ENBSeries wrote:Mod have code which skip initialization of the mod when process of CK detected by it's name, so if this not works, i can't do anything better.
What's the file name that it looks for exactly?
CreationKit.exe or Creation Kit 2.0?
I believe that it worked before, could be that they changed the name somehow?
Gorgulla, it works okay here.
Thats odd, Hmm i don't use any overlay software or something like that.
What OS do you have? And is it the latest update?
ENBSeries wrote:Mod have code which skip initialization of the mod when process of CK detected by it's name, so if this not works, i can't do anything better.
What's the file name that it looks for exactly?
CreationKit.exe or Creation Kit 2.0?
I believe that it worked before, could be that they changed the name somehow?
Gorgulla, it works okay here.
Thats odd, Hmm i don't use any overlay software or something like that.
What OS do you have? And is it the latest update?
I managed to get a bunch of users to benchmark Fallout 4, using ENB to measure the draw calls at Corvega and Diamond City, with the same settings; resolution of shadows and textures set to minimum, AO disabled, wetness disabled, etc., with shadow distance and object distances set to ultra. Here's the results:
What's surprising is the large jump in performance for Ryzen 2 over Ryzen 1. Unfortunately, I couldn't find a user to test Ryzen 2 with an AMD card.
_________________ Intel i7 6700k | AMD Vega 56 8GB | 2x16GB DDR4 @ 3000mhz | Windows 7 64bit | Creative Soundblaster X-Fi Titanium Fatal1ty Pro | Asus z170 Pro Gaming
I know you are busy with development for S:SE and VR Skyrim, but I was thinking of a way to improve the reflections, which I feel are the biggest "PBR-breaking" feature in FO4. Static cubemaps must have been the worst decision for reflections ever. And I remember you've done screen space reflections in old Skyrim before, but since you've talked about how difficult it is to develop features like this for DX11, I've came up with something else:
Could you make use of directional ambient lighting, to dynamically sample that into a gradient cubemap texture? Just sample the up value for the sky, middle for the gradient transition, and bottom for the bounce reflection. Of course, that cubemap wouldn't be reflecting anything other than color, but at least that colors would be physically correct and dynamically reacting to the environment. It would fix many things, like glowing glass reflections at night, and completely wrong environment reflected by the static cubemap, that is used from some different environment. It wouldn't be as performance tanking as screen space reflections, and yet, it would give mostly similar results to rough reflective things.
And I guess for interiors, you could simply replace the cubemap with a single grey color, or maybe you could dynamically render cubemap probes once the level is loaded? Just placing them in a grid, rejecting those that are out of bounds, before actually rendering them.
Last edited by MaxG3D on 26 Aug 2018, 18:50, edited 1 time in total.
Thank you for the update Boris! It works fantastic now on my Ultrawidescreen. It's still slightly buggy occasionally but it's quite rare and barely noticeable in gameplay, so it's all good. Now if only you could do something about reflections or rework the detail shadows to work properly on first person models, my life would be complete...