TES Skyrim 0.308

Forum rules
new topics are not allowed in this subsection, only replies.
  • Author
  • Message
Offline
User avatar
*blah-blah-blah maniac*
Posts: 17427
Joined: 27 Dec 2011, 08:53
Location: Rather not to say

Re: TES Skyrim 0.308

It doesn't change anything, because to see reflection it must be drawed and to draw is via very slow and hardly compatible screen space reflection or via rendering almost all objects one more time, which is much worse.
_________________
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7

Offline
*blah-blah-blah maniac*
Posts: 565
Joined: 05 Apr 2014, 10:29
Location: Taiwan

Re: TES Skyrim 0.308

Yeah, I meant screen space reflection, but wasn't that already part of ENB? like those reflections on marble tiles?
_________________
Intel Xeon L5639 6C12T @3.96GHz | Gigabyte ga-x58a-ud3r | MSI GTX680 4G | 48G RAM | Intel 760p Nvme w clover bootloader
Flickr
YouTube

Offline
User avatar
*blah-blah-blah maniac*
Posts: 17427
Joined: 27 Dec 2011, 08:53
Location: Rather not to say

Re: TES Skyrim 0.308

It is drawed almost at the end of frame, but water much earlier. To make reflection on water i should do it there or to try draw water to special mask and gbuffers with water normals, depth, reflection amount factor (fresnel+self reflection factors), color of original reflection to cut it off properly instead of overlay twice, even different filtering code. These all are not performance friendly obviously, i doubt that worth every frame do such computations even if water physically invisible on screen, but drawed by game.
_________________
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7

Offline
*blah-blah-blah maniac*
Posts: 565
Joined: 05 Apr 2014, 10:29
Location: Taiwan

Re: TES Skyrim 0.308

What I'm thinking, is, you have the transform matrix, and
for ScreenPos = M * Water.

given Water Z is a fix value, you can get the screenspace depth of water surface in postprocess with ScreenPos XY:

ScreenPosX = M_00*Wx + M_01*Wy + M_02*Wz
ScreenPosY = M_10*Wx + M_11*Wy + M_12*Wz

---> Solve for Wx Wy,

then get ScreenPosZ with Wx Wy Wz.

and compare it with depth buffer as a depth test, where it would be the mask for water body.
then, for each pixel pass the test, compute reflection with parallax and normals? you don't really have to run those if the water is invisible in the frame.
_________________
Intel Xeon L5639 6C12T @3.96GHz | Gigabyte ga-x58a-ud3r | MSI GTX680 4G | 48G RAM | Intel 760p Nvme w clover bootloader
Flickr
YouTube

Offline
User avatar
*blah-blah-blah maniac*
Posts: 17427
Joined: 27 Dec 2011, 08:53
Location: Rather not to say

Re: TES Skyrim 0.308

Water is drawed even if it's invisible on screen very often, use tfc to see it under the ground. And what you propose can't work because water is located on different levels by height
_________________
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7

Offline
Posts: 64
Joined: 21 Dec 2016, 18:12

Re: TES Skyrim 0.308

Would be nice to have access to 308 binaries for Antique Dragon ENB.

As things are, the only options are 292 or 319.

Have been searching for over an hour...

314 might work

Offline
User avatar
*blah-blah-blah maniac*
Posts: 17427
Joined: 27 Dec 2011, 08:53
Location: Rather not to say

Re: TES Skyrim 0.308

I keep only backward compatible versions, there is no reason to use 0.308.
_________________
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7

Offline
User avatar
*blah-blah-blah maniac*
Posts: 572
Joined: 23 Aug 2013, 21:59
Location: United States

Re: TES Skyrim 0.308

ShmooZ wrote:Would be nice to have access to 308 binaries for Antique Dragon ENB.

As things are, the only options are 292 or 319.

Have been searching for over an hour...

314 might work
0.319 will work just fine. You just have to either change the name of enbeffectprepass.fx to enbdepthoffield.fx OR just tick EnablePrepass in EFFECTS in ENB GUI.
_________________
AMD Ryzen 5 3600 6C/12T @4.4GHz // 16GB G.Skill Ripjaws V DDR4 3600MHz // ASRock AMD Radeon 5700XT Taichi X 8GB OC+// Samsung 850 Evo 256GB and 500GB SSD // 4 TB Seagate Barracuda // Windows 10 x64
Lumen ENB
My Flickr
Post Reply