torminater Posted February 3, 2013 Posted February 3, 2013 UPDATED OP: skyrim.ini[General] sLanguage=ENGLISH uGridsToLoad=5 uExterior Cell Buffer=36 sIntroSequence= iLargeIntRefCount=262144 fFlickeringLightDistance=8192 [Display] fShadowLODMaxStartFade=1000.0 fSpecularLODMaxStartFade=2000.0 fLightLODMaxStartFade=3500.0 iShadowMapResolutionPrimary=2048 bAllowScreenshot=1 fSunShadowUpdateTime=0 fSunUpdateThreshold=2.0 fDecalLifetime=512.0 fNearDistance=18.0000 [Audio] fMusicDuckingSeconds=6.0 fMusicUnDuckingSeconds=8.0 fMenuModeFadeOutTime=3.0 fMenuModeFadeInTime=1.0 [Grass] bAllowCreateGrass=1 bAllowLoadGrass=0 iMaxGrassTypesPerTexure=6 [GeneralWarnings] SGeneralMasterMismatchWarning=One or more plugins could not find the correct versions of the master files they depend on. Errors may occur during load or game play. Check the "Warnings.txt" file for more information. [Archive] sResourceArchiveList=Skyrim - Misc.bsa, Skyrim - Shaders.bsa, Skyrim - Textures.bsa, Skyrim - Interface.bsa, Skyrim - Animations.bsa, Skyrim - Meshes.bsa, Skyrim - Sounds.bsa sResourceArchiveList2=Skyrim - Voices.bsa, Skyrim - VoicesExtra.bsa [Combat] fMagnetismStrafeHeadingMult=0.0 fMagnetismLookingMult=0.0 f1PArrowTiltUpAngle=0.7 f3PArrowTiltUpAngle=0.7 f1PBoltTiltUpAngle=0.7 f3PBoltTiltUpAngle=0.7 [Actor] fVisibleNavmeshMoveDist=12288.0000 [Camera] fOverShoulderAddY=0.0 fOverShoulderPosZ=18.0 fOverShoulderPosX=0.0 fOverShoulderCombatAddY=0.0 fOverShoulderCombatPosZ=24.0 fOverShoulderCombatPosX=0.0 fOverShoulderHorseAddY=-72.0 fOverShoulderHorsePosZ=50.0 fOverShoulderHorsePosX=35.0 fActorFadeOutLimit=-100 fMouseWheelZoomSpeed=60.0 f1st3rdSwitchDelay=0.95 iHorseTransitionMillis=001 [Papyrus] fPostLoadUpdateTimeMS=500.0 bEnableLogging=0 bEnableTrace=0 bLoadDebugInformation=0 [Water] bReflectLODObjects=1 bReflectLODLand=1 bReflectSky=1 bReflectLODTrees=1 [Interface] fBookOpenTime=200.0 fSafeZoneX=10 fSafeZoneY=10 fSafeZoneXWide=10 fSafeZoneYWide=10 [General] fBrightLightColorB=1.0000 fBrightLightColorG=1.0000 fBrightLightColorR=1.0000 iStoryManagerLoggingEvent=-1 bEnableStoryManagerLogging=0 [Imagespace] bDoDepthOfField=1 iRadialBlurLevel=2 [Display] iBlurDeferredShadowMask=3 fInteriorShadowDistance=3000.0000 fShadowDistance=8000.0000 iShadowMapResolutionSecondary=2048 iShadowMapResolutionPrimary=4096 iShadowSplitCount=2 iMaxAnisotropy=1 fLeafAnimDampenDistEnd=4600.0000 fLeafAnimDampenDistStart=3600.0000 fTreesMidLODSwitchDist=10000000.0000 fGamma=1.0000 fDecalLOD2=1500.0000 fDecalLOD1=1000.0000 fSpecularLODStartFade=2000.0000 fShadowLODStartFade=200.0000 fLightLODStartFade=3500.0000 iTexMipMapMinimum=0 iTexMipMapSkip=0 iWaterMultiSamples=0 iMultiSample=1 iShadowMode=3 bTreesReceiveShadows=1 bDrawLandShadows=1 bShadowsOnGrass=1 bFull Screen=1 iSize H=1080 iSize W=1920 fMeshLODFadePercentDefault=1.2000 fMeshLODFadeBoundDefault=256.0000 fMeshLODLevel2FadeTreeDistance=2048.0000 fMeshLODLevel1FadeTreeDistance=2844.0000 fMeshLODLevel2FadeDist=10000000.0000 fMeshLODLevel1FadeDist=10000000.0000 iScreenShotIndex=2 bShadowMaskZPrepass=0 bMainZPrepass=0 iMaxSkinDecalsPerFrame=25 iMaxDecalsPerFrame=256 bFloatPointRenderTarget=1 sD3DDevice="NVIDIA GeForce GTX 680" bFXAAEnabled=0 iShadowMapResolution=4096 