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Aiyen

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Everything posted by Aiyen

  1. Never noticed the water thing before tbh... probably because the change is consistent across ALL weathers, or at least most, hence it is simple to fix it. It is more the ton of other bugs only present on certain weathers that really annoyed. Nice new additions overall! I guess we should make some of these changes into the CoT Weatherpatch.... seems silly for you to have your patch already on top of other patches. CoT already have enough .esp as it is hehe! Guess I will have to talk to prod about that if you have not already done so.
  2. It is basic game design 101..... use as few vertices and triangles as possible for your models! Those are what really eat performance! If you can do something using parallax, tesselation or other texture effects rather then model effects then do that, since they cost less then the extra triangles do. Anyone who has played around with a 3d program will also know how much of a slow down you get when you start to subdivide just a few times!
  3. And so begins a lighting mod to make shadows with ENB on look nicer! Guess we will see you again in two years when you have covered the entire gameworld hehe! :P Jokes aside then yeah, you can do stuff like that to fix up various locations. But you cant make a directional light behave like an omni one and the other way around. Having light shafts on an omni light will always look just plain weird. This is part reason why I do not play in 3rd person... you get to notice so many small things that the engine was just never supposed to handle! :) That said then do continue to share what you find, it will most likely help make others enjoy their game some more!
  4. If this is not SSAO related... which in most cases it would be. Then it is almost certainly a driver version issue. It is certainly an issue the game has with drawing through transparent effects correctly... Which the default game with default ini´s should not have at all.
  5. This is how I see it. Having stuff compressed means it take up less space... in this case less memory per texture loaded. The bad side of this is that it takes longer to load every texture then... requires more bandwidth per texture to load. So if you have compression on, then you take up less space in terms of memory, but you might suffer stuttering due to a bottle neck in getting the data loaded. So there are only really two scenarios one need to consider when debating if you should have it on or off. A: You are running near your memory limits hence stuttering due to this is a huge issue. Enabling compression will give you a bit more playing room and you will reduce stuttering since bandwidth is the lesser bottleneck. B: You got all the memory in the world, but you are simply using too many high res textures, at 60 FPS while running around spinning like a mad person. Here you would disable compression to get a bit more bandwidth to support your crazy movements.. since the main bottleneck is the bandwidth to read all the data. Ofc. you can also get examples where both apply.... since it is still a dx9 app. then there are upper limits on VRAM allowable etc. This is still why even with ENBoost and 6Gb of VRAM you cannot run at full 4k textures everywhere. With even a moderate amount of 4k textures you simply run into a mix of not enough memory and no where near enough bandwidth to move the data amounts around fast enough.
  6. When first created MO takes the ini files from the default skyrim dir. All other profile ini´s are created from this template. So the easiest way to get from high to ultra, is to just create a new set of vanilla ones from steam, then copy them into your profile folder afterwards.
  7. Hehehe I am quite aware of the difference between ENB and non ENB... i would never touch Skyrim without an ENB on at all... it is just too ugly. You can control the blur of the shadows directly in the detailed shadows settings if you want to find the perfect balance between sharp and blur for you. And again, for hood etc. then high SSAO is the way to go... it will smooth out and make faces look really nice. But again it will also lower performance. As for the exterior stuff. Altering the various intensities of the ENB would be the way to go, since the CK have no real influence over this. It can only turn shadows on or off, and most of the time then it is more an issue of view angle and placement of the shadow casting objects. This is partly why it takes so very long to create a lighting overhaul.... the very limited shadow functionality of the engine is quite frustrating. But yeah that fake sun is kinda annoying, but it is all we got to play with. If you do not like those shadows, settings direct lighting intensity to 0.0-0.2 will all but remove them entirely. If you have skylighting on then you can increase its value until shadows during night time are also gone. It is part of the engine that those shadows will get priority over other shadows, and you are right in that they multiply to the pixel color... again engine limitations. However that specific location is also a bit wonky due to its high detail. You can stand in nice shadow conditions in one location and take one step back and you will be almost in full shadow. Here are two shots from my ENB and settings showing that. https://www.dropbox.com/s/t0rtrtra4ds0y2f/Whiterunshadow.jpg https://www.dropbox.com/s/5jitpbmlo3vzxls/Whiterunshadow1.jpg Another issue with that location and ELFX and or mods that add more guards with torches is that it can momentarily shut of a given shadow casting light since there are too many at once. This is a general issue though since you can only have 6 shadow casting lights per cell at once, or the engine will shut one of them off, or do other weird stuff.
