Yersinia79
Yes, thanks.
Well, changed status of this version to beta, because fixing bugs will be hard task, i spent lot of time to make new code by toggling all combinations of video options and playing in various places to find undetected shaders. Engine piss me off, as all bethesda games.
Fallout 4 0.293
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Re: Fallout 4 0.293
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Re: Fallout 4 0.293
Boris
Wish I could do more to help. Would think this engine version would be less buggy than previous, guess that is wish thinking^^
Either way take your time you have done amazing changes already, I hope Dragon´s Dogma will be a lot less buggy
Edit:
Just noticed Pre-Load is up for Dragon´s Dogma (13.9GB download)^^
Edit2:
I am not 100% sure on this but maybe helpful, since blinking only happen in 3rd/1st person at start from what I seen I tested a little more on the lvl 60 save I posted with 0.293.
If I use just mouse and A,D to move free cam (tfc 1) it almost never turn to default and back to adjusted.
W and S make effects turn to default and back to adjusted almost every time similar as start but maybe not as fast. :?
Not sure why I wrote up arrow and down arrow earlier.. :\ All them edits sorry lol..
Wish I could do more to help. Would think this engine version would be less buggy than previous, guess that is wish thinking^^
Either way take your time you have done amazing changes already, I hope Dragon´s Dogma will be a lot less buggy
Edit:
Just noticed Pre-Load is up for Dragon´s Dogma (13.9GB download)^^
Edit2:
I am not 100% sure on this but maybe helpful, since blinking only happen in 3rd/1st person at start from what I seen I tested a little more on the lvl 60 save I posted with 0.293.
If I use just mouse and A,D to move free cam (tfc 1) it almost never turn to default and back to adjusted.
W and S make effects turn to default and back to adjusted almost every time similar as start but maybe not as fast. :?
Not sure why I wrote up arrow and down arrow earlier.. :\ All them edits sorry lol..
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Re: Fallout 4 0.293
Yersinia79
I see the bug with your save and config, but at this moment do not understand what is wrong and why, tried all ideas which could be wrong, but looks like constant buffer is not updated by my data when game transfer some data from gpu to cpu in same frame (don't know yet what is it, may be statistics of occlusion culling objects drawed).
I see the bug with your save and config, but at this moment do not understand what is wrong and why, tried all ideas which could be wrong, but looks like constant buffer is not updated by my data when game transfer some data from gpu to cpu in same frame (don't know yet what is it, may be statistics of occlusion culling objects drawed).
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Re: Fallout 4 0.293
Boris
A bethesda effect/nvidia effect causing delay cause some are very poorly optimized?
Nvidia´s Godrays alone takes a lot performance , maybe it is all those effects I use at same time that cause to much delay? :>
This is way over my knowledge^^
A bethesda effect/nvidia effect causing delay cause some are very poorly optimized?
Nvidia´s Godrays alone takes a lot performance , maybe it is all those effects I use at same time that cause to much delay? :>
This is way over my knowledge^^
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Re: Fallout 4 0.293
I don't know what are you talking about Boris, this engine is great:ENBSeries wrote:Yersinia79
Engine piss me off, as all bethesda games.
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Re: Fallout 4 0.293
I don't have any more ideas yet for testing why bug occurs, shader works fine, data passed to shader are fine, manually set data in shader produce bug in Yersinia79 save. Better switch to Dragon's Dogma available for download already before official release, may be later something came to mind about Fallout.
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Re: Fallout 4 0.293
@MaxTheUniqueGamer
That GIF made my day
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Re: Fallout 4 0.293
Boris
I just tested this a little cause I got the idea right now, can u please test this? ^^
Set Dawn, Sunrise, Day, Sunset, Dusk, Night, Interior Day, Interior Night to same value
Works for sky too, I think but not tested. Will test more.
Looks like the seperated values is what makes it act like that at start, maybe TIMEOFDAY is different at start compared to rest of game?
Indoor area where you start conflict with outdoor area? Usually there is a load sequence between the two.
Hope this helps somehow
Edit:
Looks like this works on freecam too later in game, but tested just a little
Seems to work on sky :>
Edit2:
Tested a lot more, I think that dni factors inside enbeffect.fx is also affected by this, so if you set very different tone mapping on Day, Night, Interior it will have similar effect.
I guess reason why it was not noticed earlier is that most use very similar or same tone mapping/color changes inside our effect files for day, night, interior.
