Skyrim Special Edition
Light Limit Fix Progress 3

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doodlum

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41 comments

  1. Zanderat
    Zanderat
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    Hopefully this will be compatible with ENB unlike Community Shaders which, I suppose, will eventually compete with ENB and is incompatible.
    1. doodlum
      doodlum
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      no
  2. Eferas
    Eferas
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    I'm so excited for this, I'm only waiting for its release to play the game again. Do you have an ETA?
    1. doodlum
      doodlum
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      first release covering grass is soon
  3. olha2
    olha2
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    You still working on all your other projects too? 
    Like; Reflections - SKSE, Functional correct 3d cloud concept, Height-Based Terrain with POM, Vanilla HDR?
    1. BuiltForSin29
      BuiltForSin29
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      check the Github if you want to know what their working on
    2. olha2
      olha2
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      O yeah, that's a good idea, smart you 
      anyone have a link, cant find it.
    3. abi008
      abi008
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      https://github.com/doodlum?tab=repositories
    4. doodlum
      doodlum
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      Vanilla HDR will be replaced with a separate shader project. Shader improvements will hopefully come later.
    5. DDCrusader
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      Will Vanilla HDR replacement keep Vanilla HDR's features?

      I like the new tonemapping it introduced and especially that it fixed the overbright objects of vanilla, that plagued the game since 2011.
  4. Metalyard
    Metalyard
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    Is this the end for ENB light??!
    1. doodlum
      doodlum
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      Eventually I hope to support it. (the lights not ENB)
  5. SonderBain
    SonderBain
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    Oh my
    1. Oyadia
      Oyadia
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      A wild sonderbain
    2. SonderBain
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      :3
  6. guest9684
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    I can't contain my hype for this. A big engine issue finally put to bed so creators can focus on what they enjoy, creating! I don't care how buggy this may or may not be on release, it's never leaving my load order, hahaha xD.

    A question though, will the shadowcast limit on meshes be addressed in this mod or in a separate one? Can it even be addressed?
    1. doodlum
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      It's possible but it would hit performance extremely hard. We could make shadowed lights smarter, so when shadows are at the limit they render as normal lights.
    2. guest9684
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      aye, shadows are notorious for performance issues. I guess something like a small limit increase as a base could work as a start, so instead of a limit of 4, it could be 6 or 8. Perhaps a light's distance could be taken into consideration as to when it should trigger shadowcasting. Something like disabling shadowcasting for lights off-screen maybe? Just throwing out ideas, some are likely not so simple to just add in like that, though.
    3. doodlum
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      Ah, I didn't know it didn't take distance into account. It might make sense to reimplement the selection of shadow maps and expose its "grading".

      If shadows were increased it would be from 4 to 8 probably. Unless it was fully reimplemented, then it could be somewhat unlimited too.
    4. guest9684
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      I suppose the shadows far away can be reduced in quality as well. It makes sense to me that shadows don't need to be mega resolution if they're not that close to the camera, you wouldn't see all the details anyway. The possibilities are endless lol ;)
    5. doodlum
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      Shadows far away should be reduced in quality already.
    6. guest9684
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      I actually don't know if Bethesda optimised them that way. It wouldn't surprise me if they didn't. Either way, a limit raise to 8 sounds good, that immediately doubles the headroom that anyone working with shadowcasters can take advantage of.
    7. doodlum
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      Yeah, having shadows not be funky is better than performance. If there's no additional shadows the performance wouldn't change.
    8. guest9684
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      Speaking of smarter shadow lights, I just thought of something. Very experimental, not sure if ol' bethesda engine wants to deal with it (or if it's even a good idea). Maybe for shadow casters that are very close together, instead of them all individually casting their own shadow, some kind of "interpolation" is used to form one shadow that positions itself between them all, and that is cast instead.
    9. doodlum
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      Doesn't work unless you merge the lights unfortunately. Without adding additional shadows the only additional method is to make shadowed lights use the depth buffer, which doesn't work for things off-screen. Or raytracing.
    10. guest9684
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      yeah, merging the lights doesn't seem to be the right way. I guess a simpler solution would be to have the lights that are closest to the camera view to be a higher priority to cast shadows if that's enabled for them, compared to lights in the distance.
    11. olha2
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      The Oblivion Reloaded plugin optimized shadows by creating a shadow map, so it takes 1 pass for all shadows instead of 1 pass per shadow,= to help performance, or something like that, I'm not a tech guy so not sure. 

      Github link: https://github.com/llde/TESReloaded10 
    12. doodlum
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      Doesn't work like that.
  7. carpenihil
    carpenihil
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    The problem that couldn't be solved, huh? Massive. This community is amazing!
  8. TheChampis1
    TheChampis1
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    Is it too early to ask if this will be a light plugin when this comes out, because if will be its not leaving the load order ever
  9. BeedyKH
    BeedyKH
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    Do you post in detail about your progress so far? If you do where can we follow you?
    1. doodlum
      doodlum
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      I'm not currently posting publicly about it in any more detail than here. I'll probably make a community shaders server at some point.
  10. tattwood
    tattwood
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    Are you saying we would be able to set the max number of lights in a scene? 

    Also, would it be possible to differentiate between "always on" lights (e.g. fires, etc), and temporary ones, e.g. like those from spells? If so, could the temporary light sources be added to a list which wraps around once the max number is met, so new light sources would simply overwrite the oldest temporary one in that scene?
    1. doodlum
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      There's no max lights, it's unlimited (to an impossible number to reach).