ok no problem, i made a weather patch to fix this problem.
today I released my updated enb, hoping people support you for youre great work on skyrim vr enb.
https://www.nexusmods.com/skyrimspecial ... mods/35545
TES Skyrim VR 0.410
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- *master*
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Re: TES Skyrim VR 0.410
Hello Boris,
I come across the corner with the maybe biggest request i made.
i cross my fingers with the hope that you have a chance to give the worldmesh of SkyrimVR a specular shader.
I found out that there is no specular strenght at all, it causes wierd transitions between worldmesh and other meshes when used specularamount on rainy weathers.
here are two examples, second example is with extrem specular value, to show there is no worldmesh specular effect
I come across the corner with the maybe biggest request i made.
i cross my fingers with the hope that you have a chance to give the worldmesh of SkyrimVR a specular shader.
I found out that there is no specular strenght at all, it causes wierd transitions between worldmesh and other meshes when used specularamount on rainy weathers.
here are two examples, second example is with extrem specular value, to show there is no worldmesh specular effect
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- *blah-blah-blah maniac*
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Re: TES Skyrim VR 0.410
No, i will not do this. Specular need not just different code of shaders, but also extra data to be sent to them. Computing that thing require locking constant buffers to read back and it's heavy by performance as bethesda games not well designed. Old versions of the mod for se and fallout4 had such locks and people complained a lot, then i moved all computations to shaders, but with specular it's impossible. I will not do anything too much performance costly for VR, people will stop use mod at all, even those few who still use it.
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Re: TES Skyrim VR 0.410
Okay...a pity...but i understand.
maybe there is a possiblity for modders to fade out the speculareffect on a mesh to make transition more subtle? sry..dont know much about possiblitys with nif skope.
maybe there is a possiblity for modders to fade out the speculareffect on a mesh to make transition more subtle? sry..dont know much about possiblitys with nif skope.
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- *blah-blah-blah maniac*
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Re: TES Skyrim VR 0.410
Not sure, don't remember if there is per vertex specular amount in shaders.
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Re: TES Skyrim VR 0.410
Is it possible to use the ENB water effect in VR?
Also, is it really completely impossible to get complex particle lights working someday?
I miss this more than my childhood
@forbeatn: great setup, looks nice. Id go with it with a Onyx VR weathers version
Also, is it really completely impossible to get complex particle lights working someday?
I miss this more than my childhood
@forbeatn: great setup, looks nice. Id go with it with a Onyx VR weathers version
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- *blah-blah-blah maniac*
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Re: TES Skyrim VR 0.410
Water contain many effects, some can't be made for VR by performance. Complex particle lights can't work because game rotate particles when you move head and do this on cpu side. I can't rotate them properly, because many of particles do not have center (as relative point of rotation) in uv coordinates. Maybe there is solution, but i didn't find it.
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Re: TES Skyrim VR 0.410
Alright thank you for clarifying.
Maybe someone is able to create VR specific meshes for complex particle lights someday, sadly im not clever enough for this nifstuff. Theres nothing better than these effects in dungeons or at night. Im sure it would be a blast when youre in VR
Maybe someone is able to create VR specific meshes for complex particle lights someday, sadly im not clever enough for this nifstuff. Theres nothing better than these effects in dungeons or at night. Im sure it would be a blast when youre in VR
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Re: TES Skyrim VR 0.410
It's probably bug in the game, not something dependent from particles themselves. Of course if modder would make new particle which do have center as uv, i could rotate it properly and of course such particle system must be only compatible with my mod, which i doubt anybody gonna do as VR is rare.
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Re: TES Skyrim VR 0.410
That gives me some hope though, thanks again! I'll ask Rudy if he can give me some tipps. Maybe i could figure it out with some help.