TES Skyrim 0.315

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TES Skyrim 0.315

The Elder Scrolls Skyrim (TES Skyrim, Скурим свитки)

Graphic mod ENBSeries / patch ENBoost 0.315

Added external shader for depth of field, so now prepass and dof can be in different files. Added parameter to toggle on/off enbeffectprepass.fx shader. Added mask texture to prepass and depth of field shaders to use it for cell shading modification from Nexus, alpha channel of this mask is less than 1 for all skinned objects. Depth texture for prepass and depth of field shaders contain transparent objects.
Update 9 sep 2017: Decreased startup time (as shader compilation time).
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Re: TES Skyrim 0.315

Brilliant !
Thank you, once again :)
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Re: TES Skyrim 0.315

Would it be possible to make make bruteforce less expensive on the system? I only get about 12 fps

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Re: TES Skyrim 0.315

brandondavi wrote:Would it be possible to make make bruteforce less expensive on the system? I only get about 12 fps
I guess making it less expensive would be a nonsense. Better not using it in this case.
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Re: TES Skyrim 0.315

Bruteforce is called like that because it's for screenshots only. Im planning to implement another version, not ssao/ssil bruteforce, but gi.

Folks, i forgot to mention one change in new version which can be important. It's that depth texture in enbeffectprepass.fx and enbdepthoffield.fx shaders now have mixed old depth and depth from transparent objects. This fixes hairs which have alpha transparency, but also particles and other much more transparent objects have depth. It's better for depth of field effect, but worse for anything which use scene depth to draw something on 3d surfaces or in volume.
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Re: TES Skyrim 0.315

ENBSeries wrote:Im planning to implement another version, not ssao/ssil bruteforce, but gi.
Quite exciting. You had this idea a long time ago if I remember well.
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Re: TES Skyrim 0.315

Anybody noticed issues with dof or other external effects which use depth and new alpha objects depth fails?
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Re: TES Skyrim 0.315

Thanks for the update.

Just a question:

It is possible to add more antiallising options, like FXAA (I know it already has in the game, but would be easier to use by ENB), SMAA or maybe TXAA?

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Re: TES Skyrim 0.315

Torres25x
Edge antialiasing is already improved fxaa with depth dependency. I don't see any point to use smaa or other fake techniques, they are all the same on practice and cannot fix what unfixable without real hardware antialiasing or supersampling. You can download external shaders with smaaa if it so matters for you. Txaa is much worse than my temporal aa by bluriness of image and i'm not interested to implement some other libraries in my code.
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Re: TES Skyrim 0.315

Oyama wrote:
ENBSeries wrote:Im planning to implement another version, not ssao/ssil bruteforce, but gi.
Quite exciting. You had this idea a long time ago if I remember well.
Very interested in this too :)

Thanks for still working on Skyrim Boris
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