Skyrim Se Depth Of Field

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Apr 09, 2016 Hi everybody, I use K-ENB with performance version for the moment, I like it so much but. The depth of field isnt enough strong for me, Do you know I can add more blur at 15-20 meter from my character because for the moment I can see the details on distance and they arent very beautiful. Published ENBSeries 0.452 for TES Skyrim SE. Improved quality of screen space reflection. Forced it to be computed only for water to avoid game visual bugs for non water objects, especially interiors. Added parameter to disable reflections for interiors. Increased quality of ambient occlusion.

This question has been asked so many times and yet rarely will you see a comprehensive and thorough explanation between all the different versions of Skyrim that there are today. In the video above I will talk you through the differences, but in case that you prefer to read at your own pace here is a written guide as well.

It's not that there are a dozen Skyrim editions or so, it's just that Bethesda has somehow managed to make it very hard to understand the differences between them, for those who are just now coming into contact with any of them. Players need to know what they're buying and what's the better product.

Let's start in a chronological way, it's the easiest way really.

Contents

In the Beginning

There was ‘just‘ Skyrim. The base game launched on November 11, 2011 and was a buggy mess. Although it is easily one of the most critically acclaimed games of all time, let's not forget just how crash-prone and full of bugs it was.

Shortly after, the first DLC came out – Dawnguard. Then Hearthfire and finally Dragonborn. And that was it.

Skyrim LE (Legendary Edition)

On June 4th 2013 the LE version was released and it was simply a packaged version of the game containing all 3 official DLCs as well as additions such as:

  • Mounted combat
  • Combat cameras
  • Legendary difficulty mode
  • Legendary skills (you can master every perk and level up all your skill trees)

So essentially it was a ‘package‘ that included everything up to that point and you could just buy it and have ‘everything‘ installed at once. That's still basically the ‘base‘ game of Skyrim + other goodies that came after it.

This version is what is playable on Xbox 360 and Playstation 3.

Skyrim SE (Special Edition)

During 2016, Bethesda announced a remastered version of Skyrim. Hence the confusion a lot of players had between ‘Skyrim Remastered‘ and ‘Skyrim Special Edition‘ – which is basically the same game with two different names players used interchangeably.

This version of the game was met with a lot of criticism from players who already paid for the game previously and all DLCs in one way or the other. So Bethesda allowed everyone who owned LE to automatically acquire SE at no additional cost up until a certain point, via STEAM.

Skyrim SE is basically a much better version of Skyrim, no matter what someone else tells you. It features everything that LE does, as well as:

  • 64bit engine
  • Remastered graphics & effects
  • Volumetric god rays
  • Dynamic depth of field
  • Screen-space reflections
  • New water and snow shaders
  • The ability to play PC mods on consoles (most important for many)

However, this is NOT the reason why Skyrim SE is so important today in 2020. The reason why it's so important is because all the major upcoming mods are developed for it, almost exclusively.

It used to be when it first came out (and a year or two after) that players would not want to buy it BECAUSE all of the major mods were for LE and SE was a mod desert so to speak, but now the reverse is true. Mod authors are embracing a better game engine that provides far more resources and stability for their work.

So before we go into mods (which is pretty much what keeps this game alive today), let's recap quickly.

Who Should Buy LE or SE?

Owners of the previous, or second previous if you count the latest upcoming consoles, should get LE. This means Playstation 3 & Xbox 360.

If you're on Xbox One or PS4, then SE is your game.

Everyone else on PC who never got into modding Skyrim should go with SE since the price difference is less than 10% and there is no question about the performance & stability gains SE brings to the table plus future mod support.

There are also promotions and game marketplaces where you can often get the game for around $10 – $15.

Skyrim Mods (LE & SE)

Bethesda has basically updated its game for the newest consoles at the time (Xbox One & PS4) and given players the ability to finally utilize mods on them. There were certain limitations of course, but things have changed.

On PC is where modding truly shines. However, do not ever pay for mods because all the best mods are hosted outside of Bethesda's Official Creation Kit.

I have never paid a cent for a mod that I've installed, and I've installed hundreds of them.

