[WIP] Graphic enhancement ENBSeries

Post » Sun May 20, 2012 9:05 pm

Amazing! I can't express how excited I am that ENB is giving so much attention to Skyrim. After seeing your work on GTA IV, I know this will turn out great for Skyrim.

Thank you!
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Queen of Spades
 
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Post » Sun May 20, 2012 6:06 pm

baker99
>Thanks again Boris, tried 480 and 260 with no success, will try some others, does leaving your default values drastically reduce IQ/performance?

:biggrin: Yes, it decrease IQ. Actually not much difference by performance if my setting are used, everything peoples saying here about lower fps is only because volumetric fog is drawed correctly now. The only thing could be used by the game (for higher performance) is special ati and nvidia depth buffer format, to get access to it (may be later i'll check if this is really used, if not, i can try it and game may work up to 1/4-1/3 times faster).
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rheanna bruining
 
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Post » Sun May 20, 2012 7:55 am

Cool, tried about 10 cards so far and still get the screen freezing, will try a few more and if I have no luck I will stick to defaults until you release the graphics enhancements :)
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Rozlyn Robinson
 
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Post » Sun May 20, 2012 11:16 am

I have a question about the vendor and device ids. I found mine via the dxdiag and put them in the enbpatch.ini. When I open Skyrimlauncher, it still shows up as "ENB" --- is that correct ? Or should it now be saying AMD Radeon 6600M and 6700M series (just like in gpu z) ?
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Je suis
 
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Post » Sun May 20, 2012 4:54 pm

akbaa
"ENB" device name doesn't matter, i did it because the game may check also device names, not just vendorid and deviceid. Ignore it. And there is no reason to set device and vendor id to your own card parameters, it will do nothing.
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lilmissparty
 
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Post » Sun May 20, 2012 2:20 pm

If you see name "ssao", then it's ssao and "volumetric" means nothing in this case. For sure OBGE version of ssao works faster than mine, but mine is not only ssao, it's indirect lighting also (i hate original invalid darkening of ssao) and it's applied on to objects lighting math, not as post process on entire screen. Quality level is absolutely different.

While I reserve the right to disagree regarding what ssao algorithms are the most phsyically based :tongue: I am glad to see that you're looking to take a much more active path in modding Skyrim than in modding Oblivion.

If you haven't yet, I suggest you talk to Ethatron, the current main contributor to the core 3.0 version of OBGE, about working with him to make an SKGE.

The reason that OBGE has become so vast and successful is that it was a community effort with many contributors. As a result, it ended up with more features than enb series, and it provided more options for customizing both quality and performance.

I would love to see you working hand in hand with an SKGE team so that all talented shader developers can be working together instead of on reinventing the wheel :)
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Andrew Tarango
 
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Post » Sun May 20, 2012 7:17 am

Sorry, i'll not work on SKGE project, we working in different directions, using different methods and visual result is also different. They (he) did some good fx at high performance (i can't use hook, disassembling is prohibited by license and i am public man), mine is targeted for most realistic screening of future characters models and their clothes, because the game art have some problems which doesn't allow to create photorealisic image in any conditions. Anyway, more projects means better quality and number of choices.
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SiLa
 
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Post » Sun May 20, 2012 8:57 am

It looks awfully blurry, and the colours are hellishly over saturated.
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Claire Mclaughlin
 
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Post » Sun May 20, 2012 1:37 pm

i can't use hook, disassembling is prohibited by license and i am public man
Sorry if this is something you are well aware of, but... it might be worth getting in touch with someone at Bethesda about this point. They have never murmured a word against the Oblivion and Fallout Script Extenders, although these are heavily dependent on some fairly intensive reverse-engineering to work out the classes and storage that the game uses. Indeed, I understand that Valve assisted the team with getting the script extender working with Fallout New Vegas.

Bethesda might be happy to give you permission to do some disassembling, if that would help with your project.

Anyway, sorry if this is something you've already thought of and dismissed :).
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Melis Hristina
 
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Post » Sun May 20, 2012 9:29 pm

Cool, tried about 10 cards so far and still get the screen freezing, will try a few more and if I have no luck I will stick to defaults until you release the graphics enhancements :)
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Mrs Pooh
 
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Post » Sun May 20, 2012 11:16 am

Thanks Boris I have my card working as an ATI/AMD looks great and performance is good too, can't wait for your tweaks.
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Jordan Fletcher
 
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Post » Sun May 20, 2012 6:07 pm

I seem to have an issue... shift-F12 does not seem to activate ENBSeries. Is there a way to change the hotkey to activate?
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Karl harris
 
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Post » Sun May 20, 2012 6:53 pm

Thanks, Boris, for this patches you make.
There is a KNOWN bug with an effect in the game after the latest patch that makes my, and other's, game crash... I don't know how, but your patch fixes it. So thanks for allowing me 10 straight hours of awesomeness...
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Austin Suggs
 
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Post » Sun May 20, 2012 11:17 am

MadCat221
I didn't official release of the mod, so may be you are using patch (no fx) or other version (keys may be changed, set UseEffect=1 then in the enbseries.ini).

