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Aiyen

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Everything posted by Aiyen

  1. I have the same at some points. Always figured it was because of too many light sources... but it might also just be a mesh lighting interaction that does not always perform correctly! If you say a simple save and load fix it, then that might be the only way short of someone with more mesh experience then me comes to look at it. As far as I can tell then the meshes have the proper shader flags enabled etc. and they do behave normally sometimes... so guess it is just an engine bug.
  2. The amount of data you need to move about means that it will never be seamless at that speed. Nothing short then a specially engineered server setup system would be able to move that amount of data at that speed! The time it takes you to move from A to B at that game speed means you ask the game to load just about EVERY single texture in your mod folder more or less. You can take that number and then compare it to your rigs theoretical bandwidth... which you can look up in your technical documentation. Do note that practical bandwidth is always a bit lower due to heat, age, data package loss, etc. The theoretical bandwidth is always just the total amount possible without any other considerations. As I recall then most PC´s can only do a few GB´s a second and with high res textures you quickly get up to 5-10Gb of data. Also there are limits to how big your cache is. The first time you do a run will always be slower then the second one since most of it will be stored in memory if possible, which allows for faster retrivals. Hence you should never include the first run done in your testing.
  3. It is a common annoyance with snow textures and meshes. The way the meshes are made make it VERY hard to make seamless transitions. It becomes more apparent when you use mods which gives the guards many torches. Since torches are shadow producing light sources then once you get past 6 in a given cell then the engine no longer renders correctly and you will get weird flickering, permanent shadows near the torch etc. As for your image, then the inconsistensy is because one part is a rock mesh, the other is a ground one. And those two textures will never blend seamlessly since there is simply too much variation around the game world. The main issue with snow is that the contrast is really huge there hence it is much easier to notice then elsewhere.
  4. SweetFX for luma sharpen cost more performance then effect.txt. Not much granted but the extra injection is not really worth it if that is the only reason. I would be happy to provide luma sharpen you can just put in your enbeffect.fx file if you need it. That said then keep up the great work guys! Inspiring as always!
  5. Well skyrim is a game about dragons... so if you do anything with dragons or the main quest then DCO >>> any other script related mod, even frostfall... imo. It just adds so much fun to the fights... like I said earlier, even when a weird bug happens. I actually normally used DCO as a script stability test... since I could go to solitude and see for how long I could spawn three dragons with everything on. So many NPCs there etc. Once I could finish a three dragon fight there then I deemed that part of my list stable (Such a fight takes roughly 20 mins or so if you provide yourself with the most epic weapons.... 10 mins if you also boost your archery skill to 100). Fire and ice I always thought was just too gimicky for my list. I did not want to make room for it in my list since it can be quite costly for very little actual gameplay effect. I still need to try out the rest of em, but guess I will get around to that in the long run.
  6. Many cool features, but the sheer script load is daunting in combination with what else I got cooking. DCO is a must for me... even when it fails it is hilarious to me which is just too good to pass up. But in general then I will have to check them out eventually! Quite interesting indeed.
  7. I agree it is nicely done.. it is just sad that the only way to get image space darkness is by reducing the brightness. Pity there are aint a proper night time light source to alter instead... oh well next TES game perhaps! That said grats on the new release, it is quite impressive that you manage to continue to find the time and mood to expand on vividian! :)
  8. Again that stress test will crash even a vanilla game! Hence you need to make several of them and then see at the total. 1 out of 10 times CTD within a minute would still amount to a stable game for example. You will NEVER be able to get an entirely CTD free game.. since it is an open world game then this is just not a realistic expectation. You can only aim to make sure you do not get them so often that it ruins gameplay. And again that stress test is not a reliable indicator on its own. You need to hold it up against other types of tests as well.
