TES Skyrim SE 0.352

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Re: TES Skyrim SE 0.352

In SkyrimVR skylighting is not applied per object, but as post process on entire scene (except transparent objects to get rid of many bugs), so there is no fix possible.
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Re: TES Skyrim SE 0.352

Got it, thanks for the explanation.

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Re: TES Skyrim SE 0.352

Boris, I have a few questions, as always :)

- I noticed that IL in the interiors must be set to a really high value, something around 40 or more (ten times more than in the LE version), to make it noticeable. In the exteriors, usually 4 is more than enough. Is it a bug or should it be like that ? AO and AO intensity is o.k with value around 0,5 - 0,7 for interiors and exteriors.

- One user wrote :
"I went from steady 50-60 fps outdoors and 60 fps indoors with binaries 347 to flat 30 fps everywhere with 352"
and
"I went back to 347 after the first try and just re-installed 352 to apply your suggestions. Only this time I did not delete the enbcache folder, which was not shipped with your latest preset (Obsidian). And now my fps is back to normal! :-)"

It's not clear to me. Do we need to re-generate the shader cache after changing binaries (new or updated version) ? Does it have to be done if ShaderCache is set to false ? And if is set to false, can we safely discard all the files from the "enbcache" folder ? And why that enbcache folder must be included in the preset archive, even empty?

- This new ssao/ssil is similar to gta5 version, so that rule, you have mentioned in a GTA 5 0.351 thread, that the resolution multiplied by texture source scale must be divided by 2, does also apply to SE version ?
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Re: TES Skyrim SE 0.352

Yes, it's a bug about intensities interiors, i forgot to change scaling before compressing colors, so values 16 times lower for interiors.
Frame rate can't go that low from new changes, i reduced cache misses for ssao, it cost some extra preprocessing of data, but it's almost free even with 4k resolution. Cant tell any reason what can be wrong about it.
About influence of cache folder, i doubt that, because every new build of the mod have unique number and if cache number is different, cache is invalidated and recreated. So there is no need to touch cache at all (unless there is bug in file system). When cache is disabled in enblocal.ini, then those files in folder not touched at all, it's better for preset makers, but for users who do not tweak preset and just play, that value should be enabled. Cache is not generated when it's disabled in enblocal.ini. Btw, because NVidia compiling shaders slowly, game fps on my computer remains low for maybe 10 seconds after location is already loaded (most shaders of the game are not used, so driver can optimize and recompile them while playing).
I never said that cache folder must be included in presets, on the contrary, you missed description in the news page.
Yes, that rule for ssao also applied to SSE. But users do not know it, so you dont need to bother, such calculations are done internally anyway. Just for those, who want perfect image, it's better to follow this rule. When pixels are not mapped properly, bilinear filtering when doing upscale to screen on filter stage, may produce artifacts as barely visible lines, but sometime they can be annoying. It's like you try to scale up 512 to 1024 pixels image will be fine. 768 to 1024 just a bit worse. But if you try something like 900 to 1024, it's ugly with bilinear filtering. Or 1023 to 1024 means image will be shrinked and details will be lost, it will be blurred crap. So, to avoid such problems, better to follow certain pattern of scaling pixels. In old versions i do this rescaling by 2 by code like this:

Code: Select all

width=(width/2)*2;
In current version i do this too, but now ssao more sensitive to those stretched pixels and when they occurs, artifacts are more noticable than before, that's why i warned about this issue. From practical side, now ssao works by performance similar to SourceTexturesScale twice lower than in older versions, so when sampling range is big, performance not so fast go down.
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Re: TES Skyrim SE 0.352

Thank you for explaining, very useful info :)

Can you increase the limit for interior IL, to, let's say, 200 (now it's 100) in the one of the next updates ?
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Re: TES Skyrim SE 0.352

Hey guys,

I have found some odd things about the AO. I don't know if that was the case before but when I change the AO so that it suits near look the far AO on grass is increasing in darkness. So in the far its mostly more dark as in near distance.

https://staticdelivery.nexusmods.com/im ... 204013.png


on top of that. objects that are near and are between the observer and the distant high AO intensity grass have ghosting edges.

https://staticdelivery.nexusmods.com/im ... 204182.png

When I start to decrease the intensity level so that the far grass looks great then the near distant is almost without AO

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Re: TES Skyrim SE 0.352

Version updated, download again
Fixed il amount for interiors.

Dragens
Grass is occluder and it's frequency is very high on big distance, so it's much darker cause of ao. It's not a bug.
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Re: TES Skyrim SE 0.352

Before the update of the new AO it was not so apparent. Did something change?

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Re: TES Skyrim SE 0.352

Quality of ao increased.
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Re: TES Skyrim SE 0.352

Ok So I will adjust it then. Thank you very much for the information !!! Thanks for the awesome work !
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