Aiyen
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Everything posted by Aiyen
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ACCEPTED aMidianBorn Caves and Mines (by CaBaL)
Aiyen replied to kryptopyr's topic in Skyrim LE Mods
I am not just referring to Tech´s nice shots! I understand that he is trying to make a point by doing closeups and showing in detail what he meant earlier! That sort of analysis is great! However I just want to stress out that shots like that should not be the sole basis of evaluation, since it makes very little sense game playing wise. Specifically about his shots and general comments! I can find the stuff he talks about, but I really really have a hard time noticing those particular details pop out, unless i really look close up, and even then only in certain lighting conditions. I guess there is a resolution of both textures and game, component to this as well, which is what my initial statement was meant to illuminate. I would not be surprised if monitor settings even play into this, I personally do not play with very high brightness settings (both ingame and monitor) so that might also contribute. Edit: Also I agree with your statement that we kinda need to sharpen up our semantics. Guess we should try to get a base comparison guide made so we all talk about the same in the future! -
ACCEPTED aMidianBorn Caves and Mines (by CaBaL)
Aiyen replied to kryptopyr's topic in Skyrim LE Mods
I am not saying that that they are entirely non essential at all. But I am not giving much if the only basis is closeups where you start to nitpick at how a certain pebble is looking wrong. Because if you are playing the game then you would never ever notice that sort of thing. Only because you now know it is there you are going to "notice" it. For example at my monitor with my resolution I do not notice the glaring issues that tech pointed out with vanilla lighting.... unless I go to the exact same cave as he is in. Hence why I say that it is obviously also lighting dependent. Just because one lighting condition provide less then perfect texture quality does not mean it is overall not a good one. In essence the stuff you notice while playing is the overall feel of the texture, and how it fits in. And to some extent how blurry it is going to look when you focus on that particular part of the screen. You are never going to notice how the normal map is for individual tiny pebbles on the texture unless you put your face all the way up in the rock, which again is nitpicking at tiny details that imo have no relevance. Unless it is a repeatable pattern across the entire texture which ruins the overall feel and look of the texture. Also standing in the middle of a hallway inside an interior and looking at the walls do not count as "far distance" in my book.. but rather the normal "playing distance". And I think when vanilla is compared to any higher res textures then they also fail in that regard since they do in fact look a bit blurry. If you are standing at a hall... looking into a large cave then the wall on the far side is going to count as "far distance", and there the vanilla textures do look good. So saying that Closeups are "often" the "best" way to decide between two textures is just false imo. It makes no sense since textures depend very heavily on lighting/mesh/view angle etc. If it was as simple as closeups then we could just do a gimp/photoshop compare of the texture and be done with it. What is vital with all landscape textures will always be how they blend in with all other textures. This is after all the hardest part of designing textures for any game level, and why it does take a while. (At least that is my understanding from reading about the topic.) -
ACCEPTED aMidianBorn Caves and Mines (by CaBaL)
Aiyen replied to kryptopyr's topic in Skyrim LE Mods
I am still not sold on the issue at hand. I have tried a bit more to look around, and it really does depend on which cave you are in imo. The lighting, even in vanilla is not constant across ALL cave types. Also I have a really hard time noticing that the noise applied to the texture stands out really badly at my game resolution. Only if I put my face directly up into the wall is it noticeable. Also I in general do not give much for super closeup shots of a texture to decide any textures merit. It makes no sense since in a realistic gaming situation you are never going to be staring all day up close at a rock. That added with my point above makes me suggest that we only do compared from like the middle of a hallway to the wall, or from the entrance into a cave etc. If anything looks really off in that case then it is a problem. -
ACCEPTED aMidianBorn Caves and Mines (by CaBaL)
Aiyen replied to kryptopyr's topic in Skyrim LE Mods
Okay decided to spend some time on this. Tried it with my own ENB and imagespace modifiers etc. there they just fits in nicely! So properly gonna keep them! However since this is STEP then I also did one with just vanilla and HDDLC optimized. I do not see any glittering at all. Tried out in the bleak falls barrow end cavern... nothing that I would describe as a glitter, and it does have some rather huge lighting going on in vanilla. In fact it mostly falls in nicely with the HDDLC imo. All testing is done at 1440p, using the 2k version of the mod. And no... I do not think (As in I have never seen any proof of any issues) that using 1k versions for interiors is required even if you have a card with 1Gb of VRAM or less so I did not bother testing that. -
CTD and Performance patch ENBoost (by Boris Vorontsov)
Aiyen replied to EssArrBee's topic in Skyrim LE Mods
Torminator: There is the "UseDefferedRendering" which needs to be active to enable AO etc. However it does not disable everything afaik... Guess I should test that at some point. DoYouEvenModBro: Happy to hear its working out nicely for you! -
Well I did some checking on my own setup! Since you got me curious. I did notice a bit of what you are saying, but it is not in all locations, and it vanish depending on time of day and weather. Also at my resolution 1440p then it is extremely minimal. But glad to try to help out! I have learned something new! Guess it is a bit too early to call it solved... since the reason for the effect is not really determined with certainty yet.
