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Vypir

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  1. If you've done any repacking of your BSA files (like applying fixes to the HD texture pack) Steam will sometimes try to replace those. Just put the originals (from backup) back, let Steam do its thing, and then replace the originals with the backup of your optimized BSAs again.
  2. I've only used one character yet, but I would assume that the replay value is pretty good. The two primary vanilla quests offer two different paths, and so does the main Dawnguard quest. (Haven't tried Dragonborn yet.) So do many of the smaller quests. Therefore, it seems that a second playthrough, at least, would be fairly entertaining.
  3. Whoa! This is actually kind of surprising to me. I've always heard people say that ENB SSAO looks better than NVIDIA SSAO. However, maybe they were only comparing Vanilla+Nvidia to a full ENB experience with improved shadows, color, etc. Going to do some comparisons of my own tonight if I can.
  4. I still use an old version of TCG (Tradeable Companion Gear). It's what the author of UFO made before he totally overhauled it. It's much simpler, and it provides all I need. Haven't tried the others mentioned here, though.
  5. Thanks, frihyland. I was mostly just wondering if there are problems with Dawnguard's new companions and outdated companion mods. I use an old version of TCG because I simply like it the best. Haven't noticed any issues yet, but I just started the quest line and haven't "fully" acquired a new companion from the DLC.
  6. Where did you find this? Just curious about getting more info on this. Thanks.
  7. Good advice in this thread. Agreed on turning shadows off completely. That should be huge. Make sure Vsync is off and turn down pre-rendered frames in Nvidia Control Panel as low as it will go.
  8. Yes, AA uses a lot of VRAM. MSAA, for example. However, post-process AA like SMAA and FXAA do not use nearly as much VRAM. If you can tolerate the texture "shimmering," one of those can help reduce the stuttering associated with low VRAM.
  9. In order to disable Aero we modify TesV.exe, not SKSE. Seems the same concept would apply to LAA.
  10. Honestly, I just got to the point where I didn't care anymore and stopped reading. Â Figured if there was a problem it just wasn't meant to be. Â STEP says to make sure you actually play the game. Â I been modding too much...:facepalm:
  11. I went ahead and updated to 1.7 last night. Didn't do a WHOLE lot, but seemed to work fine so far with the USKP version that was released for 1.6.
  12. I was the OP in the other thread. Yes, the pre-rendered frames thing seems to introduce mouse lag. I found the tearing to be more tolerable than the lag. I'm almost wondering if the HDR effects in RCRN are worth it. If I turn them off, I can be free of both tearing and mouse lag. For some reason RCRN's HDR prevents Nvidia's VSYNC and Adaptive VSYNC from working as advertised.
  13. Might it be more stable if you save in an interior before modifying the exterior .ini settings?
  14. What is your "Maximum Pre-Rendered Frames" set to? If it's 0 or 1, try bumping it up one more to see if that smooths things out. This worked for me when I got unreasonable stuttering from Vsync.
  15. The stutter is definitely not due to something as simple as a straight-up FPS drop due to more demanding graphics. I've ruled that out. FPS is almost exactly the same between items #1, #2, and #3 listed in my last post. By the way, using 2 pre-rendered frames gives me small but noticeable input lag, so I've simply opted out of vsync. I find this to be the least annoying of all three options - tearing seems to be rather uncommon at my current settings. The DirectX substitute for "triple buffering" is to use just 1 pre-rendered frame. The default of 3 is overkill, though it is still best for SLI (for very different reasons). I still suspect that post-process injection does something to muck with frame buffers - perhaps requiring a third buffer over the standard two (making 1 pre-rendered frame an absolute requirement while 2 is the NEW replacement for "triple buffering" - not just 1 as was previously the case). You may want to read these two articles: Triple Buffering: Why We Love It Exploring Input Lag Inside and Out
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