TES Skyrim 0.198

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Re: TES Skyrim 0.198

Just posting more positive results.

Running all the texture packs I can find with an AMD 7970 6GB. Used to get CTDs every 5 minutes, now it's perfectly stable for extended periods of time. I don't run many esps, so it always frustrated me that I would get CTD just from textures. Also seems to have solved my stuttering problems entirely, as well as increase FPS with ENB effects disabled.

Boris is truly a wizard.

ExpandSystemMemoryX64=true
ReduceSystemMemoryUsage=true
DisableDriverMemoryManager=false
ReservedMemorySizeMb=512

Thanks Boris!

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Re: TES Skyrim 0.198

sonnhy
Downsampling works perfect :

Image

This is 4K with 0.198
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Re: TES Skyrim 0.198

ENBSeries wrote:how in the fuck do you think i'll remove stuttering at cells loading huh? If game want to load 500 Mb of textures and meshes, how in the heck i'll accelerate this?????
Well.... For textures it is possible to build a low-res proxy repository and when a new texture is requested a low-res proxy could be served (upscaled to full-res). Another thread could load full-res texture and when done, new full-res texture could replace the upscaled low-res version... Rage does something similar (of course much more complicated - all the virtual texture bullshit).

I know that it is a lot of work and would require offline tool for generation (and updating) low-res proxy.
I wouldn't help with meshes of course.

Lot of work and helps only in specific conditions - so rather not worth implementing:)

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Re: TES Skyrim 0.198

Oyama wrote:sonnhy
Downsampling works perfect.

This is 4K with 0.198
Maybe you should share how you did it so he is better informed.
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Re: TES Skyrim 0.198

--JawZ--
With current GUI groups can't be made easily from my side, because they are per shader file, so if i'll make them as annotations ("UIGroup" for example), each shader must be choosen in dropdown box or something like that. Very boring programming procedure which not give much improvement. I'm working on the mod while it's interesting, but writing docs or reply the same questions to users on nexus makes me feel negatively and turn to more interesting things, so basically i'm just complaining and don't want to do. May be something else important to GUI exist, then i can do at same time, but at this time i'm very much tired.


So what, shadow split parameter from skyrimprefs.ini not work at all for everyone and they look the same with 2,3,4?
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Re: TES Skyrim 0.198

Oyama you are f***** kidding me with that screenshot!!!! :O :D :shock: :shock: :shock: :D What's the FPS by the way? :)

Iwant it on my screen and i want it know!!!! :))

By the way - how do you manage downsampling? Are you talking supersampling AA? I cant seem to find a way to render at higher res then downsample....

Kind regards

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Re: TES Skyrim 0.198

Put me in for the Extensive x64 testing.
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Re: TES Skyrim 0.198

I'm in for extensive x64 testing as well :)

Oyama got downsampling to work (bloody AMD cards) - but I still wonder what fps you are getting with all that eye candy :) Also does you SLI work fine with all this? (2xTitans here I come!!!)

My overclocked 7970 6gb is starting to really struggle when i downsample 2560x1600 resolution to 1680x1050. Like 20-25fps tops struggle :)

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Re: TES Skyrim 0.198

Can anyone tell me why there are some parts on the wall that have a glowing green light to them? I have my ini fully setup which is why I can't understand why this is happening.

Image
Last edited by Baxterz on 31 Jul 2013, 18:29, edited 2 times in total.

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Re: TES Skyrim 0.198

Unreal Warfare wrote:
Oyama wrote:sonnhy
Downsampling works perfect.

This is 4K with 0.198
Maybe you should share how you did it so he is better informed.
This is not the place for it, but here we go :

off-topic

3840 x 2160 is set in SkyrimPrefs.ini of course.
Then, I set custom resolution via Nvidia control panel.
On Fermi GPUS (pre-Kepler), 2160p runs @31Hz, on Kepler (6xx series and beyond) @58Hz, without having to edit your screen's EDID.
Vsync ON. SMAA for post-AA.
FPS on this shot were something like 15-17 (only skies to render, the sunsprite is performance costless) with SSAO scales to 1.58.

Basically, Supersampling IS downsampling, since the resolution is internally rendered @higher rates before being rendered (downscaled ) to the screen's native res.
This allows for emulating AA, since more pixels = less aliasing.
4K is 4x times 1080p, some think it's 2x since they calculate 2160p as 2x 1080p, but 2x width and 2 x height = 4 times the screen's size indeed.
Last edited by Oyama on 31 Jul 2013, 18:26, edited 2 times in total.
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