TES Skyrim 0.114 beta

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Re: TES Skyrim 0.114 beta

@Boris
There must be something more odd going on if you compare the torch lights they are exactly the same except that 1 torch doesn't light up the face 36343 the other 1D4EC does but the one that doesn't light up the face 36343 is causing these impacts.

They match in both Day and Nights but 36343 is causing the Game to slowdown extremely heavy 10x causing the memory spikes, so i will see if i find something in skyrimprefs.ini clashing visually i have no idea why it should.

Though i remember to have read something in a CK tutorial of avoiding some lights and preferring others it might have todo with this.
Last edited by CruNcher on 15 Jul 2012, 17:18, edited 4 times in total.
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Re: TES Skyrim 0.114 beta

Hi all :)

@CruNcher
Hi, in my frist test i fallowed your recommendation:
[SKYLIGHTING]
FilterQuality=2
AmbientMinLevel=0.45

It lower some the problem but its still noticeable even at mid range distances and with Sky Lighting disable as well. All of this on an clean install, lastest patch and clean skyrimprefs.ini. Lowering the AmbientMinLevel arround 0.2 or 0.1 or 0.05 make the problem much more noticeable, not much performance drop and give you more darker shadows feel and is good for peoples who like darker shadows ( including me ), but of course if someone prefer lower the problem as much as it can and not matter what i have said then using 0.45 or more is one temporal option, but for me the problem still persist.
I tried using only the files that come with enb and the problem still persist, i tried my personal config again and the problem still persist, i tried some users ENBs and in some cases the problems was very less noticeable but then in some areas or moments and so, then come again.

I still need to try more things to see if i can figure out one temporal or final solution, while its not happening, im still using the previous update 114.

Sorry for not post some screenshots, im not at home.

Greetings.

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Re: TES Skyrim 0.114 beta

Ok sorry i see the difference 1 light chancels (lights out) shadows the other doesn't, that seems to be the difference and that light that doesn't chancels the shadows is braking down performance :)

So yep it's a shadow interaction thing of the lights now it makes also sense why it happens in Heelgen Keep and why these lights are used their most probably to keep interior shadows alive somewhere or the artist (level editor) just mixed them up ;)

Though i would say whenever you use a light it should chancel out a surrounding shadow outside especially @ night and doesn't keep it :D


Here the actual visual difference :)

http://www.mediafire.com/?7drs8z4xyl525uh

For me it feels more like a bug and i wonder why the mod creator used this Shadow Keeping light, i will inform him :)

though it seems the author is pretty much aware of @ least the nature of this
Also, Please stop asking about no shadow versions for the time being, there is nothing i can do about the engine, it will not accept non-shadowed lights coming off the body. I will continue to try new things as they pop into my head, but there is no solution at the moment. Also, that goes for spell lights turning off indoors. It is an engine bug, that cannot be fixed at the moment, but will continue to be worked on. Thank you for getting me to over 100,000 hits across the nexus and steam workshop, it was a nice present! I will keep working on this mod, but i can't guarantee a miracle. Thanks for the support and patience,
Moredekai(narcovaizard)
It doesn't sound funny @ all :(

Maken1 wrote:Hi all :)

@CruNcher
Hi, in my frist test i fallowed your recommendation:
[SKYLIGHTING]
FilterQuality=2
AmbientMinLevel=0.45

It lower some the problem but its still noticeable even at mid range distances and with Sky Lighting disable as well. All of this on an clean install, lastest patch and clean skyrimprefs.ini. Lowering the AmbientMinLevel arround 0.2 or 0.1 or 0.05 make the problem much more noticeable, not much performance drop and give you more darker shadows feel and is good for peoples who like darker shadows ( including me ), but of course if someone prefer lower the problem as much as it can and not matter what i have said then using 0.45 or more is one temporal option, but for me the problem still persist.
I tried using only the files that come with enb and the problem still persist, i tried my personal config again and the problem still persist, i tried some users ENBs and in some cases the problems was very less noticeable but then in some areas or moments and so, then come again.

I still need to try more things to see if i can figure out one temporal or final solution, while its not happening, im still using the previous update 114.

Sorry for not post some screenshots, im not at home.

