SKYRIM
  • written by sydney666   25 February 2013 5:24:30   22856 views   8 likes

    Changelog for 4.0.7c

    Realistic Lighting Overhaul

    4.0.7c bug fixes and optimizations report.

    Main Contributors

    - Sydney666 (Lead Dev)
    - Rgabriel15 (Testing + Optimizations)
    - deathneko11 (Testing + Exteriors)
    - MrAlaska (Testing)
    - Toshaka (Testing + TESVEDIT conflict resolution + Interiors and general cleaning)
    - Daemonui (new Dawnguard plugin)
    - arthmoor (Reporting issues with Open Cities/USKP)
    - Sharlikran (Help with TESVEDIT)

    Glossary:

    (Optimisation reports are by rgabriel15)

    First of all, this drop list below doesnt mean how much fps i lost compared to vanilla, but at what fps rate i am running on my PC, measured based on the lowest fps rate i had in the cell.

    Potential fps drop: Means i had a lowest fps rate between 40-50fps.
    Potentially critical fps drop: Means i had a lowest fps rate between 30-40fps.
    Critical fps drop: Means i had a lowest fps rate below 30fps.
    Occlusion Efficience: Means i fixed all the performance drops. You dont need to touch the place.
    Occlusion Partially Efficient: Means i improved some spots, but there are others that need shadows balance.
    Occlusion Inefficience: Means the occlusion improvement was minimal (1-2fps) or no improvement at all.

    Tests were based on my machine:

    Core 2 Quad Q8200 2.33Ghz stock
    AMD Radeon HD6850 1GB stock
    4GB DDR2 800
    Windows 7 64bits
    Catalyst 13.2 Beta 3

    OCPP (now renamed to Skyrim Project Optimization) will be supported by rgabriel15 on his own mod page with an RLO specific plugin.

    Global Bug Fixes:

    • Fixed issue with adoption loop (due to cell changes overriding Hearthfires) in Breezehome.
    • Fixed issues with doors that stopped Open Cities from working correctly. The following doors were edited and now removed from the mod: 00016607, 0009A15F, 000167FE, 000C0E2B, 0001DB52, 000252CD
    • Found numerous incorrectly linked celles to imagespace settings due to vanilla Skyrim.
    • Removed the “specialised Inn and player home lighting” and reverted back to lighting templates used by regular cells.
    • Cleaning in TESVEDIT which affected clutter that just did not need to be moved.
    • Manual cleaning in TESVEDIT to resolve a major CK bug where edits being “undone” by Ctrl-z or the undo feature in the CK were creating ITM's. Issue reported to the TESVEDIT team and also to Arthmoor. Normalized many of the imagespaces, so that they all use common settings and give the mod more consistent lighting between edited and unedited cells.
    • Lowered dungeon saturation by 28% to avoid excessive saturation of vanilla lights.
    • Increased brightness in dungeons by 42% to better aid scattered light/bounced light mechanism of RLO. Torches WILL be required inside dungeons where there are few lights. Please note due to ambient lighting by Bethesda, some interiors will seem darker/brighter than others and will be addressed in future updates.
    • Decreased direct light brightness in dungeons by 33.4%.
    • Added correct eye adaptation to all interiors. This includes Major Cities, Minor Cities and Towns and Dungeons.
    • Normalized the torch/magelight/candlelight radius and brightness to allow it to be uniform across all esp's.
    • Palace of Kings some windows upstairs had wrong emittance set
    • Changed flicker settings of all used lights
    • Fixed some lights that had a wrong color
    • Added smoke effect to open fires in interiors
    • Numerious fixes in player homes

    Changlog 4.0.7c:

