天际VR - 高保真ENB由SGS

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在3DM Mod站下载上古卷轴5:重置版最新的天际VR - 高保真ENB由SGS Mod,由SGS制作。ericgao在我们的平台上分享了这个免费且高质量的游戏模组,让玩家们可以享受到更加丰富的游戏体验。快来3DM Mod站下载并尝试吧!

详细介绍

Mod作者: SGS Mod版本: 1.0 Mod大小: 79.1 KB 更新时间: 2019-07-17 02:50:35 发布时间: 2019-07-17 02:50:35

详细说明

SkyRIM VR-SGS的高可靠性ENB


该ENB的主要目标是逼真、高性能和视觉保真度。着色器代码是从零开始编写和优化的虚拟现实,所有的处理都是在一次通过,以尽量减少fps损失。它适用于天空虚拟现实适当的调色,以及调整光的水平,以增加现实主义。

它所做的:
它解决了Skyrim渲染管道中最突出的问题之一,这就是色调映射器,它应用了一些锐化,并使夜晚变得现实地黑暗。Skyrim的色调映射器非常糟糕,高光和黑色的层次被完全吹灭了,高光的饱和度和着色也被关闭了。我把Skyrim的音调映射器换成了Uncharted 2中使用的一个,它是由来自淘气狗的JohnHable开发的。多年来,我一直在多个项目上使用Uncharted2的音调映射器,在我看来,它提供了一些最好的结果,而且性能友好。您可以在这里获得更多关于它和音调映射的信息:http://filmicworlds.com/blog/filmic-tonemapping-operators/或者在这里看GDC的演讲:https://www.gdcvault.com/play/1012351/Uncharted-2-HDR..我应用了一些简单的锐化使用Sobel过滤器,使图像弹出更多,这将增加一些别名,所以这是一个比较好的选择。我建议将Skyrim的TAAHF设置为6,不要改变SkyRIM的TAA锐利设置。您可以通过拔出控制台并输入“TAAHF 6”来实现这一点,或者您可以不使用它,并在ENB设置中增加锐化值。这最后一件事是天边的夜晚。即使有了天气模式,它们也是不切实际的明亮,这也可以与其他更暗的夜晚类似的MODS进行修复,但其中大部分都会引发其他问题,因为Skyrim的引擎设计并不能很好地处理黑暗区域。很多时候,使灯光变暗会导致某些东西有不正确的光线水平,如发光的水或草。通过后处理使图像变暗也只会带你走这么远,因为它也会使本应像光源一样明亮的东西变暗。因此,ENB做了一些两者,它减少了环境和直接照明一点在夜间,它还调整色调映射曲线,以使事情更黑暗,同时仍然保持明亮的灯光。白天/晚上的时间间隔是可选的(默认情况下是启用的),所以如果你想保持你的夜晚超级明亮,或者你已经使用了一个模块,所以你可以禁用它。

它做不到的事:
这个ENB并没有添加额外的效果,像环境遮挡或开花,事实上,我完全去除了花和眼睛适应。环境遮挡在VR中不能很好地工作。环境遮挡需要多次渲染通过和一吨纹理读取正确进行,这使它的性能饥饿,并将坦克你的帧速率。正常情况下,在2d游戏中,环境遮挡以分辨率的一半或四分之一呈现,样本被抖动,然后模糊。这可能在显示器上看起来很好,但在虚拟现实中,混叠会分散注意力,当你转过头时,抖动的样本会“游”过来。如果您有多余的性能,并且不介意额外的工件,请随意启用周围的遮挡。我禁用了它,因为它真的是不需要的,大多数HMD的菲涅尔镜片实际上应用了一点水华。加入布卢姆也会把最终的图像弄混一点,这与我在VR中想要的正好相反。不使用Bloch也会节省一些性能。我去除了眼睛适应,因为它在虚拟现实中是不需要的。您的眼睛是完全关闭周围的光线,同时穿着HMD,并将自然调整到光的水平,它发出。不使用眼睛适应也节省了一些性能。这种ENB也不会从根本上改变颜色。我试着保持光线的水平,颜色和饱和度尽可能接近香草。