fShadowBiasScale=0.1500 iShadowMaskQuarter=4 iAdapter=0 iPresentInterval=1 iShadowFilter=3 bTransparencyMultisampling=1 bDeferredShadows=1 bDrawShadows=1 [Grass] b30GrassVS=0 fGrassStartFadeDistance=10000.0000 fGrassMaxStartFadeDistance=10000.0000 fGrassMinStartFadeDistance=0.0000 [MAIN] bGamepadEnable=1 bCrosshairEnabled=1 fHUDOpacity=1.0000 bSaveOnPause=1 bSaveOnTravel=1 bSaveOnWait=1 bSaveOnRest=1 fSkyCellRefFadeDistance=500000.0000 [GamePlay] bShowFloatingQuestMarkers=1 bShowQuestMarkers=1 iDifficulty=2 [Interface] bDialogueSubtitles=0 bGeneralSubtitles=0 fMouseCursorSpeed=1.0000 bShowCompass=1 [Controls] fGamepadHeadingSensitivity=1.0000 fMouseHeadingSensitivity=0.0125 bAlwaysRunByDefault=1 bInvertYValues=0 bGamePadRumble=1 bMouseAcceleration=0 bUseKinect=0 [Particles] iMaxDesired=750 [SaveGame] fAutosaveEveryXMins=15.0000 [AudioMenu] fAudioMasterVolume=1.0000 fVal7=1.0000 uID7=0 fVal6=1.0000 uID6=0 fVal5=1.0000 uID5=0 fVal4=1.0000 uID4=0 fVal3=1.0000 uID3=94881 fVal2=0.4000 uID2=466532 fVal1=1.0000 uID1=554685 fVal0=0.8000 uID0=1007612 [Clouds] fCloudLevel2Distance=262144.0000 fCloudLevel1Distance=32768.0000 fCloudLevel0Distance=16384.0000 fCloudNearFadeDistance=9000.0000 [TerrainManager] fTreeLoadDistance=140000.0000 fBlockMaximumDistance=500000.0000 fBlockLevel1Distance=140000.0000 fBlockLevel0Distance=75000.0000 fSplitDistanceMult=4.0000 bShowLODInEditor=0 [NavMesh] fObstacleAlpha=0.5000 fCoverSideHighAlpha=0.8000 fCoverSideLowAlpha=0.6500 fEdgeFullAlpha=1.0000 fEdgeHighAlpha=0.7500 fEdgeLowAlpha=0.5000 fTriangleFullAlpha=0.7000 fTriangleHighAlpha=0.3500 fTriangleLowAlpha=0.2000 fLedgeBoxHalfHeight=25.0000 fEdgeDistFromVert=10.0000 fEdgeThickness=10.0000 fPointSize=2.5000 [Trees] bRenderSkinnedTrees=1 uiMaxSkinnedTreesToRender=20 [Decals] uMaxDecals=1000 bDecals=1 bSkinnedDecals=1 uMaxSkinDecals=100 uMaxSkinDecalsPerActor=60 bDecalsOnSkinnedGeometry=1 [LOD] fLODFadeOutMultObjects=15.0000 fLODFadeOutMultItems=15.0000 fLODFadeOutMultActors=15.0000 fLODFadeOutMultSkyCell=1.0000 [Launcher] bEnableFileSelection=1 bShowAllResolutions=1 uLastAspectRatio=3 [BlurShaderHDR] bDoHighDynamicRange=1 [BlurShader] bUseBlurShader=0 [Water] iWaterReflectHeight=1024 iWaterReflectWidth=1024 bUseWaterDisplacements=1 bUseWaterRefractions=1 bUseWaterReflections=1 bUseWaterDepth=1 Skyrealism ENB 2.3 vanilla (Sunrays) using 1.39 d3d9.dll and smaa_d3d9.dll.COT 2.1 with dawnguard Patch, RLO, Full STEP excluding Immersive skyrim thunder & Race Menu and including the patch for lightning during thunder storms & Dynavision. Also using the Punish your Machine Patch from Skyrim Flora Overhaul!I'll limit FPS to 30 for smoother performance. Uncapped: FRAPS benchmark 2013-02-04 14:30:27 - TESVFrames: 9340 - Time: 238713ms - Avg: 39.126 - Min: 22 - Max: 62 Capped: FRAPS benchmark 2013-02-04 14:41:22 - TESVFrames: 6946 - Time: 238884ms - Avg: 29.077 - Min: 18 - Max: 30 Difference: With capped FPS, the medium difference to the average FPS is only 0.4 FPS, with uncapped FPS it's close to 5 FPS! The game may be "slower" but smoother. I also have 150 MB less VRAM (1920 vs. 2075) with capped FPS! I might raise the FPS limiter to 35, but not any higher. I don't really notice the less FPS, but I do notice the difference in pace in certain situations! Original OP:@techangel: Ok, I was just wondering. I have set AO in NvInsp to High quality and still get an average of 59 FPS with max resolutions of Full STEP. :DI'll try SSAO then.If SMAA is best with ENB what's if I choose not to use an ENB? Is SMAA still the best choice?I guess I'll have to do some more research on ENB's ... ugh. And I just got into WB :-/