  8. Well again.. if detailed shadows is on in ENB, then it handles all shadows, as long as deffered shadows is on ofc. If you disable that then you disable the mechanic that ENB use to handle the shadows. The problems you illustrate, are kinda sought out imo. Most of your screens look quite good in my optic. Granted the camp fire one is bad, but again this is related to how weird the night time is. If you use an ENB with high direct lighting values during the night then the fake sun (There is no moon light if you notice it then the shadows always follow the sun path not the moons.) will cause rather intense shadows since it might at the same time have a rather high contrast setting. First you can try to lower the skylighting value for night time which is what controls the shadow intensity from stuff like trees. Other then that then you would have to go into messing with contrasts for night, and/or direct and ambient lighting settings. The main problem is a math one... if you have many shadow sources then the pixels inside a shadow will get multiple values less then 1.0 multiplied to them causing them to go dark no matter what you do really... other then reduce the effect of the shadows. The higher the contrast related variables are the worse it is going to get on top of that. Splotchy face shadows inside interiors can only really be fixed if you got the performance to do it. You can up your SSAO quality and sample size which will create much better looking face shadows, but will eat your performance like a beast. You can also increase the shadow resolution in the ini files, which will also help, but again at a cost. At the end of the day then since the issue with faces is a fine detail one.. then you require massive amounts of performance to fix them no matter how you do it. Hope that helps a little bit more.
  9. ENB shadows are just replacements for the default ones already in the engine, with a few added on top (SSAO, skylighting). AFAIK then any mod will also just use the default shadow generation, and hence ENB should automatically render all of them. I am also not entirely sure I follow what you mean about the issue. It would be helpful if you could provide some screenshots of the issues. Some conditions are just not fixable even with ENB after all... short of disabling the shadows entirely ofc, as you have found out. In general then you can find the shadow settings under individual lights, and then disabling the shadowcasting feature of any given light source. However most of the time then the same light source is used many times over in many different settings. Perhaps individual issues are only related to the placement of that particular light... hence you want to do cell edits, and alter the location of the light relative to what it is casting on. Alternatively you can simply create a new light with no shadow casting, and then replace it in every problem cell. At least that is what I would do rather then go about messing with the general settings since they apply to the entire game. Hope that made some sense! :)
  10. They will most likely work just fine with higher version binaries. However if you start to enable the various effects from the sun things will look off,since activating volumetric rays will alter the sky color, and cloud shadows will alter the ambient lighting and direct lighting of the weathers etc. Also if mist is enabled and not setup properly it will look off. Notice that I do not say it will look bad, the default values can look quite respectable. However one cannot expect to come and get help with any issues since the author never implemented those effects. Also if someone would pm me what "dynamic shadow mod" that skylight ENB offers I would be happy! I am fairly certain that I do not offer anything related to shadows! In fact I disable skylighting by default hence I have less shadow effects on then most other presets! So a tad confused!
  11. The formulae is in theory sound... the main issue it is that is assumes that you also have a super optimal motherboard, and otherwise decent system that can handle the bandwidth you request it to do. In general if you get any excessive stuttering, slowdowns etc. then it all comes down to just trying to alter those two values.... and your driver version ofc. I have used 8192 with 2Gb VRAM and 16Gb RAM since ENBoost came out and it has been the best option ever since... I could go to 10Gb but never saw any indication of the game asking that much with my memory requirements... it usually caps out around 8Gb. ofc. you will most likely ALWAYS get some stuttering when scrolling around really fast, and when loading new cells, but this is to be expected... people tend to forget that skyrim is a giant openworld game... not a closed in single player level with highly efficient LOD generation.
  12. Hmmm that is a tricky one to be sure! Kinda difficult to diagnose without actually being in front of it! :S As it has already been suggested make sure to test out using fullscreen mode, and not any windowed stuff.... anything related to refresh issues can often be traced back to windowed modes not functioning properly for all given setups. The best thing to do would be to test on another monitor ofc. to make sure the issue is isolated. If it also happen on a PC monitor then it is most likely some setting that is just wonky with your driver choice etc. If it does not then it is something related to your TV. On the ENB side of things I can only recommend that you try out one that have adaptation disabled or severely limited. It might also help reduce issues related to tone variation... which some TV`s are not fond of even in the best of cases. Quite a few ENB presets do have this, since skyrims native adaptation is super weird. As for the AA then what you describe is basically what happens when you have AA or not AA at low resolutions, and the main reason why AA is even a thing. You could try not using any ENB and then force 8x MSAA through drivers, and that might provide you with the best option for you. If there are still any flickering issues at that stage, then it is not because of AA related stuff, but rather driver, cable... GPU not powerful enough stuff.
  13. When you say "The ENB" then which do you mean specifically ? Also screenshots help immensely so if possible please provide those. Thanks
  14. I would not bother worrying about that sort of scripting errors... it is just a case of copy pasting and not enough time spent polishing the code... but imo that sort of thing can always be done after initial release! As for making it work, then the main issue I think many are having is the same as me.... using fw or sw does not seem to work nicely with the scripts. Even less when the overall script load is high. This means one have to do even slower testing of it, which causes everything related to making a proper patch for the weather patch to take much longer.
  15. Already tested by people over at the ENB forums, and people with the better cards do not see any improvement. Seems like this is not a general improvement of performance across all models, but perhaps only on some of the lesser models. Which makes sense....a performance boost of the alleged 25% on a titan for example would kinda be similar to the total performance of some of the lesser cards... especially mobile versions. It would be nothing short of a massive driver revolution if Nvidia had found something that would increase performance by that much without altering the actual hardware.
