This is mind blowing, thank you!! For anybody else wondering why this isn't working, I had to disable Skyvraan before it started working for me. Now I will need to revisit my choice of water mod...
Thanks for letting me know about SkyVRaan, Shizof also told me about it. For now, probably don't use these two together. If you were running SkyVRaan before and disable it, you also need to rerun Synthesis patches. See the description for more info.
HI all ! Well it would appear that dyndolod is disrupting cubemap reflections and I'm trying to figure out what settings would make it run correctly. If you have any advice ? Thanks
I'm using community shaders and they have dynamic cubemaps, suppose to pair that with sky reflection fix to get decent reflections. This mod does both no problem. Should I keep Dynamic Cubemaps and sky reflection fix? Are they compatible or improve this somehow? If not I'm just keeping this mod, this mod is way better.
Agreed with above poster, please explain how this interacts with new community shader cubemap mods. Stack this on top, or disable certain ones and use this?
Yeah, I didn't structure my question the best, but this mod is better. The other mod advertises building reflections, it's more than likely something on my end, couldn't get it working with this mod either, but this mod does a better job all around.
Sorry I should have replied earlier. I believe this mod and CS both enable the lod cubemap reflections. This mod also renders a bit extra of the sky (such as the moons) into the cubemap so you get a bit more in the reflection from that. CS also should have dynamic cubemaps it builds from your regular camera view that is used for stuff like puddles or other reflective things but I don't think those are used for regular water bodies. At least that is my understanding. I don't think this mod and CS should conflict in this regard so you should be able to use both at once.
I forgot to come back here, yes the two mods pair very nicely with each other actually, reflections are amazing. Just disappointed because Dynamic Cubemaps was advertising building/structure reflections, and I still don't have any. But no I use both mods now because.... wow it looks amazing regarless.
Please have a look at this video I,ve made for VR. I see many things are not reflected and was wondering if its related to screen space reflections. Is there a difference between these cube maps effects and screenspace reflections?
I really appreciate this effort. After seeing what proper stereoscopic reflections do to Skyrim I was highly dissapointed they didnt include this with vanilla Skyrim and found this mod to bring some of it back. But I know screen space reflections are extremely difficult to fix stereoscopically. There are only a few guys in the world that knows how to do it.
How can you make all objects to reflect like in the video I've made. Things like bridges, boats and things close to the border of the water...?
If there is a way I would really appreciated it! Thanks
The cubemap only has LODs rendered into it so closer objects don't appear in the reflection.
I did put a bunch of work into rendering "planar" cubemap reflections where the perspective is correct (in skyrim right now the cubemap is rendered from the same perspective of the camera rather than the reflected position of the camera across the water plane) and rendering other objects into the cubemap, but never finished it. You can see what some of my testing looks like here. The performance hit for rendering other objects is massive though, and multiple cubemaps are required when there are multiple water bodies of different heights (if doing the proper planar perspective) which is even more perf impact. That's expected from planar reflections I guess, but it really is a big hit even after I made a bunch of optimizations like only rendering objects of a certain screen size. 2-3 extra ms per frame when I tested with FUS which at 90fps is pretty much a 20% increase in frame time.
The cubemap is also not stereoscopic, it is rendered just from one perspective. It's pretty hard to tell the difference though, water surface is never crystal clear so you can't really tell that you're missing out on depth in the reflection, at least I can easily look past that.
Thanks for replying! In your video it looks like what I was seeing with Geo11. I never wanted to play Skyrim in VR because it is not as well modded as SkyrimSE. But mods like yours does make it seem a lot more plausible. Not having reflections done properly in VR is quite a big deal breaker especially being aware what it brings to immersion. But having very little experience with this in shaders myself I know it is really hard to crack. The other big thing missing that was properly done by the shader hacker MasterOtaku is Godrays. But I know there are some extreme calculations involved that very few know how to implement.
I was on a lake on sunday and paid close attention to the reflections on the water. I was quite surprised that these long and strange reflections in reality is quite the same as it is in Skyrim. It had me quite confused because it doesnt make sense. But I see the same results in SkyrimSE.
