I'm getting a lot of green casting in the shadows when I enable IL. This may totally be only on my setup because I've mistakenly installed some cubemap via some texture mod (I have no idea what would interact with IL as it's probably clear by now :D). Appreciate your work on the module !
edit: I'll just add that I think I notice it appearing around fire / light sources more than anything else.
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
uhm Hello is anyone working on this mod or have they went afk, and went to work on something else. I have found that comment section of this mod page doesn't show a reply from mod author that is why I said what I said . I found a issue with multi colors showing up I went to the ui for community shaders and went through and disabled and enable settings in the ui when I got to the section that this mod covers I found that when I disable the settings it goes away, the interesting thing is that when you enable the setting again it stays gone. Could it be that the shaders are not complying completely, or does it just take some time for the program to figure out how to balance, I'm curious. Non- reply means no one is working on this mod, that's how I take it, call it as I see it.
This CS feature causes all sorts of weird neon colors to appear in different lighting scenarios. I believe it is most noticeable in snowy areas on trees, foliage, rooftops and ridgelines.
Edit: I have found a solution (it may just be a bandaid fix but better than nothing atm). Turning down IL Saturation in the SSGI section of the CS in game UI until the neon colors become more inline with the surroundings gets rid of the odd colors caused by CS SSGI.
Ambient Bounce and IL Saturation are directly correlated. If you turn up Ambient Bounce your IL Saturation increases so instead of losing the benefits of increased Ambient Bounce just desaturate the IL until it looks correct.
Is there any news about VR support? The AO still doesn't match the image and the "AO layer" is shifted left in right eye and shifted right in left eye.
There is noise in the shadows, which is especially noticeable when looking at grass shadows in snowy regions. Using full resolution somewhat fixes it, but it raises the performance cost to the level of ENB, making it a double-edged sword.
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edit: I'll just add that I think I notice it appearing around fire / light sources more than anything else.
I have found that comment section of this mod page doesn't show a reply from mod author that is why I said what I said .
I found a issue with multi colors showing up I went to the ui for community shaders and went through and disabled and enable settings in the ui when I got to the section that this mod covers I found that when I disable the settings it goes away, the interesting thing is that when you enable the setting again it stays gone.
Could it be that the shaders are not complying completely, or does it just take some time for the program to figure out how to balance, I'm curious.
Non- reply means no one is working on this mod, that's how I take it, call it as I see it.
Edit: I have found a solution (it may just be a bandaid fix but better than nothing atm). Turning down IL Saturation in the SSGI section of the CS in game UI until the neon colors become more inline with the surroundings gets rid of the odd colors caused by CS SSGI.
Ambient Bounce and IL Saturation are directly correlated. If you turn up Ambient Bounce your IL Saturation increases so instead of losing the benefits of increased Ambient Bounce just desaturate the IL until it looks correct.
https://i.imgur.com/Rm8vUpE.jpeg
The issue can best be seen on a blank background, like here:
https://i.imgur.com/G1N2Yiu.jpeg
Does anyone have an idea what could be the cause of this problem? I just can't figure it out. Everything is up to date.
Using full resolution somewhat fixes it, but it raises the performance cost to the level of ENB, making it a double-edged sword.