业绩:
我完全从零开始编写着色器,以使它的性能尽可能友好。所有的一切都是在一次通过在效果良好的着色器。使用多道次是大多数ENB坦克在虚拟现实中性能的原因之一。我已经移动了所有的计算,我可以到顶点着色器,并删除所有条件,也影响性能。在我的980 ti启用这个enb增加了大约1-2毫秒到我的帧时间,这是非常值得的成本考虑的好处。

兼容性:
这应该是兼容任何天气模式,在虚拟现实看起来很好(其中很多并不是由于一些缺少的效果,如体积照明),以及任何照明MODS,因为它主要是应用适当的色调映射,而不是调整任何颜色。话虽如此,我已经调整了它,使其看起来最好使用黑石天气,增强灯和外汇和ELFX增强器。因此,我建议使用相同的组合,以获得最佳效果。人们也测试了Ele和重新启用Skyrim,所以这些也是可行的选择。

OLED与LCD版本:
最初的1.0版本的ENB配置文件被校准,用于宏达电Vive和其他基于OLED的HMD。更新的v2.0是校准阀门指数,Oculus裂谷S,和其他LCD HMD。如果你想要的话,你可以在OLED HMD上使用V2.0版本,但是你可能想要调整设置,使它更深一点,以利用OLED的黑色水平。我不再有一个基于OLED的HMD,所以我将不再更新1.0的配置文件。

对于lcd面板的v2.0,我对我原来的着色器代码做了一些修改,对它进行了更多的优化,并对环境照明和调色器做了几处调整。总的来说,我调整了曝光和曲线,以提供更大的对比度和饱和度,以弥补显示器的差异。最大的变化是室内照明和夜晚,因为与OLED相比,LCD上的黑色水平相当差。

我通过调整曝光和调色曲线来照亮内部,并通过将环境照明的数量从1减少到.25来抵消这一点。这使得光源更加明亮,使灯光表现得更逼真,并使黑层感觉更暗。我避免了漆黑的区域,因为他们看起来灰色的液晶显示器,你仍然能够作出非常模糊的细节,在地区几乎是漆黑。它的缺点之一是,草只受周围光线的影响,所以如果附近有光源,它就会看起来很黑。幸运的是,除了最初的虚拟现实空间之外,游戏中没有太多的地方有草。这是Skyrim引擎的一个限制。

与室内不同的是,夜间的照明通常是相当均匀的,所以你不能提供光和暗区域之间的对比,你也不能调整周围的照明而不让草和其他物体看不见。因此,在晚上,我提高了整体曝光率,并调整脚趾的强度,使黑暗区域更加明确。我使用了一个查找表来应用一些颜色分级来更好地模拟黑暗,它基本上将淡蓝色调应用于较暗的区域,而将橙色的色调应用于光源。颜色分级完全可以在ENB面板的效果部分进行调整或禁用。

