The Elder Scrolls Skyrim VR (SkyrimVR)
Added multiple weather system support, which require helper plugin.
TES Skyrim VR 0.375
Forum rules
new topics are not allowed in this subsection, only replies.
new topics are not allowed in this subsection, only replies.
- Author
- Message
-
Offline
- *blah-blah-blah maniac*
- Posts: 17559
- Joined: 27 Dec 2011, 08:53
- Location: Rather not to say
TES Skyrim VR 0.375
_________________
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7
-
Offline
- Posts: 2
- Joined: 18 Apr 2019, 03:56
-
Offline
- *blah-blah-blah maniac*
- Posts: 17559
- Joined: 27 Dec 2011, 08:53
- Location: Rather not to say
Re: TES Skyrim VR 0.375
Version updated, download again
Fixed bug with ssao when skylighting not enabled.
Fixed bug with ssao when skylighting not enabled.
_________________
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7
-
Offline
- Posts: 43
- Joined: 23 Aug 2013, 23:17
Re: TES Skyrim VR 0.375
Thank you!
after few months i am back to Skyrim.
is it possible to add water tesselation (like Skyrim SE 0.380) for VR version?
Btw, I noticed a big fps boost after 0.375 version
after few months i am back to Skyrim.
is it possible to add water tesselation (like Skyrim SE 0.380) for VR version?
Btw, I noticed a big fps boost after 0.375 version
_________________
Intel® Core™ i9-12900K, DDR5 KingBank 128GB @ 6400 MHz, SSD NETAC NV7000 2TB, GIGABYTE GeForce RTX 4090 GAMING OC, Pico 4, Windows 11
Intel® Core™ i9-12900K, DDR5 KingBank 128GB @ 6400 MHz, SSD NETAC NV7000 2TB, GIGABYTE GeForce RTX 4090 GAMING OC, Pico 4, Windows 11
-
Offline
- *blah-blah-blah maniac*
- Posts: 17559
- Joined: 27 Dec 2011, 08:53
- Location: Rather not to say
Re: TES Skyrim VR 0.375
Water displacement of old Skyrim and SkyrimSE is very slow, not for current gen VR. Via tessellation it's faster, but i even for SkyrimSE didnt find a way to solve all problems tessellation produce. If i draw tessellated waves usually, then they appear above or below ground, looks like some slimes travel on the sand in shallow water areas. So to avoid this, i draw tessellation displacement not as visible geometry iteracting with other objects, but only to water plane, similar to parallax displacement. But because water polygons in the game are not big enough outside of pools or rivers, this can be visible as holes when shifting vertical axis of water when displaced. How to fix it, i didnt find solution yet.
_________________
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7
-
Offline
- Posts: 8
- Joined: 24 Jul 2018, 23:13
Re: TES Skyrim VR 0.375
Can advanced particle lights and SSS be added to Skyrim VR? Or does it have the same issues as water? I have a 2080 and only need to run at 80fps (oculus rift s) so I think its viable performance wise for myself and maybe some other users.
Thank you for your hard work!
Thank you for your hard work!
-
Offline
- *blah-blah-blah maniac*
- Posts: 17559
- Joined: 27 Dec 2011, 08:53
- Location: Rather not to say
Re: TES Skyrim VR 0.375
Of course your videocard can handle such effects, except some rare cases in some places, but vr skyrim need to have particles modified to make more light emitters available, but no modders who can do this same as they did in skyrim/skyrimse. And to make any of these features (or both), i need to degrade performance significantly by adding another render target which output albedo and mask for subsurface scattering, i doubt supersampling will be possible at 80 fps even with your videocard, because bethesda made too many useless render targets already, killing performance for no reason. I'll see what i can do.
_________________
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7
-
Offline
- Posts: 8
- Joined: 24 Jul 2018, 23:13
Re: TES Skyrim VR 0.375
Thank you for the quick reply. Good luck and thank you for your efforts! :mrgreen:
-
Offline
- *master*
- Posts: 185
- Joined: 13 Sep 2012, 08:17
Re: TES Skyrim VR 0.375
Hey Boris,
Thx for youre effort on making enb for skyrim vr.
At the Moment i Play with rudy enb and have no issues.
Now i wanted to try Photorealistic tamriel preset.
But it looks wierd. Its like im looking cross-eyed. Is there any effect i can deactivate to avoid it?
Thx for youre effort on making enb for skyrim vr.
At the Moment i Play with rudy enb and have no issues.
Now i wanted to try Photorealistic tamriel preset.
But it looks wierd. Its like im looking cross-eyed. Is there any effect i can deactivate to avoid it?
-
Offline
- *blah-blah-blah maniac*
- Posts: 17559
- Joined: 27 Dec 2011, 08:53
- Location: Rather not to say
Re: TES Skyrim VR 0.375
It means that shaders used in it need to be converted to vr version with DynamicScaling enabled. You can add shader files (.fx) from preset one by one to see which exactly produce issue, then modify buggy ones, if you know coding of shaders a little. Also maybe supersampling in SteamVR should be disabled, i'm not sure.
About modifying shaders, here is a line from enbeffect.fx of mine in SKyrimSE:
and this one in SkyrimVR:
So you can in the same way add globally float4 DynamicScaling; variable and then write in vertex shader that scaling factor of input texture coordinates. If you can see in my files such global variable, then all files with same name need fixing. Technically, they could be unfixable in easy way if preset author did some complicated processing code in vertex shader, but you can try share it on pastebin.com and maybe i'll fix it.
About modifying shaders, here is a line from enbeffect.fx of mine in SKyrimSE:
Code: Select all
OUT.txcoord0.xy=IN.txcoord.xy;
Code: Select all
OUT.txcoord0.xy=IN.txcoord.xy * DynamicScaling.xy;
_________________
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7