TES Skyrim 0.245

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Re: TES Skyrim 0.245

jrista
Compare quality and performance and choose what you prefer, i can't explain this.
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Re: TES Skyrim 0.245

Does anyone care about closed/opened spoilers in GUI of editor? Because too much parameters and it's hard to schroll to something you want, at least for me when restarting game many times while developing mod. Let me know should i make all groups of parameters closed, only some of them (when aren't?) or keep as it is now.
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Re: TES Skyrim 0.245

I vote for having them all closed at start up, I too find it a bit annoying to scroll through the entire list.
I also restart the game many times for mod testing and code development and what not, so it would be nice to have them closed instead of open like they have been since you implemented the GUI function.

I have not gotten around to test the new version yet as I don't have my game rig at my disposal for the time being. And testing the SSAO on my work rig is going to be "hard", running with ultra low settings at 1280x786 resolution with no ENB effects activated results in 10 to 13 FPS.
But from the posted pic and user input I can see there has been in improvement of it.

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Re: TES Skyrim 0.245

I can't see the 0.245 download button..maybe a browser issue?

I see now..change location

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Re: TES Skyrim 0.245

Another question. Indirect lighting is much more noisy than ambient occlusion, because of it's nature of math computation, to reduce noise i did simplified version of ssil and everybody use it probably from 0.102 or 0.119 (don't remember) in Skyrim (may be in Fallout too, because i ported code to it, other mods use proper math). Now with ssao/ssil supersampling it's possible to restore code of valid indirect lighting vectors and not to get flickering-blinking points everywhere, it require UseComplexIndirectLightint=true, so you at least must use this (or without it indirect lighting absolutely wrong approximation, but fast and even less noisy). First, is it really important or users under imprinting are fine with existing ssil and will say "previous was much more realistic"? Second, is this must be another parameter or just forced always on?
Here are comparison images, #1 is current, #2 is proper, notice difference by noise for them and if you know how indirect lighting work, it's easy to understand what is wrong with #1.

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Re: TES Skyrim 0.245

Personally, I'm all for restoring valid code.

But I wouldn't force it on, and add another parameter for it.
The more tastes, the more control over it, if it doesn't bother you too much to make new parameter.
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Re: TES Skyrim 0.245

I'm with Oyama on this one.

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Re: TES Skyrim 0.245

I'd make as a separate option, if possible. However, the visual (indirect lighting) on the first image is quite bad that if the feature is always forced on (as shown in the second image), then I would not personally mind.
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Re: TES Skyrim 0.245

Sorry, i did mistake, forgot scaling, so second image have twice less intensity, edited post, replaced image.
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Re: TES Skyrim 0.245

I'm with Oyama on this as well.

Sorry, haven't gotten around to actually trying 0.245 yet. I've been playing Elder Scrolls Online Beta (It's a beta weekend) all day and just stepped away. It started feeling grindy after 10 hours straight. =P Anyway, I'm gonna take my eyes off the screen for a bit, they feel weird, then either go to bed or try out 0.245. I haven't decided the order yet :P
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