The Elder Scrolls V: Skyrim Special Edition

The Elder Scrolls V: Skyrim Special Edition

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Community Shaders + ReShade looks just as good as ENB
With all the Community Shaders addons enabled, PBR textures, Placed Lights and a Reshade to adjust the color/add additional blood, etc I think it looks better than even the best ENBs like Cabbage and even though the performance is fairly similar I find the frame pacing of Community Shaders to be much better.

Might be worth trying out if you're tired of Plastic looking Skyrim with ENB stutters.
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Nguyên văn bởi Altbert:
Nguyên văn bởi Bad Distraction Carnifex:

That's Skyland PBR (Bits n Pieces PBR too). All 3. Northern Roads PBR too.
If my game would look like that, I would instantly ditch all PBR. I think PBR is the worst thing that has been added to CS. At the moment trying to figure out Reshade, but maybe also ditching that, but giving it just another try. Next to test is PGPatcher (ParallaxGen). If it doesn't work out, I'll stick with my config mentioned above.

It might be the Reshade I'm using, I'm still tweaking stuff in that regard.
Nguyên văn bởi Bad Distraction Carnifex:
It might be the Reshade I'm using, I'm still tweaking stuff in that regard.
Sorry to say, but I have never seen a PBR mod that I would like to install in my game. "Plastic" looking, colors gone, and some mod authors completely changing textures.
Nguyên văn bởi Altbert:
Nguyên văn bởi Bad Distraction Carnifex:
It might be the Reshade I'm using, I'm still tweaking stuff in that regard.
Sorry to say, but I have never seen a PBR mod that I would like to install in my game. "Plastic" looking, colors gone, and some mod authors completely changing textures.

Colors gone is exactly why you use a reshade lol.
Altbert's screenshot looks kiddie to me, over-contrasty, over-saturated, overly bright... same complaint I have about most ENB presets, these kids today if it's not neon dayglo with a hyper-compressed gamma, it doesn't "pop" it's not "vivid"... too much animation, I think, the world doesn't glow. it's gray and green and brown with sporadic flora color. we don't need the world to glow, especially in the era of OLED monitors literally emitting colored light. granted it's a game, you do you and I'll do me, and I want to approximate Earth reality.

nor is there any atmospherics volumetrics or crepuscular rays, rain/fog or anything that can really showcase community shaders + the ~8 CS mods that are essentially mandatory, like wet, water, global illumination with ambient occlusion, subsurface scattering, screenspace shadows, skylight and cloud shadows (incredibly immersive for clouds to cast ground shadows), physics-enabled grass that moves, etc. it's also sharp everywhere, no GI/AO, you can't tell the end of the porch section of the roof and the first sleeping room roof other than the texture running the other way, and without parallax this is bad enough, but without parallax and AO it's definitely feeling plasticky, but that could also be removing all radial blur that approximates peripheral vision. some people just don't like it, the same way some don't like muted, earth-tone colors.

let me tell you a HOLY SH*T! CS story...

already have thousands of hours at this, and have tried everything in existence at one point or another, that's just me... can't have an opinion unless you've personally seen it, right?

setting up my first "serious" CS MO2 instance, just finished swapping out my last set of complex parallax textures and was testing 115, not having messed with CS since 087...

it was daytime, but no sun, being thickly foggy/overcast from vivid weathers, in the birch woods west of Riften... walking around looking at screen effects, and a dot goes red... and here comes a bear-shaped thing breaking from the fog, running at me out of the trees... but no, it's running laterally... then... a large dark shadow passes over me... actually darkens the available light as if it was an eclipse. I can't see it though, but I sure see it's breath when it made bear steaks. dragon.

screen wobbles from impact. it's on the ground. and out of the fog, I start to see a huge shadow in front of me, getting darker and darker, bigger and bigger, until I see a snout start to peek though the thicker layers, still obscured by the blowing fog but I know what it is, then the jaw line, then the eyes, head, neck, and then... both wings come into view at the same time...

this was only like 4 seconds total, but what you take in when you're analyzing changes, you're trying to quantify what you see... it was so flippin' epic. it was the first time I actually get a sense of SCALE to a dragon, that no ENB+Reshade has ever given me.

I was staring so long I forgot I had to fight, and got myself chomped on.

not that you can't make good ENB+Reshade setups, and not that CS is any lighter in horsepower requirements nor RAM/VRAM requirements when you crank everything up to look it's best, but for me, it's still gonna supplant everything. just as good? no, no sir. it's better.
Nguyên văn bởi Death Approaches:
Altbert's screenshot looks kiddie to me, over-contrasty, over-saturated, overly bright... same complaint I have about most ENB presets, these kids today if it's not neon dayglo with a hyper-compressed gamma, it doesn't "pop" it's not "vivid"... too much animation, I think, the world doesn't glow. it's gray and green and brown with sporadic flora color. we don't need the world to glow, especially in the era of OLED monitors literally emitting colored light. granted it's a game, you do you and I'll do me, and I want to approximate Earth reality.

nor is there any atmospherics volumetrics or crepuscular rays, rain/fog or anything that can really showcase community shaders + the ~8 CS mods that are essentially mandatory, like wet, water, global illumination with ambient occlusion, subsurface scattering, screenspace shadows, skylight and cloud shadows (incredibly immersive for clouds to cast ground shadows), physics-enabled grass that moves, etc. it's also sharp everywhere, no GI/AO, you can't tell the end of the porch section of the roof and the first sleeping room roof other than the texture running the other way, and without parallax this is bad enough, but without parallax and AO it's definitely feeling plasticky, but that could also be removing all radial blur that approximates peripheral vision. some people just don't like it, the same way some don't like muted, earth-tone colors.

