TES Skyrim SE 0.345

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Re: TES Skyrim SE 0.345

xirangeix
I very much doubt that will make water shaders, there are thousands of them to modify.
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Re: TES Skyrim SE 0.345

Pritster5 wrote:It's not possible without game source code because the lighting shadow info is stored in the RGB channels for some reason. It boosts performance I think. SSE was a half assed port that is like halfway between Oldrim and FO4.
Nah it's true for all of Bethesda's games, it's too deep in the code to be reverse engineered.
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Re: TES Skyrim SE 0.345

Viscerous wrote:Hey Boris, after literally hours I managed to somewhat confidently reproduce the following bug on Skyrim with only ENB, no mods, no INI tweaks, no crapware save for Steam overlay. It may very well be a classic Bethesda bug, but I figured I'd ask in case you knew something about it.

If you attack a body or person (or maybe even if someone gets attacked nearby), it seems to overlay a (default?) eyebrow normal map on top of the face in certain angles. It is VERY hard to see this normally, so I pumped up ENB's SSAO a lot for illustrative purposes:
https://i.imgur.com/enCnl9b.jpg Nothing going on here.
https://i.imgur.com/eqmaGk0.jpg Moved the camera angle down a bit.

This issue goes away again if you ShowRaceMenu, that is until you get into combat again.
Following up on myself for posterity.

For those of you who also prefer Boris' MUCH better looking SSAO over the in-game AO and run into this issue (it's a lot worse on certain characters), I managed to work around this issue by doing the following:
1. Extract meshes\actors\character\character assets\faceparts\malebrows.nif and femalebrows.nif from the vanilla BSA.
2. Open them up in Nifskope, and add ZBuffer_Write under Shader Flags 2, like so: https://i.imgur.com/PPoI3GU.png
3. Save it and keep both files in Data\meshes\actors\character\character assets\faceparts\ so the originals get overwritten (or use MO2).

This solves the problem entirely it seems. Not sure what side effects it may have yet though.

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Re: TES Skyrim SE 0.345

A version of detailed shadows was added to Fallout 4 right? How feasible is it to port it to SE?

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Re: TES Skyrim SE 0.345

Found a BUG for snowelf with SSS

https://imgur.com/a/idYhDIm

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Re: TES Skyrim SE 0.345

Jungle Peanut
Harder than in F4, but possible and in my future plans

jadelouis
I dont know how to get this bug myself, what should i do for that. And i doubt it's mod bug, rather something wrong with colors, because there is just an area of the texture, not a mesh.
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Re: TES Skyrim SE 0.345

Hi Boris. I know that you are currently struggling to develop a fast AO solution for VR ENB and I thought I had some info that might help (if you haven't already seen this).

The method is an optimized version of Alchemy AO, called Scalable AO. It is very fast and the quality-performance ratio is very high. Here is a paper explaining it:

http://research.nvidia.com/sites/defaul ... e12SAO.pdf

It is better than almost all other SSAO algorithms as compared in this paper:

http://frederikaalund.com/a-comparative ... n-methods/

Scalable Ambient Obscurance is feasible in Skyrim SE because it ONLY requires the depth buffer. The original Alchemy AO algorithm needed the position and normal buffer as well.

And it scales extremely well. At 1080p it only requires about 2.3 ms per frame with a very large AO radius of 1.5 meters from the camera.

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Re: TES Skyrim SE 0.345

Thanks, but i need in 2k resolution in less than 1ms, so it's totally different story.
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Re: TES Skyrim SE 0.345

Hey Boris quick question. How fast is the ENB SSAO in ms/frame? Maybe this AO is not fast enough for VR but it might be faster than the standard ENB AO that you include and maybe it could be implemented for SSE.

EDIT: I saw that on Patreon you said the ENB AO takes around ~4ms to calculate. So that means you could save ~1.7ms per frame if you switched to SAO instead of the current algorithm. I think you can still do it, because it only needs the depth buffer.

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Re: TES Skyrim SE 0.345

I will not have better performance switching to something else, because my ao computed by normals and i do not accept depth based by quality.
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