TES Skyrim 0.254
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- *blah-blah-blah maniac*
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Re: TES Skyrim 0.254
I can't clip any pixels, because render state for z-buffer must be enabled in enbeffectprepass.fx (i can force/ignore it, but it's not the right way for modders) and depth of field have undefined range of sampling on screen, so i can't determine which pixels around transparency and inside it to compute, only full screen must be used. Drawing bokeh dof even twice is very slow.
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Re: TES Skyrim 0.254
This screenshot with another function, mixing two noises of different frequency for better performance. Seems such type only fit to rainy clouds. Clouds lit by single pass only, so they looks like smoke (first two screenshots of cloud in the gallery are similar). Now i better switch to making optimization, brute force rendering is very slow and editor lagging, tweaking parameters is too hard.
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Re: TES Skyrim 0.254
Will clouds have a set able height? Real Clouds by Soolie was placed too low imo.
Also how about weather transitions? Will clouds fade in/out? Or will they travel on the sky from distant and get thicker like in real life?
I have a request btw.. Can you add opacity parameters for Volumetric fog please?
Thank you!
Also how about weather transitions? Will clouds fade in/out? Or will they travel on the sky from distant and get thicker like in real life?
I have a request btw.. Can you add opacity parameters for Volumetric fog please?
Thank you!
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Re: TES Skyrim 0.254
OMFG! Wasted half of the day to find stupid bug, which is flickering (on/off) of effects like ssao, ibl and other computing before transparent objects, if you fly with TFC console command and at certain camera rotations (mostly sun visible and near ground looking to bottom). At first i thought it's my bug and part by part disabled code with game restart, but bug is floating, so this kind of search not helped and it appeared again. Then i found that it almost dissapear with fps limiter enabled and started to think it's probably another game multithreading crap. Logging calls decrease performance, so i was unable to capture logs, they always were for correct frame. Took some time to find dependency and modify logging system accordinly. What i saw gave me another shock, when logging i did delay (sleep function) and on failed frame it was showed on the screen about half second then switched to valid frame, so in that delay time i saw two frames actually. Well, "this is definetly not my bug" - i thought and wrote another logging with capturing screenshots from in-between frame data, to check if it proceeded at all. Yes it is, for all frames. F*! And finally i got the logs to compare... Game draw important object (which i use as detector) in different order, depending from frame rate, it's drawed after bloom code or before it. Never saw anything like this.
Insomnia
It's too earlier to ask about clouds features and why to ask if you know that i do as much parameters as possible.
Opacity for volumetric clouds (not mine) - ok.
Insomnia
It's too earlier to ask about clouds features and why to ask if you know that i do as much parameters as possible.
Opacity for volumetric clouds (not mine) - ok.
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Re: TES Skyrim 0.254
Would your experience there be related to the crazy stuff that happen with the games physics engine when FPS is not capped at 60 ?
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Re: TES Skyrim 0.254
Insomnia
Opacity for volumetric fog is done, will be available in update soon with workaround to that game bug i found.
Aiyen
This bug is different and i don't know it's nature, just did kind of patch for such behavior.
jonwd7
I can say some words about your last posts now, lost the track of clouds with bugfix anyway. Skylighting bug i know is only the one which modify it brightness depending from camera rotation and position, if some big object near by. This happen, because part of big shadow caster not drawed to shadow texture, so i don't have data to restore 3d space from, that areas on texture have some huge values. I don't know about your issue with darker flat landscape when sky lighting enabled. Screenshots are too dark to notice difference, i do the tests only in linear space without textures, so may be this issue exist, but have very low level, for example 10% from max brightness? For sure i can't compute more precisely, shadow to 3d transform is slow, i use point filtering of shadow texture for that, so 4 or 8 samples can't give enough precision to not make flat surfaces darker. Angle to sun dependency means that matrix distortion occur and this also affect error in restoring positions, plus not all data can be restored from 2d projection and for performance reasons i can't draw shadow from 3 sides or more to partially fix it.
The code of skylighting was not touched long time ago, because it's not widely used (slow and that brightness to angle flicker), so it don't recieve any data from clouds shadows or anything else new. But how in the heck shadows from clouds may affect ambient level computed for hemisphere? Ambient color and sun color are different, first modulated by skylighting output, second modulated by cloud shadows.
bDrawLandShadows=1 is required for skylighting, without this terrain in most areas have infinite depth for shadow. ShadowCastersFix=true means that some wrongly set objects cast shadows, for example some mountains, which are shadow casters, but their properties make invisible while drawed. Of course if mountain cast shadow on to village, i can't restore from 2d projection positions of houses.
Opacity for volumetric fog is done, will be available in update soon with workaround to that game bug i found.
Aiyen
This bug is different and i don't know it's nature, just did kind of patch for such behavior.
jonwd7
I can say some words about your last posts now, lost the track of clouds with bugfix anyway. Skylighting bug i know is only the one which modify it brightness depending from camera rotation and position, if some big object near by. This happen, because part of big shadow caster not drawed to shadow texture, so i don't have data to restore 3d space from, that areas on texture have some huge values. I don't know about your issue with darker flat landscape when sky lighting enabled. Screenshots are too dark to notice difference, i do the tests only in linear space without textures, so may be this issue exist, but have very low level, for example 10% from max brightness? For sure i can't compute more precisely, shadow to 3d transform is slow, i use point filtering of shadow texture for that, so 4 or 8 samples can't give enough precision to not make flat surfaces darker. Angle to sun dependency means that matrix distortion occur and this also affect error in restoring positions, plus not all data can be restored from 2d projection and for performance reasons i can't draw shadow from 3 sides or more to partially fix it.
The code of skylighting was not touched long time ago, because it's not widely used (slow and that brightness to angle flicker), so it don't recieve any data from clouds shadows or anything else new. But how in the heck shadows from clouds may affect ambient level computed for hemisphere? Ambient color and sun color are different, first modulated by skylighting output, second modulated by cloud shadows.
bDrawLandShadows=1 is required for skylighting, without this terrain in most areas have infinite depth for shadow. ShadowCastersFix=true means that some wrongly set objects cast shadows, for example some mountains, which are shadow casters, but their properties make invisible while drawed. Of course if mountain cast shadow on to village, i can't restore from 2d projection positions of houses.
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Re: TES Skyrim 0.254
Wow that was quick lol! Thanks Boris!
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Re: TES Skyrim 0.254
Where can I download this version yet?
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Re: TES Skyrim 0.254
Download latest version, they are 100% compatible.
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Re: TES Skyrim 0.254
ok i have this problem found. My Skyrim data is Destroyd