toshaka Posted February 3, 2013 Posted February 3, 2013 @techangel: Ok, I was just wondering. I have set AO in NvInsp to High quality and still get an average of 59 FPS with max resolutions of Full STEP. :DI'll try SSAO then.If SMAA is best with ENB what's if I choose not to use an ENB? Is SMAA still the best choice?I guess I'll have to do some more research on ENB's ... ugh. And I just got into WB :-/As far as I know you can still use it without, I think performance wise it might be the better choice then hardware AA.Atleast thats my experience, not sure tho, if anyone else thinks diffirent please say so :)
TechAngel85 Posted February 3, 2013 Posted February 3, 2013 @techangel: Ok, I was just wondering. I have set AO in NvInsp to High quality and still get an average of 59 FPS with max resolutions of Full STEP. :DI'll try SSAO then.If SMAA is best with ENB what's if I choose not to use an ENB? Is SMAA still the best choice?I guess I'll have to do some more research on ENB's ... ugh. And I just got into WB :-/As far as I know you can still use it without, I think performance wise it might be the better choice then hardware AA.Atleast thats my experience, not sure tho, if anyone else thinks diffirent please say so :)Hardware AA combined with Transparency AA will get you the best quality; however, SMAA is more performance friendly as Toshaka stated.@techangel: Ok' date=' I was just wondering. I have set AO in NvInsp to High quality and still get an average of 59 FPS with max resolutions of Full STEP. :D Hush your mouth... Hand over the video card slowly and no one will get hurt! :P
toshaka Posted February 3, 2013 Posted February 3, 2013 Not the best place to say this, but since we were talking here about it. I just tested SMAA, Edge AA ENB en no AA. I prefer smaa seeing the screenies I made, Edge AA just like techangel85 said makes stuff a bit blury, can see that easy in trees. Any place I can up the screenies for others to see? (SkyRealism ENB Vanilla, 16x AF, no effects - For testing purpose)
Besidilo Posted February 3, 2013 Posted February 3, 2013 @techangel: Ok, I was just wondering. I have set AO in NvInsp to High quality and still get an average of 59 FPS with max resolutions of Full STEP. :DI'll try SSAO then.If SMAA is best with ENB what's if I choose not to use an ENB? Is SMAA still the best choice?I guess I'll have to do some more research on ENB's ... ugh. And I just got into WB :-/SGSSAA would be best if you don't use an ENB. It still works with ENB, but Reflections and SSAO gets disabled this way. So if you don't mind not having reflections and you use hardware ambient occlusion, you can grab the latest ENB, enable SSAO in Control Panel and set SGSSAA to 4x. Mind you, the performance impact will be very noticeable if you do it the right way. SMAA is the superior way of post-processing AA and that's the one that should be recommended for most users. It's even better than the game's MSAA due to anti-aliasing of transparent textures.
