http://www.tesnexus.com/downloads/file.php?id=26348Changes:
- Exp fog back in action
- Most alphas (leaves and stuff) should render properly against the sky when using MW/MGE blending
- Shadows should be more stable when looking around
- Water ripples should no longer flicker
- SSAO fast half-res shader added
- Included SSAO shaders have some bias changes to reduce artifacts on landscape meshes
- Performance adjustments on heavy shaders
Please test alternate grass rendering, bind a key to toggle grass. Instead of disabling grass it will switch to alternate rendering. Just compare fps and report CPU/graphics card and fps difference. Don't be surprised if it's slower.
Please discuss all the things I've asked about in my previous posts, and could someone make a video of the underwater surface?
I can confirm the HDD thrashing issue also. I've a pretty fast drive, so it's only a few seconds, but - noticeably there. Presumably on exterior cell change. One can stand at a cell border and inch back and forth across the line - each crossing brings on a new bout of thrashing.
The exp. fog is working, but it suffers from an issue that phal recently fixed in his latest test build. Quoting here:
Spoiler
Also as the exp fog creates some visual weirdness on foggy days, is it possible to use the ASL effect with the normal fogging algorithm?
(...)
It's possible, with some edits in the InGame.fx file. But hopefully I will be able to make the seam invisible.
I've noticed that direct3D itself has an option to use exponential fog, instead of linear fog. This way I can tell MW to use exp. fog as well. First tests looked quite well, with the seam being nearly not visible, even on foggy weather. Fog color can still differ between MW and MGE, but hopefully not as noticeable. The only drawback with this exponential fogging is that the fog start range is restricted to zero, which basically is physically correct. However, some might want the fog to look artificially denser by setting the fog start range to a negative value, which is exactly what the 'Fog offset' setting in MGEgui's weather setting does. The only way to increase the fog density now is to decrease fog range.
Huge success with the alphas-against-sky rendering. Solved every issue I'd noticed to date. Thanks!
I think I notice some more stability in the shadows when looking / moving. Still a wobble there, but it's minor.
Tried out the alternate grass rendering - FPS fluctuation varied from minor (17 to 16) to significant (45 to 32) depending on scene. Distant grass doesn't render quite as far out with alt. rendering. The animation itself looks a bit better - I'm not seeing instances of erratic movement (e.g., moving in one direction quickly followed by sharp, unnatural move in opposite direction) with the alt. rendering.
A little weirdness with underwater shadowing in the distance - tried to capture in a screenshot - it's most visible on the right side: http://yfrog.com/ncmgescreenshot001j.
All in all this was an extremely impressive update. Thank you.