Wait, going by the description this changes the angle where the correct speculars are applied, not making any new specular effects. In other words, yet another placebo mod.
The issue looks like this. Player is moved to the center of world. Lights (except ones attached to the player) are shifted relative to the player to accomodate that centering. Eye position does not get centered. So if you are at (44814, 84328, 4627) then you get (invisibly) moved to (0, 0, 0), your eyes stay at (44814, 84328, 4627). Specular is calculated based on eye and light pos. So you end up having lights "shine" into some cosmicly distant position compared to where you are in. This broken specularity still applies to the viewmodel (at low distance deltas, like interiors), just at nonsenical angles and positions.
The Ability to write does not make you intelligent. Also how is it a placebo when there is a video directly showcasing the fix and how it works. :pepeglare:
Now if only we could fix the lighting shaders so that things like ahem that couch wasn't so overly bright. (Might be an issue with the game engine being super old anyway, unfixable?)
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Specular is calculated based on eye and light pos. So you end up having lights "shine" into some cosmicly distant position compared to where you are in. This broken specularity still applies to the viewmodel (at low distance deltas, like interiors), just at nonsenical angles and positions.
NVR fixes that by using industry standard, configurable tonemappers instead.
Actually, I'm gonna DL your mod and additionally get this NVR thing you speak of.
https://github.com/mchaptel/TESReloaded10/tree/performance-changes
https://discord.gg/BD22MseUqU