  16. Hehehe, just made my day there! :D I guess from my own experience one just starts out with weathers, then move on and learn C++/HLSL and then have the entire power of ENB at your hands rather then just tweaking the values. Would seem even more natural in your case, since you probably have the most extensive preset out there atm. In any case keep up the amazing work your doing!
  17. With the amount of time you guys put into it, then it is sort of amazing that you do not just develop your own .fx files instead! You clearly do not lack creativity... and apparently time and patience is something you got in truck loads! So go go go! The more files there are which are not just PP2 the better.... in fact the further away from the default files we can get the better!
  18. Sadly I already tried the technique.... someone else has the patent already! It is a damn shame too!
  19. Actually most post processing cost next to nothing on modern cards! It is all the other ENB effects etc. that cost, but those are not post processing. The most expensive post processing is Gaussian blur if done right n proper, hence if you get the idea on how to implement gaussian blur 10% better then current techniques then you could become a rich guy rather quickly! That said then I guess you already could create such a material... it would just be too expensive to manufacture in bulk! :)
  20. If you remember the multiplayer from Freelancer then you would know another reason to be skeptical! :D The static ships, the pointless trade system etc. The SP was good but that was about it. It is space and it is MMO hence the only direct rival is going to be EVE these days, and all comparisons are going to be made for that. The fact that the combat is more like freelancer, and less like EVE is in theory a good thing, but in practice I can forsee a ton of technical issues once you get over a critical threshold of players. Also since you brought it up... one thing that REALLY ruins EVE is the fact that people can multi play several ships at once.. making it impossible for anyone with less then 3 accounts to compete in any serious way... this imo is what really mess up that game. It is an interesting way to reward the hardcore players, but everyone else is just not going to have a good time, and many agree that this is in large part why EVE is so stagnant... unless you come in with a lot of friends or a lot of money initially to back up several accounts then you will get nowhere fast. But that said then it is an interesting project. And here is to hoping that we all get to blow stuff up in realtime while chilling on our favorite leisure planet in the pass time.
  21. Ultimately it all comes down to the simple concept of player lag. Will they have solved that which has plagued EVE since its inception? Can you do truly massive space battles where A: Is it actually battles and not 5 hours on coms trying to jump around waiting for an engagement? B: When an engagement actually happen, will it be something more interesting then just massive missile lag vollys that try to focus 1-2 ships down at a time? Can you actually get to the decent trade locations without having to wait 30 mins in line to get access etc. I guess the list will continue to include many other things, but I guess those are the most vital one. I am sure others will chip in with more observations! :)
  22. Guess I know what I am gonna do this evening then! :) Should be a somewhat simple matter to create a patch for this. Bit menial but oh well aint everything patch related! This ofc. assuming I understand the premise of how the mod works! :D Edit: Seems like I cant make the mod work at all atm. Once I figure that out then I can test out my patch prototype... Stupid script mods... how I hate you!
  23. That sort of sunset is kinda hard to get due to the skydome limitation. Main way to do it would be to set the sky colors to a blue tone in the .esp, then using sun glow and bloom make sure the sky take up one half of the sky leaving out the other looking blue. Main issue with this is that day time and sunset, and day and sunrise does some weird addition around 50/50 if you use Time of day. Hence if you have really extreme values there they will be really extreme x2 and most likely fill the sky. At the very least they will look quite off since the sun should not be at its most extreme brightness during that position in the sky. In an ideal world we would be able to set dawn and dusk duration independently from day and night... and have full control over what values are used at what position in the sky! Oh the pretty stuff one could make using such a setup! Sunsets and dawns you would not believe! Also the tundra is mostly red... hence with any amount of bloom and red emphasis then it will look like a dry region rather then the cold one it should. Guess if someone where to make a more cold looking terrain texture for the area that it would help quite a bit, instead of the brown orangeish ones that most texture packs include. But really nice image you got there manga! And yes.. sleep... once upon a time I enjoyed such a thing! :)
  24. The distant mountains are always annoying to deal with since they are 70% due to the fog color choice (which is 100% annoying in the best of cases), and 30% due to texture. I recommend getting some mountain textures that are grey with a tint of blue in them if you want a really cold feeling, rather then some that are brown/red. Normally you can alter the fog color settings between two extremes, one being blue the other red. Shifting the multiplier and curve will quickly make it apparent how to get either. This effect can be further amplified by altering the bloom values used, since Fog really loves to trigger the bloom. This assuming it is a CoT weather patch modified weather.
  25. Yeah meshes are all the objects in the game world. A road is actually several different meshes. The ground below is a different beast though since it is gameworld terrain.... not an individual mesh as such to my knowledge. But yet another reason why I suspect some weird engine fluke.... since it works sometimes, and others it does not. And a reload sorts it out. If anyone else have some wisdom to impart on the topic then I am all ears! Would be nice to understand why this happen!
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