比较镜头:
左边是香草色的,右边是带ENB的。有一个分隔符可以来回拖动以比较结果,这取决于您的连接,屏幕截图可能需要花一秒钟的时间来加载。屏幕截图的差异看起来很微妙,但我向你保证,在虚拟现实中,这一点要明显得多。夜间拍摄的差别将是非常明显的。在其他照片中,比较高光和较暗的区域。没有ENB的高光会被压碎,并有一个奇怪的颜色。更深的区域压碎了香草的黑色水平,但使用ENB,你可以看到细节,而不是它实际上照亮了图像。总的来说,每件事看起来都更清晰、更清晰,这在虚拟现实中产生了巨大的不同。(所有这些截图都是用v1.0配置文件制作的)
https://cdn.knightlab.com/libs/juxtapose/latest/embed/index.html?uid=c6d7746c-6ae9-11e9-8106-0edaf8f81e27
https://cdn.knightlab.com/libs/juxtapose/latest/embed/index.html?uid=0a33f2e8-6aeb-11e9-8106-0edaf8f81e27
https://cdn.knightlab.com/libs/juxtapose/latest/embed/index.html?uid=d22ac356-6ae8-11e9-8106-0edaf8f81e27
https://cdn.knightlab.com/libs/juxtapose/latest/embed/index.html?uid=f40c1bbc-6aea-11e9-8106-0edaf8f81e27
https://cdn.knightlab.com/libs/juxtapose/latest/embed/index.html?uid=e9b54cf8-6ae8-11e9-8106-0edaf8f81e27
https://cdn.knightlab.com/libs/juxtapose/latest/embed/index.html?uid=ff1bd012-6ae8-11e9-8106-0edaf8f81e27
https://cdn.knightlab.com/libs/juxtapose/latest/embed/index.html?uid=158e702a-6ae9-11e9-8106-0edaf8f81e27
https://cdn.knightlab.com/libs/juxtapose/latest/embed/index.html?uid=6a561a58-6aea-11e9-8106-0edaf8f81e27
https://cdn.knightlab.com/libs/juxtapose/latest/embed/index.html?uid=25888858-6ae9-11e9-8106-0edaf8f81e27
https://cdn.knightlab.com/libs/juxtapose/latest/embed/index.html?uid=332f0c22-6aec-11e9-8106-0edaf8f81e27
https://cdn.knightlab.com/libs/juxtapose/latest/embed/index.html?uid=39bbbff2-6ae9-11e9-8106-0edaf8f81e27
https://cdn.knightlab.com/libs/juxtapose/latest/embed/index.html?uid=4ca2199a-6ae9-11e9-8106-0edaf8f81e27
https://cdn.knightlab.com/libs/juxtapose/latest/embed/index.html?uid=0c0a85d8-6aea-11e9-8106-0edaf8f81e27
https://cdn.knightlab.com/libs/juxtapose/latest/embed/index.html?uid=3700c75c-6aea-11e9-8106-0edaf8f81e27
https://cdn.knightlab.com/libs/juxtapose/latest/embed/index.html?uid=bd861a16-6aea-11e9-8106-0edaf8f81e27

定制:

有些人喜欢他们的天空,他们的天空过于饱和盛开,另一些人喜欢它的凄凉和黑暗。你无法让人人都高兴。ENB很容易定制,所有的调色设置都在Enbeffect部分。不喜欢锋利吗?把它降低到零来关闭它。太亮了?降低曝光率。对比度不够吗?调整伽马值和/或白色电平。不喜欢晚上的蓝色吗?减少LUT数量。如果你想要更多的微调,你可以调整脚趾值来调整更暗的值,线性设置来调整中间值,肩部设置来调整更亮的值。此外,您可以启用其他内置的效果,如环境遮挡和天空照明。默认设置只是一个起点,在我的设置中,这些值看起来很好,但对其他人来说可能不那么讨人喜欢。

安装:

Download ENB from http://enbdev.com/mod_tesskyrimvr_v0375.htm. Extract d3d11.dll and d3dcompiler_46e.dll from the WrapperVersion Folder into your skyrim's executable directory.

从下载网页..将enbSeries文件夹和enlocal.ini和enberies.ini文件放到Skyrim的可执行目录中。

安装天边粒子补丁为ENB。最新的版本包括一个特别的。您可以禁用.esp或删除它,它是不支持的天空虚拟现实ENB无论如何,什么也不做。http://enbseries.enbdev.com/forum/viewtopic.php?t=1499

(可选)安装黑石天气。https://www.nexusmods.com/skyrimspecialedition/mods/12125

(可选)增强灯和FX和ELFX增强器。https://www.nexusmods.com/skyrimspecialedition/mods/2424/?tab=description

