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SPS 1.0.56 (beta)
Pre-release
Pre-release
Pre-release for testing. Please report issues on Nexus with your SPS.log.
Changes since 1.0.55
Texture streaming
- Fixed textures staying small or black after loading screens. Textures that SPS had downscaled were no longer recognized after a door or fast travel and never went back to full size. If you had black or pixelated rocks, fences or banners that only fixed themselves when running past them, please test this version and post your SPS.log.
- Downscaling now checks again whether the object is still far away before shrinking it, outdated requests are dropped.
- Reloads are done by urgency, the closest textures come first.
- A failed reload is retried instead of leaving the texture small for the rest of the session.
- Textures used by effects (fire, smoke, magic) count as needed too.
Shadows
- Shadow cache for static lights (BETA): fixed pulsing shadows near fires. The cache is now rebuilt when the light has drifted since the cache was made. Trees moving in the wind are no longer frozen in the cache.
- Whole groups are no longer skipped in sun shadows when they contain characters or cloth.
Other
- Menu settings and "Load defaults" are now also saved in the main menu and while the game is paused.
- Hide occluded objects (BETA): large objects at the screen edge that were partly visible could disappear.
- The render batch hook is no longer installed on SE 1.5.97, where shadow instancing does not run.
- Values entered by hand in SPS.ini are limited to the menu ranges.
- New measurement for skylighting culling on the Debug page (needs bEngineProbes in SPS.ini, developer option).
Changes since 1.0.54
- Possible fix for rare crashes while rendering (BSBatchRenderer, often when arriving in big cities). Skylighting culling no longer clears the engine's draw list, it returns an empty one instead, the same way the main view culling already does.
- Better compatibility with older Community Shaders versions. The render batch hook is only installed when Shadow instancing (BETA) is on at game start. Enabling Shadow instancing now takes effect after restarting the game.
Changes since 1.0.53
- The fix for missing inventory item previews with Main view micro culling (BETA) now really works. In 1.0.53 the paused state was never detected.
Changes since 1.0.52
- Nothing is culled in the main view while the game is paused (inventory, containers, trading). Fixes missing inventory item previews with Main view micro culling (BETA).
- Hide occluded objects (BETA) no longer hides items attached to characters (weapons, shields, items on the back) or objects that move (fish, doors, physics objects). They could turn grey for a moment.
Changes since 1.0.51
- Hide occluded objects (BETA) now works with DLSS, FSR and dynamic resolution.
Changes in 1.0.51
New
- New beta feature "Hide occluded objects". Objects in the main view that are completely hidden behind walls, houses or terrain are not drawn. Off by default, own Beta page in the menu.
- The master switch hotkey can be removed ("No key" in the menu or iToggleKey = 0).
Changes
- All features that do not work perfectly on every setup yet are marked (BETA) and are off by default. They are grouped under Overview > Beta.
- The shadow cache for static lights is now off by default (BETA). With some lighting mods such as Lux, shadows near fires could pulse.
- Texture streaming of clothing and armor is now off by default (BETA). Depending on your installed mods these textures can turn black or purple.
- Excluded texture types can be included on the texture streaming page and are now saved.
- Developer tests moved to the Debug page.
Performance
- Timing measurements and per-frame statistics only run with analysis logging on. Without it, SPS.log gets one short report per minute.
- Torch shadow culling no longer does any work when it is switched off.
Fixes
- "Main view micro culling" no longer leaves grey, untextured objects until you come close.