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OllieWhat

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  1. First, ENB is not just postprocess, it replaces and injects default and new effects into the original DX9 render pipeline, mostly injects so original render is still there. And it is planned the ENB will be DX11 optimized and geared now :) Second, DX11 is unused due to lack of console support though it runs much faster than DX9 on DX11 cards, when next gen supports it it will become more used but developers want to "baby" console fans, bs if you ask me. Console=$300, Gaming PC=$1000(s) so it should always look better (including interface) and work better on PC because of the buy in cost and the fact that PC keeps the game alive for years, i.e. Oblivion for 6 years, should give to company loyalty to PC fans Third, PhysX is possible using SKSE. Just like OBGE did with Oblivion's render pipeline, you replace default physics code with you own, or run it separately and enable through custom named nifnodes (PhysX_Collision) and have your plugin check mesh data. This would be a huge project though P.S. PhysX SDK is free ;) P.P.S if I'm not mistaken the DX11 Full SDK is free too
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