TES Skyrim VR 0.342

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Re: TES Skyrim VR 0.342

@ Boris, alright, thanks for the infos.

For whatever reason i was under the impression that clouds shadows looked somehow less contrasted with parameter at 100% now, so i've made that assumptions. I was wrong. Thanks for clarification on this.

What still looks a bit strange to me is when cloud shadow intensity is set to 100%, it gets darker than nights because it's blocking all of the lights (as you said, direct & ambient and also point lights !).

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It gives a very unnatural lighting with direct sunlight still casting shadows (ie. trees shadows on the ground are still there and are solid black).

Is it possible to make clouds blocking sun light only (with maybe some % of ambient too in parameter section to control the effect ?) ? It will give more realistic results especialy in area just around the player. At 100% of intensity under a big cloud, light "should" look like at a cloudy weather (ambiant only, no direct light). Ignore this request if it implies too much effort with the code.

For volumetric fogs, i anderstand that you are carefull about FPS cost of your mod because of newbies not aware how to use features properly within their own limited GPU power. Anyway if one day an "hidden" option will be available somewhere to enable volumetric fog to project shadow on the ground (volumetric not necessarily recieving shadow but casting it) it will be very cool for ENB enthusiasts (like me). :D

@Heliosdoublesix
Thanks for the info. I'll give a try. That sounds very strange...
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Re: TES Skyrim VR 0.342

It is possible, but of course not free by fps. I dont know how things work on Vive, but with Oculus fps impact is very incorrect, just a little more complex code and fps very easy drops from 90 to 45. Users don't bother to decrease drawing distance to reduce cpu bottleneck, so my mod is always under blaming. Now i'm stuck and don't know what can i do in such limited conditions.
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Re: TES Skyrim VR 0.342

Version updated, download again
Increased performance when many objects visible on screen.
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Re: TES Skyrim VR 0.342

Ghanth

There's a mod that adds cloud objects moving around at various heights, but the port from the original Skyrim didn't have meshes that blocked/received sunlight last time I checked. Maybe someone with good modeling skills could make cloud meshes (or update the existing ones) with that function. It does work, I tested switching the clouds with a farmhouse mesh had the expected result. Of houses flying in the sky... but hey! They did cast shadows including in volumetric light!

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Re: TES Skyrim VR 0.342

Folks, is it Oculus specific problem or Vive/WMR users have too, when almost black colors have heavy banding which barely visible on regular display screen? For example starry sky with little clouds on it look disgusting, same with first loading scene where "press any button" text occurs. I even can see in some places same problem when played Serious Sam VR and dithering unable to handle this, problem occur in post game stage.
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Re: TES Skyrim VR 0.342

I cannot explain it with a level of understanding you may want or appreciate, but as an oculus owner i can say that yes, blacks can have issues on the oculus, mostly in games not native to vr, but in certain in-game lighting conditions it happens in most vr games i've played.

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Re: TES Skyrim VR 0.342

Boris thanks for everything. Any ETA for SSS in SkyrimVR?

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Re: TES Skyrim VR 0.342

My basic understanding, every display can vary and due to how OLED works the calibration deliberately prevents solid black as it creates smearing as those pixels take longer to turn back on, there are some other aspects that makes it prefer to step/band I guess for the same pixel response reasons? it gets quite complicated as these displays are not designed for VR specifically and they have had all kinds of trickery, cheats and flaws in they have to work around and keep yields high.

On top of this some displays had flaws involving a gradiated red cast that could render say the top of your vision slightly red in dark areas, that were somehow mitigated by imposing a layer of mura, a noisy grid that seems to make the 'screen door' effect worse but helps a red shift and other banding issues? though in my case disabling 'SPUD' makes everything better for me personally, and I don't mind the red shift as for me it is uniform across the whole screen not just the top.

https://www.reddit.com/r/oculus/comment ... oled_mura/

Also side note, a lot of the ENB settings people make have just bad issues with dark colors that may not be so obvious on a LED display but in the darkness of the Rift look terrible. From using LUT's that cannot go black, to the numerous levels adjustments and filmic tone mapping that layer up when misconfigured can destroy the black levels.

ENBSeries wrote:Folks, is it Oculus specific problem or Vive/WMR users have too, when almost black colors have heavy banding which barely visible on regular display screen? For example starry sky with little clouds on it look disgusting, same with first loading scene where "press any button" text occurs. I even can see in some places same problem when played Serious Sam VR and dithering unable to handle this, problem occur in post game stage.

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Re: TES Skyrim VR 0.342

Shizof
No idea, i have to figure out how to make performance high enough to continue modding.
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Re: TES Skyrim VR 0.342

Version updated, download again
Decreased startup time
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