In fact, modding Skyrim became sort of a hobby of mine.

So where do all the best mods come from?

Nexus Mods

This website is a platform for mod authors to publish their game mods covering hundreds of different games these days.

Nexus Mods is THE place to be. Skyrim LE & SE are the two most popular games on the website and most of the mods are released for those two. New games are added weekly and chances are there might be some super cool mods for some other game(s) you're playing as well.

Call of duty 4 servers. If you want to get started with modding Skyrim yourself, I suggest you add to your Youtube library my Skyrim SE Playlist and watch all of the videos in there to help you get started.

I always keep in mind that total beginners need a lot of help and hand holding so I answer ALL questions in the comments as well as take requests to make new videos and content to help clarify whatever it is that needs clarifying. So after watching my videos, please do feel free to comment on them and ask about whatever might be unclear to you.

Modding Skyrim is so fun, I don't want anyone to miss out on it if they've got the time to acquire the basic skills to do it.

The game is quite unrecognizable after some of the most important mods are added to it. And not to mention how much new content is available, just take a look for example at Beyond Skyrim Bruma (the same authors are working on many new ones right now). And there are so many more!

Final Thoughts & Wrapping Up

Skyrim SE is a fantastic upgrade if you're like me and you never bought any of the previous versions. As I mentioned before, if you want to buy any of these games @ huge discounts (whether PC or console), use a gaming marketplace to save some cash.

You will save a lot of money in the long run.

What's Next?

Want to know more about Skyrim SE (Special Edition) & Mods? Check out my other Skyrim SE Guides & Skyrim SE Playlist on Youtube.

Don't forget to subscribe and turn on the bell icon for more.

Advanced Depth of Field for TES Skyrim, TES Skyrim Special Edition and Fallout 4

Hey there!
Need some slight Depth of Field for gameplay, or are you the screenarcher who tortures the videocard with 4K,5K resolutions and need some nifty bokeh shapes to emphasise your perfect shot you've been setting up for half an hour? Say no more! This Depth of Field shader can do all that. Even though the size and feature set might be a tiny bit intimidating at first, you'll see that it's actually easy to get used to and even if you just want a bit blur in your scene, you can use conservative settings and get what you want without sacrificing a lot of FPS.
Skyrim Se Depth Of Field

Highly recommended video to get started with this shader plugin, thanks to tapioks:

FEATURES
  • Autofocus for gameplay
  • Manual focus for perfect shots when automated focus detection doesn't really cut it
  • Tilt Shift for some cool and alternative scenes
  • Chromatic aberration, also featuring a new innovative algorithm for no performance cost
  • Numerous shape controls for easy recreation of any bokeh shape seen in movies of photographs
  • Bokeh shape preview overlay so you can directly see how one arbitrary control affects your bokeh
  • Smoothing of bokeh shape, improved over regular gaussian blur
  • On-the-fly option to render in a lower resolution, making even wide and high quality blur easy on hardware and framerate
  • Optional switch to make perceived blur width coherent on different resolutions, so users of your ENB have the same experience as you do
  • Screen-Space Ambient Obscurance as a placeholder for the ENBSeries SSAO that may or may not be implemented into SSE ENB in the future.

DOWNLOAD

3.0 - 1.11.17 - sse/f4________________ 3.0DX9 - 16.02.18 - oldrim
2.1f - 19.03.17 - sse/f4
1.51- 22.12.16 - sse/f4
1.5- 22.12.16 - sse/f4
1.41- 17.12.16 - sse/f4
1.4 - 17.12.16 - sse/f4
1.3b - 3.12.16 - sse/f4
1.2 - 13.11.16 - sse/f4
1.1 - 4.11.16 - sse/f4
1.0 - 3.11.16 - sse/f4

CHANGELOG
2.1f: add SSAO, add second post blur variant (bokeh blur second instance instead of gaussian), add sharpening (matso code), various code improvements (read: I don't remember what I did but it surely had its purpose), improve inline documentation
1.51: fix bug with chroma order 1, 5 and 6 using derivative chromatic aberration
1.5: add new chromatic aberration mode that should perform almost as well as old one at no fps cost (shape chroma mode now switches between the 2 modes, the color shifts are now controlled by shape chroma order), fix bug with Tilt Shift, added bokeh flicker reducer (timothy lottes, crytek mixed), modify shape preview for higher performance and better compatibility with future updates, code cleanups

