Hello!

It looks like you're new here. If you want to get involved, click one of these buttons!

[ENB Preset] Kyo's TESV: Skyrim ENBs


HIDDEN MESSAGE - Hey Kyo. I hid this part of the post because it was easy to confuse this with the official Skyrim screenshot thread (since they both had the same info and banner image at the top). I think it might be a cool idea to have your own banner image and maybe some Kyo-ENB specific info at the top though. END_HIDDEN_MESSAGE image
Developer: Bethesda Game Studios • Publisher: Bethesda Softworks • Engine: • Gamebryo
Screenshotting Guide

Welcome to my K ENBs thread. Its first purpose is to provide insights on the stages of development I'm going through, always basing on the latest available ENB Series binaries.
Then, its second and main purpose is to share and discuss the ideas I may have, and to provide advices a/o insights for your own tweaking.
At last, sharing my files is the ending step : Game Inis, Shaders, Full Presets and so on.

This thread is not dedicated to ENB beginners. I'll assume you already perfectly know what you're doing with your rig, TESV installation and troubleshooting,
basic and mid-advanced ENB tweaking, game inis, mods, mods managers and plugins load order.
I won't provide any advice about these aspects, since I'm no one for this and to each his own ' Deus Ex Machina '.

I don't use any in-game image space modifier, with the exception of Dark Dungeons for ENB, Revamped Exterior Fog, and Remove Ambient Interior Fog at times.
I don't use weather modifiers as well. I'm only relying on ENB Series to modify all rendering aspects from back to front, with the addition of SweetFX to provide
LDR additional corrections, sharpening and SMAA anti-aliasing.

All my shaders are custom, their main goal being to apply dynamics to all effects, which means making them timer-related, so the lighting can actually have a " living ".
My approach was defined as ' pure-pixel-pushing fantasy ', which was probably the only accurate way to sum it up.
My most noticeable modus operandii are always using unorthodox SSAO-SSIL scales to greatly affect the way occlusion and lighting interact,
and pushing ENB Series's shaders as far and deep I can go.

Full setups, including Skybox, esps, optionals and tutti quanti :


K ENB Pure Light 0.266 v4.0


Kinematic ENB Southern Light 0.266 v4.0
Corrected enbbloom.fx for Kinematic ENB Southern Light 0.266 v4.0


Kountervibe ENB Northern Light 0.266 v4.0



Please note that only K ENB is frequently updated to WIP version a/ binaries - Kountervibe ENB and Kinematic ENB are updated each time
I'm satisfied enough with my progress on K ENB, which remains kind of a laboratory to me



«13456743

Comments

  • Yes, this thread needs more structure. I think Kyo's Skyrim ENBs should be have a thread of their own (this one!) that introduces itself as such. Right now it just looks like you've jumped into the middle of a screenshot thread.
  • edited February 2014
    But do we want umpteen threads of ENB's introducing themselves? I mean, there's so many of them out there? I've purposefully avoided starting an ENB related thread because I didn't really see the point in relation to what the DET forums are or should be. I mean, I can understand discussion of ENB's based on the fact that they can add to image IQ because of the plethora of things they add that aren't in the game. I was tempted to do an ENB thread on for instance
    - shadows in Skyrim
    - ENB SSAO
    - generic ENB's for palette correction / bloom
    - ENB's usage and abusage of DOF
    and so on.

    Of course I have no problem with a thread dedicated to a certain ENB, but do we allow one for each? Or only good ones? How to we define good? Ugh..

    I would understand an exploration of Kyo's take on ENB what with his singular approach of image quality: his relentless quest to get the best of the best out of the SSAO function, his coding approach, his extensive shaders catalogue. The whole idea that ENB's should add life to the game by focusing not only on static imagery but motion- and time- based effects.