    • GENERAL: fix up the height of some of the torches on doors around cities (fixed by sydney666)
    • GENERAL: torch flicker that was too rapid in embershard (fixed by toshaka)
    • RIFTEN EXTERIOR: fix flickering in riften (just reduce radius of where the flickers occur) (fixed by sydney666)
    • RIFTEN EXTERIOR: remove some of the lantern lights under arches as they cause flickering and replace with 1-2 larger lights... (fixed by sydney666)
    • RIFTEN EXTERIOR: some wrong emmitance settings in riften that caused slightly different color (fixed by deathneko11)
    • WHITERUN EXTERIOR: 1 flicker in whiterun, just left of the main entrance, past the guard house. (reduce radius?) (fixed by deathneko11)
    • RIFTEN INTERIOR: ragged flaggon main fire place is flickering (fixed by toshaka)
    • WHITERUN INTERIOR: shadow striping whiterunjail02 (fixed by toshaka)
    • WINDHELM INTERIOR: smoke effect at the fire upstairs in candlehearthhall not realistic (removed by toshaka)
    • NEW: Optional plugin so guards wont use torches in the 5 major cities (by toshaka)


    Markarth:

    Global Changes:

    Decreased Saturation by 22%
    Decreased Direct Light Brightness by 8.5%
    Increased Brightness by 19%
    Introduced better bounced lighting to the entire city.
    Introduced better lighting near NPC.
    Clean up of pseudo ITM's via TESVEDIT.
    Specific performance increases and bugs listed below.

    Specific Cell Changes:

    MarkarthNepossHouse

    Performance issues: - potential fps drop on the entrance and on the rooms looking to the center - 45-50fps

    Occlusion Efficience: Improvements of 10-30fps.

    Sydney666 : Left this area alone.

    MarkarthSilverBloodInn

    Performance issues: - potentially critical fps drop around the place looking to the center 35-40fps.

    Occlusion Ineficience!!! Need to edit shadow casters on the center, probably disable shadows.

    Shadow stripping: - theres a shadow stripping in one of the rooms.

    Sydney 666 : Fixed Striping + reduced the range of the shadow caster in the main room. Also removed 2 minor effects and a noticed a light array of 4, reducing it to 2 lights only.

    Reported performance gains of 15 fps with this edit.

    MarkarthTreasuryhouse

    Performance issues: - potential fps drop looking to the center - 40-45fps - fixed with occlusion patch.

    Occlusion Efficience: Improvements of 15-30fps

    MarkarthUnderstonekeep

    Light flickering: - minor light flickering when walking back and foward - See screenshots.

    Shadow Stripping: - theres a shadow stripping coming from the cooking fireplace on the room near Jarls throne

    Sydney 666 : Fixed the striping in the cooking room, but could not locate any flickering.

    MarkarthWizardsQuarters01

    Performance issues: - potential fps drops everywhere looking to the center. 40-45fps.

    Occlusion Ineficience!!! Reducing shadow radius on the light in the center could fix.

    Sydney666 : Lowered the central shadow caster radius from 1290 to 990. Removed one small effect around centre.

    20+ fps increase is expected after the edits by Sydney666

    MarkarthWizardsQuarters03

    Performance issues: - 2 shadows probably overlapping on the door on the 2nd floor. Minor fps drop.

    Occlusion Efficience: Just a minor improvement to fix minor drop. Shouldnt even be mentioned.

    Light Flickering: - Not sure, but saw the rolls of paper flickering on the table on the room on the 2nd floor. Might be a light flickering from the candle or engine bug.

    Sydney666 : No issue here at all...

    Riften:

    Global Changes:

    Decreased Saturation by 12%
    Decreased Direct Light Brightness by 33.4%
    Increased Brightness by 33.6%
    Introduced better bounced lighting to the entire city.
    Introduced better lighting near NPC.
    Clean up of pseudo ITM's via TESVEDIT.

    Specific performance increases and bugs listed below.

    RiftenBlackBriarMeadery

    Performance issues: - potential fps drop on some spots. 45-50fps

    Occlusion Ineficience!!! - Too many shadows or light arrays in a large area (center)

    Sydney666: removed 50% of god rays (not noticable)
    Sydney666: removed 1 major mist effect that wasnt very visible
    Sydney666: reduced radius on 2 shadow casters (200 on each)
    Sydney666: and reduced 2 more light radius by 50% which also fixed light seeping into other cells

    Difficult place to improve for FPS due to the close proximity of lights. FPS improvement with cell edits yeiled about 3-5 fps to a very respectable 48-55 fps.

    RiftenHaelgasBunkhouse

    Performance issues: - potentially critical fps drop everywhere - 35-40fps - try occlusion to separate the 2 floors. think the shadows from the 2nd floor are overlapping with the one from the 1st floor

    Occlusion Partially Efficient!!! Reduced performance drop in the 2nd floor, but the 1st floor had an improvement of only 3fps. Should rduce the shadow radius or disable the shadow on the window near the tables.

