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Why is ENB support for SSE limited?


HyperSlayer72

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According to Boris Vorontsov, SSE's enb support is limited just like Fallout 4. I have not followed modding for fo4, but my main question is in what ways is it limited? And is there any chance that we might one day be able to have SSE look as good as old skyrim? -Just as a disclamer I am really happy that SSE is 64bit, Dx11, more stable, fixes z figting, adds rain occlusion, fixes shadow time cycles, and more. Its just that enb is easily the most visually impactful mod out there.

 

https://cdn.discordapp.com/attachments/144273270357753857/243476826058522624/Vanilla__Day.jpg

 

https://cdn.discordapp.com/attachments/144273270357753857/243476912163258369/ENB__Day.jpg

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I don't know much more than you, but I check out the ENB site occasionally. DX11 is harder for him to code for than DX9. Part of it is changes to DX11 itself, part of it is changes to Bethesda's engine. His ENB for Fallout 4 still has a reduced feature set compared to original Skyrim.

 

Regarding Skyrim SE, all of it's shaders (hundreds of them) have been ported from 32-bit to 64-bit. This requires him to also make changes to all of those shaders for ENB on SSE. He has tools to help with automation, but there's still an enormous amount of work that has to be done by hand. That plus the limitations from DX11 and the engine changes has reduced his enthusiasm.

 

I'm hoping we'll see more from him on SSE, but best case is that it will take months. Worst case is that he decides it's not worth the effort.

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I don't know much more than you, but I check out the ENB site occasionally. DX11 is harder for him to code for than DX9. Part of it is changes to DX11 itself, part of it is changes to Bethesda's engine. His ENB for Fallout 4 still has a reduced feature set compared to original Skyrim.

 

Regarding Skyrim SE, all of it's shaders (hundreds of them) have been ported from 32-bit to 64-bit. This requires him to also make changes to all of those shaders for ENB on SSE. He has tools to help with automation, but there's still an enormous amount of work that has to be done by hand. That plus the limitations from DX11 and the engine changes has reduced his enthusiasm.

 

I'm hoping we'll see more from him on SSE, but best case is that it will take months. Worst case is that he decides it's not worth the effort.

 

Wouldn't DX11 and The new engine be less limited? Or do you mean more limited in what he can do with little effort? Does anyone else know more?

Edited by HyperSlayer72
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Well one thing straight up is that Fallout uses many many individual shaders. Also due to the pipeline that the game compiles the effects, he can add in one thing, then it is messed up by the next, or the performance is dropping here due to this effect or cache constantly miss and adding latency, etc etc etc. Quite a lot to it with the deferred render. It's simply not as straight-forward as, well, the forward renderer used in OG, because Boris wrote the whole deferred part. Skyrim SE also has some 8000 odd individual shaders, he uses some math to find similar shaders and apply effects/edits to them, so at least here much editing and optimization needs to be done. From what I can see so far from what's been posted, SE is not as bad as F4.

 

If you follow the ENB forum, you will see a lot more technical stuff that explains certain features much more deeply than I can here.

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