Updated screenshots from another one preset WIP.
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sarah simon-rogaume
 
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Post » Sun May 20, 2012 1:38 pm

releasing a usable version asap is important, as we are getting comfortable with post process injector as, as time passes, may not see a reason or benefit to using this instead.

I believe most players simply want saturation and exposure, as this is what most of the post processing mods on the nexus do.
Your mod will allow us to lessen the adaptive lighting effect. So you should release a basic version that allows players to do these 3 things.

I'm not sure why they were able to beat you to the punch, but all I can say is I'm waiting for a version of ENB to do just these 3 things. The default adaptive lighting is killing me
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amhain
 
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Post » Sun May 20, 2012 12:44 pm

mistermagooey
Sorry, ENBSeries is not for post processing as others, it's same complex project as OBGE.
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Jonathan Windmon
 
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Post » Sun May 20, 2012 12:51 pm

MadCat221
I didn't official release of the mod, so may be you are using patch (no fx) or other version (keys may be changed, set UseEffect=1 then in the enbseries.ini).

Updated screenshots from another one preset WIP.
there is no enbseries.ini. You're aware of this right? It's confusing to use this, as there's no documentation and the shift+f12 shortcut doesn't work. I'm hoping this can replace post process injector, but I can't be convinced if you havent put a working version out yet. Will check back later to see if I'm able to use this mod or not
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Greg Cavaliere
 
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Post » Sun May 20, 2012 3:28 pm

mistermagooey
Sorry, ENBSeries is not for post processing as others, it's same complex project as OBGE.
I simply wish to achieve what is in this video:
http://www.youtube.com/watch?v=-L-HT2YmqUY&list=HL1322468710&feature=mh_lolz

Minus things like AO since it kills my fps.
Will I be able to simply increase saturation and exposure, and decrease the brightness adaptation? It's very unclear as to what exactly this mod will do as there's no documentation, unlike others.


It unclear what the current version on your site does, as there's hardly and documentation. We aren't told how to use the mod (shift + f12 does nothing) or if it's not a 'graphical' mod just yet (forcing me to ask why youre directing us to the skyrim patch if it does nothing).
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luis ortiz
 
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Post » Sun May 20, 2012 3:55 pm

mistermagooey
Of course you can change only simple properties like saturation and adaptation.

>It's very unclear as to what exactly this mod will do as there's no documentation, unlike others.
Unlike others i hate to make docs, because it takes too much time which i can spend for optimizations or something else. Most of programmers hate write docs. But what the mod will do is known, read my first post in this thread.
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Jamie Moysey
 
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Post » Sun May 20, 2012 3:11 pm

so what does the current one on the website do? In order to use it, I have to stop using post process injector.

This makes us decide to just stick with post process injector, as we arent really sure what your mod offers that post process injector doesn't.

We see you playing it, but since we can't try it out or at least read what makes it unique, we move on. I keep revisiting (to ask you questions directly, and wait for a beta), but I'm sure the majority of us don't.
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Silvia Gil
 
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Post » Sun May 20, 2012 2:17 pm

Take a read through what he's written, would you? The current ENBseries for Skyrim is a PATCH to fix BUGS and PERFORMANCE ISSUES, not add effects.

The "post-process injector" adds little more than FXAA (which the game has), sharpening (which it doesn't need), and colour tweaks. If you don't want to use both at once, there's always your graphic card's colour settings.
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Jason Wolf
 
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Post » Sun May 20, 2012 8:13 am

I just can't understand some -actually far too many- people's reactions to modder's work nowadays...
A person takes time and effort to create something FREE, and is kindly sharing it with others. Most of the time, when there's any feedback at all, it's mainly criticism, and mainly not the constructive one. Unhappy people are generally those you hear the most, unfortunately.
You do like what has been done ? Say it, and better than that tell others why. Positive feedback can be constructive too, and cheer up the modder's morale make him/her more efficient. Always pleasant to know that what you've done has been appreciated! ;)
You don't like it ? Just don't use it and fade away, or give constructive feedback and explain what's wrong with as much details as you can to help the mod to become what you would like it to be. You help the modder, and he/she helps you in return.
But what would be nice is seeing a little more diplomacy and courtesy over here. You can tell things without being rude, and the only thing this attitude can do is making the modder decide to stop sharing his/her mod.