(可选)我发现夜空在虚拟现实中是明亮的,尤其是在夜色变暗之后。所以我制作了星系,恒星和极光质感。使用mod管理器从可选文件中安装NightSkyBySGS.rar。

*重要*确保ENB从天边接收到合适的白天值,否则你的夜晚不会很黑。有些MODS有时会破坏这一功能。改变Skyrim的fvrScale也会破坏ENB时间的计算。如果您想要更暗的夜晚,可以将fvrScale更改为默认设置,也可以按照我发布的指示来解决这个问题:https://www.reddit.com/r/skyrimvr/comments/ayl6zh/psa_if_youre_using_enb_changing_the_fvrscale_in/

干杯!
SGS

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Skyrim VR - High Fidelity ENB by SGS


The main goals of this ENB are realism, high performance, and visual fidelity.   The shader code was written from scratch and optimized for VR, all processing is done in a single pass to minimize fps loss. It applies proper tonemapping to Skyrim VR, as well as tweaking light levels for increased realism.

What it does:
It fixes one of the most glaring issues in Skyrim's rendering pipeline, which is the tone mapper, it applies some sharpening, and makes nights realistically dark. Skyrim's tone mapper is pretty awful, highlights and black levels are completely blown out, saturation and coloring of highlights are also off. I replaced Skyrim's tone mapper with the one used in Uncharted 2 which was developed by John Hable from Naughty Dog. I've been using Uncharted 2's tone mapper on multiple projects for years and in my opinion it provides some of the best results and is performance friendly. You can get more info about it and tone mapping in general here: http://filmicworlds.com/blog/filmic-tonemapping-operators/ or watch the full GDC talk here: https://www.gdcvault.com/play/1012351/Uncharted-2-HDR . I applied some simple sharpening using a sobel filter to make the image pop a bit more, this will increase the aliaising a bit so it's a bit of a trade off. I would recommend setting Skyrim's TAA hf setting to something like .6 and don't alter Skyrim's TAA sharp setting. You can do this by pulling up the console and typing in "TAA hf .6" or you can leave it alone and increase the sharpening value in the ENB settings. The last thing that this fixes is Skyrim's nights. Even with a weather mod they're unrealistically bright, this can be sort of fixed with other mods like darker nights, but most of these cause other issues since Skyrim's engine was not designed to handle dark areas very well. A lot of times darkening the lighting will result in certain things having incorrect light levels, like glowing water or grass. Darkening the image via post processing will also only take you so far since it will also darken things that are supposed to be bright like light sources. So this ENB does a bit of both, it reduces ambient and direct lighting a bit at night and it also adjusts the tone mapping curves to make things darker while still keeping lights bright. The day/night time separation is optional (enabled by default) so if you want to keep your nights super bright or are already using a mod that does so you can disable it.

What it doesn't do:
This ENB does not add extra effects like Ambient Occlusion or Bloom, in fact i completely removed bloom and eye adaption. Ambient occlusion does not work well in VR. Ambient occlusion requires multiple rendering passes and a ton of texture reads to be done properly which makes it performance hungry and will tank your frame rate. Normally in 2d games ambient occlusion is rendered at half or a quarter of resolution, the samples are jittered and then blurred. This might look fine on a monitor but in VR the aliasing is distracting and the jittered samples "swim" around as you turn your head. If you've got performance to spare and don't mind the extra artifacts feel free to enable ambient occlusion. I disabled bloom because it's really not needed, the fresnel lenses of most HMDs actually apply a bit of bloom. Adding bloom also muddies up the final image a bit, which is the opposite of what i want in VR. Not using bloom also saves a bit of performance. I removed eye adaptation because it's not needed in VR. Your eyes are completely shut off from surrounding light while wearing an HMD and will naturally adjust to the light levels that it gives off. Not using eye adaptation also saves a bit of performance. This ENB also does not radically alter colors. I tried to keep the light levels, colors and saturation as close to vanilla as possible.

