Boris,
If I had an extra Radeon 5870 I'd send one across the ocean.
Guess I'm stuck with 102 till 109 SSAO works for ATI cards.
TES Skyrim 0.109 BETA
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- *blah-blah-blah maniac*
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Re: TES Skyrim 0.109 BETA
Hi Boris,
I found another little bug with the latest 0.109. The following settings can no longer be updated in real-time by alt-tabbing out of the game:
FogColorMultiplierDay=0.55
FogColorMultiplierNight=0.5
FogColorCurveDay=0.9
FogColorCurveNight=1.2
When I return to the game, nothing changes, even if I hit 'Backspace' This is true in Fullscreen and Windowed mode. The other variables seem to update fine, no issue.
I found another little bug with the latest 0.109. The following settings can no longer be updated in real-time by alt-tabbing out of the game:
FogColorMultiplierDay=0.55
FogColorMultiplierNight=0.5
FogColorCurveDay=0.9
FogColorCurveNight=1.2
When I return to the game, nothing changes, even if I hit 'Backspace' This is true in Fullscreen and Windowed mode. The other variables seem to update fine, no issue.
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Re: TES Skyrim 0.109 BETA
Check out if this attached version do not have red bug.
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Re: TES Skyrim 0.109 BETA
This release is perfect for me now I just have two bugs remaining:
Blood bug and SSAO see through bug.
Blood Bug:
Toggled Off:
Toggled On:
SSAO Shadow Bug Here:
Toggled Off:
Toggled On:
More Photos: http://imgur.com/a/D3jpo#1
Blood bug and SSAO see through bug.
Blood Bug:
Toggled Off:
Toggled On:
SSAO Shadow Bug Here:
Toggled Off:
Toggled On:
More Photos: http://imgur.com/a/D3jpo#1
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Re: TES Skyrim 0.109 BETA
Thanks Boris, I'll check if the 'red' issue is gone.
Also ,for the transparency issue, it is easy to repproduce:
1) Be in first-person mode with hands/weapon out
2) Make sure SSAO is enabled
3) Walk directly towards any wall
As you get VERY close to the wall, the hands become transparent... it is as though in the game world, your hands are at a greater distance than the wall (i.e. they go 'behind' the wall). I guess this is some depth-related issue?
EDIT: The 'red' issue is fixed with that last d3d9.dll, thanks!
Also ,for the transparency issue, it is easy to repproduce:
1) Be in first-person mode with hands/weapon out
2) Make sure SSAO is enabled
3) Walk directly towards any wall
As you get VERY close to the wall, the hands become transparent... it is as though in the game world, your hands are at a greater distance than the wall (i.e. they go 'behind' the wall). I guess this is some depth-related issue?
EDIT: The 'red' issue is fixed with that last d3d9.dll, thanks!
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Re: TES Skyrim 0.109 BETA
@Boris :
BTW, thank you for fixing the crash/freeze on exit with the wrapper one !
Same results than with injector for me, but more convenient !
BTW, another question :
I've been testing lots of things and I tried to have two other dll running :
d3d9_injFX.dll for FXAA sharpening and vignette
d3d9_smaa.dll for AA (works great on high resolution with game AA off)
Strange, only the first one in order in [PROXY] section works.
The one in second place doesn't work.
If u turn them upside down, the new first will work, not the second.
BTW, thank you for fixing the crash/freeze on exit with the wrapper one !
Same results than with injector for me, but more convenient !
BTW, another question :
I've been testing lots of things and I tried to have two other dll running :
d3d9_injFX.dll for FXAA sharpening and vignette
d3d9_smaa.dll for AA (works great on high resolution with game AA off)
Strange, only the first one in order in [PROXY] section works.
The one in second place doesn't work.
If u turn them upside down, the new first will work, not the second.
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Lian Li PC011 Dynamic, Corsair AX 1500i PSU, i9 10850K @5.0 Ghz, Aorus Z490 Ultra, RTX3090 MSI Gaming X Trio, 32GB Corsair Vengeance Pro RGB RAM@3600, Corsair MP600 1TB NVME System Drive, 10 TB Storage, W10 Pro 64, Custom Hard Tubing Watercooling Loop
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Re: TES Skyrim 0.109 BETA
The [PROXY] function only supports one additional .dll
If you use my Skyrim Enhanced Shaders effect add-on framework, you can use all of FXAA Injector's effects through a simple effect.txt file without the need of an additional d3d9.dll file. This would allow you to use ENB + FXAA Injector effects, while keeping the PROXY slot free for SMAA.
You're welcome
If you use my Skyrim Enhanced Shaders effect add-on framework, you can use all of FXAA Injector's effects through a simple effect.txt file without the need of an additional d3d9.dll file. This would allow you to use ENB + FXAA Injector effects, while keeping the PROXY slot free for SMAA.
You're welcome
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Re: TES Skyrim 0.109 BETA
@Tapioks :
Thanx ! I already tried it indeed
But I'm using your natural colors+UHQ sharpening... along my ENb set
How can I use a second effect.txt with it ?
Sorry for my newbie's attitude !!...
Thanx ! I already tried it indeed
But I'm using your natural colors+UHQ sharpening... along my ENb set
How can I use a second effect.txt with it ?
Sorry for my newbie's attitude !!...
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Lian Li PC011 Dynamic, Corsair AX 1500i PSU, i9 10850K @5.0 Ghz, Aorus Z490 Ultra, RTX3090 MSI Gaming X Trio, 32GB Corsair Vengeance Pro RGB RAM@3600, Corsair MP600 1TB NVME System Drive, 10 TB Storage, W10 Pro 64, Custom Hard Tubing Watercooling Loop
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Re: TES Skyrim 0.109 BETA
@Oyama
No worries.