    Sydney666 : Another difficult cell to optimize. Reduced shadow range by 200 on all 4 shadow casters. Removed one light + candle from table to boost performance and remove a 3 light array issue when standing directly in front of the lights. Also visually improved the area with these changes as the lower light radius removed the annoying light seepage through the floor boards.

    Also played with the 4 shadow caster's shadow depth bias and lowered the settings from 50 to 31 to avoid possible shadow detachment from objects.

    Thankfully the cell edits and ocpp raised fps from 35 to 50-55 fps. That is a significant improvement.

    RiftenJail01

    Performance issues: - potential fps drop on the entrance - 40-45fps

    Occlusion Efficience: Improvements of 5-15fps.

    RiftenMercerFreyHouse

    Performance issues: - potential fps drop on the 2nd floor. 45fps

    Occlusion Efficience: - Improvements of 5-20fps

    RiftenRaggedFlagon

    Light Flickering: - light flickering on the main fireplace when standing on the platform looking to the right of the fireplace.

    Sydney666: This cell has a lot of issues with flickering due to the mesh structure of the cell itself.
    Removed the shadow caster from the main counter, and lowered the radius of the main sewage ambient light. (This will improve fps on some ancient systems worse than our test rig). The shadow casting light was some how interfering with the firepit light, which was a little odd.
    Removed 2 non shadow casting lights but increased the radius of two other lights nearby to drastically improve the visibilty in that cell.
    Tested the cell for approximately 35 minutes and found no flickering. CPU and GPU usage was down considerably, even though initially this cell presented no FPS loss.

    RiftenStables

    Shadow stripping: - shadow stripping coming from the windows on the side of the entrance door

    Sydney666:Fixed shadow striping, and also ensured shadow bias was not set too high for all other shadow casters. Tested shadows and they were spot on, no striping and not detached.

    RiftenThievesGuildHeadquarters

    Light Flickering: - minor light flickering on the floor when walking back and foward. See the screenshots for the place.

    Sydney666 : Did a number of fixes in here. I noticed GPU usage went up considerably in this location, but even on vanilla skyrim. I reduced the shadow casters in RLO marginally, and then lowered the radius in non casters in the middle of the cell. I also removed a few of the particle effects (not very noticable) and improved GPU usage by about 6-7%. I also fixed a few flickers in the cell and noticed we had 5 shadow casters instead of 4, causing a section of lights to go out. This has all been resolved by replacing 1 of the shadow casters with a non shadow caster. Again this was an oversight and of course a basic engine limitaiton.

    BlackBriarLodge01

    Performance issues: - potential performance drops in the center and looking at the center. 40-45fps

    Occlusion Efficience: Improvements of 10-20fps

    GoldenGlowEstate01

    Caged room, downstairs – lantern with no light.

    Solitude:

    Global Changes:

    Decreased Saturation by 12%
    Decreased Direct Light Brightness by 11.2%
    Increased Brightness by 33.6%
    Introduced better bounced lighting to the entire city.
    Introduced better lighting near NPC.
    Clean up of pseudo ITM's via TESVEDIT.
    Specific performance increases and bugs listed below.

    Specific Cell Changes:

    SolitudeAngelinesAromatics

    Performance issues: - potential fps drops on all floors when looking to the center. 40-45fps.

    Occlusion Efficience: Improvements of 15-30fps

    Shadow stripping: on a window on the 3rd floor.

    Sydney666 : Noticed a few other issues in this cell. Initially fixed the shadow striping on the 3rd floor. In the kitchen area, I then noticed we had god rays and lights coming from basically blackened windows. So I removed the light and effects from those windows and added a candelabra in its place.
    Fixed one candle that did not have a light source.
    Notes : Considered adding a candle to the counter (as it is a store) but right now it causes flickering.

    SolitudeBardsCollege

    Performance issues: - potentially critical fps everywhere. Lots of shadows with high radius and 2 overlapping on the basement floor - 35-40fps.

    Occlusion partially efficient!!! Improvements of 10-20fps, need to lower shadow radius or effects.

