there are a few mods to add trees and other stuff in whiterun
http://skyrim.nexusmods.com/downloads/file.php?id=12110
http://skyrim.nexusmods.com/downloads/file.php?id=8182
http://skyrim.nexusmods.com/downloads/file.php?id=9424
http://skyrim.nexusmods.com/downloads/file.php?id=12974
http://skyrim.nexusmods.com/downloads/file.php?id=12399
any of this can drops the framerate
TES Skyrim
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Re: TES Skyrim
is this: Whiterun Spruce by ReVan
http://www.mediafire.com/?d3raxcwaitddkl8
http://www.mediafire.com/?d3raxcwaitddkl8
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Re: TES Skyrim
Well I guess that's the problem, because I modified all weather types. I'll have to redo my fog settings then and I agree it's not quite pleasing to have two separate Fog settings.ENBSeries wrote:T.A.Z
May be problem is in modified weather properties, if you have any? Because fade distance attached to fog distance and game have two separate distance fog types (it's silly, never saw such solution). I checked in many areas and weather conditions if fading is set correctly and even FogFadeRange can be set between 0..10000000, so enough. Actual SSAO code wasn't changed, only mixing with final image and this fading.
Thanks for the heads up Boris.
@theradikal11: Very, very nice screenshots, keep 'em coming!
Edit: Made a couple of tests. I tried to push the fog farther away (2x farther and 4x farther) and even removed it completely but, without luck
And strangely I thought that high values of "FadeFogRange" would display SSAO at a greater distance but it's the other way around with zero being the maximum.
Here is a screenshot done with the test weather without any fog and "FadeFogRange" set to 0, "AOamount" ist set to 10:
So I suppose this is the max distance we can push SSAO for now?
And one last thing, you posted "game have two separate distance fog types" where is this second distance fog setting to be found? At first I though you meant "FogDistanceNear" and "FogDistanceFar" but after having no success changing those I figured it would be better to ask, just to be clear.
Edit2:
@Boris: Just wanted to add that I really appreciate your work, thanks for your efforts!
@midhras: And again, great shots, really nice angles.
Last edited by T.A.Z on 16 May 2012, 00:08, edited 3 times in total.
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Re: TES Skyrim
Boris, I really love what you're doing for the game these last couple of weeks, even if you're bored with it yourself. Thanks a lot!
I'm excited to see what you all do with KAGE. And I hope that someone finds out how to work around that little SSAO issue with fog. I also noticed that it's effect was reduced but didn't suspect that it was the fog. Tinkering time again.
EDIT: Indeed those shots of yours are great, theradikal11. I like the deep darkness. How you managed that I'll find out when I pilfer through your files. Love the shot with... ah hell: love them all!
What texture mod do you use for that house? I love the walls and roof.
I'm excited to see what you all do with KAGE. And I hope that someone finds out how to work around that little SSAO issue with fog. I also noticed that it's effect was reduced but didn't suspect that it was the fog. Tinkering time again.
EDIT: Indeed those shots of yours are great, theradikal11. I like the deep darkness. How you managed that I'll find out when I pilfer through your files. Love the shot with... ah hell: love them all!
What texture mod do you use for that house? I love the walls and roof.
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Re: TES Skyrim
@T.A.Z
I may be wrong, but I think SSAO distance is linked to your fshadowdistance value. After testing some absurdly high values for finteriorshadowdistance (don't ask), I found that values in the 7000-8000 range caused SSAO to render "behind" particles with depth textures (mist, light-beams, etc.). Reducing the value to something around 3000-2000 eliminated the problem for me. Nevertheless, it seemed to suggest that SSAO extended farther with larger shadow distances.
And nice screens everyone!
Btw Midhras, I'm testing your ENB right now. I'll have a detailed report ready as soon as I collect all those razor fragments for the Dawnstar Museum
@Fedorrrz
I always like your interior shots. It reminds me of Diablo III's aesthetic, at least during cinematic sequences. I also forgot to answer your question about the crazy lighting with that glowing red doorway in the mountain. That's a mod I'm working on which isn't finished yet. I'll post a link when it's done
I may be wrong, but I think SSAO distance is linked to your fshadowdistance value. After testing some absurdly high values for finteriorshadowdistance (don't ask), I found that values in the 7000-8000 range caused SSAO to render "behind" particles with depth textures (mist, light-beams, etc.). Reducing the value to something around 3000-2000 eliminated the problem for me. Nevertheless, it seemed to suggest that SSAO extended farther with larger shadow distances.
And nice screens everyone!
Btw Midhras, I'm testing your ENB right now. I'll have a detailed report ready as soon as I collect all those razor fragments for the Dawnstar Museum
@Fedorrrz
I always like your interior shots. It reminds me of Diablo III's aesthetic, at least during cinematic sequences. I also forgot to answer your question about the crazy lighting with that glowing red doorway in the mountain. That's a mod I'm working on which isn't finished yet. I'll post a link when it's done
Last edited by trillville on 15 May 2012, 23:58, edited 2 times in total.
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Re: TES Skyrim
Incredible stuff, as always. Wow.
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Re: TES Skyrim
@trillville: Yeah that's what I thought aswell, but since those two values don't seem to have any effect I thought it would be better to ask if there is a second "hidden" far fog value I don't know about. I also tried high shadow fade distance values, but I couldn't notice a difference
Apart from this little issue I also think that the new SSAO looks better, especially during snow storms or foggy weather types, I just wish I had better control over it during clear weather types.
Apart from this little issue I also think that the new SSAO looks better, especially during snow storms or foggy weather types, I just wish I had better control over it during clear weather types.
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Re: TES Skyrim
I can do special code for preview factor of ssao fade, but it's still hard to use when modified fog. And SSAO distance is linked to fog distance, don't remember which one, but also it clamped by another fog variable which game pass, don't remember what is it exactly, i copied part of the fog processing code from shader to ssao mixing:
fadefactor=saturate(depth * fogparam.y * FadeFogRange); //fog distance (one of)
fadefactor=min(fadefactor, fogparam.w); //don't remember what is this, but also for fog control from weather.
fadefactor=saturate(depth * fogparam.y * FadeFogRange); //fog distance (one of)
fadefactor=min(fadefactor, fogparam.w); //don't remember what is this, but also for fog control from weather.
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Re: TES Skyrim
@Boris: But shouldn't the fadefactor basicaly be nonexistent if you don't have fog at all? That's the main thing I don't quite understand, the screenshot I posted on the previous site has the fog intesity settings set to 0 and the fog fade distance (both of them) set to 6x vanilla, so normaly SSAO shouldn't fade at all? Or am I misunderstanding something?
My second guess (and it really is just that) would be that there is a fog value which I can't access through the CS that corresponds to fogparam.w?
Thanks again for your reply and your patience with me .
My second guess (and it really is just that) would be that there is a fog value which I can't access through the CS that corresponds to fogparam.w?
Thanks again for your reply and your patience with me .
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