TES Skyrim SE 0.310
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Re: TES Skyrim SE 0.310
Guess it's possible, but compilation time increase is very low, what is the point to use external compiler to generate precompiled files? This will take even more time. All performance losses at game start with the mod happens only because of game shaders recompilation, but if i remember, SkyrimSE don't have this yet.
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Re: TES Skyrim SE 0.310
Ahh ok,
I saw some user complaining/reporting about long loading time in SkyrimSE on nexus.
And is it possible to cache those game shaders so it didn't have to recompile on every start?
I saw some user complaining/reporting about long loading time in SkyrimSE on nexus.
And is it possible to cache those game shaders so it didn't have to recompile on every start?
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Re: TES Skyrim SE 0.310
Impossible. The process is dynamic based on mod setting.
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Re: TES Skyrim SE 0.310
i am just playing around, and want to do some form of vanilla GCC in the end (using params01 parts or whatnot), so i just tried copy/paste the PS_DrawOriginal shader code part to the enb shader part for fun, nothing else in there, and i get a black screen.
any idea why that is happening?
any idea why that is happening?
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Re: TES Skyrim SE 0.310
benhat
Can't help you unless there are more detail.
One thing is that TextureAdaptation only has .x outside of ORIGINALPOSTPROCESS, so there would be bunch of 0s out there in the computation.
Can't help you unless there are more detail.
One thing is that TextureAdaptation only has .x outside of ORIGINALPOSTPROCESS, so there would be bunch of 0s out there in the computation.
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Re: TES Skyrim SE 0.310
thanks kingeric!
you were right with the adaptation.
i see... (i am new to this shader framework, and overall still stumbling around like a kid in this shader world, appreciate the help) so TextureBloom and TextureAdaptation changes depending on technique now?
if that is right, is there any way to mix ENB Bloom with Vanilla Bloom now? i really liked that, was one of my favorite things.
you were right with the adaptation.
i see... (i am new to this shader framework, and overall still stumbling around like a kid in this shader world, appreciate the help) so TextureBloom and TextureAdaptation changes depending on technique now?
if that is right, is there any way to mix ENB Bloom with Vanilla Bloom now? i really liked that, was one of my favorite things.
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Re: TES Skyrim SE 0.310
EDIT: Yeah... I'm a dimwit and solved my own super easy problem. The adults can go back to talking! *slinks away*
Last edited by Jafin16 on 18 Jan 2017, 08:40, edited 1 time in total.
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Re: TES Skyrim SE 0.310
Game adaptation texture can't be used with non original post processing, so it toggled to mine if not original is used. If i remember, original is 2 channel.
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Re: TES Skyrim SE 0.310
Hey Guys
Trying to combine enb with smaa since the TAA thing blurrs the moving image to hard for my taste.
The DX10/11 Version of mrhaandi's injector consist of the following files:
dxgi.dll
injector.ini
SMAA.fx
SMAA.h
The dxgi.dll should automatically load when the SkyrimSE.exe starts - isn't? I tried it without enb, with enb, with enb, setting dxgi.dll as a proxydll, but it does not change a thing. It does not load / work. Any hints?
Trying to combine enb with smaa since the TAA thing blurrs the moving image to hard for my taste.
The DX10/11 Version of mrhaandi's injector consist of the following files:
dxgi.dll
injector.ini
SMAA.fx
SMAA.h
The dxgi.dll should automatically load when the SkyrimSE.exe starts - isn't? I tried it without enb, with enb, with enb, setting dxgi.dll as a proxydll, but it does not change a thing. It does not load / work. Any hints?
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Re: TES Skyrim SE 0.310
@Neuba
Reshade does the job
Reshade does the job