=0.1000
uID2=466532
fVal1=1.0000
uID1=554685
fVal0=0.8000
uID0=1007612
[Clouds]
fCloudLevel2Distance=262144.0000
fCloudLevel1Distance=32768.0000
fCloudLevel0Distance=16384.0000
fCloudNearFadeDistance=9000.0000
[TerrainManager]
fTreeLoadDistance=40000.0000
fBlockMaximumDistance=150000.0000
fBlockLevel1Distance=40000.0000
fBlockLevel0Distance=25000.0000
fSplitDistanceMult=1.1000
bShowLODInEditor=0
[NavMesh]
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
[Trees]
bRenderSkinnedTrees=1
uiMaxSkinnedTreesToRender=20
[Decals]
uMaxDecals=250
bDecals=1
bSkinnedDecals=1
uMaxSkinDecals=50
uMaxSkinDecalsPerActor=40
[LOD]
fLODFadeOutMultObjects=7.5000
fLODFadeOutMultItems=4.5000
fLODFadeOutMultActors=6.0000
fLODFadeOutMultSkyCell=1.0000
[Launcher]
bEnableFileSelection=1
bShowAllResolutions=0
uLastAspectRatio=1
[BlurShaderHDR]
bDoHighDynamicRange=1
[BlurShader]
bUseBlurShader=0
[Water]
iWaterReflectHeight=512
iWaterReflectWidth=512
bUseWaterDisplacements=1
bUseWaterRefractions=1
bUseWaterReflections=1
bUseWaterDepth=1
_________________
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7

Offline
User avatar
*blah-blah-blah maniac*
Posts: 1938
Joined: 05 Mar 2012, 02:08

Re: TES Skyrim 0.266

Prod80;

That's the approach I've taken so far and will continue working on. Functions and #include that is.

Only reason I suggested Nexus is that more than one author can edit the thread, such a feature isn't available here on ENBDev site and I wouldn't ask Boris to implement such a feature to the site. Unless Boris assigns a Moderator status to all code authors.
The required knowledge will be written in a readme file and/or article. There will still be idiots out there asking questions that is already answered, but that is to be expected. Lots of people that leave their common sense at home, or doesn't have any of it at all.
The shader codes are mostly a universal approach, and can easily be converted in-between game versions. Which I will start working on once the base Suite has a more general coverage and not just the enbeffect.fx and effect.txt shader files covered.

Offline
*sensei*
Posts: 372
Joined: 28 Jul 2013, 23:26

Re: TES Skyrim 0.266

Jawz;
Sure I can contribute a thing or two

Boris;
Question regarding _s3 bloom texture in enbeffect.fx; is this texture already on screen resolution or still on 512px? Same for all the textures in enbbloom.fx in postpass... are those upscaled to 512px already or source texture is smaller resolution and only render target is 512.

Working with some bicubic filters and for that is very critical to know source texture size exactly

Offline
User avatar
*blah-blah-blah maniac*
Posts: 17550
Joined: 27 Dec 2011, 08:53
Location: Rather not to say

Re: TES Skyrim 0.266

prod80
Why bloom texture _s3 must be screen size? Or why others scaled? Waste performance and memory just for fun?
_________________
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7
Post Reply