Performance:
I wrote the shader entirely from scratch to make it as performance friendly as possible. Everything is done in a single pass in the enbeffect shader. Using multiple passes is one of the reasons that most ENB tank performance in VR. I've moved whatever calculations i could to the vertex shader and removed all conditionals which also affect performance. On my 980ti enabling this enb adds about 1-2 ms to my frame timings which is well worth the cost considering the benefits

Compatibility:
This should be compatible with any weather mod that looks good in VR (a lot of them don't due to some missing effects like volumetric lighting), as well as any lighting mods since it's mainly applying proper tone mapping and not tweaking any colors. That being said, I've tweaked it to look the best using Obsidian Weather, Enhanced Lights and FX and ELFX Enhancer. So i'd recommend using the same combo for best results.  People have also tested it with ELE and Relighting Skyrim, so those are also viable options.

OLED vs LCD Versions:
The original v1.0 of the ENB Profile was calibrated for use with the HTC Vive and other OLED based HMDs.  The newer v2.0 is calibrated for the Valve Index, Oculus Rift S, and other LCD HMDs. You can use the v2.0 version on a OLED HMD if you want but you'll probably want to adjust the settings to make it a bit darker to take advantage of the OLED black levels.  I no longer have a OLED based HMD so i won't be updating the v1.0 profile anymore.

For v2.0 for LCD panels, I made a few changes to my original shader code, optimized it some more, and made several tweaks to environmental lighting and the tonemapper. Overall, I adjusted the exposure and curves to provide greater contrast and saturation to make up for differences in the displays. The biggest changes were to interior lighting and nights since since the black levels on LCDs are pretty poor when compared to OLED.

I brightened up interiors by adjusting the exposure and tonemapping curves and offset this by reducing the amount of ambient lighting from 1 to .25. This makes light sources brighter, makes lighting behave more realistically and makes the black levels perceptually darker. I avoided pitch black areas since they look grey on a LCD, you'll still be able to make out very faint details in areas that are almost pitch black. One of the downsides to this is that grass is only affected by ambient lighting, so it'll look black if there's a nearby light sources, fortunately there aren't very many areas in the game with grass in the interiors apart from the initial VR room. This is a limitation in Skyrim's engine.

Unlike interiors, night's are generally pretty uniform in lighting, so you can't provide contrast between light and dark areas, you also can't tweak the ambient lighting to much without making grass and other objects looks off. So for the nights I boosted the overall exposure and adjust the toe strength to make dark areas more defined. I used a Look up Table to apply some color grading to simulate darkness better, it basically applies a faint bluish tint to darker areas and a orange hue to light sources. The color grading can be adjusted or disabled entirely in the enbeffect section of the enb panels.