    I'm not trying to bump off Kyo's ENB thread as irrelevant, you see? I'm just thinking about what we want all this to be.
    <3 Kyo
  • I suppose it would make just as much sense for Kyo or anyone using such an ENB to just link to it where relevant. They do have readme files, after all. But what do we do with this thread?
  • ENB is a bit of a beast. Same as SweetFX. You wouldn't want a game specific SweetFX thread for each and every game, I think. There's better places for that stuff on the web.
  • edited September 2014
    Hmmm.... I think all this can have a point if the ENB files themselves are specific / unique / ... weird ? :) I mean, first I have to write some things to introduce the matter, make the files downloadable, explain stages of development, etc... And also what makes it directly related to screenarchery matter... I'll do.
    Midh, .... :)
    Duncan , just think about it and tell me what would be the most appropriate :)

    Now, my personal thoughts : Nexus ? Bah... Too much to say, so nothing to say, except the fact it's not quite the right place to desicate what ENBs can do or not... You could download 1000 of em and not understand what yourself explained on RPS.
    enbdev... Boris is shiva there, filling gaps from experimentations to users's accesibility, from Q to performance, I mean, it's the dev thing, so wide it can't really focus.
    So I think these threads here have something to do with approachs, singular a/o no compromise ones, experimentations and the interesting results you can get of it.
    As a fact, if I ever want to publish setups / shots / shaders / explanations and read mes right now, here is the only place I feel to, for what it's worth.

    Here, go try to explain on enbdev, Flickr or Nexus I'm using an additional quasi-texture upon procedural sun to get that RGB-sun-on,ly- dedicated rotating anamorphic flare... or why my chromatic aberration on lens texture mask only kicks according to sun intensity in real-time...

    (images removed - use the uploader to post images please)
  • edited September 2014
    This is a perfect example for what overscaled SSAO-SSIL allow for, dat smoke. Raising the scales to their max allow to focus all the indirect lighting on smoke with maximum accuracy, hence the volutes-arabesque-like effect.
    Indeed, each pixel is MUCH more sensible to occlusion a/ IL computation.

    Here's my current SSAO-SSIL section. Despites the fact Boris Vorontsov announced the scales were indeed clamped to 1.5 for SizeScale (The effect's OUT) and 1.0 for SourceTexturesScale (The effect's IN), I noticed that (and no placebo here) ramping up the scales up to zany values such as 3.0 made the effect react quite differently to some particles and lighting impacts. So I'm sticking to it right now. Of course, it's a rather overkill "All max" scenario, especially at 4K.

    Scales are set to exact square roots of desired rendering value. A 0.5 scale is NOT 50% pixels on screen being computed, since it has to be taken for 0.5 Width x 0.5 Height, so 0.25, hence 25% pixels on screen being computed / affected by the effect.

    All lines prefixed with a " ; " or a " // " are commented out, so the code doesn't read them. They're still here as alternatives / annotations.