Skyrim Se Depth Of Field Lines

1.41: fixed bug with preview window, modified functionality to enable it with GUI.
1.4: fix bug with tilt shift + postblur, add preview window for bokeh shape, add second mask mode, add option to make blur width independt from screen size (FHD -> DSR no longer changes perceived blur width), add autofocus smoothing (correct-ish, recursive function can never be fixed fully), changed functionality of fADOF_InfiniteFocus, various code restructures and improvements to improve performance, modify default file for plug&play gameplay config instead of crazy test values
1.3: add tilt shift
Field

Highly recommended video to get started with this shader plugin, thanks to tapioks:

FEATURES
  • Autofocus for gameplay
  • Manual focus for perfect shots when automated focus detection doesn't really cut it
  • Tilt Shift for some cool and alternative scenes
  • Chromatic aberration, also featuring a new innovative algorithm for no performance cost
  • Numerous shape controls for easy recreation of any bokeh shape seen in movies of photographs
  • Bokeh shape preview overlay so you can directly see how one arbitrary control affects your bokeh
  • Smoothing of bokeh shape, improved over regular gaussian blur
  • On-the-fly option to render in a lower resolution, making even wide and high quality blur easy on hardware and framerate
  • Optional switch to make perceived blur width coherent on different resolutions, so users of your ENB have the same experience as you do
  • Screen-Space Ambient Obscurance as a placeholder for the ENBSeries SSAO that may or may not be implemented into SSE ENB in the future.

DOWNLOAD

3.0 - 1.11.17 - sse/f4________________ 3.0DX9 - 16.02.18 - oldrim
2.1f - 19.03.17 - sse/f4
1.51- 22.12.16 - sse/f4
1.5- 22.12.16 - sse/f4
1.41- 17.12.16 - sse/f4
1.4 - 17.12.16 - sse/f4
1.3b - 3.12.16 - sse/f4
1.2 - 13.11.16 - sse/f4
1.1 - 4.11.16 - sse/f4
1.0 - 3.11.16 - sse/f4

CHANGELOG
2.1f: add SSAO, add second post blur variant (bokeh blur second instance instead of gaussian), add sharpening (matso code), various code improvements (read: I don't remember what I did but it surely had its purpose), improve inline documentation
1.51: fix bug with chroma order 1, 5 and 6 using derivative chromatic aberration
1.5: add new chromatic aberration mode that should perform almost as well as old one at no fps cost (shape chroma mode now switches between the 2 modes, the color shifts are now controlled by shape chroma order), fix bug with Tilt Shift, added bokeh flicker reducer (timothy lottes, crytek mixed), modify shape preview for higher performance and better compatibility with future updates, code cleanups

