Version updated, download again
Added support of loading multiple plugins (.dllplugin extention) from "enbseries" folder. Previously they were loaded as proxy only and one file.
TES Skyrim SE 0.310
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- *blah-blah-blah maniac*
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Re: TES Skyrim SE 0.310
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i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7
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Re: TES Skyrim SE 0.310
Thank you so much, this open doors for some groovy modules to be bolted into ENB.
I am having trouble though getting a particular plugin to load.
I am using SSE, and have two files :
FreeFlyCam.dllplugin (renamed)
FreeFlyCam.fxh
I have placed these into Directory Skyrim Special Edition / enbseries /
But when I load into the game I can not see anything related to the Cam.
I am using OrganicENB SE by skysan4298.
I am having trouble though getting a particular plugin to load.
I am using SSE, and have two files :
FreeFlyCam.dllplugin (renamed)
FreeFlyCam.fxh
I have placed these into Directory Skyrim Special Edition / enbseries /
But when I load into the game I can not see anything related to the Cam.
I am using OrganicENB SE by skysan4298.
_________________
CPU : Intel(R) Core(TM) i7-2600K CPU @ 3.40GHz (4.50GHz oc)
GPU : AORUS 1080Ti (2012MHz oc)
Nvidia Driver : 430.86
RAM : 8GB DDR3 800MHz
Sound : HyperCloud 7.1
OS : Windows 10 (x64)
VR : Rift
Obsidian Weathers and Luminous ENB.
ENB 0.402
CPU : Intel(R) Core(TM) i7-2600K CPU @ 3.40GHz (4.50GHz oc)
GPU : AORUS 1080Ti (2012MHz oc)
Nvidia Driver : 430.86
RAM : 8GB DDR3 800MHz
Sound : HyperCloud 7.1
OS : Windows 10 (x64)
VR : Rift
Obsidian Weathers and Luminous ENB.
ENB 0.402
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- *blah-blah-blah maniac*
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- Joined: 30 Jan 2012, 13:18
Re: TES Skyrim SE 0.310
Did you include the fxh into postpass?
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Re: TES Skyrim SE 0.310
Marty McFly wrote:Did you include the fxh into postpass?
Ahh, I still need to do that... okay.
Could you confirm please what I need to copy and paste into it ?
*UPDATE*
Pasted:
float CameraState <string UIName="CameraState"; >;
float3 FreeCamAngle <string UIName="FreeCamAngle"; >;
float3 FreeCamPos <string UIName="FreeCamPos"; >;
float FOV <string UIName="FOV"; > = {75.0};
Into FX file,....
_________________
CPU : Intel(R) Core(TM) i7-2600K CPU @ 3.40GHz (4.50GHz oc)
GPU : AORUS 1080Ti (2012MHz oc)
Nvidia Driver : 430.86
RAM : 8GB DDR3 800MHz
Sound : HyperCloud 7.1
OS : Windows 10 (x64)
VR : Rift
Obsidian Weathers and Luminous ENB.
ENB 0.402
CPU : Intel(R) Core(TM) i7-2600K CPU @ 3.40GHz (4.50GHz oc)
GPU : AORUS 1080Ti (2012MHz oc)
Nvidia Driver : 430.86
RAM : 8GB DDR3 800MHz
Sound : HyperCloud 7.1
OS : Windows 10 (x64)
VR : Rift
Obsidian Weathers and Luminous ENB.
ENB 0.402
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- *master*
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- Location: Brazil
Re: TES Skyrim SE 0.310
Hi Boris
I don't know if someone has already asked it here, but, at this moment ,could you tell if ENB subsurface scattering will be possible in Skyrim SE ?
I don't know if someone has already asked it here, but, at this moment ,could you tell if ENB subsurface scattering will be possible in Skyrim SE ?
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Re: TES Skyrim SE 0.310
I know that it has been a topic a few pages ago but the CPU bottenleck ENB series for SE introduces is huge. Just putting the two .dll in the directory without any effect activated drops my FPS for example in whiterun stairs from 48fps to 32fps. So while SE is way less CPU taxing than the original with ENB this advantage is completely lost. Even the most taxing ENB for Oldrim with all those effects performs better than the SE ENB because I have just Q9550@3,6 but a GTX 970.
Is there anything that I can do about it?
Is there anything that I can do about it?
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Re: TES Skyrim SE 0.310
You can upgrade your CPU. Ryzen is almost there and an upgrade is reasonable.
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Re: TES Skyrim SE 0.310
phoenixfabricio
No, that type of subsurface scattering can't be made because of engine code.
Kontrapunkt
No, there is nothing to do about it. Game draw too many objects and only because of DX11 execute them faster than DX9, performance of game is higher than old Skyrim. But DX11 mod require constant buffers to be copied twice to save their data, which actually decrease speed and this process can't be avoided, because i need that data as original and modified copies. And yes, your cpu is not fast enough for this bottleneck, but don't go for AMD, there are not dip calls tests of Ryzen yet, while all previous AMD cpu's sucks about this (3 times slower for DX9 dip calls).
No, that type of subsurface scattering can't be made because of engine code.
Kontrapunkt
No, there is nothing to do about it. Game draw too many objects and only because of DX11 execute them faster than DX9, performance of game is higher than old Skyrim. But DX11 mod require constant buffers to be copied twice to save their data, which actually decrease speed and this process can't be avoided, because i need that data as original and modified copies. And yes, your cpu is not fast enough for this bottleneck, but don't go for AMD, there are not dip calls tests of Ryzen yet, while all previous AMD cpu's sucks about this (3 times slower for DX9 dip calls).
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i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7
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Re: TES Skyrim SE 0.310
Thanks Boris, now I understand the problem better. I will definitely invest in a CPU with a high IPC.
Just out of curiosity, I haven't noticed such a behavior for Fallout 4 ENB. Is there a big difference between how ENB series works with both engines now that the render path is the same?
Just out of curiosity, I haven't noticed such a behavior for Fallout 4 ENB. Is there a big difference between how ENB series works with both engines now that the render path is the same?