Hi Boris, thank you for developing a VR-version for Skyrim. Looking forward to SSAO, hopefully you find a way to make it possible.
For me fullscreen is working fine with enb active. If there is realy a performance gain, don´t know, have´t checked that.
ENB-menu ist not visible in Rift but on screen. Mouse click in menu does not work correctly, it clicks twice. So its very hard to toggle, anyone with this problem, too?
Latest nvidia driver 1080ti SLI activated in driver, Oculus Rift.
TES Skyrim VR 0.333
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Re: TES Skyrim VR 0.333
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Re: TES Skyrim VR 0.333
VadersApp
For me there is no issue with double clicking. Do you use Steam Overlay or something else like that?
Is temporal antialiasing in game useful for players? I have seen posts that people disable it.
For me there is no issue with double clicking. Do you use Steam Overlay or something else like that?
Is temporal antialiasing in game useful for players? I have seen posts that people disable it.
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Re: TES Skyrim VR 0.333
Maybe its MSI Afterburner, thought overlay was deativated. Thank you for the hint, will check that.
As far as i know, Skyrim temporal antialiasing blurs image too much. I am using ingame supersampling x2, it makes the image much sharper, but it is expensive.
As far as i know, Skyrim temporal antialiasing blurs image too much. I am using ingame supersampling x2, it makes the image much sharper, but it is expensive.
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Re: TES Skyrim VR 0.333
Hi Boris, do you think it's possible to implement VR SLI with ENB? Meaning using SLI to the full extent by rendering each eye on a different gpu. Right now my other gpu just sits there with Skyrim VR because game doesn't support SLI. But can ENB used for such performance enhancement?
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Re: TES Skyrim VR 0.333
This latest version 0.333 is running fine on my Vive. It looks fantastic. Looking forward to SSAO and Depth of Field. My GPU, on the other hand is not...LOL
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Re: TES Skyrim VR 0.333
Shizof
SLI is impossible, because everything is drawed in same render target, two copies of every object rendered at once in SkyrimVR via instancing. As i know, SLI can draw one frame with one card next frame with another card, but this require at least 1 frame delay, which introduce additional lag for VR between input and image. If you just set max prerendered frames count for vr =2 in NVidia control panel, you will have the same result lag and a bit higher performance usually.
SLI is impossible, because everything is drawed in same render target, two copies of every object rendered at once in SkyrimVR via instancing. As i know, SLI can draw one frame with one card next frame with another card, but this require at least 1 frame delay, which introduce additional lag for VR between input and image. If you just set max prerendered frames count for vr =2 in NVidia control panel, you will have the same result lag and a bit higher performance usually.
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Re: TES Skyrim VR 0.333
Temporal AA could be helpful if depth-based sharpen is used directly after, then bloom and all that.