@boris
to come back to my question previous about your opinion on SSAO settings...
i like AOMixingType 2, because it produces sort of depth to the scene and especially smaller objects, also cracks in textures profit. although it may be artificial, it just has more "grip" in my opinion.
but it has big problems with denser Skyrim Fog. regardless of Fadefogrange or other settings. I can kind of reproduce that FadeFogRange does stop to work at a certain distance for MixingType 2, if the Fog has a very low near/far distance. even value 1000 does not shift the rendering distance limit for SSAO any lower, although there is still a lot of fog.
just curious, what is the big difference between MixingType 0 and 2, that 2 produces those bugs and 0 doesn't?
TES Skyrim 0.305
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Re: TES Skyrim 0.305
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Re: TES Skyrim 0.305
All mixing types work the same way with the fog, so it's just your imagination. Color is defogged, then ssao/ssil applied by mixing type, then fogged again.
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Re: TES Skyrim 0.305
you are right... was an error on my side.
thanks
thanks
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Re: TES Skyrim 0.305
a while back i made a suggestion about including custom vars in weather inis. was not your cup of tee.
what about including _c registers (_c2.xyz Bloom/White, _c3.xyzw HDR , _c4.xyzw TINT) in weather inis? would it work so that enbeffect.fx gets that values afterwards? easy? full control over ImageSpace per Weather. Extends the idea behind giving control over Color Filter which you already did even further, not to say all the way now.
what about including _c registers (_c2.xyz Bloom/White, _c3.xyzw HDR , _c4.xyzw TINT) in weather inis? would it work so that enbeffect.fx gets that values afterwards? easy? full control over ImageSpace per Weather. Extends the idea behind giving control over Color Filter which you already did even further, not to say all the way now.
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Re: TES Skyrim 0.305
I do not support game post processing. If you like it, then use weather index to sample table of constants, this not require my work at all.
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Re: TES Skyrim 0.305
ok.
i did think it would be better not to do it in enbeffect.fx because that way it is computed every pixel/frame and produces overhead?
sorry. but can you help understand what you mean with "sample constants"?
i know there is "WeatherAndTime.x" for Weather Index. then i would have to make a condition for every index and declare different values for them in enbeffect.fx? or how do you suppose.
thanks in advance for you help again !!
i did think it would be better not to do it in enbeffect.fx because that way it is computed every pixel/frame and produces overhead?
sorry. but can you help understand what you mean with "sample constants"?
i know there is "WeatherAndTime.x" for Weather Index. then i would have to make a condition for every index and declare different values for them in enbeffect.fx? or how do you suppose.
thanks in advance for you help again !!
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Re: TES Skyrim 0.305
You have vertex shader for performance free computations
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Re: TES Skyrim 0.305
meh321 released a new feature on his mod that disables skyrim memory blocks and uses regular c malloc memory allocation
http://www.nexusmods.com/skyrim/mods/72725/?
might be interesting for you.
http://www.nexusmods.com/skyrim/mods/72725/?
might be interesting for you.
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Re: TES Skyrim 0.305
To use this feature in Meh321's Crash Fixes mod you need to also download this:Neuba wrote:meh321 released a new feature on his mod that disables skyrim memory blocks and uses regular c malloc memory allocation
http://www.nexusmods.com/skyrim/mods/72725/?
might be interesting for you.
http://www.nexusmods.com/skyrim/mods/75795/?
Extract the files to the root Skyrim folder.
Then change the .ini value in the Crash Fixes mod from "UseOSAllocators=0" to "UseOSAllocators=1".
Worked with ENBoost from my small initial testing. I would love to hear your thoughts on this new fix, Boris.
Edit: Messed up terminology.
Last edited by Nebulous112 on 22 May 2016, 10:11, edited 2 times in total.
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Re: TES Skyrim 0.305
Sorry, i can't say anything, not tried it and not interested in fixes for games.
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