    _________________________________________________________________________________________________________

    [SSAO_SSIL]
    EnableSupersampling=true
    ;
    ; KYO : Above is still being developed, waiting for further optimizations but already looks fantastically gorgeous
    ;
    UseIndirectLighting=true
    UseComplexIndirectLighting=true
    UseComplexAmbientOcclusion=true
    UseAmbientIndirectLighting=true
    ;
    ; KYO : Below may be pointless with over-scales, since they aim at the same result, however makes all cleaner even
    ;
    ;EnableComplexFilter=false
    ;
    EnableComplexFilter=true
    ;
    SamplingQuality=-1
    SamplingPrecision=-1
    SamplingRange=0.28 // KYO : incr slightly to keep details while 'drying' the rendering
    ;SamplingRange=0.27
    ;SamplingRange=0.22000001
    ;SamplingRange=0.25
    FadeFogRange=16.0 // 12.0, 16.0 > 30.0
    ;FadeFogRange=1.0 // KYO : incr background depth - 8.0
    ;FadeFogRangeDay=8.0 // KYO : previous vars - memo
    ;FadeFogRangeNight=16.0
    ;FadeFogRangeInteriorDay=16.0
    ;FadeFogRangeInteriorNight=16.0
    ;SizeScale=2.0 // 4x ScreenSize in px
    ;SourceTexturesScale=2.0
    ;SizeScale=1.183215956619923 // Mixed computation for 1620p
    ;SourceTexturesScale=0.4472135954999579
    ;SizeScale=0.3872983346207417 // Low computation for 1800 to 1940p
    ;SourceTexturesScale=0.3872983346207417
    ;SizeScale=1.322875655532295 // 175% computation - overboard
    ;SourceTexturesScale=1.322875655532295
    ;SizeScale=1.264911064067352 // 160% computation - UnSharp a/o Consistency
    ;SourceTexturesScale=1.264911064067352
    ;
    ;SizeScale=1.224744871391589 // 1.5
    ;SizeScale=1.414213562373095 // 2.0
    ;SizeScale=1.483239697419133 // 2.2, reasonable
    ;SizeScale=1.5 // 2.25, reasonable
    ;SizeScale=1.549193338482967 // 2.4
    SizeScale=1.51657508881031 // 2.3, pushed <<<!<br />;SizeScale=1.58113883008419
    ;
    ;SourceTexturesScale=1.224744871391589
    ;SizeScale=1.183215956619923 // 140% computation
    ;SourceTexturesScale=1.183215956619923
    ;SizeScale=1.118033988749895 // 125% computation
    ;SourceTexturesScale=1.118033988749895
    ;SizeScale=1.161895003862225 // Mixed
    ;SourceTexturesScale=1.161895003862225
    ;SizeScale=1.140175425099138 // 130% computation
    ;SourceTexturesScale=1.140175425099138
    ;SizeScale=0.9486832980505138 // 90% computation
    ;SourceTexturesScale=0.9486832980505138
    ;SizeScale=0.9219544457292887 // 85% computation
    ;SourceTexturesScale=0.9219544457292887
    ;SizeScale=0.8944271909999159 // 80% computation
    ;SourceTexturesScale=0.8944271909999159
    ;SizeScale=1.414213562373095 // x2 computation - fits 4K
    ;SourceTexturesScale=1.414213562373095
    ;SizeScale=1.5
    ;SourceTexturesScale=1.5
    ;SizeScale=1.58113883008419 // 2.5
    ;
    ;SourceTexturesScale=1.483239697419133 // 2.2
    ;SourceTexturesScale=1.58113883008419
    ;SourceTexturesScale=1.732050807568877
    ;SourceTexturesScale=2.0 // 4.0
    ;SourceTexturesScale=2.82842712474619 // 8.0, reasonable
    SourceTexturesScale=3.162277660168379 // 10.0, pushed <<<!<br />;SourceTexturesScale=3.464101615137755 // 12.0, pushed
    ;SourceTexturesScale=3.741657386773941 // 14.0, >16.0 /4.0
    ;SourceTexturesScale=4.242640687119285
    ;
    ;SizeScale=1.0 // !
    ;SourceTexturesScale=1.0 // !
    ;SizeScale=0.5773502691896258
    ;SourceTexturesScale=0.5773502691896258
    ;SizeScale=0.5 // 25%
    ;SourceTexturesScale=0.5
    ;SizeScale=0.7745966692414834 // 60%
    ;SourceTexturesScale=0.7745966692414834
    ;SizeScale=0.806225774829855
    ;SourceTexturesScale=0.806225774829855
    ;SizeScale=0.7071067811865475
    ;SourceTexturesScale=0.7071067811865475
    ;SizeScale=0.8660254037844386 // 0.75, 1.0, 0.866-.7, 0.707, 1.096, 1.5, 1.225, 1.415, 1.25, 1.118
    ;SourceTexturesScale=0.8660254037844386 // 0.75, 1.0, 0.866-.7, 0.707, 1.096, 1.5, 1.225, 1.415, 1.25, 1.118
    ;FilterQuality=0 // 0, -1, 0, 0, 1, 0, 1, 1, 0
    FilterQuality=-1
    ;FilterQuality=0
    ;FilterType=1 // Ranges from 0 to 4 - Maybe switch to 1 with overscales a/o downsampling
    FilterType=0 // This will fit up to 0.8660254037844386 or 0.8944271909999159 scales, maybe still set to 0 beyond to 'unclean' the rendering
    AOAmount=0.83
    AOAmountInterior=0.82
    ILAmount=2.7075 // 2.9075
    ILAmountInterior=2.69
    AOMixingType=2
    AOMixingTypeInterior=2
    AOIntensity=0.78375 // 0.79275, 0.78775, 0.78, 0.78275
    AOIntensityInterior=0.80285 // 0.80985, 0.80
    AOType=0
    ; KYO : below makes for absolute CSSIL quality, but will suck FPS like crazy, especially with supersampling enabled
    ILType=1
    ;
    ;ILType=0
    ;UseOldType=false // KYO : previous var - memo
    EnableDenoiser=false // Pointless w/Actual settings