torminater Posted February 3, 2013 Author Posted February 3, 2013 SGSSAA would be best if you don't use an ENB. It still works with ENB, but Reflections and SSAO gets disabled this way. So if you don't mind not having reflections and you use hardware ambient occlusion, you can grab the latest ENB, enable SSAO in Control Panel and set SGSSAA to 4x. Mind you, the performance impact will be very noticeable if you do it the right way. SMAA is the superior way of post-processing AA and that's the one that should be recommended for most users. It's even better than the game's MSAA due to anti-aliasing of transparent textures. OK, so I can enable SSAO in the Nvidia CP but not in Nvidia Inspector??? Interesting.So what I'll be trying at least, is: Skyrealism with 1.44 if possible, 1.39 or even 1.19 if the other's don't work well. Enable SSAO through ENB (if Nvidia CP doesn't support, dunno whether it's better to enable it through the CP if it does support, though o_O), use SMAA, RLO and get COT working. The latter only conflicts with Immersive Skyrim thunder doesn't it? If that doesn't bring me down to 40 FPS I'll be happy :D Mind you, besidilo, since I have great respect for your knowledge about hardware: I currently use my "old" GTX 570 (see signature) along with my brandspanking new GTX 680. Does it make sense to set the 570 to PhysX only, or should I leave it to the driver to decide what to do with the 570? I can set PhysX to select automatically between the gpus or choose that the 570 takes PhysX alone and I can restrict the 570 to do PhysX only...
toshaka Posted February 3, 2013 Posted February 3, 2013 Expansive card for just PhysX :P Mind you, Skyrim doesnt use PhysX, so for Skyrim its not use cos it uses the Havok engine.
JudgmentJay Posted February 3, 2013 Posted February 3, 2013 OK, so I can enable SSAO in the Nvidia CP but not in Nvidia Inspector??? Interesting.So what I'll be trying at least, is: Skyrealism with 1.44 if possible, 1.39 or even 1.19 if the other's don't work well. Enable SSAO through ENB (if Nvidia CP doesn't support, dunno whether it's better to enable it through the CP if it does support, though o_O), use SMAA, RLO and get COT working. The latter only conflicts with Immersive Skyrim thunder doesn't it? If that doesn't bring me down to 40 FPS I'll be happy :D Mind you, besidilo, since I have great respect for your knowledge about hardware: I currently use my "old" GTX 570 (see signature) along with my brandspanking new GTX 680. Does it make sense to set the 570 to PhysX only, or should I leave it to the driver to decide what to do with the 570? I can set PhysX to select automatically between the gpus or choose that the 570 takes PhysX alone and I can restrict the 570 to do PhysX only...nVidia Inspector and nVidia Control Panel change the same things, but Inspector has many more options. Also, I'm not sure if it's still the case, but in order to make SSAO work from the driver level, you have to set iBlurDeferredShadowMask to 0 in SkyrimPrefs.ini.
