Similar issue here. I imagine this is what you mean? I only notice it when SSGI is active - everything in my CS suite ix Nexus-version and up to date. Also get sort of a red glow around ambient lights when my character is moving around.
Everything is now dark, dull and gray. Placed Light doesnt do enough to illuminate interiors such as dungeons and other dark places so i have to constantly adjust brightness. Since it kills vanilla lighting that gave interiors color, everything feels like the same color and dull. I dont know what im doing wrong
EDIT: ENSURE SHADERS ARE ENABLED. ITS DARK BECAUSE YOU COMPLETELY DISABLED COMMUNITY SHADERS!
I found out why. I set my steam overlay key to * which was also the button to disable shaders. ENSURE SHADERS ARE ENABLED WITH THE "Enable Shaders" SETTING CHECKED!
Go in the CS menu by pressing the end key. If you dont have an end key, go to data/skse/Plugins/CommunityShaders and open SettingsUser.json (or SettingsDefault.json if the former is not there) and ctrl + f in notepad and find "ToggleKey" and there should be a number next to "ToggleKey". You put a number that corresponds to a key on your keyboard (click here for a list) I put 113 which is the F2 key. Save the change and load into a skyrim save and press the key and it should bring you to the CS menu. The first thing you should see is an option that says "Enable Shaders", ensure a check is there.
The disable effect key for disabling shaders is "*" which I set for steam overlay, so you should also change the disable effect key too if that key is also set to anything
On occasion, when things get too bright (such as when a bunch of fireballs explode at close range, or a dwarven spider blows up and fills the screen with electricity), the entire game gets sucked into the Twilight Zone; colors gets inverted as though the numbers used to compute them had a Y2K stroke. White light turns into creeping black tendrils. Blue water turns into bright red blood. Yellow and browns turn into purple and indigo. It's wild and broken and reminds me of my best years of college. But not lore-friendly. I don't think.
The acid trip is easily fixed by turning off SSGI for a period of time. Naturally, this occurs most frequently with the Experimental option turned on (and simply turning it off can sometimes restore the colors), but it still happens sometimes without that option on.
Also, ever since I've made the transition into CS 1.x with all of its goodies, I've consistently seen white colors turn purple when when things get too bright, and in some places (particularly in Beyond Skyrim - Bruma), the fringes of white surfaces (like snow covered tables) develop a noticeable red tint. I guess the color white is having a rebellious phase. I can relate.
Doesn't seem to be working for me. I've got the latest Community Shaders installed and working fine with this loaded after. Is there supposed to be an MCM menu or something?
If you click 'end'. it will bring up the CS gui. then on the left you will see the feature ssgi. then you can change settings or deactivate etc to see if working.
Have a massive problem with noise with the newest update, on the older version, did not have that problem when enabling denoiser, however now everything flickers like crazy when I move. Absolutely nothing in terms of settings changes since I updated (FSRon, Blur and denoiser on, PBR on and working)
Was having the same problem and that was exactly the fix. Based on observation of the notes attached to the files, I imagine the issue was caused by SSGI automatically updating while Community Shaders was still stuck at 1.1.3.
I followed this step-by-step and it improved a lot, but I still have an issue with graininess, especially in daylight or when I move at night near light sources.
On the screenshot you sent it says your CS version is 1.1.2? Update both SSGI and CS to the newest, also make sure denoiser and blur are on in SSGI settings, also go to display at CS and experiment with different upscaling methods
Same issue with AO/shadows flickering on grass with the newest version of CS, SSGI and newly generated shader cache. Upscaling methods, denoiser and blur have no impact on the flickering.
The issue is most noticeable when performance settings is set to half or quarter res. Enabling full res makes majority of the flickering issues disappear, but the performance impact is over 20 fps.
Overall the trade off between the flickering issues and the performance impact makes this feature not worth using yet, imo.
This almost works in VR. I mean it works well but there are some awful issues that got pushed to release without much testing.
Blur causes multiple images of bright light sources to "echo" around the view, (it's very obvious in interiors you can see multiple instances of the windows. turning blur off removes these "echos". There are persistent jittering noise lines on the far left and far right edges of the view, similar to the GI noise but stretched. SSGI only seems to work where the FOV of each eye overlaps. There are issues around objects, like your hands, where AO from one eye's view leaves a gap in the opposite eye's view. Some people call it ghosting, but it's more like a misalignment.
I saw on discord it was decided to push to release anyway, because it does look mostly great, but VR SSGI needs some more testing and love! If the other CS features get a grade A, SSGI in VR is getting a grade C right now. It'll pass but needs much improvement.
