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 Post subject: Re: TES Skyrim 0.245
PostPosted: 13 Jan 2014, 02:37 
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*blah-blah-blah maniac*
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Gabber
All i can do is to give several versions to find which build have issue "implemented" first, then try to turn code changes and test again. Are you able to make such testing? Btw, bf4 or other games are not the meter of stability, my mod is much more agressive to videocard.
Quote:
Does not explain why .236 works fine

You totally wrong. Bad drivers react on any change in shaders, even harmless one line.


Folks, i'm having awful issues with compilation of ssao shader in supersampling mode. It's too much complex and use all 32 temporary registers, so if i trying to modify something, to improve quality or to optimize even more, it not work any more. What if i reduce quality of it by 1/4 to free up required registers and use extra code to clear triangulation artifacts f.e.? Visually image will be more like without multisampling, performance is also 1/4 times less. Or i can make extra computations to "compress" several values in same registers, but this will affect performance, about 5-10% cost for modern videocards.

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 Post subject: Re: TES Skyrim 0.245
PostPosted: 13 Jan 2014, 03:27 
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Joined: 03 Oct 2012, 06:12
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Location: Ottawa, Canada
@Boris

I believe it's more feasible to compress into similar registers using computations, given that you already developed supersampled SSAO shader as it is. I'd say go for compression.

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 Post subject: Re: TES Skyrim 0.245
PostPosted: 13 Jan 2014, 04:15 
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Joined: 13 Jan 2014, 04:02
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I'm back playing Skyrim. Glad to see you are still doing your thing Boris.


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 Post subject: Re: TES Skyrim 0.245
PostPosted: 13 Jan 2014, 04:48 
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Joined: 06 Jan 2014, 15:35
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The download link is not in the downloads section of the main website. Is it somewhere else?


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 Post subject: Re: TES Skyrim 0.245
PostPosted: 13 Jan 2014, 05:01 
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Found that with
AOType=0
UseComplexIndirectLighting=true
UseComplexAmbientOcclusion=true
UseIndirectLighting=true
performance is much lower when ssao supersampling enabled. It's because all registers are used. At least this happen to my videocard. I simplified some ops by compressing, so probably problem will go away.

nafeasonto
Schroll down to end of the page, after changes log.

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 Post subject: Re: TES Skyrim 0.245
PostPosted: 13 Jan 2014, 05:07 
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Joined: 13 Jan 2014, 05:00
Posts: 24
Hello, Im very new at this ENB stuff. I was using version 0.221 with my enb in skyrim and the game ran great. I noticed there was an update to 0.245 and tried it and it crashes my game right after loading my save.

So, I decided to try the 0.236 since that was the next lower version on the download page. It seems to be running fine with that version.

Am I missing something updating the file to 0.245?

I replace the d3d9.dll and enbhost.exe with the new ones.

Thanks for any help.


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 Post subject: Re: TES Skyrim 0.245
PostPosted: 13 Jan 2014, 05:10 
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No, updating process is the same as always. Check this topic, test files and report results to help find issue
http://enbseries.enbdev.com/forum/viewtopic.php?f=22&t=2712&p=45111#p45111

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 Post subject: Re: TES Skyrim 0.245
PostPosted: 13 Jan 2014, 05:17 
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*blah-blah-blah maniac*
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Joined: 31 Mar 2012, 15:06
Posts: 1460
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ENBSeries wrote:
Found that with
AOType=0
UseComplexIndirectLighting=true
UseComplexAmbientOcclusion=true
UseIndirectLighting=true
performance is much lower when ssao supersampling enabled. It's because all registers are used. At least this happen to my videocard. I simplified some ops by compressing, so probably problem will go away.


Same here, that combination is FPS killer. ;)

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K ENB Pure Light


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 Post subject: Re: TES Skyrim 0.245
PostPosted: 13 Jan 2014, 05:53 
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nitroviper
Found issue, will do update soon.

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 Post subject: Re: TES Skyrim 0.245
PostPosted: 13 Jan 2014, 06:31 
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Joined: 13 Jan 2014, 05:00
Posts: 24
Thanks, I hope it works :)


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