    Shadow stripping: on the windows in the stairs from the 2nd to the 3rd floor.

    Sydney666 : Fixed the shadow striping. Also found other issues. Fixed an issue with a lack of light protruding from a fireplace. While it is less realistic now, it looks nicer.
    Lowered radius by 20% on all shadow casters.
    Added a new light in the bards bedroom so that npc's who stand and read/sing don't do so in the dark.
    Removed some fog particles inside the building as to me it seemed out of place.

    SolitudeBitsandPieces

    Performance issues: potential fps drops everywhere when looking to the center. 43-50fps

    Occlusion Efficience: Improvements of 15-20fps

    SolitudeBlackSmith

    Minor Performance issues - Shouldnt even be mentioned

    Occlusion Efficience: Improvements of 5-10fps

    SolitudeBluePalace

    Performance issues: potential fps drops when looking at the Jarls throne when looking from th entrance and from the corners of the 2nd floor. Lots of shadows coming from the window and the chandelier on the center and lots of NPCs in that area.

    Occlusion Inefficience!!! Remove some shadow casters in the area and use in another place.

    Sydney666 : The potential risks of ruining this entire cell and with flickering which was difficult ro stabalise, people will have to live with the “potential fps” dips. The performance drop here is very minimal and I have had to draw the line between visuals to performance and leave this cell as is.

    BluePalaceWing01

    Performance issues: potentially critical fps drops everywhere when looking to the center. 38-45fps

    Occlusion Efficience: Improvements of 10-20fps

    SolitudeBrylingsHouse

    Performance issues: potential fps drops everywhere when looking to the center. 43-50fps.

    Occlusion Efficience: Improvements of 15-20fps

    SolitudeCastleDour

    Performance isses: potentially critical fps drops everywhere when looking to the center. 35-45fps

    Occlusion Efficience: Improvements of 20-30fps

    Light Flickering: In a candlestick in the wall on the 2nd floor. In one of the god rays on the meeting room - See screenshots.

    Sydney666 : I can't fix the flickering on the god ray – that seems to be an odd engine bug and it doesn't always happen to me either - odd. Fixed issue with the candlestick's flickering light.

    SolitudeCastleDourEmperorsTower

    Performance issues: Potential fps drops at both entrances. 43-50fps.

    Occlusion Efficience: Improvements of 15-20fps

    Light flickering: In one of the entrances on the ground. - See screenshots.

    Sydney666 : I just could not find the flickering at all, possibly caused by occlusion cubes.
    Fixed some issues with overly bright god rays + some light seeping through floors. Also fixed a shadow striping issue that was missed. Also fixed a poorly rotated light in the upper dining room that was seeping light into the kitchen down below.

    SolitudeErikursHouse

    Performance issues: potentially critical fps drops everywhere. 35-40fps.

    Occlusion Efficience: Improvements of 10-20fps

    Shadow stripping: Coming from a windows in a room on the 3rd floor.

    Sydney666 : Fixed issue with the shadow striping and also checked other shadow casters bias setting and lowered them from 50 to around 31 to ensure shadows are correct and not detached.

    SolitudeEvetteSansHouse

    Shadow Stripping: Coming from a windows on the 2nd floor. Can be seen on the character in 3rd person camera.

    Sydney666 : Fixed the shadow striping in this cell and also ensured other shadow casters had correct bias setting – dropping them from 50 to around 31 – for correct shadows.

    SolitudeFletcher

    Performance issues: potential fps drops on the 1st, 2nd floor and stairs when looking to the center. 45-50fps.

    Occlusion Efficience: Improvements of 10-20fps

    SolitudeHalloftheDead

    Performance issues: potential fps dropson all 3 floors when looking at the center. 45-50fps

    Occlusion Efficience: Improvements of 10-15fps.

    Shadow stripping: Coming from the window above the stairs.

    Bug: found a floating cabinet on the room on the 3rd floor. Report to USKP.

    Sydney666 : Fixed the shadow striping and shadow bias of all other lights. I also reported the floating cabinet to the USKP team.

    SolitudeHalloftheDeadCatacombs

    Light flickering: On the numerous candles. Dont need screenshots. Just see.