  9. A: Do not use Live another day as a testing basis, use coc from the main menu, more reliable, since live another day can conflict with quite a few things on any list. B: Do not start a stress test using 2k textures mainly in exteriors, start using just the vanilla HDDLC and then move up. If your game alone is reserveing 2.5Gb then you are silly close to the actual limit (Even with ENBoost then data is still mirrored to some extend, just in another process, however this data still needs to get sent into the skyrim one to be used by the game.), and issues can arise without much provocation. C: If you are stress testing memory related issues then make sure script heavy mods are not installed to get more reliable data. D: Do not start at ugrids = 100000000 start at default then work up when everything else is stable. Think of ugrids as the cherry on top of your mod list. And finally the test that vurt outlined is not a universal stability tool, the test includes steps that could make even the vanilla game CTD. But atm it just sounds like you are trying with too much stuff installed and your computer cant handle the bandwith you ask it too, and data gets lost or delayed, and the application crash/hang as a result.
  10. yeah going to need full hardware specs etc. for this sort of troubleshooting.
  11. Well this nice little new thingy made me fire up skyrim and the ENB stuff again! Hurray! First off It is essentially just a vanilla weather replacer, hence no new formID´s have been added hence you will not need new patches for weathers. However like any weather/sound mod then regions are going to be an issue. This will always be an issue as well no way around it the way the engine works. That said then I find it funny that people have issues with "All them CoT" patches.... since they can all be done rather easily in one single patch in the end and voila done. That even with supreme storms and what have you. Anyways the point is the same is going to be required here if you want to use his regions and have your sound mods sound play etc. Now back to this mod. It does what it says it does! It is a somewhat improvement over vanilla, it adds a bit of spice and new textures etc. I really like what he has done with the foggy weathers especially, even with ENB on they look really nice. The sun is a nicely done and the new glare etc. look quite nice. The few issues that he already have put out versions of are ofc. that nights are too dark/bright... I personally find them quite nice as is in the realism version. I also quite like his new snow it is something I would consider using instead of the stuff I have now... However onwards to ENB... he says they will most likely look like meh.. and he is most certainly correct! However since my own ENB kinda ignores most of the image space values then most of what makes it incompatible does not apply to mine. However there still are issue, mainly he has the issue that he use image spaces to create darkness, which is just never a good idea when mixing with ENB. So night time is REALLY dark on my end, however simple tweaks quickly make it look like it does without ENB. The most "Serious" issue is with his cloud textures, since they are in no way optimized for being used with the procedual sun of ENB and in general the sun related effects. However since he just use vanilla replacements then I would guess dramatic clouds can be used quite easily and they work just nicely. It is a bit sad though since I actually do like his cloud textures, but I do not expect that a version with opacity changed is going to come out ever. That said then perhaps I will make a version of my ENB that supports this fine mod, since it is quite an improvement over vanilla.
  12. Step 1: make sure people learn how to open the GUI! :) You would be surprised how difficult this task is for quite a few people! If they do manage to open it then they will most likely get confused by the names of the variables! I find it amusing that I still have people asking how to remove the letterbox even though it says so in like 3 different places now! People just never read documentation hehe! That said then yeah... with the scope this preset already has in terms of variables, then if you are going to support multiple iterations of it... well I already have the hat off for having that silly amount of weathers, but if you multiply that by 3... then I guess I have to throw in the beard!
  13. One should not use the initital helgen intro as a comparison for anything. Since it is really quite dark with ELE image spaces. Reason being that it is almost entirely ambient lighted. Relighting skyrim does touch the area and improves it a little bit. If you want a more immersive experience then it should be fairly simple to create a mod that adds in a torch in the first chest you open to get the key, or on the body dependent on choice made. (Sorry for spoiler! hehe ) Also using bloom to lighten up the general ambience is always going to backfire since the effect is multiplicative in bright spots and will cause even more bleed effects which will most likely upset many more locations then the few you want to fix. Granted if you want a K ENB or other bloom heavy preset looks then that is the way to go about it!
  14. It can be controlled in the ENB GUI when you know which parameter to tweak. That way you can also get real time updates on your changes. Also any MCM changes would have to be altering image space values and hence require a mod with a script specifically aimed at doing this. Guess that would be a mod to try to create.... a script based post processing mod using only the image spaces.... but again one could also just code the ENB .fx files properly and get the same result with no scripts.
