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Redferne

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Everything posted by Redferne

  1. Speaking of gamma and calibration, Nvidia drivers still don't allow users to force ICC/ICM profiles in games. https://forums.geforce.com/default/topic/501853/nvidia-forever-ignoring-custom-color-profile-support-in-full-screen-games-collaboration-thread-on-t/ And on the subject of additional rendering effects, I don't think it's possible to force FXAA without an injector in AMD drivers (they have MLAA) or various forms of SuperSampling AntiAliasing (such as SGSSAA), which either don't exist in AMD's drivers or don't work with a number of games. Well AMD have their own version of FXAA. SSAA exist in AMD drivers and there are various form of AA in AMD that doesn't exist in Nvidia.Contrary to popular belief AMD drivers are now very good and provide as much options as Nvidia's. Each constructor has their own proprietary technologies only available via their drivers and sometime in game if they had a partnership with the game developer. Yes, AMD has their own post-processing AA (not a version of FXAA), and I've already mentioned it in my previous post. SuperSampling on AMD cards doesn't work in every game, NVIDIA has better support for a few engines out there. And you certainly can't enabling anything like SGSSAA in Skyrim on AMD cards. Even though their own SSAA method works OK. However, contrary to what you have said before, AMD graphics cards can use Ambient Occlusion with RadeonPro. See the post below. https://forums.guru3d.com/showpost.php?p=4483728&postcount=12 I was referring to Morphological Filtering which is the counterpart of FXAA for AMD.On my 5850 at work I have Multisampling, adaptive Multisampling and Supersampling as AA method available in the driver. There is also a filter box which contains the following options I have to admit I have no idea what they do: box, edge-detect, narrow-tent, wide-tent. In my opinion that way too much choices for the average user, especially for most times a small quality difference for a high framerate cost. RadeonPro or Nvidia Inspector are not part of the drivers themselves. I am not very comfortable with these tool because they touch the driver itself which can be very unsafe. In my opinion those options should be in the games, adapted and optimized by the developer for their game or more likely the game adapted and optimized for a specific method. The result would be a better quality and framerate than if forced by the driver. Isn't SSGS proprietary to Nvidia? Like Morphological Filtering is to AMD?
  2. Speaking of gamma and calibration, Nvidia drivers still don't allow users to force ICC/ICM profiles in games. https://forums.geforce.com/default/topic/501853/nvidia-forever-ignoring-custom-color-profile-support-in-full-screen-games-collaboration-thread-on-t/ And on the subject of additional rendering effects, I don't think it's possible to force FXAA without an injector in AMD drivers (they have MLAA) or various forms of SuperSampling AntiAliasing (such as SGSSAA), which either don't exist in AMD's drivers or don't work with a number of games. Well AMD have their own version of FXAA. SSAA exist in AMD drivers and there are various form of AA in AMD that doesn't exist in Nvidia.Contrary to popular belief AMD drivers are now very good and provide as much options as Nvidia's. Each constructor has their own proprietary technologies only available via their drivers and sometime in game if they had a partnership with the game developer.
  3. The only differences between AMD and Nvidia are AO et AF. You can't use AO on an AMD without an ENB and the AF quality via driver is beter on AMD. The rest can be put on drivers issues, driver options, monitor parameters or the idiot between the chair and the keyboard :D That is particulary true with gamma and color when going from AMD to Nvidia (or the other way), you have to recalibrate your monitor. But I agree, for Skyrim stick to Nvidia.
  4. Mmmmh well that's embarrassing... For some reason I was absolutely sure it made in STEP 2.2.2
  5. It's never been in STEP... are you saying that you think the Mod Suggestions forum is the list of mods that STEP suggests?No I never said that, but I am not the only who came to the STEP forum for new mod instead of checking every addition in the Nexus.Are you telling me I should not have install it because it was just a suggested mod? Now that is in STEP it is safe, isn't it? Please note that is not a complaint, I am just saying that with that much problems reported it would have been safer to not included it in STEP, that's all. STEP is not MY guide, you guys do as you like :)
  6. I completely understand the importance of a "proper testing procedure". But still the best way should have been to play it safe and not put it in STEP.That many problems reported for that many people is not coincidental. I installed PH because it was in the suggestion forum, I trusted STEP. Of course I don't blame STEP, I don't even blame the mod author, as a former tester I know how easily things can brake in a video game especially ones like RPG. I don't mind trying some voodoo and test whatever comes to mind to repair a broken save but most people don't. The reason I think it should not have been in STEP is because problems were reported even here.
  7. Hi all, I have been using a nice little mod for the last few days: TK HitStop https://skyrim.nexusmods.com/mods/23681 Basicly it give a "feeling" to actually physicly hit NPC and object. It doesn't pause the game or anything, it is just a camera effect that give you somekind of feedback when you hit something. It i highly tweakable via MCM. It could be a nice addition to STEP. Now I know when I am swinging my swords in the air and using my stamina for nothing :)
  8. Hello everybody. Since STEP is using Snow and Rocks TEXTURE HD I though we should be looking at this little fix: https://skyrim.nexusmods.com/mods/22471 I have been using it for a few weeks now and I have nothing to report except it is doing its job. There is a 1k and 2k version to match the corresponding version of the texture pack. Â
  9. Well I finally succeeded... First I updated to SKSE 1.06.08 it might have helped. I loaded a previous save with player head tracking activated. I did what follow: 1- Deactivated the mod in the MCM menu. 2- Created save 1. 3- Use console to go to qasmoke (coc qasmoke). 4- Created save 2 and exited the game. 5- Removed .esp. 6- Launched the game, load save 2. 7- Now SKSE is not working like usual (and as espected see previous post), creating save 3 it takes more time than usual. 8- Tried to load save 3, Skyrim says it's corrupted and I'm back to main menu. 9- loaded save 2, SKSE is working. 10- coc riverwood, created save 4 and exited the game. 11- Launched the game, loaded save 4, everything seems to work. At least SKSE is working normally and the game saves as usual and are not corrupted. And if you wondering, yes I used to work as a QA tester in a big video game company and I wrote step by step repro far more complicated than this one :D Thanks all for your help, especially rpsgc. The problem with the previous steps is I can't tell if going to qasmoke helped or not or if it is thanks to the latest version of SKSE or both.
  10. I perfectly understand that but still that's a strange behaviour. I saw SKSE had a MAJ but I can't test right now if it fixes our problem.
  11. Hello everybody! I have been reading the forum and the wiki for a long time now and I finally decided to join the community. The first reason is I am moding my game a lot (sometimes too much) and while testing some mods I thought "damn that could be a good addition to STEP". The second is reason is I have the exact same problem as rpsgc. I even have a bonus problem when I load save1. Some function in SKSE stopped to work. For example I use the SKSE module of tales of lycanthropy to have the night vision on the "V" key. After I loaded save1 it doesn't work anymore and same with other mod that use SKSE. I made a post in the NEXUS (as Red1812) but mod author doesn't seem to read it very often.
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