I have a question because I believe my weather mod is reflecting the on the water and I use Vivid weathers which is a bit older because it's made to work with Scenery ENB.. which weather mods would you suggest using with this mod specifically? Do you know what weather mods were used in Shizofs image? I have this use where reflections just appear as white when you're at a distance and it literally is just pure white like a flashlight. Edit: I think I fixed it by switching to Real VR Weathers. Or maybe not... Idk
Incredible, I thought that this would never come to VR. Just wondering, has anyone else ran into black reflections with enb enabled. Here's a screenshot https://imgur.com/a/UXdkNwc
I really think tree reflections are very badly managed by cube map reflections or something because tree reflections will appear black for some strange reason making reflections look very bad in some places like this. Like Shizofs image, he disabled tree reflections. So, if you have modded trees, I likely recommend just not using modded trees.
I didn't disable tree reflections. Here are more screenshots from the same set. Cubemap reflections mod only shows lods in the cubemap reflection, that's why some objects show their reflections and some not. If you have black tree reflections, that's caused by your tree lods, possibly your lod image format. I suggest using dyndolod and generating better tree lod billboards with texgen.
Technically the cubemap rendering could be made to do alpha testing, which I think would solve this (I'm assuming the black "outer" part of the billboards are pixels that would usually fail the alpha test). It's a feature of engine fixes for SSE but not implemented in engine fixes VR. I could do it as part of this mod but should probably ask rollingrock first.
But some potential issues I see with doing this is a) it could cause more aliasing in the cubemap since the cubemap is usually rendered at pretty low res (though this could be increased), and b) could cost some performance.
oh damn.. Didn't realize they were even there.. had to look closely to even find trees in that image. I am correct in that you have no added tree retextures of any kind in your images right? I'm just using mostly 3d plants and trees in this image along with some other ones but as you can tell they just fail to load at all. I never got into Dyndolod because the set up was so advanced that it was almost not even worth it since I never knew if be worth the risk performance wise since I already had very close to unplayable performance.
If you are using a set of tree mods, I would gladly like to know and give it a test.
As a user of Engine Fixes VR, I definitely would support this motion. I feel like there is a lot more failing here since I can't really see any reflection at all here and can barely make out the landscape, but I will see what it looks like if I just don't use tree LODs if even possible.
I'm using Happy Little Trees in the screenshots along with its add-on using dyndolod 3. Dyndolod is absolutely worth it, especially if you like looking at the distance and hate stuff popping in.
I have been messing with water for a long time trying to get a sweet spot and never could but I will look into Dyndolod if I can find a quick and easy set up.. I'm currently using 3d Plants and Trees, Traverse the Ulvenwald, and some Blubbos Trees so quite a large mixture of trees.
Qutoe [Technically the cubemap rendering could be made to do alpha testing, which I think would solve this (I'm assuming the black "outer" part of the billboards are pixels that would usually fail the alpha test). It's a feature of engine fixes for SSE but not implemented in engine fixes VR. I could do it as part of this mod but should probably ask rollingrock first.
But some potential issues I see with doing this is a) it could cause more aliasing in the cubemap since the cubemap is usually rendered at pretty low res (though this could be increased), and b) could cost some performance.] -- FlyingParticle
Do it, pleeeease. I, like Shizof, am using Happy Little Trees and the 3D lods for that mod, but I have black boxes. Interestingly, I get no tree refections with reflectLODTrees=1, but I think this is because a 3D lod is an object and not a treeLOD. Enabling reflectObjectLOD causes the trees to show up in reflections (but not the closest ones, only medium distance), but inside black boxes that are 100% the alpha transparent part of the trunk texture used by the bisecting 4 tri trunk mesh. If objects and trees did an alpha test and those pixels failed and were not added to the cubemap as blackness, the reflections would look so sexy.
well update to this whole thing.. I went ahead and installed CC content into VR and loaded the newest version of USSEP which seems to have made my nighttime and day reflections look a little better.. I also disabled tree reflections and the result is without trees as expected. I still wish I could make the reflections appear from a distance because I have a problem of when I'm too far away from the water, the reflections and water just looks white. I don't know what's causing this but when I am close up to the water, the reflections look fine. No idea if this is my Realistic Waters 2 mod, Scenery ENB, or water flat textures mod. But I believe it is none of these.
Quote [I'm using Happy Little Trees in the screenshots along with its add-on using dyndolod 3. Dyndolod is absolutely worth it, especially if you like looking at the distance and hate stuff popping in.]
I am using that and getting the boxes. What settings are you using when you set dyndolod and texgen? Are you using BC7 in texgen? HD trees or no? What lod settings in dyndolod? Level 0 @ lod4? How about lod8 and 16? more 3D lod or billoards?