Skyrim Se Depth Of Field Lines

1.41: fixed bug with preview window, modified functionality to enable it with GUI.
1.4: fix bug with tilt shift + postblur, add preview window for bokeh shape, add second mask mode, add option to make blur width independt from screen size (FHD -> DSR no longer changes perceived blur width), add autofocus smoothing (correct-ish, recursive function can never be fixed fully), changed functionality of fADOF_InfiniteFocus, various code restructures and improvements to improve performance, modify default file for plug&play gameplay config instead of crazy test values
1.3: add tilt shift
1.2: readd shape weight, add shape chroma with a different algorithm, modify bokeh blur algorithm for higher performance
1.1: readd various features of ReShade equivalent, add UI vars
1.0: initial release
UI VARS DOCUMENTATION
  • FocusMode 0 (gp65cj042/McFly modified) Parameters (hidden for FocusMode 1)
    • Autofocus (Enable Autofocus 1)
      • Enable Autofocus: Enables automated focus detection by taking the depth of Autofocus sample center into consideration.
      • Autofocus sample center: The Autofocus checks the depth at this point to determine what you're looking at to blur everything what you're not looking at.
      • Autofocus sample count: Amount of additional points around the sample center for a more coherent focus depth detection. Just like 1 pixel is not very meaningful for the average color onscreen, autofocus needs to take more samples than 1.
      • Autofocus sample radius: The distance of the additional samples around the sample center.
      Example:
    • Manual focus (Enable Autofocus 0)
      • Manual focus depth: the distance of the focus plane. 0.0 equals camera, 1.0 equals sky. Lower values move focused area closer to player.
    • (both manual & auto)
      • Near blur curve: curve of blur of near blur area (area closer to camera than focus).
      • Far blur curve: curve of blur of far blur area (area behind focus plane).
      • Near blur mult: multiplier of blur of near blur area (area closer to camera than focus).
      • Far blur mult: multiplier of blur of far blur area (area behind focus plane).
      • Infinite depth distance: Parameter to make DoF effects cut off early. Everything larger than that is considered as 'infinitely far away', hence not triggering any autofocus or anything. If set to 1.0 (no effect), DoF will react to focus changes from a mountain to the sky (which in real life have no effect on your eye). Setting it to 0.1 or lower and using autofocus, your image will be not blurred except you're very close to an object. Good for gameplay.
  • FocusMode 1 (Tilt Shift) Parameters (hidden for FocusMode 0)
    • Tilt Shift Axis Position: Position of TS axis (blur increases perpendiculary to axis).
    • Tilt Shift Focus Width: Size of the area around the axis with no blur.
    • Tilt Shift Axis Rotation: Rotation of TS axis. 0 deg means horizontal axis, 90 deg means vertical (axis pos will move axis left/right then).
    • Tilt Shift Blur Curve: Curve of TS blur.
  • Bokeh Blur & Shape Parameters
    • Bokeh Intensity: The intensity of the bokeh effect. with 1.0, the DoF looks like gaussian. Note that higher values make DoF more temporally unstable (flickering for low AA-ed areas)
    • Enable Bokeh shape preview window: This shows a small window on the bottom right corner of your screen that directly shows how your bokeh shape looks like.
    • Bokeh shape max size: The overall blur intensity control of the DoF. If bADOF_BlurDependingOnPixelSize 1 in fx file, this parameter directly maps to the maximum blur radius in pixels the DoF will produce for areas completely out of focus.
    • Bokeh shape vertices: Amount of vertices of the DoF shape (5 => Pentagon, 6 => Hexagon and so on).
    • Bokeh shape quality: Amount of samples for the bokeh shape, higher means sharper bokeh shape but less performance. Raise until you see no difference between increments.
      Example:
    • Bokeh shape curvature: Deforms the polygon into circle (curvature 1) or star shape (curvature -1).
      Example:
    • Bokeh shape rotation: Angle of rotation of the bokeh shape.
    • Bokeh shape aspect ratio: This controls the width of the bokeh shape. ratio = 0 deforms bokeh shape to vertical line.
    • Bokeh Shape Weight Parameters (hidden if Shape Weight is disabled)
      • Bokeh shape weight curve: Curve of the bokeh weighting (donut effect). Higher values expand the dark area inside the bokeh shape. Test value in preview window.
      • Bokeh shape weight amount: Amount of the bokeh weighting (donut effect). Higher values make the darkening inside the bokeh shape more intensive. Test value in preview window.
      • Example:[img]http://abload.de/img/weightgqs98.png[/img]
    • Other Parameters
      • Shape chroma amount: ONLY SHOWS UP IF CA IS ENABLED IN FX FILE! Amount of color shift of the bokeh shape caused by chromatic aberration (color effect on the outside of the bokeh shape).
      • Blur render res mult: Scale of the bokeh blur. 0.5 means the bokeh blur is rendered in half the X Y resolution, which means only 1/4 of the fullres pixels are processed. Works exactly like ENB AO control 'SizeScale'. HUGE performance benefit.
      • Gaussian postblur width: Blur width of the small-scale gaussian blur after the main bokeh blur to make the shape a bit sharper and hide undersampling artifacts.
[/list]
SCREENSHOTS

Skyrim Se Depth Of Field Chart






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