Details Skilim
Create day/inside/outside separated FPS-friendly, beautiful graphics setups - no ENB required! -New version of Marty McFly at work!
Screenshots 1 screenshots
About this mod Machine translation
Create day/inside/outside separated FPS-friendly, beautiful graphics setups - no ENB required! -New version of Marty McFly at work!
Details Skilim
Notice! Please check the section below about POM effect shaders. Thanks to Marty McFly, we've got a new and better version of the Emboss shader that now greatly simulates parallax occlusion mapping! Updating...
Mods Used: Details Skyrim Presets, Dynamic Display Settings, Underground Scatter Shader, Dynavision, Obsidian Weather, ELFX+ Enhancer, Wesobrom Grass, EVT, Majestic Mountains, and many more... Performance consistently around 50-60 FPS everywhere (AMD FX-6300, Radeon RX480, 16 GB RAM)
There is no change in color, just a slightly more powerful light, but subtle. This preset should not change the overall look, but rather provide more details about textures and objects, and provide more depth (via alpha parallax and ambient occlusion shaders) while maintaining vanilla performance. To improve the overall image, I recommend using mods like Obsidian Weathers, ELFX, etc.
In addition to creating a nice setup, there are two basic mods that feature daytime and interior/exterior separation as well as subsurface scattering for skins. Links and information are shown below in the installation instructions.
Coming soon: Provides a custom Reshade module that provides separate effects rendering behind the UI, so DOF no longer blurs inventory or other screens. The same coding can be enhanced to implement more SSE specific functionality into Reshade - similar to ENB, but with lower performance requirements. This is something I'm going to try the next time I have some free time.
Current features:
Performance friendly
Bring out more details about textures, objects, etc.
ALPHA parallax occlusion map simulation method (provided to Marty McFly)
Marty McFly’s Ambient Obscurity
sharp texture
Day/Interior/Exterior detection with different colorization, blur, halo and depth of field settings based on time and location (requires DDS mod)
Subsurface scattering on skin (requires SSS mod)
Compatible with everything except Reshade presets!
Dynavision offers a better depth of field alternative (I wrote a quick note on how to port from Oldrim)
Please take 5 minutes to test it yourself! Nothing can explain it better. The quality of the screenshots is not the best. Hope you like it. If you have any suggestions or ideas, please don't wait for it to be posted. If you like it, please approve it!
If anyone wants to make some comparison screenshots I'll post them asap. Thanks
ALPHA parallax occlusion map simulation
First, it's actually an "old" relief shader that doesn't really do anything other than just calculate pixel differences in one direction and emphasize them. Thanks to Marty McFly for the clarification! He ported it from the Doom GLSL mod, and then someone at LL took it (apparently without permission) and distributed it in other ways (parallax occlusion mapping proof of concept).
After chatting with Marty McFly, he improved the Emboss shader so we now have better parallax simulation. New update coming soon..
If you want to use its settings, set Shadows to Configuration Mode and adjust the values under Parallax Occlusion Mapping:
Depth angle checking - samples normal map/depth information to avoid artifacts at object boundaries.
Depth cutoff - preserve object edges to prevent artifacts
Power-intensity "parallax" effect
Offset - The pixel offset of the "disparity" pixels. It's hard to explain, but it controls the "parallax" pixel movement to some extent, some laterally and some in the Z plane.
Angle - Controls the angle of Parallax. I recommend sticking to 45/90/180. Adapt to your taste.
Since it affects the entire image and can't be separated into individual textures or surfaces, it has to be tweaked to make it look completely good - you can certainly push the street texture to a higher "depth", but it also affects everything else and looks very weird.
So far I've set the values to what I …
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.