TES Skyrim SE 0.390

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Re: TES Skyrim SE 0.390

No, i can't do that.
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Re: TES Skyrim SE 0.390

Ohh ok, so, ENB for SSE is pretty much done, the only things that needs to be done are:
Taking in count that many of these are almost imposible to do, just for mention them.
-Reflections (Adysss was working on it but i haven´t recived an answer from him yet).
-Sun rays (someday)
-Automatic ambient calculation (can be done via SKSE i think) (i think that it makes the game more cinematic using ENB i don´t remember).
-Mist (almost impossible)
-Volumetric clouds (nope)
-Underwater support (nope)
-Underwater volumetric shadows (waste of performance).
-Underwater caustics (not possible) (i don´t really care to much about it).
-Terrain Parallax (there is no height map info to be used if i remember)(Blended Roads (mod) can replace it).
And i think that there are no more features left to be mentioned.
Another thing, when you released "Cloud shadows" effect, you mentioned that it was in it´s simplest form, how it could be in a more complex form?.
Last edited by Mirx on 17 Aug 2019, 17:43, edited 2 times in total.
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Re: TES Skyrim SE 0.390

Cloud shadows are not simplest form, you misunderstood something. And i don't like to be pushed, i have my own life instead of working on damned mods on games i hate already.
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Re: TES Skyrim SE 0.390

ENBSeries wrote:Cloud shadows are not simplest form, you misunderstood something. And i don't like to be pushed, i have my own life instead of working on damned mods on games i hate already.
Sorry, i was just mentioning what left´s to be done and pointing out what was possible and what was imposible to do to other people see it, im not pressioning you, not what i meant :(
And maybe i misunderstood the description of the cloud shadows, i haven´t spent time to searching for that thread so maybe i should have looked at that before posting because i just wrote what i recalled :lol: . Take your time :)
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Re: TES Skyrim SE 0.390

There are a lot more features possible. It's just the amount of work to create them, which I totally understand.

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Re: TES Skyrim SE 0.390

If ENB for SE is feature complete at this point, maybe someday parallax can be brought back?
we have so many textures with parallax for LE which are 1 click portable to SE, and inability to use this amazing feature just kills me
other than this, and especially with new Mindflux water and Silent Horizon ENB, there's nothing to be desired; other than parallax.

I mean, maybe we just need to get some funds for you man :)
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Re: TES Skyrim SE 0.390

darksynth0 wrote:If ENB for SE is feature complete at this point, maybe someday parallax can be brought back?
we have so many textures with parallax for LE which are 1 click portable to SE, and inability to use this amazing feature just kills me
other than this, and especially with new Mindflux water and Silent Horizon ENB, there's nothing to be desired; other than parallax.

I mean, maybe we just need to get some funds for you man :)
If i remember, Boris said that there was no information in the game shaders to apply parallax, so, that feature will be impossible to develop in SSE, the only thing that we can do is create 3d meshes for the objects for example: the mod "Blended Roads" adds 3d roads to the game, there is also a mod called "Real 3D Walls" which makes some walls to be 3d, so we need more mods like that i guess. :lol:
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Re: TES Skyrim SE 0.390

Parallax require many internal things to be done for shaders, it's not just about patching them, but computing and sending data there. SE is less editable for me and in general i can't get the point why am i wasting time on this if mod already complete for old skyrim and people played it countless times. To make parallax possible, i need compute eye position for every object and send it on cpu, in shader send positions from vertex to pixel shaders to compute eye dir vector, transform it to tangent space (hell knows which indices of interpolators are used for this in each shader), compute offset of uv and add extra reads of textures (hell knows which textures, need to see them and patch many manually), then from generated height make offseted uv and patch all input uv of original texture reading instructions. It's easy to see how much time mod require to develop, even if i not programming it, wasting a lot of time to find ideas how to make things come true from having many limitations which at first make you think "it's impossible" or "damn, i thought it's possible".
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Re: TES Skyrim SE 0.390

I switched to SSE in 2016 because for me is a much more stable experience, less CTD, less bugs related to slow loading textures,etc and one of the things that i hated about LE was the shadow quality(pixelated as hell), and SSE takes more advantage of my system.
Btw i got it for free. :lol:
*Edit: If SSE reach almost the same graphic level of Oldrim, the people will switch to SSE if they got it for free in the first place or if they are new players, they will prefer a more stable experience without CTD for having a lot of mods instaled without having to do crazy configs or tricks to make it more stable. There are a lot of topics asking the same question over and over again (which is better or more stable) and the answer is: for stability SSE, for graphics Oldrim, besides, a lots of mods can be ported to SSE so, no problem with that.
I really don´t really have any problem on waiting a year, every good thing has it´s own coocking time, and rush it only will lead to a product with issues, etc, so for my part, take your time ;) .
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Re: TES Skyrim SE 0.390

For me the reason to improve SSE is as a platform for Beyond Skyrim. But I understand that the remaining features are increasingly difficult and I really appreciate everything you have done to date. I think it can be universally said you have already done far more than anyone imagined for SSE. Thanks.
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