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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

 

 

 

 

 

Posted Image

[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 - TESV

Frames: 9340 - Time: 238713ms - Avg: 39.126 - Min: 22 - Max: 62

 

Capped: FRAPS benchmark 2013-02-04 14:41:22 - TESV

Frames: 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. :D

I'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 :-/

Posted

@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. :D

I'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 :)

Posted

@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. :D

I'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

 

:dry: Hush your mouth... Hand over the video card slowly and no one will get hurt! :P
Posted

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)

Posted

@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. :D

I'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.

Posted

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...

Posted

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.

Posted

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. :D

I'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.

Posted

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.

Posted

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.
Posted

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!

Posted

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.
Posted

 

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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