    (image removed - use the uploader to post images please)

  • edited September 2014
    0.251 last binary : to my request, Boris now implemented negative LOD Bias right in ENB : Bingo ! Much more accurate than driver-forced LOD Bias, and a tad more sensitive.

    TESV.exe_DX9_20140215_160835

    TESV.exe_DX9_20140215_161113
  • edited February 2014
    I'm a bit confused.. so is this thread K ENB-only or not? Can I ask about random ENB stuff or I'll get kicked out? :confused:
  • edited February 2014
    Well... Duncan ?? :))

    Initially, this thread is K dedicated, but the idea about sharing expertise / advices is something that appeals to me...
    I'll let the decisions to the masterchiefs.
    For now, if you have to get kicked out, I'll be as well :P
    Sharpening : first, I'd advice ditching ALL of it and trying first to have the right details balance overall (close and full range) via carefully tweaking 2 aspects :

    your EToneMappingCurve
    your SSAO-SSIL settings

    And don't work with the GUI while doing that, all oldschool coz you'll need to fiiiiiiine tune.

    You'll be surprised at HOW you can actually * sharpen * via those.
    The right combination about these 2 will give you the right base, on which you'll be building your sharpening chaining without the risk about destroying your consistency or artifacts having a blast in there.
    And, of course, ditch DoF while doing it.
  • I'm quite happy for this to be a thread entirely for K's presets so long as every shot posted has a purpose. If there's a new feature that people should know about then by all means illustrate it, but the shot is useless unless people know what they're being shown. If it's just a 'nice' shot then it should really go in the main Skyrim thread, and if it's not then it'll be moderated like any other 'not nice' shot.

    We should probably start a more general Skyrim ENB thread for other questions.
  • edited February 2014
    Thanx D, makes sense :)
    I think an ENB advices corner could be quite a good thing, since enbdev mainly focuses on technical questions, and often oversights the screenarchery-related side of things.

  • For now, if you have to get kicked out, I'll be as well :P
    Sharpening : first, I'd advice ditching ALL of it and trying first to have the right details balance overall (close and full range) via carefully tweaking 2 aspects :

    your EToneMappingCurve
    your SSAO-SSIL settings

    And don't work with the GUI while doing that, all oldschool coz you'll need to fiiiiiiine tune.

    You'll be surprised at HOW you can actually * sharpen * via those.
    The right combination about these 2 will give you the right base, on which you'll be building your sharpening chaining without the risk about destroying your consistency or artifacts having a blast in there.
    And, of course, ditch DoF while doing it.

    Ok that makes sense, but I'm afraid to lose the color balance I achieved by tuning the ToneMappingCurve..
    But I'll give it a try, what I was thinking is doing little tweaks to reduce the white spots so that the colors look more homogeneous, in order "to hide" most of the artifacts.. but I'm afraid to lose the details. :/

    Oh btw: I'll move to the "ENB advice corner" when there will be the topic (Kyo?), until then sorry for the OTs ^^'
  • edited February 2014
    I'll let D. decide about that one ;)
    And I'd be happy to involve Midh in that thread as well, if it ever exists ;)
  • I'll let D. decide about that one ;)
    And I'd be happy to involve Midh in that thread as well, if it ever exists ;)

    I suppose the honor of opening the topic should be yours, as the wizard of K ENB :D
  • I'm not the one deciding here, especially about an ENB-technical advices-corner. I'll let D. decide about this, but I do think it makes sense here around :)
    My own thread has to be K, Kounter, Kine dedicated, since I couldn't switch from my own vision to an all-dedicated approach in the same place... I think.
Sign In or Register to comment.