    Sydney666 : Screenshots would have been nice. I spent 30 minutes in this cell and could not find a single flicker. Could be a texture issue or engine bug...I doubt this cell has flickering issues from my time spent in there. I did fix up all the shadow casters shadow bias setting to avoid detached shadows.

    SolitudeJail01

    Performance issues: Potentially critical fps drops eveywhere looking at the center. 35-45fps

    Occlusion Inefficience!!! A complex circular semi-open place. Would require tons of occlusion planes, which would cause fps drops or stuttering. Try to remove the shadow from the chandelier on the center.

    Light flickering: on a wall on the 2nd floor. on another wall on the 2nd floor. on another wall on the 2nd floor. - See screenshots.

    Sydney666 : This is a very difficult cell to optimize and possibly one that just can't be fixed. I will not be removing the centre shadow because of the visual quality it presents and by the fact that on a mid to high end system there is 0 performance loss. On a low end system, 35-45 fps is still very respectable.
    Noticed a lot of flickering and recitifed them by reducing the radius of the lights.
    I also noticed one of the fires was allowing ash effects to go through the wall. I decided to revert the bustling log flame to a more mature coal/embers type of fire which shows that the flame may have been unanttended for some time. I also added a rather short but bright light iside the fireplace to match the new glowing embers. This removed the effects going through the wall and also added some variety to the cell.

    SolitudeJalasHouse

    Light flickering: on the roof on the 1st floor. Dont need screenshots (very small house)

    Sydney666 : Such a cute little cell but so many annoyances!
    Fixed an issue where the 2nd floor window was seeping light into the floor below
    Fixed an issue where the shadows cast from windows were producing odd curved lights.
    Fixed the shadow bias of all 4 shadow casters as they had detached shadows
    Fixed an issue with flickering which was in part due to the light seeping from 2nd floor to the 1st and encroaching on another lights radius.
    Removed a vanilla floor chanderlier that was obviously in the way of the wall cabinet/shelf. What's the point of adding a chanderlier that impedes one to get the very items it's meant to be lighting up? Think Bethesda! :P
    Moved a candle from a hard to reach wall cabinent/shelf to a more logical barrel. Also helped avoid light going from 1st floor to 2nd.

    SolitudeJusticiarsHeadquarters

    Performance issues: potential fps drops in the stairs. 45-50fps.

    Occlusion Efficience: Improvements of 10-15fps

    Shadow stripping: the main room on the 3rd floor is filled with strippings
    Light flickering: on the carpet on the 3rd floor. on a pillar on the 2nd floor. - See screenshots.

    Sydney666 : Fixed the striping in this cell. Also checked the shadow bias of the shadow casters and all was fine. I could not fix the flickering rug, even when I reduced the radius and disabled many lights, so I just disabled the rug instead. Flickering stopped once I removed the rug.
    Spent a good 20 minutes looking for the flickering pillar but I could not replicate it.

    SolitudeProudspireManor

    Light flickering: on an arch on the 3rd floor. See screenshots.

    Sydney666 : In the process of having upgraded homes in a test save game.

    SolitudeRadiantRaiment

    Performance issues: potential fps drops everywhere looking at the the center. 45-50fps.

    Sydney666 : Didn't see any issues here, no point trying to fix fps dips here. 50Fps is fine.

    SolitudeRedWave

    Performance issues: potential fps drops everywhere looking at the center. 40-50fps

    Occlusion Efficience: Improvements of 10-20fps

    Shadow stripping: in one of the rooms with the hanging fishes.

    Sydney666 : Fixed the shadow striping here and also improved the shadow bias for better shadowing.

    SolitudeStables

    Shadow stripping: on the rooms on the 1st floor.

    Sydney666 : Fixed the shadow striping issues here and also worked on the shadow bias in general to improve shadows.

    SolitudeTempleoftheDivines

    Special note: Need to see the changes about those 17 lights.

    Sydney666 : This cell has been optimized already and that array of 17 lights (crazy stuff) has been fixed. Quite frankly this is a very delicate cell and impossibly to improve further both visually with added lights + performance.

    SolitudeVittoriaVicisHouse

    Performance issues: potential fps drops everywhere looking at the center. 42-50fps.