Greetings.
This is strange for me disabling Sky Lightning gets totally rid of the Noise, but yeah AmbientMinLevel=0.45 you have to ask yourself if it's usefull @ all for the impact :( .
Last edited by CruNcher on 15 Jul 2012, 18:38, edited 5 times in total.
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Re: TES Skyrim 0.114 beta

mindflux wrote:@CosmicBlue: Sorry, I was a bit vague - many ENB setups use the enbeffect.fx with HD6's additions. I just checked and indeed so does Stakado's Realistic and Cinematic ENB. If Sir Stakado hasn't planted any mines in his files you should be able adjust brightness on-fly by pressing down 1 and then Page Up and Page Down.
Is I read that file correctly, key 1 to 8 + PageUp/PageDown are adjusting something, right?
1 is brightness. Is there a way to easily reset it to default? Or do I have to count, how many times I hit pageup/pagedown?

@Boris
Something about SSAO-SSIL:
# before (I don't know which version, but at least until 0.108 I think)
[Effect]
EnableAmbientOcclusion=true

had to be set to enable AO, while
[SSAO_SSIL]
UseIndirectLighting=true

set the quality (true = high, false = low)
You could see that at the frames per second (UseIndirectLighting=true gave less fps) and at the message show on startup "SSAO enabled, SSIL fast mode" (UseIndirectLighting=false) and SSAO enabled, SSIL slow mode (UseIndirectLighting=true)

# now
[Effect]
EnableAmbientOcclusion=true

still activates AO, but with
UseComplexIndirectLighting=false the message says "SSAO enabled, SSIL fast mode".
UseIndirectLighting does not alter the message in any way.

Can you give some round about information, where the difference is between ComplexIL and IL and the performance cost (for example ComplexIL is about 40% slower than normal IL) or something?

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Re: TES Skyrim 0.114 beta

ENBSeries wrote:DogStar
Shadow filtering and processing is not same as sky lighting, your screenshot from shadows and i haven't tweaked their noise function.
Maybe not, but something changes between 0.114 versions. I now have an older .114 [12/7/2012] and can compare directly between the two, and only with the latest dll [14/7/2012] do the shadows show this issue... also shift+F12 to turn off enb also makes this 'filtering' pattern go away.

I'm not changing anything in-between, the only variable is the enb dll.

If I can send anything again that would be of use please let me know.
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Re: TES Skyrim 0.114 beta

Complex indirect lighting is old, slow and much more correct mode, the same as in all other mods. If set to false, performance much higher, but it's look different and unrealistic.

About light issue i recommend to forget it, perhaps wrong object itself hardcoded by developers, they will not fix this problem, so we can live without it.

DX11 version of skyrim will not help much, but 64 bit may. The problem is that 64 bit port is not possible to develop (if you don't have source code and a lot of money) and only partial fix with memory issues could be done for 64 bit OS, but at performance cost.

megazogg
Thanks for leting me know it's not 0.114.

DogStar
Don't remember that touched shadows in last update, 11 july shadows were tweaked only. The noise on the edges of shadows and it's smoothed, so it's shadow, not skylight.
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Re: TES Skyrim 0.114 beta

ENBSeries wrote:Complex indirect lighting is old, slow and much more correct mode, the same as in all other mods. If set to false, performance much higher, but it's look different and unrealistic.
So UseIndirectLighting is new, faster and incorrect. If set to true, just little performance loss, but doesn't look as good as ComplexIL, but also better than no IL at all?

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Re: TES Skyrim 0.114 beta

UseIndirectLighting is older than UseComplexIndirectLighting. In old versions UseIndirectLighting=true mean that complex indirect lighting enabled. In new versions UseComplexIndirectLighting only activate this mode, if UseIndirectLighting=true. In fact, UseIndirectLighting still doing the same, but UseComplexIndirectLighting is kind of added quality parameter.
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Re: TES Skyrim 0.114 beta

Ah, okay. That helped a lot. Thanks

Are there any "best" effect-files?
A very high performance effect.txt?
A high quality enbeffect.fx?
A enbeffect-prepass.fx with most features?
It seems, you can't do any wrong, if you take files from latest HD6 preset.
But perhaps, there are any better, in which way doesn't matter: performance, quality, suported features.

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Re: TES Skyrim 0.114 beta

@Boris
I know now what was going wrong these lights that cause the slowdown are shadow casting lights and
my primary shadowsize was much to large i couldn't see the impact on normal dynamic shadows or when using normal non shadow casting lights (like the main torch) but as soon as the shadow lights come into play (the Speels will give light mod is limited due to Engine issues to them) it becomes obvious with going over the physical gpu ram limit and swapping into system memory (applying the huge shadow map) im now redoing my shadow tweaking with keeping those lights and their render impact under consideration, thx a lot again and so i created a new testcase with my character and it's shadow and casting such a light on it and testing against several scenes in Heelgen Keep which showed slowdowns :)
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85% of graphics research is about who can finally make Sponza look good.
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