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Yeah I know what you mean, it also largely depends on which Bloom method is being used by a given author. Traditional bloom codes allow for "real" bloom where the color from bright sources wash over the surroundings giving a hazy look and feel. However there are also very sharp bloom codes that have a very small amount of "wash out". And ofc. combinations of them. Another issue with bloom is that it has a tendency to add too much blue color to a scene, hence why there is the "deblueify" options in ENB. This can also reduce the hazyness by quite a bit.
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Perhaps you are right. At least we have never had any records of those settings increasing stability of the game. But again it might also just be the psychological effect of knowing they are there. At least now you have tested and know for yourself! :)
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I tried them but they do not provide performance as I recall.. they only increase the cost. Mainly because he increase the grass, and shadow settings by large amounts compared to what I have. I would rather have higher ENB effects on then have the higher ini settings. But that is personal preference after all. Sad that you do not like the bloom. In most presets, then Bloom contribute from about 20% to about all the color you see since it is a very nice way to control the color intensities without getting artifacts from having too high brightness and intensity values. You can always try to lower the BLOOM intensity parameters in the GUI to your liking. This works better then disabling it entirely since bloom contributes to the color which might make it all look a bit too dark and not consistent.
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CTD and Performance patch ENBoost (by Boris Vorontsov)
Aiyen replied to EssArrBee's topic in Skyrim LE Mods
Hmm guess I am slightly wrong.. at least with my testing. "If you only have enblocal.ini and the .dll then it will assume that everything else is deactivated. If you have the other as well then it will apply the effects." This would be wrong, at least by my own testing. If you only have that file ENB will create a default enbseries.ini upon starting the game. So guess the correct path would be to create one where the effects option is disabled entirely. I did not see any of the normal glaring issues when FloatPointRenderTarget is not enabled so guess that can be done! I only did a very minimal amount of testing so see if there where any "see through buildings" stuff going on, but there was not. So I guess it can be disabled, as for performance gains then I am skeptical but mainly because I could not see any. -
Guess this is part of the reason why I do not recommend that people use that silly manager program... it just confuses more then it helps, unless you really know what you are doing and switch profiles every other day. But enough about that. As for nights being darker, then that would largely depend on which mods you use to alter the weather and lighting. Also which preset you are using matters. But in general you can raise the AmbientIntensityNight value to get more brightness during the night. It might not look super pretty, but until we have more info that is more or less the way to go.
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Strange ticking in the smithing menu?
Aiyen replied to Cakeslam's question in General Skyrim LE Support
How many extra smithing items do you have active? If you have a lot then that would most likely be the cause. If it is just vanilla then I would have to request a mod list (in spoiler tags). -
Do you get the yellow letters in the main menu saying that ENB is enabled at all ? It should also say that shift enter is the way to open it.
