TES Skyrim SE 0.310
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- *master*
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Re: TES Skyrim SE 0.310
Boris, can you already tell if (terrain) parallax will be possible trough enb in the future?
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Re: TES Skyrim SE 0.310
phoenixfabricio
I'm in very big doubt that can modify lights without touching process memory.
Skinner
Rather not. Terrain shaders in original skyrim have around 15 pixel shaders for editing, but they also required modifying vertex shaders which have much bigger quantity. But in Skyrim SE i have no f*ing idea which shaders are used for terrain, except looking at them everywhere in different conditions and game video setting and to pray i not missed them and b*da will not release new patches which change them.
I'm in very big doubt that can modify lights without touching process memory.
Skinner
Rather not. Terrain shaders in original skyrim have around 15 pixel shaders for editing, but they also required modifying vertex shaders which have much bigger quantity. But in Skyrim SE i have no f*ing idea which shaders are used for terrain, except looking at them everywhere in different conditions and game video setting and to pray i not missed them and b*da will not release new patches which change them.
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Re: TES Skyrim SE 0.310
Ah that's a pitty they made it so difficult.ENBSeries wrote:
Skinner
Rather not. Terrain shaders in original skyrim have around 15 pixel shaders for editing, but they also required modifying vertex shaders which have much bigger quantity. But in Skyrim SE i have no f*ing idea which shaders are used for terrain, except looking at them everywhere in different conditions and game video setting and to pray i not missed them and b*da will not release new patches which change them.
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Re: TES Skyrim SE 0.310
Hey Boris,
I have a feature request for when you get the spare time.
Could we get a hot key assignment to save the current ENB configuration?
I have a feature request for when you get the spare time.
Could we get a hot key assignment to save the current ENB configuration?
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Re: TES Skyrim SE 0.310
If I drop d3d11.dll & d3dcompiler_46e.dll to my Skyrim SE folder, which are needed for any ENB preset to work my FPS drops by ~10-20 depending on the area. It seems to be CPU bottleneck.
Are they supposed to be so CPU intensive?
Are they supposed to be so CPU intensive?
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Re: TES Skyrim SE 0.310
Make sure iVsyncPresentInterval is disabled in SkyrimPrefs.ini and force VSync through your GPU driver or use ENB VSync. This fixed the random FPS issues for my rig.Assnfiks wrote:If I drop d3d11.dll & d3dcompiler_46e.dll to my Skyrim SE folder, which are needed for any ENB preset to work my FPS drops by ~10-20 depending on the area. It seems to be CPU bottleneck.
Are they supposed to be so CPU intensive?
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Re: TES Skyrim SE 0.310
iVSyncPresentInterval=0TreyM wrote:Make sure iVsyncPresentInterval is disabled in SkyrimPrefs.ini and force VSync through your GPU driver or use ENB VSync. This fixed the random FPS issues for my rig.Assnfiks wrote:If I drop d3d11.dll & d3dcompiler_46e.dll to my Skyrim SE folder, which are needed for any ENB preset to work my FPS drops by ~10-20 depending on the area. It seems to be CPU bottleneck.
Are they supposed to be so CPU intensive?
So... thats not the issue.
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Re: TES Skyrim SE 0.310
Are you using a preset that also includes reshade? Some of the presets that include Reshade and use Indirect Lighting and/or MXAO or something similar can have a pretty big hit if using the wrong settings, like amount of samples. Thats would be the first thing I think of about a 10-20 fps drop like that. And what is leading you to believe its CPU intensive and not GPU? with 980ti's and a preset I was working on, I was losing 15-25 fps @ 2560x1440 until I asked questions and found the culprit in the reshade shader.Assnfiks wrote:If I drop d3d11.dll & d3dcompiler_46e.dll to my Skyrim SE folder, which are needed for any ENB preset to work my FPS drops by ~10-20 depending on the area. It seems to be CPU bottleneck.
Are they supposed to be so CPU intensive?
Anywho, just a thought.
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Re: TES Skyrim SE 0.310
It's typical dip bottleneck, because game optimisation didn't change and performance is better only because dx11 calls are faster. But for the mod things are much worse compared to dx9, i need to make backup copies of constant buffers, which decrease performance, especially for AMD users.
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Re: TES Skyrim SE 0.310
Question, hopefully not off-topic: Would it be possible to use (or port) the default DoF that's in the Fallout 4 ENB with this SSE version? It was perfect, IMO!