TES Skyrim SE 0.310
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- *blah-blah-blah maniac*
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Re: TES Skyrim SE 0.310
Where is the post that used to share funny stuffs?
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Re: TES Skyrim SE 0.310
No idea where it has gone, so I guess we need a new one.
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Re: TES Skyrim SE 0.310
Kontrapunkt
Fallout 4 have very same problems, even worse, you just need to be in "right" places to notice them and set shadow distance to big enough (and no ShadowBoost).
Fallout 4 have very same problems, even worse, you just need to be in "right" places to notice them and set shadow distance to big enough (and no ShadowBoost).
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- *sensei*
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Re: TES Skyrim SE 0.310
This is the sort of situation where large memory buses save the day, yeah? Say, a 512bit R9 290, or 4096bit Fury.ENBSeries wrote:
Kontrapunkt
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.
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Re: TES Skyrim SE 0.310
No, it's purely cpu bottleneck. Game fills constant buffers with data (locking them) and i need to catch this data, the only good way is to give game my own memory buffers instead of d3d11 original, then copy from mine to original (and modify if need). This process takes a lot of performance because of bad game optimization with many objects drawed, for example 10000 objects drawed at 100 fps is 1m, so 3ghz cpu must execute each object in 3000 cycles which is not much (and cpu doing other things too in same core, right?), copy buffers procedure costs cache misses and memory copy, which not fast because data is totally random.
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Re: TES Skyrim SE 0.310
Ah, I thought you meant something like the gbufffer or depthbuffer. But duplicating memory data? Yuck.ENBSeries wrote:No, it's purely cpu bottleneck. Game fills constant buffers with data (locking them) and i need to catch this data, the only good way is to give game my own memory buffers instead of d3d11 original, then copy from mine to original (and modify if need). This process takes a lot of performance because of bad game optimization with many objects drawed, for example 10000 objects drawed at 100 fps is 1m, so 3ghz cpu must execute each object in 3000 cycles which is not much (and cpu doing other things too in same core, right?), copy buffers procedure costs cache misses and memory copy, which not fast because data is totally random.
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Re: TES Skyrim SE 0.310
Can somebody confirm that with BC7 normal maps, specular maps don't work anymore/are considered as black? At least with terrain textures, I got that problem.
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Re: TES Skyrim SE 0.310
Since when? BC7 should work or at least it used to, don't remember whether I specifically tested landscape textures though.
Have you tried DXT5, just for testing?
Have you tried DXT5, just for testing?
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Re: TES Skyrim SE 0.310
I tested both on terrain and as soon as I changed the dxt5 to bc7 the specular was gone.
Unless I haven't done anything completely stupid
https://staticdelivery.nexusmods.com/im ... 923751.jpg
Unless I haven't done anything completely stupid
https://staticdelivery.nexusmods.com/im ... 923751.jpg
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Re: TES Skyrim SE 0.310
They should work, I was testing AMB landscape textures for Oldrim, converted them all to BC7 and it worked. Minus tessellation ofc.Pfuscher wrote:I tested both on terrain and as soon as I changed the dxt5 to bc7 the specular was gone.
Unless I haven't done anything completely stupid
https://staticdelivery.nexusmods.com/im ... 923751.jpg
http://imgur.com/a/TRwlu
They need probably a bit higher values than usually to "shine". I remember that old specular was kinda shiny even when the map was near black. Or they have really low specularity lvl assigned to landscape textures (most likely). Or different values for BC7 and DXT5. Or its a bug..