TechAngel85 Posted February 3, 2013 Posted February 3, 2013 Any place I can up the screenies for others to see? (SkyRealism ENB Vanilla, 16x AF, no effects - For testing purpose)Use imgur and post the gallery here.@techangel: Ok, I was just wondering. I have set AO in NvInsp to High quality and still get an average of 59 FPS with max resolutions of Full STEP. :DI'll try SSAO then.If SMAA is best with ENB what's if I choose not to use an ENB? Is SMAA still the best choice?I guess I'll have to do some more research on ENB's ... ugh. And I just got into WB :-/SGSSAA would be best if you don't use an ENB. It still works with ENB, but Reflections and SSAO gets disabled this way. So if you don't mind not having reflections and you use hardware ambient occlusion, you can grab the latest ENB, enable SSAO in Control Panel and set SGSSAA to 4x. Mind you, the performance impact will be very noticeable if you do it the right way. SMAA is the superior way of post-processing AA and that's the one that should be recommended for most users. It's even better than the game's MSAA due to anti-aliasing of transparent textures.I agree. Sparse Grid Super Sampling Antialiasing (SGSSAA) is great.SGSSAA would be best if you don't use an ENB. It still works with ENB, but Reflections and SSAO gets disabled this way. So if you don't mind not having reflections and you use hardware ambient occlusion, you can grab the latest ENB, enable SSAO in Control Panel and set SGSSAA to 4x. Mind you, the performance impact will be very noticeable if you do it the right way. SMAA is the superior way of post-processing AA and that's the one that should be recommended for most users. It's even better than the game's MSAA due to anti-aliasing of transparent textures.So what I'll be trying at least, is: Skyrealism with 1.44 if possible, 1.39 or even 1.19 if the other's don't work well. Enable SSAO through ENB (if Nvidia CP doesn't support, dunno whether it's better to enable it through the CP if it does support, though o_O), use SMAA, RLO and get COT working. The latter only conflicts with Immersive Skyrim thunder doesn't it? If that doesn't bring me down to 40 FPS I'll be happy :D Mind you, besidilo, since I have great respect for your knowledge about hardware: I currently use my "old" GTX 570 (see signature) along with my brandspanking new GTX 680. Does it make sense to set the 570 to PhysX only, or should I leave it to the driver to decide what to do with the 570? I can set PhysX to select automatically between the gpus or choose that the 570 takes PhysX alone and I can restrict the 570 to do PhysX only...I only recommend using v0.139 with SkyRealism unless you know what you're doing. Using a newer version can sometimes screw things up because it's not as simple as just popping in a newer version of the DLL.OK, so I can enable SSAO in the Nvidia CP but not in Nvidia Inspector??? Interesting.So what I'll be trying at least, is: Skyrealism with 1.44 if possible, 1.39 or even 1.19 if the other's don't work well. Enable SSAO through ENB (if Nvidia CP doesn't support, dunno whether it's better to enable it through the CP if it does support, though o_O), use SMAA, RLO and get COT working. The latter only conflicts with Immersive Skyrim thunder doesn't it? If that doesn't bring me down to 40 FPS I'll be happy :D Mind you, besidilo, since I have great respect for your knowledge about hardware: I currently use my "old" GTX 570 (see signature) along with my brandspanking new GTX 680. Does it make sense to set the 570 to PhysX only, or should I leave it to the driver to decide what to do with the 570? I can set PhysX to select automatically between the gpus or choose that the 570 takes PhysX alone and I can restrict the 570 to do PhysX only...nVidia Inspector and nVidia Control Panel change the same things, but Inspector has many more options. Also, I'm not sure if it's still the case, but in order to make SSAO work from the driver level, you have to set iBlurDeferredShadowMask to 0 in SkyrimPrefs.ini.Setting iBlurDeferredShadowMask to 0 may result in shadow stripping even with an ENB. You can try this and experiment but during my testing anything lower than 2 resulted in stripping. Lowing this value only results in sharper shadow edges which is a bit unrealistic for most flora shadows. EDIT: I can't move these or I would. Further discussion on this should be done elsewhere. ENB Guide thread or create a new thread in Skyrim Related.
