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 Post subject: Re: TES Skyrim 0.166
PostPosted: 19 May 2013, 14:06 
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*sensei*
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Cool, that'll work. Thanks for clarifying!


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Tomoko
 Post subject: Re: TES Skyrim 0.166
PostPosted: 19 May 2013, 22:55 
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I'd have given my input on the changes, but at the moment my computer can barely even run my ENB. :P Sorry about that.

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 Post subject: Re: TES Skyrim 0.166
PostPosted: 19 May 2013, 23:51 
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ENB 0.168 will include TAA option again (even with semi-workin way) ? Or does new enb serie include any Edge AA improvement ?


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 Post subject: Re: TES Skyrim 0.166
PostPosted: 20 May 2013, 04:54 
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*blah-blah-blah maniac*
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0.169 don't have temporal antialiasing or any effects changes, it have only new parameters.

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 Post subject: Re: TES Skyrim 0.166
PostPosted: 22 May 2013, 06:18 
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I fired up Skyrim today with the exact same setup as yesterday to discover that the loading times very long. It turns out that the in-build frame limiter is the cause. It does not matter how many fps I put in there it limits the frames per second to 16. Before today I was able to limit it to 32 fps. I made no changes to game driver.. so I am at a loss of what it could be. I downloaded the dll from 168 and the 169 but both had the same problem. Does anyone know how to fix this?

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 Post subject: Re: TES Skyrim 0.166
PostPosted: 22 May 2013, 06:44 
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*blah-blah-blah maniac*
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I know about this issue, but have no idea why this happen and how to fix. Something with game multithreading i guess. Just wait, once fps limit turn back to normal. Fix hardly possible, because bug is not stable and if i see it and trying to debug, it dissapear.

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 Post subject: Re: TES Skyrim 0.166
PostPosted: 22 May 2013, 13:36 
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ENBSeries wrote:
I know about this issue, but have no idea why this happen and how to fix. Something with game multithreading i guess. Just wait, once fps limit turn back to normal. Fix hardly possible, because bug is not stable and if i see it and trying to debug, it dissapear.


Do you have an idea of what kind of things are being multithreaded? Because I could turn off multithreading for these individual things;

Anisotropic filtering, particles, decals, meshes, morpher, lod's, animated tree's. I could go as far as disabling every individual multithreaded item and restarting the game.. but it would save me some time and headache if you could point me in the right direction.

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 Post subject: Re: TES Skyrim 0.166
PostPosted: 22 May 2013, 15:38 
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I don't think it will help, you may try, but problem appear not all the time, so when you touch something (even game video options), it will go away. Game start many threads with different priorities, even real time set (which is prohibited for using in games, everyone know this).

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 Post subject: Re: TES Skyrim 0.166
PostPosted: 23 May 2013, 15:01 
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Joined: 26 Nov 2012, 11:42
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The problem is gone now. I will just ignore it for the time being.

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 Post subject: Re: TES Skyrim 0.166
PostPosted: 15 Jun 2013, 13:36 
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@Boris
Is the Engines Object Fade Lod responsible for this ?
or is this some z-clipping issue with the camera distance (bug) ?

Image
Image

Lod seems ok, but the face vanishes and there is some gap in the mesh happening ?

When using the Zoom part of the camera no problem visible, only when moving the camera itself

Image
Image

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