HiAlgoBoost
Mod Author-
Posts
17 -
Joined
-
Last visited
HiAlgoBoost's Achievements
Watcher (1/12)
0
Reputation
-
I... wasn't blocking PM's... My inbox simply got overfilled, sorry about that... Did you try asking this question on the nexus forum though (HiAlgoBoost page)? Glad you figured it out though. ENB doesn't block HiAlgoBoost - this is the first I hear of it...
-
============================================================= Updated to version 2.0: - Major update, completely revamped engine - Framerate drop in static scenes is eliminated (down to 2-3fps) - Improved responsiveness, decreased lag - Optimized for image quality - Flexible configurable of quality vs performance - Support for ENB, ScriptDragon, SkyUI, Dawnguard, all "Creation Kit" mods, etc. - Supported Skyrim versions: 1.7, 1.8beta (these are the latest versions) =============================================================
-
============================================================= Updated to version 1.34: -Updated for latest Skyrim version 1.5 (1.5.26.0.5) and for 1.6 beta (1.6.87.0.6) -Added/restored support for chaining d3d9.dll based mods (FXAA, SMAA etc.) -Added fix/patch for "green water" bug in 1.5, 1.6 (for some Intel GPUs or when using SAFE_MODE1) comment: in order for my fix to work, other "green water" fixes should be removed. =============================================================
-
If you can get the injector version of enb to call hialgoboost, then it should probably work, but I wasn't able to so that for some reason... Can injector enb call other dlls at all? Did anyone try that? About using injector enb and non-injector hialgoboost: the problem is the loading order. Hialgoboost has to be last. Whoever is last should support everyone that came before him. This way - the driver is always last, and supports me and enb. If hialgoboost is last, it can support enb. But enb works very differently, and it cannot support hialgoboost, so it cannot be last. Order is very important here. If you try mixing and matching injectors and wrappers - you may easily confuse the order of loading/chaining. Is that somewhat clear?
-
@ivactheseeker: the picture like you attached - I saw some people have the same problem, but wasn't able to reproduce it... Hopefully the changes I am making now to support ENB v0.112 will affect this artifact as well... Let's hope... BTW - are you using FXAA injector? I haven't tested with it, to be honest...
-
Wohooo, how cool! :) Never saw that one before... Say - are you using any application settings overrides in the GPU control panel? Try setting them all to "use application settings"... I wonder... Hmmm.... EDIT: Does it look like the shadows have incorrect scale, incorrect position, combination of the above - or something completely crazy? Also - take a peek in the log file - there could be some useful info... (My Documents\My Games\HiAlgo\HiAlgoBoost.log)
-
Spiffyman is right (again :) ). The problem with the approach you suggested, is that when changing resolution - the image would inevitably change, and you'll see some "creeping" textures. But when you are moving that is not visible. I initially implemented a hybrid approach - the system would "want" to set a specific resolution, but was allowed to make changes only during character motion. That worked very well, and the resolution change was gradual and unnoticeable... There were just two little problems: 1) This way you cannot decrease the resolution too much - it will be very apparent - so less acceleration; and 2) You never know when you go back to "natural resolution"... That "left a funny taste", you were never sure whether what you are seeing is the best it could be... Its a psychological problem. But in the current solution - if you don't move you get 100%. You can check this by toggling F10 while static - you won't find any differences on a pixel level (in case there are no bugs :) ), although rendering happens in two very different ways. Does that make sense?
-
Released a new version ============================================================= Updated to version 1.31: -Various bugfixes -Added SAFE_MODE1 for ATI cards with missing fire and cobwebs, and for other problematic systems. -Added keys to toggle full/moderate reduction - PGUP/PGDN =============================================================

