Please use english language
It is currently 26 Feb 2020, 08:41

All times are UTC


Forum rules


new topics are not allowed in this subsection, only replies.




Post new topic Reply to topic  [ 256 posts ]  Go to page Previous  1 ... 10, 11, 12, 13, 14, 15, 16 ... 26  Next
Author Message
 Post subject: Re: TES Skyrim 0.200
PostPosted: 07 Aug 2013, 19:46 
Offline
*master*
User avatar

Joined: 04 Jan 2012, 18:05
Posts: 154
Quote:
I can't confirm that. It was a lot less reliable before Boris did his optimizations, but right now I'm running them at 11, just like I do my amps.

__________________________________

Agreed. It's perfectly working now Boris fixed the "optimizations" from Bugthesda


I think you guys have not understood me.

Bethesda removed ugridstoload with the 1.9 patch. It will now use the default hardcoded value of 5 not matter what you do.

It's all over the internet if you want sources, i'm just relaying.


Top
 Profile  
 
Tomoko
 Post subject: Re: TES Skyrim 0.200
PostPosted: 07 Aug 2013, 19:58 
Offline
*blah-blah-blah maniac*
User avatar

Joined: 31 Mar 2012, 15:06
Posts: 1460
Location: France
Dorak wrote:
Quote:
I can't confirm that. It was a lot less reliable before Boris did his optimizations, but right now I'm running them at 11, just like I do my amps.

__________________________________

Agreed. It's perfectly working now Boris fixed the "optimizations" from Bugthesda


I think you guys have not understood me.

Bethesda removed ugridstoload with the 1.9 patch. It will now use the default hardcoded value of 5 not matter what you do.

It's all over the internet if you want sources, i'm just relaying.


I only trust my eyes ;)
UGrids to 7 is better looking with distant details than 5.
Still true now, even after patches.
9 is still better than 7, and so on.
Bugth didn't disable it, the difference is still obvious.

_________________
Obsidian 900D, AX1500i, i7 6850K@4.4 Ghz, MSI X99 Raider, SLI 2x1080Ti 11G VRAM @2126 / 11720, 32G RAM@3361, 950 Pro M2, 11 Tb HDDs, W10 Pro 64, Full Watercooling
Image
Image
K ENB Pure Light


Top
 Profile  
 
 Post subject: Re: TES Skyrim 0.200
PostPosted: 07 Aug 2013, 20:01 
Offline
*blah-blah-blah maniac*
User avatar

Joined: 05 Mar 2012, 02:08
Posts: 1938
MOTOSXORPIO;

It might be the same cause that I had when using ReduceSystemMemoryUsage=true, my antivirus blocked the use of TESV.exe and I had to add it to the exclusion list of my antivirus so it would overlook that file nad I did not experience any more CTD's at all.


Tywele;

Yes I will once I've uploaded the first version of the Guide - Part 1, then I will work on the other enbeffect.fx files and upload as optional ones.
I'm almost done with the sunsprite.fx file overall.


Samurai_Smartie;

It should be running with these settings, but remember to copy the enbhost.exe to your root folder.
Code:
[MEMORY]
ExpandSystemMemoryX64=true
ReduceSystemMemoryUsage=true
DisableDriverMemoryManager=true
ReservedMemorySizeMb=512
EnableUnsafeMemoryHacks=false




They might have tried to disable the uGrids and officially proclaimed it disabled, but since when have they been known not to cause bugs in their systems :roll:


Top
 Profile  
 
 Post subject: Re: TES Skyrim 0.200
PostPosted: 07 Aug 2013, 20:01 
Offline
*blah-blah-blah maniac*
User avatar

Joined: 02 Jan 2012, 21:07
Posts: 660
Location: Spain
Dorak wrote:

Bethesda removed ugridstoload with the 1.9 patch. It will now use the default hardcoded value of 5 not matter what you do.

It's all over the internet if you want sources, i'm just relaying.


Don't you trust me? do you want proofs? :lol:

I've just decreased ugrids to 5 and it renders less far objets than 7.

:roll:


Ugrids 5

Image

Ugrids 11

Image

_________________
Image
•••••••Youtube Channel•••••Skyrim Screenshots•••••Skyrim Mods•••••••
7700K + GTX 1080


Last edited by Unreal on 07 Aug 2013, 20:10, edited 1 time in total.