More specifically, what Boris does with his ENB series is simply fantastic. I don't say that because I'm a fan (and I am) but because as a programmer myself I find his work amazing. I can't wait to see what he will achieve with Skyrim's engine, after seeing what has been done on other games.
If you take the time to actually read what he has already written here and on his site, you would understand that the current ENB patch is exactly what its name suggests : a patch. A patch is primarily meant to correct things, and that's what it does. Of course, you don't see anything new in the game, because its work is to prevent some CTD and bugs, and if you're playing your game without noticing them, well, it has achieved its goal as a patch.
Later (soon enough I hope, I can't wait!) Boris will release the actual ENB -enhancer- he's taken his screenshots with. This will be the one adding effects and features, and with the shift-F12 toggle. Why the hell would you want to toggle a correcting patch anyway?
Previous versions of the ENB enhancer available on his site -might- work with Skyrim somehow (like the 0.075b Burnout Paradise version), but they are modified and tuned versions of his tool designed specifically for one game. What they can or cannot do on other games or other versions of the game they were made for is unknown and can't be guaranteed. Experience it if you want to, but you can't ask Boris to make a specific tool do a general work. If you want to have a functional ENB series enhancer for Skyrim, just wait for its official release.

About the supposed lack of information, I have to give my opinion here, as a past modder myself, and as a non english-speaking native too.
It's true, most people and maybe even more programmers don't like to explain in detail what they do. Because it's harassing in itself, and because as you've done your thing you already know what it does and how, so explaining it is boring. When you have to do it in a foreign language, it's far worse. And when it's very technical, even worse. I have done my share of pages and pages of technical documentation, endless discussions with users/enthusiasts/haters on forums/mails/chats, etc, so I very well know what I'm talking about here. Try to think about it, and maybe you'll be more comprehensive...
Now, I had the same amount of information about Boris' work as everybody else, and I understood. I don't think I'm some kind of genius, so with some concentrated reading, anyone can.
I'm 200% for feedback, feedback is always a good thing, positive or negative. But negative feedback doesn't mean rudeness.
Whatever you have to say, to anybody, about anything, please be nice and comprehensive. It will make the world, digital or not, a cooler place ;)

Final note: thanks a lot for the ENB series Boris, and keep up the good work! :D
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Jerry Cox
 
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Post » Sun May 20, 2012 5:56 am

Take a read through what he's written, would you? The current ENBseries for Skyrim is a PATCH to fix BUGS and PERFORMANCE ISSUES, not add effects.

The "post-process injector" adds little more than FXAA (which the game has), sharpening (which it doesn't need), and colour tweaks. If you don't want to use both at once, there's always your graphic card's colour settings.


MaaZeus here. Thanks to the password reset I can no longer access my old account which was linked to email account that hasnt been in use for some time... :/

Post-process injectors use newer and higher quality version of FXAA than Skyrims vanilla FXAA, and sharpening is recommended because FXAA blurs out texture details although the versions out there at Nexus go way overboard. Very bad ringing noise... I never understood why people insist on using these saturation filters either, they crush out brighter color details. Just look at the clouds and enable/disable processing! I'd rather recommend downloading the mod that removes the Blue Hue that Skyrim has. Very similar to Fellout mod that removes the green hue from Fallout 3. With the hue gone, game is perfectly vibrant without crushed and burned bright colors. Very Oblivion like.


Also people you CAN use Post-process injectors with ENBseries mod. Rename the PPI's d3d9.dll to something else (I used d3d9fxaa.dll), edit the enbseries.ini, change EnableProxyLibrary=false to true, and add your renamed d3d9.dll into ProxyLibrary=, in my case it was ProxyLibrary=d3d9fxaa.dll.


There, ENBseries mod and PPI are working together just fine. Atleast this is true with the patch things. I do not know how it will work with the actual enhancer once it has arrived.
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Franko AlVarado
 
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Post » Sun May 20, 2012 2:54 pm

Unlike others i hate to make docs, because it takes too much time which i can spend for optimizations or something else. Most of programmers hate write docs. But what the mod will do is known, read my first post in this thread.

Don't forget the cover on your TPS reports.
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Amiee Kent
 
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Post » Sun May 20, 2012 10:08 pm

Don't forget the cover on your TPS reports.


My thtapler, I beleeve you have it.
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FITTAS
 
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