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Here's a comparison of frametimes with and without this mod.
I guess its test time with it enabled / disabled and see...
YES - you do.
Else you get that distant horrid BLUE water LOD again..
Well it would appear that dyndolod is disrupting cubemap reflections and I'm trying to figure out what settings would make it run correctly.
If you have any advice ?
Thanks
I use Azurite Weathers. Could that be a cause?
I believe this mod and CS both enable the lod cubemap reflections. This mod also renders a bit extra of the sky (such as the moons) into the cubemap so you get a bit more in the reflection from that.
CS also should have dynamic cubemaps it builds from your regular camera view that is used for stuff like puddles or other reflective things but I don't think those are used for regular water bodies.
At least that is my understanding. I don't think this mod and CS should conflict in this regard so you should be able to use both at once.
Please have a look at this video I,ve made for VR. I see many things are not reflected and was wondering if its related to screen space reflections. Is there a difference between these cube maps effects and screenspace reflections?
I really appreciate this effort. After seeing what proper stereoscopic reflections do to Skyrim I was highly dissapointed they didnt include this with vanilla Skyrim and found this mod to bring some of it back. But I know screen space reflections are extremely difficult to fix stereoscopically. There are only a few guys in the world that knows how to do it.
How can you make all objects to reflect like in the video I've made. Things like bridges, boats and things close to the border of the water...?
If there is a way I would really appreciated it!
Thanks
I did put a bunch of work into rendering "planar" cubemap reflections where the perspective is correct (in skyrim right now the cubemap is rendered from the same perspective of the camera rather than the reflected position of the camera across the water plane) and rendering other objects into the cubemap, but never finished it. You can see what some of my testing looks like here.
The performance hit for rendering other objects is massive though, and multiple cubemaps are required when there are multiple water bodies of different heights (if doing the proper planar perspective) which is even more perf impact. That's expected from planar reflections I guess, but it really is a big hit even after I made a bunch of optimizations like only rendering objects of a certain screen size. 2-3 extra ms per frame when I tested with FUS which at 90fps is pretty much a 20% increase in frame time.
The cubemap is also not stereoscopic, it is rendered just from one perspective. It's pretty hard to tell the difference though, water surface is never crystal clear so you can't really tell that you're missing out on depth in the reflection, at least I can easily look past that.
I was on a lake on sunday and paid close attention to the reflections on the water. I was quite surprised that these long and strange reflections in reality is quite the same as it is in Skyrim. It had me quite confused because it doesnt make sense. But I see the same results in SkyrimSE.
I have this use where reflections just appear as white when you're at a distance and it literally is just pure white like a flashlight.
Edit: I think I fixed it by switching to Real VR Weathers. Or maybe not... Idk
Just wondering, has anyone else ran into black reflections with enb enabled. Here's a screenshot https://imgur.com/a/UXdkNwc
I use Rudy ENB for NAT 3 - VR Patch and it looks like black metallic water surface like in the image.
Edit, and less that 24 hours later rillingrock puts out the fix, making me the asshole. Lol, life ve like that sometimes.
But some potential issues I see with doing this is a) it could cause more aliasing in the cubemap since the cubemap is usually rendered at pretty low res (though this could be increased), and b) could cost some performance.
If you are using a set of tree mods, I would gladly like to know and give it a test.
But some potential issues I see with doing this is a) it could cause more aliasing in the cubemap since the cubemap is usually rendered at pretty low res (though this could be increased), and b) could cost some performance.] -- FlyingParticle
Do it, pleeeease. I, like Shizof, am using Happy Little Trees and the 3D lods for that mod, but I have black boxes. Interestingly, I get no tree refections with reflectLODTrees=1, but I think this is because a 3D lod is an object and not a treeLOD. Enabling reflectObjectLOD causes the trees to show up in reflections (but not the closest ones, only medium distance), but inside black boxes that are 100% the alpha transparent part of the trunk texture used by the bisecting 4 tri trunk mesh. If objects and trees did an alpha test and those pixels failed and were not added to the cubemap as blackness, the reflections would look so sexy.
I am using that and getting the boxes. What settings are you using when you set dyndolod and texgen? Are you using BC7 in texgen? HD trees or no? What lod settings in dyndolod? Level 0 @ lod4? How about lod8 and 16? more 3D lod or billoards?