Top
 Profile  
 
 Post subject: Re: TES Skyrim 0.200
PostPosted: 07 Aug 2013, 20:06 
Offline
User avatar

Joined: 26 Jul 2013, 16:11
Posts: 37
Location: US, MD
Can people do a check for me? Look in your data folder and see if there is a new ini file that has been created.

Better if you can use the saveini command line in game first.

My Skyrim has been creating ini files name after my latest esp. Not sure if it's the newest or last in load order.

This new ini is a copy of the complete skyrim.ini with all lines and it controls the settings in my game.

I really want to see if it's doing it for anyone else.

thanks.

_________________
i7 3770k 3.5ghz, 32 GB Ram, HD7970 3GB VRAM, SSD for games, Win7 64bit


Top
 Profile  
 
 Post subject: Re: TES Skyrim 0.200
PostPosted: 07 Aug 2013, 20:22 
Offline
*master*
User avatar

Joined: 04 Jan 2012, 18:05
Posts: 154
Unreal wrote:
Dorak wrote:

Bethesda removed ugridstoload with the 1.9 patch. It will now use the default hardcoded value of 5 not matter what you do.

It's all over the internet if you want sources, i'm just relaying.


Don't you trust me? do you want proofs? :lol:

I've just decreased ugrids to 5 and it renders less far objets than 7.

:roll:


Ugrids 5

[/img]

Ugrids 11



I don't know how this shit is working, and i honestly don't fucking care. Bethesda works in mysterious ways. All i'm saying is that a metric shitton of users are reporting that ugristoload doesn't do anything anymore on 1.9.

This and facial animations. Two things reported broken with 1.9.

All i can say is my fresh installation of Skyrim ( 1.9 ) doesn't support ugristoload modification. So maybe if you already got these values before the updates, they stick. Or it only happens on fresh installs. Who knows, i'm just speculating.


Last edited by Dorak on 07 Aug 2013, 20:24, edited 1 time in total.

Top
 Profile  
 
 Post subject: Re: TES Skyrim 0.200
PostPosted: 07 Aug 2013, 20:24 
Offline
*blah-blah-blah maniac*
User avatar

Joined: 02 Jan 2012, 21:07
Posts: 660
Location: Spain
Dorak wrote:
So maybe if you already got these values before the updates, they stick. Who knows, i'm just speculating.


I tweaked it few minutes ago :lol:


So higher Ugrids works fine with the latest patch.

_________________
Image
•••••••Youtube Channel•••••Skyrim Screenshots•••••Skyrim Mods•••••••
7700K + GTX 1080


Top
 Profile  
 
 Post subject: Re: TES Skyrim 0.200
PostPosted: 07 Aug 2013, 20:27 
Offline
*master*
User avatar

Joined: 04 Jan 2012, 18:05
Posts: 154
Quote:
So higher Ugrids works fine for me with the latest patch.


FTFY


Top
 Profile  
 
 Post subject: Re: TES Skyrim 0.200
PostPosted: 07 Aug 2013, 20:30 
Offline
*blah-blah-blah maniac*
User avatar

Joined: 02 Jan 2012, 21:07
Posts: 660
Location: Spain
Dorak wrote:
Quote:
So higher Ugrids works fine for me with the latest patch.


FTFY


:lol:

Dorak wrote:
Be aware that ugrids isn't working for me anymore with the latest Skyrim patch.


FTFY

_________________
Image
•••••••Youtube Channel•••••Skyrim Screenshots•••••Skyrim Mods•••••••
7700K + GTX 1080


Top
 Profile  
 
 Post subject: Re: TES Skyrim 0.200
PostPosted: 07 Aug 2013, 20:32 
Offline
*master*
User avatar

Joined: 04 Jan 2012, 18:05
Posts: 154
Well i must be a very big person then. Since more then 50 users actively reported this issue since the latest patch. A very big " me " indeed.

Anyway stop trying to argue with this before we reach two pages of stupid shit. For some reasons it still works on your side, for some reasons ugrids were broken with 1.9 on some users side. That's it.


Last edited by Dorak on 07 Aug 2013, 20:34, edited 2 times in total.

Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 256 posts ]  Go to page Previous  1 ... 10, 11, 12, 13, 14, 15, 16 ... 26  Next

All times are UTC


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
cron
Powered by phpBB® Forum Software © phpBB Group