Version updated, download again
Fixed memory leak which happens when press "apply changes" button if external shaders have textures loaded from disk. Increased quality of directional skylighting effect.
TES Skyrim 0.400
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Re: TES Skyrim 0.400
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Re: TES Skyrim 0.400
So, when updating an ENB that doesn't have a version change, do I just download version .400 again and add the d3d9.dll extension to the game file?
Or, is there more to it than that?
Thanks in advance for any response.
Or, is there more to it than that?
Thanks in advance for any response.
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Re: TES Skyrim 0.400
Download again, then just unpack d3d9.dll to game folder, nothing else.
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Re: TES Skyrim 0.400
Thanks for the quick response...much appreciated.
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Re: TES Skyrim 0.400
@Boris, can you add ColorFromEnvironmentFog to the per weather section of ENBSeries?
Last edited by JMalone on 08 Jan 2020, 08:28, edited 1 time in total.
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Re: TES Skyrim 0.400
I dont know what's the point to put these fonts, and what color from fog should do.
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Re: TES Skyrim 0.400
Hi there Boris, was going to see if it there is a possibility for adding a "new/old" feature into Skyrim LE. Rendertargets?
For all shaders, not just effect.txt, I need to have access to rendertargets earlier on than what effect.txt allows. For instance SMAA and FXAA implementation and "blending", as an example.
/// Temporary textures which can be set as render target for techniques via annotations like <string RenderTarget="RenderTargetRGBA32";>
Texture2D RenderTargetRGBA32; /// R8G8B8A8 32 bit ldr format
Texture2D RenderTargetRGBA64; /// R16B16G16A16 64 bit ldr format
Texture2D RenderTargetRGBA64F; /// R16B16G16A16F 64 bit hdr format
Texture2D RenderTargetR16F; /// R16F 16 bit hdr format with red channel only
Texture2D RenderTargetR32F; /// R32F 32 bit hdr format with red channel only
Texture2D RenderTargetRGB32F; /// 32 bit hdr format without alpha
For all shaders, not just effect.txt, I need to have access to rendertargets earlier on than what effect.txt allows. For instance SMAA and FXAA implementation and "blending", as an example.
/// Temporary textures which can be set as render target for techniques via annotations like <string RenderTarget="RenderTargetRGBA32";>
Texture2D RenderTargetRGBA32; /// R8G8B8A8 32 bit ldr format
Texture2D RenderTargetRGBA64; /// R16B16G16A16 64 bit ldr format
Texture2D RenderTargetRGBA64F; /// R16B16G16A16F 64 bit hdr format
Texture2D RenderTargetR16F; /// R16F 16 bit hdr format with red channel only
Texture2D RenderTargetR32F; /// R32F 32 bit hdr format with red channel only
Texture2D RenderTargetRGB32F; /// 32 bit hdr format without alpha
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Re: TES Skyrim 0.400
This is risky. Many people still have dx9 specific problem with amount of video memory limit which is based on physical video memory, plus some piece of ram called "agp" or "non local" video memory. It's often 4 gb summary, but depending from os, driver, zodiac sign by which hardware was assembled - this value can be 2 gb or even less easily. Those extra textures need video memory to run and physical one, which already have other render targets of the game and mod, some part taken by os and browsers. Adding there something means stuttering for uploading textures to memory and destroying existing, so people may need to tweak memory manager again and blame me for worse performance. Another problem is 16 textures maximum in dx9, so presets which use LUT as many textures will stop working. I did have questions before about this limit, so people reached it at creating shaders. Maybe to make those textures as hidden feature, check if they are listed in shader and if not, then use old way. But memory problem will stay there. I'll think.
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Re: TES Skyrim 0.400
Thanks for the quick fix.
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Re: TES Skyrim 0.400
Its a line of the Mist section in enbseries which gets generalized on all weather types. Some weathers require more and less. Therefore I asked you whether you can add it to the per weather section.