Well, you can actually 'stack' the effects manually within one effect.txt file! Just copy the contents of both effect.txt files into one file, in sequence, like this:
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
// Natural Colors
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
// Chromatic adaptation: (makes all tones more neutral)
#define EADAPTATION
// The target white point (0-10, higher = more blue)
// If default is too blue, try 4, if it's too red, try 6
#define WHITEPOINT 5
// Saturation controls: (Uncomment the #define to enable them)
// 0 is grayscale, 1 is normal, higher values = more saturated
#define SATURATION 1.0
// Load the effect
#include "Data/shaders/naturalcolors.fxh"
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
// Sharpen
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
// Default preset
#define ESHARPENING
#define ESHARPENINGCOLOR
#define ENOISE
#include "Data/shaders/sharpen.fxh"
// FXAA Injector v2 default settings
#define USE_ANTI_ALIASING 0
#define USE_PRE_SHARPEN 0
#define USE_BLOOM 1
#define USE_TECHNICOLOR 1
#define USE_TONEMAP 1
#define USE_SEPIA 1
#define USE_POST_SHARPEN 1
#define FXAA_QUALITY__PRESET 6
float fxaaQualitySubpix = 0.3885;
float fxaaQualityEdgeThreshold = 0.1315;
float fxaaQualityEdgeThresholdMin = 0.0545;
bool highQualitySharpen = 0;
float AverageBlur = 0.45;
float CoefficientsBlur = 1.3333;
float CoefficientsOriginal = 2.3333;
float SharpenEdge = 0.205;
float SharpenContour = 0.055;
float BloomThreshold = 18.5;
float BloomPower = 1.892;
float BloomWidth = 0.0284;
#define TechniAmount 0.33
#define TechniPower 4
#define redNegativeAmount 0.99
#define greenNegativeAmount 0.99
#define blueNegativeAmount 0.99
#define Gamma 1.05
#define Exposure 0.15
#define Saturation 1.125
#define Bleach 0.25
#define Defog 0
#define ColorTone float3(1.30, 1.02, 0.68)
float SepiaPower = 0.11;
float GreyPower = 0.22;
float Sharpen = 0.07;
#include "Data\shaders\fxaa2.fxh"
No worries.
Well, you can actually 'stack' the effects manually within one effect.txt file! Just copy the contents of both effect.txt files into one file, in sequence, like this:
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
// Natural Colors
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
// Chromatic adaptation: (makes all tones more neutral)
#define EADAPTATION
// The target white point (0-10, higher = more blue)
// If default is too blue, try 4, if it's too red, try 6
#define WHITEPOINT 5
// Saturation controls: (Uncomment the #define to enable them)
// 0 is grayscale, 1 is normal, higher values = more saturated
#define SATURATION 1.0
// Load the effect
#include "Data/shaders/naturalcolors.fxh"
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
// Sharpen
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
// Default preset
#define ESHARPENING
#define ESHARPENINGCOLOR
#define ENOISE
#include "Data/shaders/sharpen.fxh"
// FXAA Injector v2 default settings
#define USE_ANTI_ALIASING 0
#define USE_PRE_SHARPEN 0
#define USE_BLOOM 1
#define USE_TECHNICOLOR 1
#define USE_TONEMAP 1
#define USE_SEPIA 1
#define USE_POST_SHARPEN 1
#define FXAA_QUALITY__PRESET 6
float fxaaQualitySubpix = 0.3885;
float fxaaQualityEdgeThreshold = 0.1315;
float fxaaQualityEdgeThresholdMin = 0.0545;
bool highQualitySharpen = 0;
float AverageBlur = 0.45;
float CoefficientsBlur = 1.3333;
float CoefficientsOriginal = 2.3333;
float SharpenEdge = 0.205;
float SharpenContour = 0.055;
float BloomThreshold = 18.5;
float BloomPower = 1.892;
float BloomWidth = 0.0284;
#define TechniAmount 0.33
#define TechniPower 4
#define redNegativeAmount 0.99
#define greenNegativeAmount 0.99
#define blueNegativeAmount 0.99
#define Gamma 1.05
#define Exposure 0.15
#define Saturation 1.125
#define Bleach 0.25
#define Defog 0
#define ColorTone float3(1.30, 1.02, 0.68)
float SepiaPower = 0.11;
float GreyPower = 0.22;
float Sharpen = 0.07;
#include "Data\shaders\fxaa2.fxh"
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Intel i7-4700HQ @ 2.4GHz | NVidia GTX780M 4GB | 24GB RAM
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Intel i7-4700HQ @ 2.4GHz | NVidia GTX780M 4GB | 24GB RAM
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Re: TES Skyrim 0.109 BETA
@Tapioks :
man, you teach as good as you tweak !
Keep that sentence for advertising...
THANK YOU !
man, you teach as good as you tweak !
Keep that sentence for advertising...
THANK YOU !
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Lian Li PC011 Dynamic, Corsair AX 1500i PSU, i9 10850K @5.0 Ghz, Aorus Z490 Ultra, RTX3090 MSI Gaming X Trio, 32GB Corsair Vengeance Pro RGB RAM@3600, Corsair MP600 1TB NVME System Drive, 10 TB Storage, W10 Pro 64, Custom Hard Tubing Watercooling Loop
Lian Li PC011 Dynamic, Corsair AX 1500i PSU, i9 10850K @5.0 Ghz, Aorus Z490 Ultra, RTX3090 MSI Gaming X Trio, 32GB Corsair Vengeance Pro RGB RAM@3600, Corsair MP600 1TB NVME System Drive, 10 TB Storage, W10 Pro 64, Custom Hard Tubing Watercooling Loop