    Occlusion Efficience: Improvements of 15-20fps

    SolitudeWinkingSkeever

    Performance issues: - potentially critical fps drops, specially at night with lots of NPCs. 33-40fps

    Occlusion Inneficience!!! Lots of NPCs (at night) and objects in the center, with shadows in the area and around.

    Emitence: Wrong light emitence on the window above the stairs at night.

    Sydney666 : Fixed the wrong emittance. I also noticed that there was a spot light set in an obscure area with a massive radius with very little image quality. I am going to remove this long shadow caster and add it somewhere else. I will have to re-do this cell.

    Katlasfarm

    Light flickering: on the handrail on the 2nd floor. - See screenshots.

    Sydney666 : Fixed the flickering by removing an excessive light. I also noticed some very erratic shadow movement from the fireplace light – and will investigate the entire animation mechanism in RLO to produce are more realistic shadow movement experience.

    Whiterun:

    Global Changes: (does not include Temple of Kynareth)

    Decreased Saturation by 12%
    Decreased Direct Light Brightness by 33.2%
    Increased Brightness by 33.6%
    Introduced better bounced lighting to the entire city.
    Introduced better lighting near NPC.
    Clean up of pseudo ITM's via TESVEDIT.
    Specific performance increases and bugs listed below.

    Specific Cell Changes:

    Whiterunbanneredmare

    Performance issues: - potentially critical fps drops everywhere looking at the fireplace on the center, mainly at night with lots of NPCs around the fireplace. 35-40fps.

    Occlusion Inefficient!!! Should reduce the fireplace light radius or change to non-shadow caster

    Sydney666 : Another really difficult cell to fix up.

    Reduced the main flame radius by 200
    Fixed up the shadow position to fix up some weird striping caused by the shadow rotation and this was near impossible to fix.
    Removed this cell from the brighter sydney666 template and put it back to the Whiterun Interior imagespace. I also had to increase the brightness of all the lights to cater for this
    Moved a light from the back counter to the front counter so that the npc faces are better lit during conversation.
    Lined up some askew god rays.
    moved a chanderlier and a light in the far right corner of the inn as it was seeping light into the bedrooms.

    WhiterunDragonsreach

    Performance issues: Critical fps drops everywhere looking at the center. 28-35fps.

    Occlusion Inefficient!!! Should reduce the light radius from the fireplace, change the light from the big window above the entrance to non-shadow caster and reduce the god rays on the windows on the entrance and 2nd floor at least to half. Theres too much!

    Sydney666 : A very difficult cell to edit, because it is so finely tuned/balanced visually – but attempted to fix things anyway to find a better balance.

    Added some lights to chanderliers that were missing.
    Drastically reduced shadow radius of all 4 shadow casters for better optimization.
    removed some god rays for better optimization.
    Added 2 lights for 2 torches where previously 1 light was covering both.
    Added 2 lights to the kitchen to windows which were missing.
    Adjusted the radius and brightness of two braziers near the throne.
    Fixed the flicker rate and animations of the flames in this cell.
    Fixes some emittance issues with some window lighting

    WhiterunDragonsreachbasement

    Some minor fps drops. Isolate the rooms with occlusion just to improve the performance.

    Sydney666 : Nothing done here.

    WhiterunDragonsreachJarlsquarters

    Performance issues: potentilly critical fps drops everywhere looking at the center.

    Occlusion Inefficient!!! Should reduce the light radius on the window in the room and change the light of the windows near the stairs to non-shadow cater.

    Light flickering: on the wall of one of the rooms

    See screenshots.

    WhiterunHouseBattleBorn

    Performance issues: potentially critical fps drops everywhere looking at the fireplace on the center. 35-45fps

    Occlusion Inefficient!! (thanks to the roof having holes. :/) Should change the light from the fireplace to non-shadow caster as that is a very demanding area with lots of objects and some NPCs.

    WhiterunHouseGrayMane

    Some minor fps drops. Isolate the rooms with occlusion just to improve the performance.

    WhiterunJail02

    Shadow stripping: on the rooms.

    toshaka: Some shadow bias were still vanilla settings, fixed

    WhiterunJorrvaskr

    Performance issues: potentially critical fps drops on both sides when looking to the fireplace on the center. 35-45fps.

