CruNcher
You must be kidding. I can't look at taa in Fallout 4 without feeling that something wrong with my eyes defocusing. Instead of making their own taa, they just got nvidia one, which is total bullshit applied infinetly until pixels change "enough" to stop that. The only one thing they did good is character editor of Fallout 4, almost everything else is a very low level for beginners of gamedev. Spending so much time and create such a crap which still buggy after years of patches? Reminds East European games, but those at least trying to be modern.
I'll try to work on different indirect lighting approchaches now, interior shots are poor looking and nobody use ssao/ssil. May be it worth to force such effects to be on and to have their minimal values to be properly set. Some things really not need to be under full control.
TES Skyrim 0.302
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Re: TES Skyrim 0.302
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Re: TES Skyrim 0.302
You mean to much blur i don't think so most blur seems to come rather from from the texture compression themselve if you take away the post-processing entirely out of the equation but im looking at the balance at above 2K + TAA but interesting that it's Nvidias solution the only Nvidia solution i was aware of are TXAA,MFAA and the in work new TAA one that should replace MFAA later on or do you mean it's TXAA ?.
Only thing that turns me really down in the presentation is the banding that gets even more enhanced with Nvidias Volumetric Tesselation, the only thing currently i would like to fix on the Visual side for now in terms of render output stability for my results and still that awkward shadow (distance) system, ambient shadow light results, which might push me to use ENB or Reshade and accept the overhead and use dithering, and of course the Performance drop with Nvidias Tessellation even with nothing really rendered in the Camera Viewpoint that would need it and justifies the Performance lose in a lot of scenes (strange,better would have been to dynamically enable/disable it), but compared to Skyrim i and how hard it was to reach a certain quality it feels much more improved whyever they decided to use this Character Lighting option all the time it feels totally wrong.
Only thing that turns me really down in the presentation is the banding that gets even more enhanced with Nvidias Volumetric Tesselation, the only thing currently i would like to fix on the Visual side for now in terms of render output stability for my results and still that awkward shadow (distance) system, ambient shadow light results, which might push me to use ENB or Reshade and accept the overhead and use dithering, and of course the Performance drop with Nvidias Tessellation even with nothing really rendered in the Camera Viewpoint that would need it and justifies the Performance lose in a lot of scenes (strange,better would have been to dynamically enable/disable it), but compared to Skyrim i and how hard it was to reach a certain quality it feels much more improved whyever they decided to use this Character Lighting option all the time it feels totally wrong.
Last edited by CruNcher on 06 Feb 2016, 13:45, edited 5 times in total.
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Re: TES Skyrim 0.302
benhat
Absolutely agree. What I meant is that it's possible to get a nice looking 'dramatic' dungeon lighting that's believable enough even if it won't be completely realistic. To be honest I haven't really thought about trying to come up with completely indoor realistic lighting, especially for dungeons it would in most cases be too dark for gameplay purposes. From what I've seen I think there's are still quite a lot of untapped potential for that approach but in any case it would take quite a lot of time with CK.
By the way in the first shot the ceiling structure is perpendicular to the light source so I guess it's somewhat realistic that it picks up more light than the floor, no?
Absolutely agree. What I meant is that it's possible to get a nice looking 'dramatic' dungeon lighting that's believable enough even if it won't be completely realistic. To be honest I haven't really thought about trying to come up with completely indoor realistic lighting, especially for dungeons it would in most cases be too dark for gameplay purposes. From what I've seen I think there's are still quite a lot of untapped potential for that approach but in any case it would take quite a lot of time with CK.
By the way in the first shot the ceiling structure is perpendicular to the light source so I guess it's somewhat realistic that it picks up more light than the floor, no?
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Re: TES Skyrim 0.302
mindflux
yea
Jay_ombie
and this one:
https://www.youtube.com/watch?v=6w4jg1C5snY
only 6000 views in 3 years. crazy
... and that comment from Alex Sitaras made my day.
yea
Jay_ombie
and this one:
https://www.youtube.com/watch?v=6w4jg1C5snY
only 6000 views in 3 years. crazy
... and that comment from Alex Sitaras made my day.
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Re: TES Skyrim 0.302
I agree with what the others are saying about performance. It's not too much of a concern when dealing with interiors. Most interiors are max out at 60FPS even on the last couple generation video cards. I have a GTX760 with 4GB VRAM and all interior locations run at 60FPS for me with most ENB Presets; exteriors are a different story. It's going to be the same for even the later model 600 series cards. So what this is say is you, Boris, have a lot of room to play with interiors and add some performance heavy effects without having to worry about it too much.
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Re: TES Skyrim 0.302
Due to IL's reliance upon SSAO and the visual improvements inherent in AO, I always have these effects enabled and I encourage others seeking better performance to find it through lower SSAO scales rather than by simply (and ignorantly) disabling the effect. I would wholeheartedly support the forcing of this effect into an enabled state in the binaries. It would force people to learn how to manage their SSAO scales appropriately for their hardware capabilities. The addition of enblocal.ini forced people to examine and determine their local system environment, so I think this would be entirely reasonable considering how much your SSAO visually adds to the game.ENBSeries wrote: I'll try to work on different indirect lighting approchaches now, interior shots are poor looking and nobody use ssao/ssil. May be it worth to force such effects to be on and to have their minimal values to be properly set. Some things really not need to be under full control.
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Re: TES Skyrim 0.302
Boris, I'll add to what the others have said and give you my thanks for your once again awesome wizardry.
I am having a problem making the location weather work though. I am trying it in Falkreath's Dead Man's Drink which you can get to with
First of all, I made sure that in enbseries.ini:
In the statistics window, the Dead Man's Drink location shows as 0x0005c2A6. In _locationweather.ini I added a line for the location and used the same weather id from your example.
Then in _weatherlist.ini I added a new weather:
When I run the game, the dead_mans_drink.ini file gets created so that part seems to be working. However, in game, the weather window shows the weather as 81a which is assigned to a different ini file in my _weatherlist.ini file. Did I miss something setting it up?
I am having a problem making the location weather work though. I am trying it in Falkreath's Dead Man's Drink which you can get to with
Code: Select all
coc FalkreathDeadMansDrink
Code: Select all
EnableLocationWeather=true
Code: Select all
//example usage
//[0000003C] - WorldSpaceID
//13163=d4886 - first is LocationID, second is WeatherID (Riverwood with rainy weather)
5C2A6=d4886
Code: Select all
[WEATHER022]
FileName=dead_mans_drink.ini
WeatherIDs=d4886
Thanks for the link! Indeed it lives on because it's simply the best rpg experience out there. Dragon's dogma is pretty neat with it's giant monsters and all but Skyrim, even with it's flaws, just has way more to offer in it's lore and community content among many other aspects. And, of course, it has the best looking and developed ENB!Jay_ombie wrote: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
number6
Yes, it's something wrong in my code, gonna fix and update it.
Yes, it's something wrong in my code, gonna fix and update it.
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Re: TES Skyrim 0.302
Uh, no, code is fine. 5C2A6 is wrong id of location, 5CA26 is valid one.
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Re: TES Skyrim 0.302
Sorry, that was a dumb error on my part. I changed it to the correct id, but it still doesn't work. Maybe I am making another stupid mistake? The file now looks like this:
Code: Select all
//example usage
//[0000003C] - WorldSpaceID
//13163=d4886 - first is LocationID, second is WeatherID (Riverwood with rainy weather)
5CA26=d4886
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