Besidilo Posted February 3, 2013 Posted February 3, 2013 SGSSAA would be best if you don't use an ENB. It still works with ENB, but Reflections and SSAO gets disabled this way. So if you don't mind not having reflections and you use hardware ambient occlusion, you can grab the latest ENB, enable SSAO in Control Panel and set SGSSAA to 4x. Mind you, the performance impact will be very noticeable if you do it the right way. SMAA is the superior way of post-processing AA and that's the one that should be recommended for most users. It's even better than the game's MSAA due to anti-aliasing of transparent textures.OK, so I can enable SSAO in the Nvidia CP but not in Nvidia Inspector??? Interesting.So what I'll be trying at least, is: Skyrealism with 1.44 if possible, 1.39 or even 1.19 if the other's don't work well. Enable SSAO through ENB (if Nvidia CP doesn't support, dunno whether it's better to enable it through the CP if it does support, though o_O), use SMAA, RLO and get COT working. The latter only conflicts with Immersive Skyrim thunder doesn't it? If that doesn't bring me down to 40 FPS I'll be happy :D Mind you, besidilo, since I have great respect for your knowledge about hardware: I currently use my "old" GTX 570 (see signature) along with my brandspanking new GTX 680. Does it make sense to set the 570 to PhysX only, or should I leave it to the driver to decide what to do with the 570? I can set PhysX to select automatically between the gpus or choose that the 570 takes PhysX alone and I can restrict the 570 to do PhysX only... Like JJ explained, Nvidia Inspector modifies driver's profiles, so you're good to go setting them up either way. I use the Inspector myself since it allows me for a greater control over my games. MTichenor says that you should be allow to run SkyRealism with 146 ENB just fine, so it's worth a try. According to him, once you put the latest ENB DLL in, the config should get updated with relevant INI lines if needed, so no changes necessary. Whether it will look as good is another matter, but it's up to you to test it (or ask for feedback from other users on the mod's page). There's a patch for Lightning during Thunderstorms but not one for Immersive Skyrim Thunder AFAIK. You can also use ELFX with RLO and CoT, if you want. Details in RLO's articles. With regards to SSAO, it's simple enough for me. If you want to improve performance and retain Reflections effect that comes with the latest ENBs, use ENB 146, ENB's SSAO and all additional effects. There are many configs that implement it brilliantly, check out UnrealWarfare's one for example. In this case, you will have to use SMAA, as it's the best post-processing AA method. You'll find a modified version with Matso's ENB files. Otherwise, set a Skyrim profile in Nvidia Inspector with 4xSGSSAA, throw in HQ Anisotropic Filtering, set Ambient Occlusion to High Quality and disable SSAO, AF, Edge AA, Reflections (I think this gets disabled automatically), and enjoy the best quality you can currently get at a reasonable performance cost. Whichever option you choose, don't forget to disable AA, FXAA and AF in game, as those are just bad. You should sell the GTX570, because PhysX is just a marketing gimmick shoved down our throats. You're wasting energy on running it as a secondary card. That's my opinion anyway. If you decide to keep it for whatever reason, though, you should set it up to deal with PhysX on its own. Again, waste of resources in any case. Better off running Folding@Home on a secondary rig. EDIT: as for iBlurDeferredShadowMask, I recommend leaving this value on default setting, which is 3 with the Ultra preset.
