TES Skyrim 0.279

Forum rules
new topics are not allowed in this subsection, only replies.
Post Reply
  • Author
  • Message
Offline
User avatar
*blah-blah-blah maniac*
Posts: 17549
Joined: 27 Dec 2011, 08:53
Location: Rather not to say

TES Skyrim 0.279

The Elder Scrolls Skyrim (TES Skyrim)

Graphic mod ENBSeries / patch ENBoost 0.279

Changed ENBoost memory manager by forcing memory statistics of the mod only to reduce issues with bad drivers and software. Changed ssao/ssil code for faster performance on videocards with memory like AMD Fury.
At this moment 4096 bit memory is very slow and have some bad sides for effects like ssil, but i hope such memory type will be widely used in future, so i did more optimal code for it or any other videocard with 384+ bit interface.

Update 8 nov 2015:
Version updated, download again
Added BruteForce with new hotkey (shift+b) for screen archers. This mode enables very high quality for effects and advanced algorithms, at huge performance cost. Right now only ambient occlusion and indirect lighting is improved only, calculations including self shadowing of these effects. Be careful with it, low quality videocards or overclocked can be corrupted. Added to profiler two variables which show how many valid and invalid textures are loaded by ENBoost memory manager, because invalid textures have much longer loading times and stuttering as result (medium and low texture quality do the same).
Ambient occlusion works now like a mix of hbao and my old ambient occlusions. I tried hbao only version and it's not differ much from my original ssao, but performance many times slower, so instead of inventing i decided to get already polished code and apply self shadowing. Also it's computed with bigger range in two passes and range is internally forced to 0.3 and 1.2. Number of samples is about 1100 per pixel because of tracing shadows, this is very slow, about 1.5 fps on my gf650ti at 1440*810 resolution and SizeScale=1. Filter quality is limited to lowest and very low, because otherwise blurring will kill all the processing. I recommend to use "very low" mode or "lowest" together with complex filtering type.
_________________
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7

Offline
User avatar
*blah-blah-blah maniac*
Posts: 572
Joined: 23 Aug 2013, 21:59
Location: United States

Re: TES Skyrim 0.279

Thanks Boris! This'll be very nice for me with a 512-bit memory interface! :) Planning to get a Fury or similar in the near-ish future (depends on what my wife lets me spend =P )
_________________
AMD Ryzen 5 3600 6C/12T @4.4GHz // 16GB G.Skill Ripjaws V DDR4 3600MHz // ASRock AMD Radeon 5700XT Taichi X 8GB OC+// Samsung 850 Evo 256GB and 500GB SSD // 4 TB Seagate Barracuda // Windows 10 x64
Lumen ENB
My Flickr

Offline
User avatar
Posts: 83
Joined: 05 Jan 2013, 11:38

Re: TES Skyrim 0.279

I still think the 980ti is the way to go.

It will carry the hardest of ENB's along. ;)
_________________
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



Offline
*master*
Posts: 194
Joined: 12 Feb 2014, 17:05

Re: TES Skyrim 0.279

@boris
can you tell me please what values/rgb's IBL exactly uses? is it only using sky value? or is it also using things like directional ambient light?
i want to adjust weathers for IBL use, because some weathers produce unwanted ground tints.
thanks!
_________________
Win10x64 (fall creators update) | Intel i5-2500k | Nvidia GTX 970 | 16GB

Offline
User avatar
*blah-blah-blah maniac*
Posts: 983
Joined: 09 Dec 2012, 00:29

Re: TES Skyrim 0.279

Thanks again for the update, and for the answer from the previous topic :)

I agree with tapioks, that ssao and reflection visualization isn't useful for most players ( I have the impression, that half of them had never opened enb gui, sometimes I am surprised they can turn on the computer ), but is very important tool for preset authors.
_________________
Rudy ENB for Skyrim, Skyrim SE, for Fallout New Vegas, for Dragon's Dogma

English is not my native language.

AMD Ryzen 9 5900X, Gigabyte B550 AORUS PRO AC, Arctic Liquid Freezer II 280, Nvidia Geforce RTX 2070 Super, 64GB ram

Offline
User avatar
*blah-blah-blah maniac*
Posts: 17549
Joined: 27 Dec 2011, 08:53
Location: Rather not to say

Re: TES Skyrim 0.279

benhat
IBL don't use any values. It's image based lighting and current implementation use sky for that with black ground. Uses sky means what you see as image, but blurred.
_________________
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7

Offline
Posts: 18
Joined: 08 Jun 2015, 19:55

Re: TES Skyrim 0.279

Hey I really would like to know your opinion to use the Memory Patch of SKSE in addition to the ENBHost features. Are there any conflicts that I have to know or are there any settings with that the Memory Patch becomes obsolete?

Offline
User avatar
*blah-blah-blah maniac*
Posts: 17549
Joined: 27 Dec 2011, 08:53
Location: Rather not to say

Re: TES Skyrim 0.279

They have nothing in common, use anything you want.
_________________
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7

Offline
User avatar
*blah-blah-blah maniac*
Posts: 572
Joined: 23 Aug 2013, 21:59
Location: United States

Re: TES Skyrim 0.279

Use the SKSE Memory Patch with ENBoost. In my and many others' experience, it produces a very stable Skyrim (provided other safe modding practices are used.) Since using both I have not had 1 CTD or ILS... I've used both since their inception.
_________________
AMD Ryzen 5 3600 6C/12T @4.4GHz // 16GB G.Skill Ripjaws V DDR4 3600MHz // ASRock AMD Radeon 5700XT Taichi X 8GB OC+// Samsung 850 Evo 256GB and 500GB SSD // 4 TB Seagate Barracuda // Windows 10 x64
Lumen ENB
My Flickr

Offline
User avatar
Posts: 27
Joined: 20 Jul 2015, 22:06

Re: TES Skyrim 0.279

ENBSeries wrote:They have nothing in common, use anything you want.
And what about these statement?

ExpandSystemMemoryX64

Warning:It has been reported that this feature can conflict with "Sheson's Memory Patch 3.0" (now included with SKSE) by causing Skyrim to crash if the memory patch fix is used to increase Skyrim's initial heap allocation (Block 1 or DefaultHeapInitialAllocMB in skse.ini) higher than 512MB (or 768MB for some). Therefore, if using the Sheson Memory Patch fix (either standalone or with SKSE), it is recommended to set ExpandSystemMemoryX64 to false.

source: STEP EnbGuide

Thanks!
Post Reply