Skyrim Reloaded - SKGE

Post » Sat Jun 04, 2016 12:42 am

Skyrim Reloaded


based on Oblivion Reloaded


totally extended and implemented by Alenet




Download: http://www.nexusmods.com/skyrim/mods/75954

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Tai Scott
 
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Post » Fri Jun 03, 2016 4:05 pm

Is there a performance difference between provided SKGE SMAA and ENB SMAA?

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RUby DIaz
 
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Post » Fri Jun 03, 2016 2:52 pm

I think it is the same effect. SMAA is a "standard" technique. The main difference between SR and ENB is the core (so they way in which SR applies the effects) so the performance are better in SR because SR uses/modifies the Bethesda Creation Engine. It is fully integrated in the game like if it was born in that way. ENB works on the directx device, so it needs a lot of workarounds to make its effect to work. This requires more resources because it is a sort of "external" thing.

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Sarah MacLeod
 
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Post » Fri Jun 03, 2016 6:35 pm

Cool. I decided to re-install Skyrim and use SKGE in my next game when I read http://afkmods.iguanadons.net/index.php?/topic/4472-skyrim-skyrim-reloaded-skge-obge-has-evolved/ on AFK Mods. :D

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Katharine Newton
 
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Post » Fri Jun 03, 2016 5:52 pm

Maybe silly question, but does this do anything for the shadows in Skyrim or is that something still planned for later?

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Tha King o Geekz
 
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Post » Fri Jun 03, 2016 11:36 pm

I will rewrite the shadow shaders to try to avoid the "squared" shadows. I think the main "problem" is always the fact that Skyrim (like Oblivion) is a game mainly for the Xbox console, so Bethesda searches the performance. I will try to gain the graphics quality in Skyrim like for Oblivion because we haven't performance problem on PCs. Basically the Creation Engine is very similar to the Gamebryo Engine. The main difference is that the CE is faster and "lighter" but the pipeline is pretty the same. The main Oblivion "problems" were not related to the graphics engine but to the scripting method and the resources management; in fact Skyrim uses the papyrus, overcoming the old limitations, and has a different heap management (this makes the game more stable and smoother).



SR engine is already able to inject/replace the shaders (like OR) but i haven't decompiled (yet) the vanilla shaders to modify them (i extracted the shaders from the shaders001.fxp but i have to disassemble and decompile them). The vanilla shaders' reverse engeneering in Oblivion was made by Ethatron. Ethatron is a great shader developer while i am a code developer, so he would be a great contributor but unluckly he left and the "OBGE team" too. I am the only active developer. Sometimes i am able to speak with shademe but he also is "semi-retired".


I implemented a lot the OBSE (the "new" OBSE is on my github repos and shademe has the new version; probably a new OBSE is coming) to manage the pipeline. I am doing the same in the SKSE but much time is required because the SKSE is very underdeveloped compared to the OBSE, so the starting point is different. But i think i can make lot of things step by step.



Shadow shaders added to the workflow.

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Spencey!
 
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Post » Fri Jun 03, 2016 3:31 pm

shademe is such a boss. I hope he is doing well.

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james reed
 
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