Tried use tone mapping to adapt night for the static ambient and direct values I had set when I noticed this. Not tested this on bloom or other effects yet.
MaxTheUniqueGamer
lol nice one
I just tested this a little cause I got the idea right now, can u please test this? ^^
Set Dawn, Sunrise, Day, Sunset, Dusk, Night, Interior Day, Interior Night to same value
Code: Select all
[ENVIRONMENT]
IgnoreWeatherSystem=true
DirectLightingIntensityDawn=2.0
DirectLightingIntensitySunrise=2.0
DirectLightingIntensityDay=2.0
DirectLightingIntensitySunset=2.0
DirectLightingIntensityDusk=2.0
DirectLightingIntensityNight=2.0
DirectLightingIntensityInteriorDay=2.0
DirectLightingIntensityInteriorNight=2.0
DirectLightingDesaturationDawn=0.0
DirectLightingDesaturationSunrise=0.0
DirectLightingDesaturationDay=0.0
DirectLightingDesaturationSunset=0.0
DirectLightingDesaturationDusk=0.0
DirectLightingDesaturationNight=0.0
DirectLightingDesaturationInteriorDay=0.0
DirectLightingDesaturationInteriorNight=0.0
DirectLightingColorFilterDawn=1, 1, 1
DirectLightingColorFilterSunrise=1, 1, 1
DirectLightingColorFilterDay=1, 1, 1
DirectLightingColorFilterSunset=1, 1, 1
DirectLightingColorFilterDusk=1, 1, 1
DirectLightingColorFilterNight=1, 1, 1
DirectLightingColorFilterInteriorDay=1, 1, 1
DirectLightingColorFilterInteriorNight=1, 1, 1
AmbientLightingIntensityDawn=2.0
AmbientLightingIntensitySunrise=2.0
AmbientLightingIntensityDay=2.0
AmbientLightingIntensitySunset=2.0
AmbientLightingIntensityDusk=2.0
AmbientLightingIntensityNight=2.0
AmbientLightingIntensityInteriorDay=2.0
AmbientLightingIntensityInteriorNight=2.0
Looks like the seperated values is what makes it act like that at start, maybe TIMEOFDAY is different at start compared to rest of game?
Indoor area where you start conflict with outdoor area? Usually there is a load sequence between the two.
Hope this helps somehow
Edit:
Looks like this works on freecam too later in game, but tested just a little
Seems to work on sky :>
Edit2:
Tested a lot more, I think that dni factors inside enbeffect.fx is also affected by this, so if you set very different tone mapping on Day, Night, Interior it will have similar effect.
I guess reason why it was not noticed earlier is that most use very similar or same tone mapping/color changes inside our effect files for day, night, interior.
Tried use tone mapping to adapt night for the static ambient and direct values I had set when I noticed this. Not tested this on bloom or other effects yet.
MaxTheUniqueGamer
lol nice one
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Re: Fallout 4 0.293
This is just me shooting in the dark after testing around a bit. Could the prewar shadow/flicker bug be a TOD thing? I just noticed the in-game timescale is set to 0.0000 for the intro to the game from the very beginning all the way to when you leave out the vault elevator. Time doesn't move at all in the prewar world, the shadows don't move with the sun and stuff. It's the only thing I've come up with. Testing on vanilla with hd textures and CBBE only and no crapware (textures are cool to run while testing right?). The screenshot I'm posting of timescale 0.0000 I'm using Reshade to inject SMAA + FXAA because I was trying to work on my preset when I noticed the TOD stuff (I also managed to catch the shadow/flicker bug while getting the screen grab too I just noticed).
https://imgur.com/Fo16U0B
Edit - Somehow I missed the comment right above this... Doh! I now double-think the issue is somehow TOD related. Use console to 'show timescale' in the prewar/vault111 spaces and it'll show time is at a dead stop. I get glitches with Radiant Clouds in the prewar world to, and I suspect that's due to TOD somehow now too.
https://imgur.com/Fo16U0B
Edit - Somehow I missed the comment right above this... Doh! I now double-think the issue is somehow TOD related. Use console to 'show timescale' in the prewar/vault111 spaces and it'll show time is at a dead stop. I get glitches with Radiant Clouds in the prewar world to, and I suspect that's due to TOD somehow now too.
Last edited by refusedzero on 11 Jan 2016, 09:49, edited 1 time in total.
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