TES Skyrim

post screenshots of enbseries
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*master*
Posts: 164
Joined: 26 Feb 2012, 21:09

Re: TES Skyrim

Playing around with the indirect lighting values:

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I too would like to see custom FXAA shaders, especially if they will improve texture sharpness. As for tracking the position of the sun in game, I don't know of any method. However, does it need to be 100% accurate? Even if rays are only partially accurate, I'd still be very happy :)
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i5-2500k 4.3 Ghz, GTX 580 1.5 GB, 8gb RAM

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*master*
Posts: 102
Joined: 15 May 2012, 18:15

Re: TES Skyrim

trillville
Love your 2, 3 and 5! :D

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Posts: 87
Joined: 10 May 2012, 05:53
Location: South America - VE

Re: TES Skyrim

HEy guys, amazing work :).

Stakado estan buenas esas fotos :).

Greetings.

Mak

maximus12345

Re: TES Skyrim

theradikal11 wrote: Vivid Color
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Vivid Color
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Your sky is just insane man. Do you use any sky mod, Skyrim HD or Dramatic Clouds?

The Vivid Color IMO is the best. The Balanced is good but seems like when I decrease the bright of my monitor rsrs.
Something between Vivid Color and Balanced(hmmm 80%Vivid 20%Balanced, i dont know, YOU is the man that know rsrs) will be good!

Keep "enbing" man. Great work!

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*blah-blah-blah maniac*
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Joined: 20 Mar 2012, 08:37

Re: TES Skyrim

@Boris
SMAA not FXAA http://www.iryoku.com/smaa/ http://vimeo.com/31247769 https://github.com/iryoku/smaa
already 1 began to implement it in a injector http://mrhaandi.blogspot.de/p/injectsmaa.html and some already use it here too but it's a rather old version S2x, T2x and 4x are missing :)
Andrej Dudenhefner 16. Januar 2012 13:45

@Shadowdane: It is due to the incompatibility of the previously designed injector (v1.3) and the S2x mode, that the new version is not out yet. However it is planned to support S2x (with DX10/11 games which already have support for MSAA2x, which is required).
Basically it was planned to abstract from fixed shader injection and make it possible to do more.
@Swartz: If I knew of the S2x injecting incompatibility with my idea (not incompatibility in general) before, I'd have published the sources earlier. Right now it is an noncompiling mess which I have no time to fix due to other projects in real life. I can't say for sure when the next stable version (maybe along with the source) will be released. But it won't be soon.
Last edited by CruNcher on 19 May 2012, 03:38, edited 3 times in total.
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Joined: 18 May 2012, 21:38

Re: TES Skyrim

@Boris

Yes, I thought of that aswell, perhaps the dof values could gradually reduce after a certain height? not sure how this would work for mountains and stuff that is really up high though but I'm sure we could just tweak the values ourselfs after you make it :D

Also a bit off topic but have you seen the new type of aa called TXAA? It's not released yet but maybe you could replicate or improve on it somehow when it's released - http://www.techpowerup.com/162504/NVIDI ... ailed.html

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Re: TES Skyrim

Super ENB-RL is still alive, though :D.

pics from new version.
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*master*
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Joined: 15 May 2012, 18:15

Re: TES Skyrim

I worked a lot on my enb for having a more atmospheric look. The shadow look more natural/realistic and at distance (mountains and trees) look better too. And other things...
Unfortunately I can't play with SSAO and SSIL, I still don't have a good enough graphic card.
I show you some before/after the re-tonemapping.

I'm really happy about the result. :D

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*master*
Posts: 112
Joined: 27 Jan 2012, 18:46

Re: TES Skyrim

Pure gameplay screenshots with v0.112 ENB

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Joined: 09 May 2012, 21:40

Re: TES Skyrim

@Insane Jack
Looks awesome
would you share your settings? :D
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