Using this v3.0.2 for Quest 3 VR, works almost flawlessly and looks incredible without taking too much fps away (2-4). Great job on this, guys! I can't play without it anymore lmao. The only issues I've found is that (what I assume is) the VRIK player-character/hands occusion zone for SSGI effects is too large. Not really an issue, but the ambient illumination feature also seems to lag a bit behind everything else included with SSGI.
All-in-all, if you want to try this in VR in it's current state, go for it. This mod is already a must-have.
It might be headset dependent. On a Reverb G2, there's a lot of differences between the two eyes as each eye is using its own perspective to render the screen space illumination. It'll give you a headache fast. It also creates a small border around the corner of the lenses where everything is slightly brighter, presumably because the effect isn't working there.
Vive Pro on RX7900XTX here, getting AO but it renders as noise? Tried various setting tweaks but no luck. Appreciate it if anyone has setting suggestions. If not, looking forward to further development for VR!
Yep, i have this exact issues with a G2 with opencomposite or steamvr. Different brightness in each eye in the areas where the IL illuminates something, maybe due to different perspective, and the border of the lenses not applying the IL.
Zetecr, try updating to the latest version then click on Reset to Default before selecting a quality setting. I had the effect look horrible after updating from a very early version. Resetting to default fixed it mostly I think. Well aside from the VR issues I already mentioned. It looks good with one eye closed though. Obviously some noise will always remain, it's just how the technique works. You can sacrifice more performance for ever less noise, but you'll have to draw a line somewhere. Personally, I think Medium settings will be pretty decent once VR is working right.
Have been tweaking with latest version, and I can get AO to look good in right eye of the headset, but left eye can see the areas where AO is not applied because it is not visible from the right eye. IL effect renders as red dots on skin on my setup, so not yet usable for me. Looking forward to future versions!
I had to disable this for myself unfortunately, it killed my frames to much. I tried dabbling with all the effects so I could try and keep this on but it was the biggest hitter. I know its still not refined yet for VR so will be keeping an eye on it.
hello sir are u using an enb in ur screenshots because im not getting the same visual i dont understand and i installed itg proprerly normally because it doesnt says that some shaders have been uncompiled so idk
For some reason using the full-res textures makes your carry weight increase to 100000 something. Reverting back to half-res returns it to normal :? EDIT: nvm, just a coincidence maybe, reverted back to full res again and it fixed.
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It seems to be red indoors and blue outdoors.
EDIT: ENSURE SHADERS ARE ENABLED. ITS DARK BECAUSE YOU COMPLETELY DISABLED COMMUNITY SHADERS!
The disable effect key for disabling shaders is "*" which I set for steam overlay, so you should also change the disable effect key too if that key is also set to anything
The acid trip is easily fixed by turning off SSGI for a period of time. Naturally, this occurs most frequently with the Experimental option turned on (and simply turning it off can sometimes restore the colors), but it still happens sometimes without that option on.
Also, ever since I've made the transition into CS 1.x with all of its goodies, I've consistently seen white colors turn purple when when things get too bright, and in some places (particularly in Beyond Skyrim - Bruma), the fringes of white surfaces (like snow covered tables) develop a noticeable red tint. I guess the color white is having a rebellious phase. I can relate.
https://imgur.com/a/5fqzMeN
The issue is most noticeable when performance settings is set to half or quarter res. Enabling full res makes majority of the flickering issues disappear, but the performance impact is over 20 fps.
Overall the trade off between the flickering issues and the performance impact makes this feature not worth using yet, imo.
Blur causes multiple images of bright light sources to "echo" around the view, (it's very obvious in interiors you can see multiple instances of the windows. turning blur off removes these "echos".
There are persistent jittering noise lines on the far left and far right edges of the view, similar to the GI noise but stretched. SSGI only seems to work where the FOV of each eye overlaps.
There are issues around objects, like your hands, where AO from one eye's view leaves a gap in the opposite eye's view. Some people call it ghosting, but it's more like a misalignment.
I saw on discord it was decided to push to release anyway, because it does look mostly great, but VR SSGI needs some more testing and love! If the other CS features get a grade A, SSGI in VR is getting a grade C right now. It'll pass but needs much improvement.
All-in-all, if you want to try this in VR in it's current state, go for it. This mod is already a must-have.
Trying myself now.
Still experimenting...
EDIT: nvm, just a coincidence maybe, reverted back to full res again and it fixed.