TES Skyrim SE 0.345

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Re: TES Skyrim SE 0.345

Marty McFly wrote:Their performance comes from aggressive temporal and spatial supersampling.
Yeah, as with a lot of techniques lately. Is that a problem though?

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Re: TES Skyrim SE 0.345

Yeah is that not possible with ENB? And since SSE is for DX11, is there anything Boris can do to take advantage of that?

https://software.intel.com/en-us/articl ... -occlusion

This article has an integration guide with specific DX11 calls

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Re: TES Skyrim SE 0.345

Listen guys, stop bring here ideas which not do work. GTAO sucks by performance, it's much more complicated to compute and if performance is okay just because of temporal reconstruction, it doesnt mean in vr possible to use this trick and especially with per pixel normals.
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Re: TES Skyrim SE 0.345

Oh that's right you're focusing on VR right now, I forgot about that. Honestly, outside of baking at runtime or something I don't see any other way but temporally to get any good gains here. In the case of VR it would also help with image stability if you take it into account to mitigate motion sickness.

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Re: TES Skyrim SE 0.345

Found a bug (oversight?) in the subsurface scattering.

Left is SSS turned up a lot for illustrative purposes. Right is SSS off: https://i.imgur.com/MCj9PWF.jpg
I thought at first it was related to alpha transparency, but here is another strange case: https://i.imgur.com/H9dFRFj.jpg, again only when you get a blood decal on you.

PS. Sorry for the double post.

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Re: TES Skyrim SE 0.345

Many people reporting bugs with blood and sss, but nobody can tell me how to make them happen on my system, so it's cant be fixed yet.
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Re: TES Skyrim SE 0.345

I've been testing this for a while now on a completely vanilla setup, and it is indeed not reproducible until you introduce a custom body mesh to the game (I tested it with vanilla textures). This is the only thing I changed and it happened. I don't really know why though, the only difference I can tell so far is that the vanilla meshes use vertex colouring and custom body meshes don't.

Additional screenshot, you never know: https://i.imgur.com/KnkOUA3.jpg

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Re: TES Skyrim SE 0.345

I have tried one body type reported already, it worked. You can give me some other which sure is incompatible, then i can check.
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Re: TES Skyrim SE 0.345

Alright, I tested a few of the most popular replacers.

CBBE https://www.nexusmods.com/skyrimspecialedition/mods/198
UUNP (ported over with NIF Optimizer) https://www.nexusmods.com/skyrim/mods/49015/
Tempered Skins for Males - Dressed Version https://www.nexusmods.com/skyrimspecial ... /mods/7902
Better Males Remesh for Skyrim SE https://www.nexusmods.com/skyrimspecial ... /mods/3672
SOS SE https://www.loverslab.com/files/file/53 ... skyrim-se/

Green is the only one that did not have the issue and coincidentally, was the only one that used vertex colours.

Used (Amount=1.0 for testing):

Code: Select all

[SUBSURFACESCATTERING]
IgnoreWeatherSystem=true
Quality=2
Radius=7.0
Amount=1.0
EpidermalAmount=2.5
SubdermalAmount=4.5
EpidermalDiffuseSaturation=-0.25
SubdermalDiffuseSaturation=0.87
EpidermalMix=0.7
SubdermalMix=0.7
SubdermalTranslucency=0.3
SubdermalPhase=0.9

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Re: TES Skyrim SE 0.345

Hello Boris, there is a vanilla bug in SSE with screen space reflection when applied to water. It doesn't get applied correctly starting around mid screen and not at all toward the top 1/5th of the screen. https://streamable.com/nga12 is an example of the bug, this was taken with a vanilla install and can be seen in game if you have bScreenSpaceReflectionEnabled=1 enabled in skyrimprefs.ini. Setting fWaterSSRIntensity=0 in skyrim.ini also removes the issue on water but this isn't a fix, just disables SSR from being used on water. Quick way to see it in game is to have SSR enabled, coc riverwood and walk over to water and move the camera around.

I try not to post here much to waste your time but I dunno what else to do with this bug. While I'm posting I just wanted to say thank you for the work that you do on Bethesda games.
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