I think this is just how screen space rendering works in most cases, including in other utilizations like reflections. It renders whatever is appearing on your screen. So in this case, when you can't see the embers (or they're blocked by an NPC walking in front of them) SSGI is affected.
Sorry I wasn't more clear; I wasn't talking about the glow disappearing when offscreen, that's normal, I was talking about the glow itself. There shouldn't even be a glow like this in the first place, I asked the embersxd pbr author and they confirmed its a SSGI bug and submitted a bug report directly to the CS team, I can't do that do I just submitted one here. It's similar to the SSGI's green ambient light bug if you've seen that.
Oh gotcha, yeah I misunderstood. Ended up in the posts for this mod trying to fix the SSGI green glow so I get where you're coming from now. Does the red glow stop when you disable ambient bounce in SSGI settings? That fixes the green glow for my game.
Same, but just to throw in my two cents: I didn't notice it until I installed Relighting Skyrim SE and I'm 99% sure I didn't have the problem before. Turning off the ambient bounce setting for SSGI got rid of the greens.
Hey guys, this is a fantastic implementation and really brings Skyrim to the next level for me. I mainly play in VR though and wondering if there is any plans to fix the few issues, mainly being no way to increase the FOV of the AO screen space so if I crank the AO above the default value there is a good chunk of my peripheral vision very obvciously missing occlusion which really sucks. Have tweaked every setting (including the minimum screen space option which seems to make no affect) to the best of my ability and the only way to counter it is almost have ao off or have the headset so far away from my eyes that I don't notice it as much lol
That and the other obvious one which is the depth buffer can't seem to ever get the players arms/weapons right, the ao is different in each eye and causes the weird reflections this could be due to VRIK but its the only way to play. I'm sure these are easy fixes in capable hands, i would pay for this, would also be happy if we didn't even have AO on the player to avoid the weird artifacts
I would sell my left lung to get a performance friendly, lower tier version of this mod, even if it looks only half as good. It could also be uploaded here, and labelled as "potato version" or something in the optional files. Please
it is performance friendly for me at least. i am using gtx1050 with a i3 7100. pretty good fps both indoor and outdoor depending on how many npc were in the place.
I'm using a Radeon RX 570, and I get around 40-50ish fps when it's set to quarter res, with the whole current CS shader set installed. This is probably the most performant implementation of global illumination out there, at least to my knowledge.
pizzafor0dollars I also have RX570, but I also have a ton of graphic mods, like Pfuscher's Skyrim 202X, QW's Grass Patch 2, Fabled Forests etc., and a lot of other stuff so my fps aren't as good, at best I'd get around 30-45fps, and then outside Whiterun, specifically in the area near the watch tower, I get like 15-20fps. I always go directly there to test my fps to see the "worst case scenario" of fps, and this is all on quarter res which also looks horrifyingly bad. As soon as I disable SSGI, my frames shoot up to a stable 60fps in that same region. I actually got better frames with ENB than I get with Community Shaders + SSGI, so I stuck with ENB. But I use Lossless Scaling now and get around 120fps outside and 150fps inside. I think I should give CS + SSGI another go with my new best friend called Lossless Scaling.
At quarter Res I'm having an issue with a tiny gap between neck and Head of my character in racemenu. This doesn't happen at any other Res or if SSGI is disabled completely.
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With embersxd PBR: https://imgur.com/a/gUqYE5S
Normal embersxd: https://imgur.com/a/9TOTOSP
It's similar to the SSGI's green ambient light bug if you've seen that.
That and the other obvious one which is the depth buffer can't seem to ever get the players arms/weapons right, the ao is different in each eye and causes the weird reflections this could be due to VRIK but its the only way to play. I'm sure these are easy fixes in capable hands, i would pay for this, would also be happy if we didn't even have AO on the player to avoid the weird artifacts
Thanks for your insane work!
One of the three opens the Community Shaders config thingy, that's for sure.