TES Skyrim SE 0.368

Forum rules
new topics are not allowed in this subsection, only replies.
  • Author
  • Message
Offline
Posts: 25
Joined: 05 Jan 2018, 15:00

Re: TES Skyrim SE 0.368

Maybe you could consider how the game applies it's internal/native motion blur? Because it already exists (albeit in a limited extent) when the character is hit in first person view, killcams, and deathcams. Therefore perhaps you could see how these effects are internally done by the game and try to replicate it in the enb binary, applying it through either a new effect or the existing prepass?

Offline
Posts: 37
Joined: 04 May 2018, 18:15

Re: TES Skyrim SE 0.368

Hi. I fixed the character specular bug (https://www.nexusmods.com/skyrimspecial ... mods/22423) but since I modified the character shaders I guess whatever heuristic you're using to detect which shaders you patch for SSS breaks so they never get patched. I only changed these three instructions at the start of the character skin shaders:

dp3 r0.x, v3.xyzx, v6.xyzx
dp3 r0.y, v4.xyzx, v6.xyzx
dp3 r0.z, v5.xyzx, v6.xyzx
to
mov r0.xyz, v6.xyz
nop*16
I didn't recompile them, I just edited the binary shaders to replace those three instructions. The rest of the shader binary is exactly the same. The patch affects 378 total shaders.

It is likely easiest for you to just fix the specular bug in ENB patches and people who don't use ENB can use my mod.

The bug is very simple, btw. They translated the view vector by the modelview matrix (the one that is used to translate from the model space normal texture a bit later in the shader), when they don't need to do that as the view is already in the correct space. The fix just patches it so the variable storing the translated view vector stores the base view vector instead, fixing all lighting other than diffuse.
Last edited by aers on 07 Jan 2019, 15:26, edited 1 time in total.

Offline
Posts: 15
Joined: 11 Nov 2018, 04:02

Re: TES Skyrim SE 0.368

Hopefully something Boris can address. Would be cool to have this fixed.

Offline
Posts: 9
Joined: 07 Aug 2018, 08:10

Re: TES Skyrim SE 0.368 - question to eye and skin reflectio

sorry was ment for oldrim...
Last edited by xrayy on 07 Jan 2019, 19:03, edited 1 time in total.

Offline
Posts: 3
Joined: 07 Jan 2019, 16:50

Re: TES Skyrim SE 0.368

It seemed a bit strange that Bethesda didn't bother to fix that few lines of code.

Offline
Posts: 10
Joined: 05 Jul 2018, 03:53

Re: TES Skyrim SE 0.368

Bethesda is lazy as hell. Kudos to aers for finally getting this fixed. Hopefully boris patches SSS to work with it.

Offline
User avatar
*blah-blah-blah maniac*
Posts: 17557
Joined: 27 Dec 2011, 08:53
Location: Rather not to say

Re: TES Skyrim SE 0.368

Martimius
That is not motion blur, it's radial blur.

aers
Thanks, i broke my head trying to understand what is wrong with specular and just dropped it.
_________________
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7

Offline
Posts: 24
Joined: 23 Mar 2012, 20:18

Re: TES Skyrim SE 0.368

@aers - Do you think that the screenspace reflection bug could be fixed in a similar manner? It happens after a while playing, and then the water reflections get screwed and are way too bright at night time etc. Sometimes water reflections don't reflect trees/mountains properly in one player direction, but do it in the opposite direction. Sounds like two different bugs, but might be one and the same.

I'm assuming that most people know what i'm talking about, but in any case i can provide screenshots.

Sorry for OT.

Offline
User avatar
*blah-blah-blah maniac*
Posts: 17557
Joined: 27 Dec 2011, 08:53
Location: Rather not to say

Re: TES Skyrim SE 0.368

jjensson
Dude, did you ever tried to think how it's possible that shader have some kind of time bomb when it stop functioning properly? It's silly.
_________________
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7

Offline
Posts: 24
Joined: 23 Mar 2012, 20:18

Re: TES Skyrim SE 0.368

[lowers head in shame and starts walking slowly towards the exit] :oops:
Post Reply