TES Skyrim 0.302

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Re: TES Skyrim 0.302

Maeldun
It's ambient occlusion based on skylighting effect. I just don't know how to name this type of ao, may be SHAO. Capturing depth twice will not work, because i have only two choices:
1) compute it at same time as skylighting and then apply to every drawed object.
2) capture a lot of data (at cost of vram) and compute effect when i computing ssao/ssil with complete depth available.
First method is buggy as i described it missing many objects. Second is slower, but higher quality by computation (per pixel normals from defer are available instead of generated from depth), at same time it's worse because applied as overlay, i can't fully extract ambient color there to apply it without any bugs and transparent objects will not work at all, same as ssao/ssil issues. Don't know what is worse, but i don't like both methods. May be these all not worth it and simpler to make editor for placing fake ambient occlusion weights, kinda black lights. Of course it's lot of work for modders and incompatibility with any mods installed which greatly modify interiors.


PS: found that in Whiterun at night new optimized skylighting is very noisy. Gonna revert the most performance important things back.
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Re: TES Skyrim 0.302

does it work good with pointlights? i could imagine to raise pointlight intensities up by a good amount to produce an even better effect together with that new ssao, kind of an overlap. also to compensate for the dampening of the bulbs.
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Re: TES Skyrim 0.302

Point lights are not linked to interior skylighting.
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Re: TES Skyrim 0.302

i did not mean linked. but the ssao sometimes produces shadow where pointlights produce lightening. so i am excited about the possible visuals both things can produce together. for example 30% more intensity in your first screenshot.
thanks by the way, for putting some work into skyrim again! really appreciate it.
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Re: TES Skyrim 0.302

Skyrim continues to live on.....

https://www.youtube.com/watch?v=6bM04s6sHbY



Loving the support Boris...
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Re: TES Skyrim 0.302

benhat
Ssao produce darkening where point lights are only when using invalid ao mix modes, which actually make ssao visible inside interiors, where ambient is very low. Skylighting always applied to ambient, so it's always proper math. But i don't think this effect will be released ever, i found that simply using ambient=0 makes very close look, because range where skylighting can be computed without bugs is very small areas near lights. I need to try lightprobes (which buggy if spells are cast) or something else to improve characters interiors (may be different ao/il, because not many players use it by performance reasons).
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Re: TES Skyrim 0.302

@Boris
Would you say Bethesda did a good job implementing the TAA into Creation Engines Workflow in Fallout 4 did you saw any big flaws while working on the ENB for the Deferred Engine version ?
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Re: TES Skyrim 0.302

a pity... looked so good in the shots.
interiors are definately missing something in regards of lighting. either something that procudes shadows against high ambientlighting, or something that produces lighting against low ambientlighting.
or just some GI :( lol
performancewise interiors have much potential i think, even for complex stuff, because fps is relatively high anyway interior.
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Re: TES Skyrim 0.302

I think for interiors with abundance of daylight it's pretty difficult to achieve a nice looking lighting, but for dungeons where ambient is low anyway it's not really a problem currently.

Image

Image

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Re: TES Skyrim 0.302

i know what you mean.
in your shots you use a lot of directlight i guess. depends a lot on the lighting mod and its balance between locations.
in the end it is possible to get a good looking lighting for what skyrim can do, but it always "looks off".
for example, why is the ceiling in the first shot lightend but the floor is not? such things... you always get either spots that are too lit or too dark somehow. it is more like a workaround than actual lightening.
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