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Nicoroshi

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If you've seen some of my videos you know I wanna know just how much I can cram in this 10 year old game engine and still keep a very playable
frame rate in a stable game with graphics that would rival some of
today's titles.
Sadly Skyrim will never get RTX support but it can run ENB and Reshade
to improve lighting, reflections, and a host of other things.
Enter Pascal "Marty McFly" Gilcher, and PTGL (Path Traced Global
Illumination) Shader for Reshade......Well, not really. He's been around
a long time writing shader code. In fact the DoF Shader in Rudy ENB
comes from him
.He has created a way to get true ray tracing light bounce and shadows
into just about any game through this shader available on his Discord to
Patron members. Yes, It's gonna cost you $5. Totally worth it, and
you're supporting this awesome work.

I am still messing around with some of the settings but very pleased
with the results thus far.
Good example of what it does seen after I kill the Imp at 3 min in when i
toggle the shader off then back on.
The frame rate hit for me was less than running HDT-SMP physics on hair,
and running both HDT-SMP and this shader on top of 420 mods, Tons of
new flora, trees, and 4K textures it even brought my 3090 to it's knees
so HDT had to go for me.
It can run all of it at once but drops frame rate into the high thirties
and stutters a bit loading new cells so I traded flowing hair, capes
and bouncy 'bits' for more realistic shadows and reflections to keep my
frame rate extreme low above 40 and running smooth.

Enjoy some heavily modded ray traced and full effect ENB skyrim at a
playble frame rate and 3440x1440 resolution. :)

4 comments

  1. Nostale150
    Nostale150
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    Nice work!
  2. gurleygirl
    gurleygirl
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    • 400 kudos
    Really wonderful video, Nico.
    I felt like I was living Skyrim in a gorgeous world surroundings.
    Really love your roads; highly realistic with the patches of fallen Aspens leaves ground cover and no stone pavers in those patches.
    Regarding frame rate, I wonder if you have tried boob physics only with CBPC for instance?
    The ray tracing is an interesting injection into the game, and I like the change in appearance after you turned it on.
    I would gladly pay for it to be included in Silent Horizons ENB which I prefer. 

    Happy Holidays, dear friend.
    Best wishes,
    Gurley
    1. Nicoroshi
      Nicoroshi
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      I tried:
      3BA bodies and collision
      3BBB bodies and collision
      CBBE bodies and collision
      CBP
      CBPE
      CBPE with HDT-SMP through 3BA
      HDT-SMP
      Then using faster HDT I tried
      cuda, and non cuda
      non-avx, AVX, AVX2
      code from DayDreamingDay, Karonar1, and HansMartin
      Tweaking config XML to lower distance that physics enabled items are loaded to 300
      Tweaking view angle to 35 degrees (would technically be 70 because it's 35 each side).
      Tweaking iterations values based on GPU caps viewer information
      Tried editing XMLs changing triangle to vertex (this helps but collision sucks this way. Don't recommend it).
      Even tried Nvidia's image scaling to render at lower resolution then upscale and sharpen image.

      I have tried some Shiznit :)

      Bottom line (and the image scaling thing told me this was the case since it had no effect what so ever on my game)
      I believe my bottleneck now is the game engine, and post process shaders themselves
      Maybe it's the bus width that I have jammed with more information than it can handle at once.

      The cup is only so big and it's full to the brim.
      I could run full body, hair, clothing, and capes HDT-SMP if I lose the ray tracing or accept lows in FPS of 30 with some stutter at new cell load but I will admit I am spoiled and it's hard to let smooth area loads and 40+ FPS everywhere go for some flowing hair, cloth, and bouncy bits.
      Lowering resolution or shadow resolution or even view distance doesn't help.
      Not even limiting the amount of HDT items I have equipped. That's not the issue
      It's how the game engine or havok is processing the data that I believe is the root of the FPS drop.

      Now maybe if the game engine could access all 10 cores of my processor we might be getting somewhere by limiting the PhysX processing to CPU in the driver (this is actually where I saw my best framerates during testing BTW).

      I still have all the files just inactive at the moment in case I want to turn the ray tracing off but that also is hard to give up once you've experienced it.

      Oh, almost forgot.
      Roads are blended roads with Pfuscher's retexture. The aspen leaves I believe are Hi poly project riften dock leaves but could be part of Aspens Ablaze.
      Also highly possible it's No Grass In Objects doing it's thing. Depends on if the fallen Aspen leaves are considered grass or not when generating.
    2. gurleygirl
      gurleygirl
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      OK, thanks for the insight.
      Clearly you have done an extraordinary amount of work on the subject.
      I gave myself a new system for Christmas :) which include a NVidia brand 3090 (what a monster LOL) and AMD 5900X.
      I also got a new gaming monitor but it's just 2560 x 1440 so I'm not having any problems with SMP physics so far.
      I've been running an old Asus TN monitor for a long time (too long) and it's amazing how much more crystal clear (not washed out) and vibrant it is compared to the old TN monitor.
      Anyone your game looks totally awesome with all the character bouncing and I absolutely agree with your compromises.
      Best wishes to you and yours.
      Happy Holidays!!
    3. Nicoroshi
      Nicoroshi
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      Sounds like you got a beast of your own.
      congrats on the new system.
      considering from everything I have read (and I research a lot) that HDT-SMP is mostly CPU intensive calculating per triangle collisions between meshes that have LOTs of vertices like hair.
      The CBP and CBPE are working with spheres reducing the amount of calculations needed but also the accuracy of the physics rendered.
      It is quite possible that the AMD processor is more capable of computing those (well faster anyway) than the i9 10850 in my beast.

      I could add CBP or CBPE and still have a decent frame rate but what I really enjoy is the hair and cloth physics of SMP.

      All boils down to the size of the cup and what you decide to fill it with (spend resources on).

      If I dumped the ENB I could have SMP with the ray tracing but love the effects of ENB too much to part with.

      Enough ramble.
      Enjoy filling that cup up.
      You have a monster of a system capable of great things.