TES Skyrim SE 0.352
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- *blah-blah-blah maniac*
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Re: TES Skyrim SE 0.352
I do not think so. There are parallax shaders in the game, why not to use them?
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Re: TES Skyrim SE 0.352
I know that for Fallout 4, the only way to get any sort of parallax occlusion mapping in the game, is to use texture decals. Vanilla game only uses it for bullet holes. I haven't found a way to enable it on meshes or terrain. I don't know about SSE, but my impression is that it uses much the same engine version as FO4.
Applying texture decals to get parallax effect on surfaces is possible, but has a LOT of limitations. Also, one annoying thing with the vanilla implementation is that a 255,255,255 (not 127,127,127) in the height map means neutral depth. This means that you can't have protruding things, only holes.
I would absolutely love if ENB could somehow enable parallax occlusion mapping in some capacity.
If you were ever to consider implementing it Boris, I can provide some files for testing.
Here is an example.
Applying texture decals to get parallax effect on surfaces is possible, but has a LOT of limitations. Also, one annoying thing with the vanilla implementation is that a 255,255,255 (not 127,127,127) in the height map means neutral depth. This means that you can't have protruding things, only holes.
I would absolutely love if ENB could somehow enable parallax occlusion mapping in some capacity.
If you were ever to consider implementing it Boris, I can provide some files for testing.
Here is an example.
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Re: TES Skyrim SE 0.352
Activating parallax in meshes with parallax maps doesn't work anymore for Skyrim Se.
Bethesda made some mistake there.
Would be glorious if you could bring that back to Skyrim SE.
Or your awesome terrain parallax. That was such a genius move from you Boris. Looked incredible.
Bethesda made some mistake there.
Would be glorious if you could bring that back to Skyrim SE.
Or your awesome terrain parallax. That was such a genius move from you Boris. Looked incredible.
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Re: TES Skyrim SE 0.352
Weird, i can see so many parallax shaders in the game, maybe they just do not work. Anyway, it is much harder to make parallax compared to old Skyrim, i am in very big doubts about this idea, but i'll check later.
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Re: TES Skyrim SE 0.352
Is it possible for old skyrim to also have ssao with self intersecting?
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Re: TES Skyrim SE 0.352
For screenshots or very powerful videocards bruteforce mode is higher quality than self intersecting. Supersampling mode also very high quality, just it look a little different to self intersecting. I doubt it worth to use self intersecting for Skyrim at all, when i did it for SE version, difference is very tiny and visible logically correct for things like tables and items on them or something else more planar, not bumpy everywhere like stone walls. I don't know, worth it or not. For sure i can't make supersampling and self intersecting at same time, dx9 have limitations about this, so the choice between supersampling and self intersecting is weird.
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Re: TES Skyrim SE 0.352
Thank you, that would be gloriousENBSeries wrote:Weird, i can see so many parallax shaders in the game, maybe they just do not work. Anyway, it is much harder to make parallax compared to old Skyrim, i am in very big doubts about this idea, but i'll check later.
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Re: TES Skyrim SE 0.352
No, i don't want to make parallax. Too many shaders to patch. And by performance reasons its bad idea in dx11 do some extra calculations for every drawed object to capture it's transform matrix, generate eye direction from it and camera matrix, set it to object. Guys, SE version will never be like old Skyrim mod, stop dreaming.
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Re: TES Skyrim SE 0.352
I'm a dreamer
And one day your brilliant mind will find a solution.
And one day your brilliant mind will find a solution.
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Re: TES Skyrim SE 0.352
How can i get this version, the new enb cause problems for me