    Occlusion Inefficient!!! Should reduce the light radius of the fireplace.

    Sydney666 : Totally re-did this cell because quite frankly it was BROKEN. It had terrible lighting, wrong fx settings, the flame intensity settings were wrong, there was no adaptive interiors implemented either. I have added all this now to give it a true RLO feel.

    Added new flame FX to the fire, elongated the god rays, reduced the light radius on all the shadow casters to try and increase fps.

    Checked for bugs and flickering, all was fine.

    WhiterunOlavatheFeeblesHouse

    Shadow striping: dont know exaclty from what light source because seems to be 2 shadow casters producing shadows in the same place.

    Sydney666 : Fixed the shadow striping on two lights. Also reduced the FOV from 90 to 25 on the spot light which was imitating the sunlight from above as it was rendering shadows from external meshes.

    WhiterunStables

    Shadow stripping: 2 in this area... both comng from the 2 windows.

    Sydney666 : Fixed striping.

    WhiterunWarmaidens

    Light flickering: on the wall of the room on the 2nd floor.

    Sydney666 :

    Fixed a shadow casting light neae the stairs that was slightly askew.
    Fixed an issue with the light above the main entrace that had an incorrect emittance setting.
    Rotated the main fireplace light a little.
    Rotated the light from the cooking fire place.

    Honningbrewmeadery01

    Performance issues: potentially critical fps drops everywhere looking at the center, mainly in the stairs. 35-45fps.

    Already occluded before, some gains attained.

    Windhelm:

    Global Changes:

    Decreased Saturation by 22%
    Decreased Direct Light Brightness by 11.2%
    Increased Brightness by 33.6%
    Introduced better bounced lighting to the entire city.
    Introduced better lighting near NPC.
    Clean up of pseudo ITM's via TESVEDIT.
    Specific performance increases and bugs listed below.

    Specific Cell Changes:

    WindhelmBelynHlaalusHouse

    Shadow stripping: coming from one of the lanters on the 2nd floor.

    Sydney666 : Fixed the striping in this area

    WindhelmBlacksmith

    Shadow bug: a bugged moving shadow coming from the fireplace on the 2nd floor.

    Sydney666 : Fixed the bugged shadow, the light object was placed into the log by accident.

    WindhelmBrunwulfFreeWintersHouse

    Shadow stripping: not sure from what light, but i think its coming from the window on the 2nd floor.

    Toshaka: Fixed shadow, upstairs window light had shadow bias 1, also reduced the shadow casters in radius a bit.

    WindhelmCandlehearthHall

    Performance issues: critical fps drops everywhere. 27-40fps

    Occlusion Inefficience!!! You are aware of the issues in this place.

    Toshaka: Gratelly reduced radius on the 2 shadow caster upstairs, should make it less taxing. Also tried to my best not to let it seep thru to downstairs.

    WindhelmEastEmpireCompany

    Note: This area doesnt have even a single light and its pitch black. Should put at least a chandelier or some candles.

    Toshaka: Abandonded state had no lights, added a few.

    WindhelmHouseofClanCruelSea

    Performance issues: potentially critical fps drops in some places looking to the center. 35-45fps

    Toshaka: Reduced radius of the 4 sunlight shadowcasters, might give more performance.
    Cant test cos my machine didnt drop in fps in the first place.

    WindhelmNewGnisisCornerclub

    Performance issues: potential fps drops on all 3 floors. 40-50fps.

    Occlusion Inefficience!!! (thanks to the holes on the floors/roofs and walls)

    Toshaka: Reduced radius of the shadowcasters, more I cant really do there.

    WindhelmViolaGiordanosHouse

    Performance issues: potentially critical fps drops everywhere looking to the center. 37-45fps

    Light flickering: on the roof above the chandelier on the entrance on the 1st floor.

    Toshaka: Reduced the 3 windows shadowcasters, couldnt find the flickering, so it might be solved as well with this reduce.

    WindhelmWhitePhial

    Performance issues: potential fps drops everywhere looking to the center. 43-50fps

    Occlusion Inefficience!!! (holes on the roof and wall)

    Toshaka: Reduced the radius of the 4 shadowcasters, should improve the performance.

Comments (19)