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ACCEPTED aMidianBorn Caves and Mines (by CaBaL)
Aiyen replied to kryptopyr's topic in Skyrim LE Mods
Also please do keep in mind if you are using any color correction that grainy looks can get washed out, or enhanced depending on the contrast settings, and lighting of that particular area. Especially texture sharpening will amplify the effect if it is too aggressive. -
CTD and Performance patch ENBoost (by Boris Vorontsov)
Aiyen replied to EssArrBee's topic in Skyrim LE Mods
The enbseries.ini contains all the "special effect" info. The enblocal.ini contains the technical stuff like memory optimization etc. If you only have enblocal.ini and the .dll then it will assume that everything else is deactivated. If you have the other as well then it will apply the effects. If you futhermore have enbeffect.fx file then it will apply the shaders included in that to the color correction. If you have an enbbloom.fx file then it will apply the shader code in here to the enbbloom. if you have enbeffectprepass.fx then it will apply the depth of field code included in that. The sunsprite will contain information about how the sunsprite will look. Like rain will contain the base texture for the rain effect. In the enblocal.ini you can set a proxy lib. like sweetFX that will then apply its shaders/injectors as well. Hence you can take ULO and put it on top of a neutral ENB and get the best of both worlds if you want to do that for example. Guess that covers it all. -
Shift-Enter opens the ingame GUI of ENB. Then at the top there is an entry called Effect. Turn this off and ENB will be disabled until you activate it again. Also if you disable Depth of Field or use dynavision and also disable skylighting then you get pretty good performance on most presets, with very little visual loss. Other then that then you will also be able to see all the variables in the GUI that has a "low, medium, high" name in green attached. Reduce those to low and, press save, and restart the game and you will get better performance as well. If that is still not enough then under SSAO/SILL and Reflection there are two variables "Sizescale" and "SourceTextureScale" reduce these to about 0.4 if they are higher. This needs to be done in the enbseries.ini in notepad out of the game. Also Skylighting can only be disabled this way if it is enabled. Once you have done that then most presets will not require silly amounts of performance, and still look mostly like the author intended. There are more you can do but that should be the most general of it.
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Just do note that some users have reported some strange issue with ENB´s not working or displaying properly if using that program.... for god knows what reason! Since it after all just moves files around. If you do experience anything weird then just do it manually.... it is not that difficult.
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Perhaps bad mip map levels. Did you optimize your textures to ensure they have the correct mip map levels ?
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If the issue is isolated to trees then it might be a good idea to try to disable the lush tree one, and the bigger tree one and see if the problem persist. Might be because the texture gets stretched due to the mesh getting bigger then intended.
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Speaking of power supplies.. have you made sure that the one you are using is capable of delivering enough power on its 12V rail to supply your GFX card under full load ? Many people make the mistake of buying a 750W powerfull that has 4x 30A rails instead of 1x 60A or so (semi random numbers from memory) and then the card(s) are not able to draw enough power to function under full load.. However then it should be a persistent problem and not a random one... but I guess it is worth checking out regardless. I did not bother to go into all the gritty details of fan speed, air flow, room temperature, efficiency reduction due to dust etc. For most standard use cases with decent airflow and the fans not running at above 60% all the time then 80C is fairly normal during the summer. Of course if you live in a house with air condition, have an open side case etc. then the temperature will go down. But regardless 60-80C under full load is within normal operating parameters, I would first get worried once it gets between 80-90C persistently, or if the card fan speed is at all times above 50%. As you say you cannot compare a mobile card with a desktop one. For once the desktop one has several hundred more Watts going through it at any given time. While all cards are different then the thermal conditions ultimately dictate how it all goes. The main point I wanted to get out was just that running at 70C-80C is not uncommon in contemporary cases. And it is not something that should cause major " OMG my card is burning out" alarms. Only if it like does it when running idle obviously! ;)Â
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SweetFX under lumasharpen. Or if you have an effect (not enbeffect.fx) file laying with the ENB preset you are using. Some of them have a seperate one. If it is not that then I would like a screenshot showing the effect, and a list of installed texture mods.
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Are you using any texture sharpening ?
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As long as the version is the latest then yeah it includes the enblocal.ini which contains the parameters for the altered memory settings.
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Its the AO texture settings that are too low relative to your resolution. (At least it sounds a lot like it) Increase Sizescale and Sourcetexturescale (Under SSAO/SSIL in the enbseries.ini) until it goes away. However performance also goes down as you increase the values. Values above 0.6 should remove the effect entirely.
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If the realvision is for version 199+ then it will have the enboost features as well. The other is for people that only want the boost function but not the color correction or AO etc. There is no point in downloading both.