  15. My pdf wont help out in this case, since prods and my file are very different in terms of how we use adaptation. We do use the same tonemapping, but altering that is not recommended, since it also alters bright areas. Also prod wanted to make sure to use most of the image space values, where I do not want to use any but the two really essential ones. This alone will not make any adjustment trivial like it is in my file.
  16. The 30 FPS limit is essentially at leftover from consoles and is the only real reason it is still prevalent at all. Which again is because of old TV´s and how they displayed images. This is the problem with the least common denominator.... when the previous generation of consoles came out many people globally still had old tv´s and hence it was not removed then. As for the brain ... that is always funny. The measure of efficiency is vague at best, and since sleep, subconscious processing etc. are not really understood at anything but the most rudimentary level then it is just a fun random number people are throwing around. For example most people have tried to work on a problem for hours on end... then they move away from it and do something else for a little while, and then when they return to the problem then they solve it really fast relatively speaking. So... even though the initial efficiency was not really high, then afterwards it turned out that it was in fact quite high. Just because you do not work actively focused on a given task does not mean that the brain does not process the information.
  17. Does the same happen if you use local coc commands ? In general then that path is a strong point in terms of stuff added into the game, so it could be anything really. If it does not CTD if you just travel by foot then you might be able to nail it down. However in general with fast travel issues then try to remove any mods that add many new meshes like SFO regular, and any high detail LOD textures. Also lowering your draw distances might be worth looking into. That said if coc and just walking works, and fast travel does not, then you might just consider using either of those methods... if you think it takes too long then try to just use speedmult commands while traveling. At the end of the day then it all comes down to how long you want to spend troubleshooting your list. We have all had issues with that path at one point or another, and it can be quite a few things.
  18. The only reason to use them at that resolution is if you actually like the extra blur Edge AA provides. I personally do, but it is not really required at all. Subpixel is always really low cost since it only really affects a minority of objects in the game, so it can always be left on without any performance issues. Hope that helps a little bit.
  19. Mesh trouble shooting is tedious, but if you have an area nailed down where a CTD is reproduceable then it is easy enough to find by simply disabling mods one at a time. As already mentioned. Main problem is finding a location where the issue is persistent, not so much finding the actual mesh afterwards. Making sure to disable any armor and weapon mods that add new content to the game should be your first priority to disable. After that then work ya way though it.
  20. Rays should not hit that hard also it is a required effect.. since it helps determine the look of all weathers... If you do not care about underwater you can just disable it. However as long as parallax is not on etc. then it should not cost much.
  21. Nothing much, since the new effects mostly do not cost a lot. The most cost extensive after SSAO/Reflection and Skylighting is the water parallax feature. You can use some of the nice water features without activating this though.
  22. For water it is not so much the texture as it is the color set in CK for the water. If you want perfect looking water you need to create an .esp for it. Problem is that it again depends on weather, and when you have the diversity you have in your ENB preset then it might all be kinda moot anyways. Kinda silly to limit one self on how water looks, as long as it looks at least decent.
  23. Since just about everything ENB does is handled by the GPU then yeah.. the bigger you got the more FPS you get.
  24. Based on how jonwd7 inititally posted his criticism then it is obvious that he is getting the blunt of the hate. It was highly immature and yet another case of someone blaming Boris for their game not working, without any real backing by other people. And even with how hot the topic is now, then nobody is coming with more proof that this feature is bad, only more people who have issues with it not being there. Also on the various preset pages I have visited this seems to be the general trend. Also people in general cant understand why one would need to remove a feature that can just be set to false for the people who have issues with it, since Boris did point out many times that if you have stuttering issues then that feature is one you should try first. Since Boris is currently on a small sabbatical of sorts playing other games and ignoring everything then one can also assume he is just doing it to be funny... in his own sort of semi cruel way! If that is the case then I can get behind it, since I think it rather amusing.
  25. Main reason it is not really a thing anymore is because like all LOD altering ini tweaks, there are most likely going to be some issues down the road by using them. Forcing stuff to render further away always has a price tag on it. Be it in the shape of FPS, stability or both. Also for vanilla nights then such settings are entirely redundant since it is bright as day, with only a different tint color.
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