--JawZ-- wrote:What would be the point of having Night/Day detection if the ENB can't read if it is Day or night properly? As it is now with mistveil keep it will only read it as night. Then Boris could've just skipped using the new added night/day detection for interiors and revert back to the old coding. But having no sky for dungeons would make them only use night time values. And I think interiors like mistveil keep and alot of other non-dungeon cells should have Day and night settings.
And that is what I will fix, so you will have a interior and dungeon seperation deal going on.
I hear you Jawz and I certainly do not want to get into an argument. My point is only, from a realistic perspective, if a cell (Interior) has no means to be influenced by outside light (has no windows or gaps in the ceiling where light can leak in) then it should be considered as night. Lighting transitions because of what is happening outside (in the sky) within such a cell make no sense to me. Having said that, it would not surprise me in the least if interiors with windows in Skyrim do not have a proper sky attached to them.
@Boris, I will test out a few versions in the cell I first noticed it in. It does look as though it was related to my SSAO settings as reverting to default resolved the problem. Still, its curious as to why it would lag in interiors and not exteriors. I would have expected the opposite since exteriors will typically present significantly more surfaces to affect SSAO.
Oyama
As i understood from you previous posts and last one, in older (not 0.138) versions interior is acted like exterior and i said that it's because shadow from sun is active by some reason (dlc or mods). But then you can't expect anything working properly, because mod always will turn on exterior parameters. I can add information to GUI for displaying night/day interpolator and is it interior or exterior, but it will not solve issue.
Dinkledorf
"Lagging" appear when videocard/videodriver is very busy long time, but exterior are more cpu intensive, so less brute balance.
Boris
OK. Understood this. But as I said, no weather mod. Can it be related ONLY to a sunglare texture ? Makes no sense, right ?
Wrong detector curve (mine is set to 1.0) ?
Or... can it be related to adaptation settings in the effect.fx ? toobright value for example ?
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One thing I may have figured out is that those that are reporting a "foggy" look after updating, I found this can be related to enbeffect.fx and/or enbbloom.fx. I was swapping out files and found one that jawz update and released that showed the problem really badly. That's opethfeldt v6. Not as bad as the Bronze though, which just made everything very green when I dropped it in.
Yes, I know these are designed to work with other specific files and/or need tuning. I was just playing around when I found the foggy look. For those running into this, try turning bloom down to see if that lessens the problem.
And for Boris, I have one into one very minor issue that cropped up a few versions back. Every once in a great while, ENB does not ignore the load screen. It's not a huge issue, because I don't spend a lot of time looking at the load screens. It may have even been happening for awhile, and I only noticed it because I finally started playing with DoF.
narphous
I agree with you, ENB always changes the load screen for me too, all versions. I don't really mind though, don't care about load screen.
Regarding foggy look, yes, I think it is bloom too. I made this screen shot before doing like you, swapping files.
ENBSeries wrote:Oyama
As i understood from you previous posts and last one, in older (not 0.138) versions interior is acted like exterior and i said that it's because shadow from sun is active by some reason (dlc or mods). But then you can't expect anything working properly, because mod always will turn on exterior parameters. I can add information to GUI for displaying night/day interpolator and is it interior or exterior, but it will not solve issue.
Dinkledorf & Jawz
Agree with both of you guys... In my opinion it would make no sense to apply day and night separation to cells which do not have any visible source of light, so using night settings when no Sky is detected makes a lot of sense. On the other hand there are a lot of interior cells that do have windows, yet they don't have Sky enabled - if I understood correctly, Jawz was referring to fixing these and enabling Sky, which would be all nice and dandy.
Oyama
Have you tried disabling and/or tweaking the additional shaders you're using? Maybe that could help to pinpoint the exact cause? I don't think the reason can be in adaptation or toobright.
narphous
Yes, I have the same issue with loading screens - I think it's mostly when you load a game as opposed to traveling or entering a cell.
MindFlux
Unfortunately, it's pointless :
I know someone using the same shaders that I am, and he doesn't have the issue.
I also someone using different shaders and files who HAS the same issue.
Go figure....
I temporary fixed it via CK (unchecked all 'Sky enabled' for interiors).
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I will try to have a Vanilla RL file ready to be tested with such fixes included for you guys to test out. I have already given a early WIP file to FogGene earlier today in the morning for him to test out my fixes while I was away from my computer at work. He gave me some good input on how the interior's behaved and I will take that info and try to improve the interior's based on that.
It would have been good if roombounds/roommarkers would have contained a sky for a part of the cell that actually has a visible sky and leave the rest alone. But unfortunely that is not the case.
Last edited by --JawZ-- on 14 Jan 2013, 16:52, edited 1 time in total.