let me tell you a HOLY SH*T! CS story...

already have thousands of hours at this, and have tried everything in existence at one point or another, that's just me... can't have an opinion unless you've personally seen it, right?

setting up my first "serious" CS MO2 instance, just finished swapping out my last set of complex parallax textures and was testing 115, not having messed with CS since 087...

it was daytime, but no sun, being thickly foggy/overcast from vivid weathers, in the birch woods west of Riften... walking around looking at screen effects, and a dot goes red... and here comes a bear-shaped thing breaking from the fog, running at me out of the trees... but no, it's running laterally... then... a large dark shadow passes over me... actually darkens the available light as if it was an eclipse. I can't see it though, but I sure see it's breath when it made bear steaks. dragon.

screen wobbles from impact. it's on the ground. and out of the fog, I start to see a huge shadow in front of me, getting darker and darker, bigger and bigger, until I see a snout start to peek though the thicker layers, still obscured by the blowing fog but I know what it is, then the jaw line, then the eyes, head, neck, and then... both wings come into view at the same time...

this was only like 4 seconds total, but what you take in when you're analyzing changes, you're trying to quantify what you see... it was so flippin' epic. it was the first time I actually get a sense of SCALE to a dragon, that no ENB+Reshade has ever given me.

I was staring so long I forgot I had to fight, and got myself chomped on.

not that you can't make good ENB+Reshade setups, and not that CS is any lighter in horsepower requirements nor RAM/VRAM requirements when you crank everything up to look it's best, but for me, it's still gonna supplant everything. just as good? no, no sir. it's better.

And if you're rocking an Vnidia card you can use Dynamic RTX or whatever Nvidia is calling it now in the alt +F3 menu to help with any washed out colors and help balance out shadows.
Nguyên văn bởi Bad Distraction Carnifex:
Nguyên văn bởi Death Approaches:
Altbert's screenshot looks kiddie to me, over-contrasty, over-saturated, overly bright... same complaint I have about most ENB presets, these kids today if it's not neon dayglo with a hyper-compressed gamma, it doesn't "pop" it's not "vivid"... too much animation, I think, the world doesn't glow. it's gray and green and brown with sporadic flora color. we don't need the world to glow, especially in the era of OLED monitors literally emitting colored light. granted it's a game, you do you and I'll do me, and I want to approximate Earth reality.

nor is there any atmospherics volumetrics or crepuscular rays, rain/fog or anything that can really showcase community shaders + the ~8 CS mods that are essentially mandatory, like wet, water, global illumination with ambient occlusion, subsurface scattering, screenspace shadows, skylight and cloud shadows (incredibly immersive for clouds to cast ground shadows), physics-enabled grass that moves, etc. it's also sharp everywhere, no GI/AO, you can't tell the end of the porch section of the roof and the first sleeping room roof other than the texture running the other way, and without parallax this is bad enough, but without parallax and AO it's definitely feeling plasticky, but that could also be removing all radial blur that approximates peripheral vision. some people just don't like it, the same way some don't like muted, earth-tone colors.

let me tell you a HOLY SH*T! CS story...

already have thousands of hours at this, and have tried everything in existence at one point or another, that's just me... can't have an opinion unless you've personally seen it, right?

setting up my first "serious" CS MO2 instance, just finished swapping out my last set of complex parallax textures and was testing 115, not having messed with CS since 087...

it was daytime, but no sun, being thickly foggy/overcast from vivid weathers, in the birch woods west of Riften... walking around looking at screen effects, and a dot goes red... and here comes a bear-shaped thing breaking from the fog, running at me out of the trees... but no, it's running laterally... then... a large dark shadow passes over me... actually darkens the available light as if it was an eclipse. I can't see it though, but I sure see it's breath when it made bear steaks. dragon.

screen wobbles from impact. it's on the ground. and out of the fog, I start to see a huge shadow in front of me, getting darker and darker, bigger and bigger, until I see a snout start to peek though the thicker layers, still obscured by the blowing fog but I know what it is, then the jaw line, then the eyes, head, neck, and then... both wings come into view at the same time...

this was only like 4 seconds total, but what you take in when you're analyzing changes, you're trying to quantify what you see... it was so flippin' epic. it was the first time I actually get a sense of SCALE to a dragon, that no ENB+Reshade has ever given me.

I was staring so long I forgot I had to fight, and got myself chomped on.

not that you can't make good ENB+Reshade setups, and not that CS is any lighter in horsepower requirements nor RAM/VRAM requirements when you crank everything up to look it's best, but for me, it's still gonna supplant everything. just as good? no, no sir. it's better.

And if you're rocking an Vnidia card you can use Dynamic RTX or whatever Nvidia is calling it now in the alt +F3 menu to help with any washed out colors and help balance out shadows.
That and Reshade are both bad. Reshade is only good for canceling out bad color correction like green tints, fixing too blurry image and fixing brightness/HDR config. NAT.CS is real solution rather than Reshade. As a person who has used reshade since it has existed I can 100% guarantee its not worthwhile outside use cases I gave, except maybe like screen archery which i dont do. You get jank visuals and worse latency.

I basically scaled up amount of reshade shaders i used over the years then gradually phased to not using reshade at all or rarely using it. Last use was Prey part of the HDR mod for that game, to add a special film appearance to Medal of Honor Allied Assault, add some cheap anti-aliasing to various games usually very old. (like older than skyrim)
Lần sửa cuối bởi Doom Sayer; 27 Thg03 @ 12:08am
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