z929669 Posted February 3, 2013 Posted February 3, 2013 MTichenor says that you should be allow to run SkyRealism with 146 ENB just fine, so it's worth a try. According to him, once you put the latest ENB DLL in, the config should get updated with relevant INI lines if needed, so no changes necessary. Whether it will look as good is another matter, but it's up to you to test it (or ask for feedback from other users on the mod's page). I have long verified that this is true. The trick is knowing how to spot changes to INI structure and what they mean. Sometimes, very strange things can happen, but you just need to know what of the current INI settings are causing the issue and reset those values. It is just a matter of a lot of trial and error.
JudgmentJay Posted February 3, 2013 Posted February 3, 2013 Setting iBlurDeferredShadowMask to 0 may result in shadow stripping even with an ENB. You can try this and experiment but during my testing anything lower than 2 resulted in stripping. Lowing this value only results in sharper shadow edges which is a bit unrealistic for most flora shadows.Yeah, I don't recommend using driver-level SSAO for this reason. I was just throwing it out there since it's not a well-known fact!
TechAngel85 Posted February 3, 2013 Posted February 3, 2013 MTichenor says that you should be allow to run SkyRealism with 146 ENB just fine, so it's worth a try. According to him, once you put the latest ENB DLL in, the config should get updated with relevant INI lines if needed, so no changes necessary. Whether it will look as good is another matter, but it's up to you to test it (or ask for feedback from other users on the mod's page). I have long verified that this is true. The trick is knowing how to spot changes to INI structure and what they mean. Sometimes, very strange things can happen, but you just need to know what of the current INI settings are causing the issue and reset those values. It is just a matter of a lot of trial and error.So you're saying that adding the updated DLL also adds any missing parameters to the enbseries.ini file? That's how I'm reading this and this doesn't seem likely as it would need permission from Windows to modify a file that is in it's installation directory. From my 8 hours of testing a few weeks ago, I can confirm that popping in a newer DLL doesn't add new parameters to the enbseries.ini file on my system. The new parameters are present in the DLL file, but would not be in the enbseries.ini file unless they are added manually. In many cases, Boris's updates only include tweaked parameter settings and not new parameters. The result of adding in the v0.139 DLL into the older SkyRealism version that used v0.119 was a fish bowl effect with the lens in interiors because the new parameters for interiors were not present in the enbseries.ini file.
z929669 Posted February 3, 2013 Posted February 3, 2013 MTichenor says that you should be allow to run SkyRealism with 146 ENB just fine, so it's worth a try. According to him, once you put the latest ENB DLL in, the config should get updated with relevant INI lines if needed, so no changes necessary. Whether it will look as good is another matter, but it's up to you to test it (or ask for feedback from other users on the mod's page). I have long verified that this is true. The trick is knowing how to spot changes to INI structure and what they mean. Sometimes, very strange things can happen, but you just need to know what of the current INI settings are causing the issue and reset those values. It is just a matter of a lot of trial and error.So you're saying that adding the updated DLL also adds any missing parameters to the enbseries.ini file? That's how I'm reading this and this doesn't seem likely as it would need permission from Windows to modify a file that is in it's installation directory. From my 8 hours of testing a few weeks ago, I can confirm that popping in a newer DLL doesn't add new parameters to the enbseries.ini file on my system. The new parameters are present in the DLL file, but would not be in the enbseries.ini file unless they are added manually. In many cases, Boris's updates only include tweaked parameter settings and not new parameters. The result of adding in the v0.139 DLL into the older SkyRealism version that used v0.119 was a fish bowl effect with the lens in interiors because the new parameters for interiors were not present in the enbseries.ini file.Not necessarily. If you replace the DLL with something that uses a new parameter not located within the INI file, then once launched, the default configs for the missing parameters will be populated within the existing 'outdated' INI. I have UAC disabled, so that could be one reason that you may not have seen this.
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