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 Post subject: Re: TES Skyrim
PostPosted: 14 Jun 2013, 00:11 
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*blah-blah-blah maniac*

Joined: 17 Dec 2012, 08:57
Posts: 591
Location: Bosnia & Herzegovina
Forest, thank you

Oyama, amazing shots for a low-end machines :)

Gionight, very impressive gallery, like CruNcher wrote once before it is like you use 10bits and we only 8 :), what is more impressive to me is that you manage that with a CoT and keep a yellow grass not to yellow

majk360, very nice config

rockinbandit, keep posting

mindflux, how you get such a clean shots

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Tomoko
 Post subject: Re: TES Skyrim
PostPosted: 14 Jun 2013, 00:20 
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*sensei*
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Joined: 29 Jan 2013, 01:17
Posts: 450
2 more shots. :)

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Edit: Also, where do I get your grass, Mindflux? It looks amazing. :O

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 Post subject: Re: TES Skyrim
PostPosted: 14 Jun 2013, 02:07 
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Joined: 09 Feb 2013, 23:09
Posts: 377
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 Post subject: Re: TES Skyrim
PostPosted: 14 Jun 2013, 02:15 
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Joined: 14 Feb 2013, 11:57
Posts: 6
Rubber-De-Flubber wrote:
2 more shots. :)


Edit: Also, where do I get your grass, Mindflux? It looks amazing. :O


really nice bloom effect

Gionight wrote:


i'm always amazed by Gionight's work

some shots of my preset:

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 Post subject: Re: TES Skyrim
PostPosted: 14 Jun 2013, 04:21 
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Joined: 31 Mar 2012, 15:06
Posts: 1460
Location: France
nico53
How much FPS ?
Well, if staying reasonable (1080p and SSAO scales to 0.806), I'm running it @45 to 50 FPS on my quad SLI rig, and @30 to 35 FPS on my 2 x SLI one. All this vsync on.
Taken that my game inis are Ultra ++++ ( :lol: ), the result is pretty great.
But here, those shots were taken with 1.58 SSAO scales (hence the lighting), and @4K. Maybe I had something like 10 to 15 FPS on those... :lol: :lol:
Scales over 1.0 are THE killer, but they give SO great results.

insomnia_jt
The bloom is separated right in the enbbloom.fx, thanx to hidden vars from Boris.
Now 0.175 beta is out, the vars are not longer hidden, he made them apparent ;)
I need to wrap my head around some new additions, then I'll publish.

symphonicjohn
:shock:
Did you start tweaking the sunrise/set in those ? Looks great.

saltr
:shock: Wow, looking REALLY good !!!

everyone
Great, great shots !! This thread is really something... so much inspiration.

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 Post subject: Re: TES Skyrim
PostPosted: 14 Jun 2013, 06:02 
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Joined: 12 May 2013, 09:51
Posts: 116
Oyama so does cross-firing help take the load off the ram limit of 3gig? ATM I only have one g-card and my load is 2500-3000 ram and same on g-card most the time with 2k textures and scripts. Wondering if I get a 2nd card if it will shave off the Ram, because that is the one that ctd's me when it hits 3000+.

/Cheers

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 Post subject: Re: TES Skyrim
PostPosted: 14 Jun 2013, 06:11 
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Joined: 31 Mar 2012, 15:06
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Canlocu wrote:
Oyama so does cross-firing help take the load off the ram limit of 3gig? ATM I only have one g-card and my load is 2500-3000 ram and same on g-card most the time with 2k textures and scripts. Wondering if I get a 2nd card if it will shave off the Ram, because that is the one that ctd's me when it hits 3000+.

/Cheers


Well, I don't know a single shit about XFire, sadly.
I'm running Nvidia, but I guess SLI and XFire behaviours have same things in common.

Nope, VRAM doesn't cumulate. (if only..... :shock: )
3 x cards in 3 GB VRAM each will still be 3GB VRAM overall, unless I'm mistaken.

Best way I found to avoid VRAM overloads was to NOT increase uGrids anymore (I kept this at default 5), and use distant terrain enhancers to alleviate the pain when looking in the distance :lol:
And, do believe me, my game is *overloaded* with 4 K textures... I'm not CTDing anymore since I kept uGrids to 5.
I don't know what the HELL Bugthesda (I love that one :lol: ) did with some patches in the past, but at one moment in time, they surely change something to the memory "optimizations" (degradations... ? :lol: ), making memory tweaks and uGrids tweaks unstable.
Sheeeeeete..... :(

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 Post subject: Re: TES Skyrim
PostPosted: 14 Jun 2013, 08:47 
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Joined: 13 Jul 2012, 09:52
Posts: 92
Oyama wrote:
Nope, VRAM doesn't cumulate. (if only..... :shock: )
3 x cards in 3 GB VRAM each will still be 3GB VRAM overall, unless I'm mistaken.

Best way I found to avoid VRAM overloads was to NOT increase uGrids anymore (I kept this at default 5), and use distant terrain enhancers to alleviate the pain when looking in the distance :lol:
And, do believe me, my game is *overloaded* with 4 K textures... I'm not CTDing anymore since I kept uGrids to 5.
I don't know what the HELL Bugthesda (I love that one :lol: ) did with some patches in the past, but at one moment in time, they surely change something to the memory "optimizations" (degradations... ? :lol: ), making memory tweaks and uGrids tweaks unstable.
Sheeeeeete..... :(

Yep, VRAM doesn't accumulate. But of course there are still a lot of other benefits from SLI and XFire :)

And I completely agree about the ugrids. I used to play at 7 completely stable, sometimes 9. Now... I have to choose between high res textures or a ugrids of 7. I can't have both. But like you, I stick to 5 and use a mod called The Skyrim Distance Overhaul to make up for it :) AOF's LOD trees are also so damn gorgeous that they often look better than the trees right at the edge of my detailed draw distance (the ones that aren't within my shadow range), so that helps a lot with distance too: http://skyrim.nexusmods.com/mods/24364/ ... %3D1&pUp=1

Before and After shots of the LOD trees:

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 Post subject: Re: TES Skyrim
PostPosted: 14 Jun 2013, 09:12 
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Forest
my armor is,
Blades Armor redesigned, made by Inosite
then
Blades Armor redesigned - Symbols Removed, made by AndyMG
you gotta play around with Specular's to get the shininess like mine ;)

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Does anyone know how to fix Sun glares through objects?
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 Post subject: Re: TES Skyrim
PostPosted: 14 Jun 2013, 13:07 
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Joined: 31 Mar 2012, 15:06
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OhKay
What driver are you on ? Is it one from the 320.xx ? If yes, revert to 314.22 at most.

More grass :D

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