TES Skyrim 0.315
Forum rules
new topics are not allowed in this subsection, only replies.
new topics are not allowed in this subsection, only replies.
- Author
- Message
-
Offline
- *blah-blah-blah maniac*
- Posts: 17559
- Joined: 27 Dec 2011, 08:53
- Location: Rather not to say
Re: TES Skyrim 0.315
Dof, prepass, effect.txt. About others don't remember, they do not have "any" number of passes
_________________
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7
-
Offline
- *blah-blah-blah maniac*
- Posts: 530
- Joined: 30 Jan 2012, 13:18
Re: TES Skyrim 0.315
Curious about bloom pass logic. Has been asked a lot of times already, I know, but it's not entirely clear to me. For each consecutive bloom layer, is it 512x512 texture ->bloom pass1 -> bloom pass2 -> 256x256 texture or 512x512 texture ->bloom pass1 -> bloom pass2 -> ->bloom pass1 -> bloom pass2 -> 256x256? Because you write "first and second passes draw to every texture twice"..?
-
Offline
- *blah-blah-blah maniac*
- Posts: 17559
- Joined: 27 Dec 2011, 08:53
- Location: Rather not to say
Re: TES Skyrim 0.315
BloomPrePass(IN:fullscreen, OUT:512*512)->BloomPrePass(IN:512*512, OUT:512*512)->BloomTexture1(IN:512*512, OUT:512*512)->BloomTexture2(IN:512*512, OUT:512*512)->BloomTexture1(IN:512*512, OUT:256*256)->BloomTexture2(IN:256*256, OUT:256*256)->BloomTexture1(IN:256*256, OUT:128*128)->BloomTexture2(IN:128*128, OUT:128*128)->...
_________________
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7
-
Offline
- *blah-blah-blah maniac*
- Posts: 530
- Joined: 30 Jan 2012, 13:18
Re: TES Skyrim 0.315
Okay, thank you a lot.
-
Offline
- *blah-blah-blah maniac*
- Posts: 17559
- Joined: 27 Dec 2011, 08:53
- Location: Rather not to say
Re: TES Skyrim 0.315
Version updated, download again
Fixed bug with black areas on some objects when subsurface scattering and ambient occlusion enabled at same time (ssao must be very intense). Decreased startup time (as shader compilation time).
Please report if you have crashes with this version, because it may have incompatibility cause of new shader code.
Fixed bug with black areas on some objects when subsurface scattering and ambient occlusion enabled at same time (ssao must be very intense). Decreased startup time (as shader compilation time).
Please report if you have crashes with this version, because it may have incompatibility cause of new shader code.
_________________
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7
-
Offline
- *blah-blah-blah maniac*
- Posts: 506
- Joined: 02 Aug 2013, 23:06
- Location: New Hampshire, US
Re: TES Skyrim 0.315
Just tried it out the good news is no crashes and the black shadow issue is gone. But also seems like SSAO is not working properly. I tried a variety of extreme values (min and max on the various AO and IL values) and not changes visible, even when saving and applying or exiting game and going back in. Same for interiors or exteriors.
_________________
Intel Core i9-9900K CPU @ 3.6 GHz // GeForce RTX 2080 Ti VRAM 11GB // Win10 64 and 64GB Ram // Monitor 2560x1440@144
Intel Core i9-9900K CPU @ 3.6 GHz // GeForce RTX 2080 Ti VRAM 11GB // Win10 64 and 64GB Ram // Monitor 2560x1440@144
-
Offline
- Posts: 13
- Joined: 04 Oct 2015, 22:24
Re: TES Skyrim 0.315
Giving back on its latest update of version 0.315: Apparently the SSAO is not working in my case either
-
Offline
- *blah-blah-blah maniac*
- Posts: 17559
- Joined: 27 Dec 2011, 08:53
- Location: Rather not to say
Re: TES Skyrim 0.315
Version updated, download again
Fixed bug with not working ssao
Fixed bug with not working ssao
_________________
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7
-
Offline
- *blah-blah-blah maniac*
- Posts: 506
- Joined: 02 Aug 2013, 23:06
- Location: New Hampshire, US
Re: TES Skyrim 0.315
Thanks again Boris.
Just tested with Azura and SSAO is working again and the bug is gone. Going to do some more testing with other presets but at the moment seems good.
Just tested with Azura and SSAO is working again and the bug is gone. Going to do some more testing with other presets but at the moment seems good.
_________________
Intel Core i9-9900K CPU @ 3.6 GHz // GeForce RTX 2080 Ti VRAM 11GB // Win10 64 and 64GB Ram // Monitor 2560x1440@144
Intel Core i9-9900K CPU @ 3.6 GHz // GeForce RTX 2080 Ti VRAM 11GB // Win10 64 and 64GB Ram // Monitor 2560x1440@144
-
Offline
- *blah-blah-blah maniac*
- Posts: 17559
- Joined: 27 Dec 2011, 08:53
- Location: Rather not to say
Re: TES Skyrim 0.315
Version updated, download again
Increased quality of brute force mode closer to ssgi algorithm. Added parameter to compute brute force effect for screenshots only.
Increased quality of brute force mode closer to ssgi algorithm. Added parameter to compute brute force effect for screenshots only.
_________________
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7