TES Skyrim SE 0.374

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Re: TES Skyrim SE 0.374

I also noticed some very very weird behavior while casting fire flames with ComplexFireLights + EnableBidRange On:

3rd Person, maximum far away view: 74 FPS
3rd Person, medium away view: 74 FPS
3rd Person, close view: 64 FPS
1st Person: 51 FPS

https://imgur.com/a/7mkX9fA?&nc

Maybe it is possible to optimize it so it will be same FPS no matter if I play first person/3rd person close or far?(
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Re: TES Skyrim SE 0.374

Complex fire/particle lights depends from number of pixels drawed on the screen by the particles. So bigger resolution, larger size of particles on the screen and number of them - are the factors of performance. I tried to think about some simpler quality setting, but no idea how make it fake and fast, because lighting still need certain calculations. There is no way to decide by any kind of density if too many particles are drawed in same area and skip drawing more. The only way is to reduce resolution, but it have other bug - pixelization, like god rays in fallout 4 when their quality set to lower than highest. It's not good.
Those screenshots clearly show increase of area on the screen by particles, so performance getting worse.
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Re: TES Skyrim SE 0.374

Sad to say, but I shoot flames in the same spot for like 30 seconds, so flame doesn't get bigger or smaller, it actually depends on the distance from flame..
That's why I said *maybe" it's possible to figure out why at distance I have better FPS than in close, especially, in first person.
You can easily reproduce it yourself with ENB Light full install.

SOMEHOW, it's more FPS when camera is far away, and FPS gradually decreasing the more you zoom in.
Same holds true for interiors, although you can't zoom too much in rooms, so effect is less pronounced.
But in some caves, nordic ruins, playing "isometric" actually saves a lot of performance..

There SHOULD be some method.. experimental, visually glitchy, but should be something..
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Re: TES Skyrim SE 0.374

Boris just explained how the ENB particle system works. I suggest reading it again, and then you'll see that your questions/concerns have already been addressed.
If you really feel that the particles are too performance heavy, you should turn them off. You simply have to live with the fact that some things cannot be optimized
to infinity. This is the reality of modding Skyrim.

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Re: TES Skyrim SE 0.374

darksynth0
I explained everything clearly, there is no hidden voodoo magic and what you have is normal.
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Re: TES Skyrim SE 0.374

Well - doesn't look there's much interest in improving grass.

But yes, by "procedural" I meant the instanced grass that only uses a few shaders. It's been a long time so I can't remember but are normal maps used for it at all? I remember most of the vanilla assets have some kind of wacky normal maps assigned, not sure about vertex normals without checking. Both could be fixed though if it would be useful, even for mods, shouldn't take too much work with batch processing. I have tried tweaking these shaders but it doesn't look like anything useful is supported, the engine just disregards everything.

If I remember right the other types of bushes and foliage assets are a mess, presumably they were created by many different people over a long period of time.

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Re: TES Skyrim SE 0.374

I don't know if they have normals or not, but maybe you remember in early versions of the mod for old skyrim there was a bug with normal maps for some grasses, so probably some of them do have, some don't.
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Re: TES Skyrim SE 0.374

Good point, I remember that. I'll investigate.

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Re: TES Skyrim SE 0.374

Well, almost none of them actually had proper normal maps but some had these bizarre generic map called something like "high-frequency normals".

In case you want to test here are normal maps for all base game grass objects (as well as modified models):

https://mega.nz/#!ultTDaZZ!46btIxR2Dcly ... rSw82okess

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Re: TES Skyrim SE 0.374

The small stones (like rockgrass01.nif) are a part of the grass objects, they also use this ""high-frequency normals"", don't know, but maybe that map is needed for a something else in the game engine, distribution or something similar.
I can change a mesh or a diffuse map for these objects, but the normal map, if I replace it with a custom one, never works in the game.

EDIT - Tested your meshes and textures, only the stones, still the same.
Last edited by Guzio on 25 Apr 2019, 20:32, edited 2 times in total.
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