Comparison Shots:
Left side is vanilla, right side is with the ENB on. There's a divider that you can drag back and forth to compare the results, depending on your connection the screenshots might take a sec to load. The difference in the screen shots will look subtle but i assure you that in VR it's far more noticeable. The difference in the night time shots will be pretty obvious. In the other shots compare the highlights and darker areas. Without the ENB highlights get crushed and have a weird coloration to them. Darker areas have crushed black levels in vanilla but with the ENB you can see details without it actually brightening the image. Overall everything looks a lot crisper and clearer which makes a huge difference in VR.  (All of these screenshots were made with the v1.0 Profile)
https://cdn.knightlab.com/libs/juxtapose/latest/embed/index.html?uid=c6d7746c-6ae9-11e9-8106-0edaf8f81e27
https://cdn.knightlab.com/libs/juxtapose/latest/embed/index.html?uid=0a33f2e8-6aeb-11e9-8106-0edaf8f81e27
https://cdn.knightlab.com/libs/juxtapose/latest/embed/index.html?uid=d22ac356-6ae8-11e9-8106-0edaf8f81e27
https://cdn.knightlab.com/libs/juxtapose/latest/embed/index.html?uid=f40c1bbc-6aea-11e9-8106-0edaf8f81e27
https://cdn.knightlab.com/libs/juxtapose/latest/embed/index.html?uid=e9b54cf8-6ae8-11e9-8106-0edaf8f81e27
https://cdn.knightlab.com/libs/juxtapose/latest/embed/index.html?uid=ff1bd012-6ae8-11e9-8106-0edaf8f81e27
https://cdn.knightlab.com/libs/juxtapose/latest/embed/index.html?uid=158e702a-6ae9-11e9-8106-0edaf8f81e27
https://cdn.knightlab.com/libs/juxtapose/latest/embed/index.html?uid=6a561a58-6aea-11e9-8106-0edaf8f81e27
https://cdn.knightlab.com/libs/juxtapose/latest/embed/index.html?uid=25888858-6ae9-11e9-8106-0edaf8f81e27
https://cdn.knightlab.com/libs/juxtapose/latest/embed/index.html?uid=332f0c22-6aec-11e9-8106-0edaf8f81e27
https://cdn.knightlab.com/libs/juxtapose/latest/embed/index.html?uid=39bbbff2-6ae9-11e9-8106-0edaf8f81e27
https://cdn.knightlab.com/libs/juxtapose/latest/embed/index.html?uid=4ca2199a-6ae9-11e9-8106-0edaf8f81e27
https://cdn.knightlab.com/libs/juxtapose/latest/embed/index.html?uid=0c0a85d8-6aea-11e9-8106-0edaf8f81e27
https://cdn.knightlab.com/libs/juxtapose/latest/embed/index.html?uid=3700c75c-6aea-11e9-8106-0edaf8f81e27
https://cdn.knightlab.com/libs/juxtapose/latest/embed/index.html?uid=bd861a16-6aea-11e9-8106-0edaf8f81e27

Customization:

Some people like their Skyrim over saturated and full of bloom, others like it bleak and dark. You can't please everyone.  The ENB is easily customized, all the tonemapping settings are in the enbeffect section.  Don't like the sharpening? reduce it to zero to turn it off.  Too bright? Lower the exposure. Not enough contrast? Adjust the gamma, and/or white levels.  Don't like the blue tint at night? reduce the LUT amount.  If you want even more fine tuning you can tweak the toe values to tweak the darker values, linear settings to adjust the mid range, and shoulder settings to adjust the brighter values. In addition you can enable other built in effects like ambient occlusion and sky lighting. The default settings are simply a starting point, these values looked good on my setup, but might not be as pleasing to someone else.  

Installation:

Download ENB from http://enbdev.com/mod_tesskyrimvr_v0375.htm. Extract d3d11.dll and d3dcompiler_46e.dll from the WrapperVersion Folder into your skyrim's executable directory.

Download one of the two profiles from the Download Page. place the enbseries folder and enlocal.ini and enbseries.ini files into your skyrim's executable directory.

Install Skyrim particle patch for ENB. The latest version include an esp. You can disable the .esp or delete it, It's not supported by the Skyrim VR ENB anyways and does nothing. http://enbseries.enbdev.com/forum/viewtopic.php?t=1499

(Optional) Install Obsidian weathers. https://www.nexusmods.com/skyrimspecialedition/mods/12125

(Optional) Enhanced Lights and FX and ELFX Enhancer. https://www.nexusmods.com/skyrimspecialedition/mods/2424/?tab=description

(Optional) I found the night sky to be to bright in VR, especially after darkening the nights. So i made galaxy, star and aurora textures. Install the NightSkyBySGS.rar from Optional files using a mod manager.

*Important* Make sure that the enb is receiving the proper time of day values from Skyrim or your nights won't be dark.  Some mods can sometimes break this functionality. Altering Skyrim's fvrscale will also break the ENB time of day calculations. If you want darker nights, either change the fvrscale to default settings or you can follow the directions i posted to fix the issue:https://www.reddit.com/r/skyrimvr/comments/ayl6zh/psa_if_youre_using_enb_changing_the_fvrscale_in/

Cheers!
SGS


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