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Aiyen

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Everything posted by Aiyen

  1. As it has been said many times. VRAM is a horrible measure of anything. Since it is impossible to say which part of VRAM is dedicated and which is just used for buffer and page. Mine says 230 VRAM when just idling in windows as well. However back when I just had 768Mb of VRAM then the figure was lower. So it depends on your card. Saying that you got "back" 200Mb of VRAM is just a bad phrase, yes you might have reduced the amount loaded into the card, but if the memory was set so that it could be overwritten by an active process by just being a buffer amount then there is no point in disabling. I have at least not seen any performance or stability variance depending on if aero is turned on or off while playing. At least not on win 7... back in vista then it was an issue, and to some extent it is in win 8 with the new user interface. But it is most likely related to other things then amount of memory used.
  2. Interesting Neo... you should try to post a bug report at the ENB forum. Sounds a bit like there is something about that high a resolution that causes a bottleneck somewhere, and then it just caps the FPS there.
  3. Any other application including Aero would only be an issue if you have 4Gb of RAM... and an equivalent low amount of VRAM. Every application has its own memory assigned etc. and it is ages ago that you could stop disabling aero etc. when playing. At least if you kept your windows install updated.
  4. Some people can live with a few jagged egdes... for them SMAA is the best, since performance is a bit better then FXAA. For those who cannot live with any jagged egdes then you need to set 8x in the control panel and enable super samling as well. This should remove just about ALL. Performance wise then it depends on your resolution. The higher you go the higher the performance hit and also the higher the VRAM usage. I always think it best to experiment yourself. SweetFX now includes both SMAA and FXAA so it is as easy as setting changing a 0 to a 1 to try it out. Then you can see what your machine can handle, and what your preference is.
  5. Since it is just a few .ini changes, then I see no problem in suggesting them in a subsection of the .ini tweaks.
  6. Inn issue: It is likely that RLO alters the imagespace, hence the ambient lighting of the cell! Which most likely will make it darker. If no other lighting have been done then the building will be a bit darker. Kryptor: Yes it is also possible for ENB´s to make dark regions brighter. I personally find it is easier to make something dark brighter while maintaining a good look, then the other way around. Mainly because the ambient lighting is hard to control properly without going into the CK and alter the imagespaces. It largely depends on which enbeffect.fx file and which settings in there you use. I would recommend getting a newer one that has Day/Night/Interior separation. That way you can make interiors brighter without messing up exteriors.
  7. Tried out in the inn in morthal. Since I do use an ENB and have done some manual tweaking here and there, then it does not look as dark as in your pictures. I am still not sure if RLO even touches Morthal... since it hardly classifies as a large city, but I will take your word for it. I guess I can provide some screenshots of it later if required. But since my setup is so heavily tweaked then it is hardly representative of how the game will look with just RLO. Also as torminater says...if only that where the case the game would be a lot nicer to look at.
  8. yeah 3.1Gb is the new 2Gb and this time there sadly is no way around it. You are most likely going to have to trim down the memory use, since it amounts to by far most of the CTD´s and freezes in the game. There are plenty of threads here about the topic, with lots of helpful tips and guides etc.
  9. the MF mod has a good idea, however there are just too many locations where you can see that it is in fact just a square cell that has fog put on top for a specific duration. Especially in solitude is the issue bad. Also the mod is not made for use with ENB. I do use it, and it almost works with my settings, but there still are one glaring issue with the LOD fog vanishing after a set distance. However this is only apparent on the tips of mountains if you stand near the bottom. Or if you stand on say dragonsreach and look into the distance. Id still recommend it for use with ENB as long as the settings are made for it. For vanilla it might be a bit extreme though, but worth trying out.
  10. Rootsrat: the JIT scripts are just that... they are supposed to turn off lights that are not required to be on when the player has no way of seeing them. This is supposed to help with performance since more lights do cost more CPU performance. AFAIK then the lights are done by CPU as well as shadows. I use the scripted version, since I found no reason not too. It did in fact help a bit with performance in helgen, so I assume that it does that in other locations as well. This also brings us back to the inn issue with the candles not being lit. If they where lit it would properly make the performance cost too high. since there are not any parts of the inn where you could turn off the lights without it being noticeable. As for ELFX... you could make it "compatible" the same way I made RL Skyrim "compatible"... delete the cells from RLO that conflict. This will make sure that only ELFX changes are used. The issue if you do not do this is that you will get multiple lights since the mods add content, they do not just alter vanilla entries. This makes for some really awkard lighting issues, as well as some performance ones. I do not know how many areas that ELFX touch that RLO does not however. So it might not be relevant at all. But as it has been mentioned already, then this is properly not the place for this debate, since it is a bit away from the idea of testing the mod.Â
  11. default means everything. And if you have dragonborn then the default with dragonborn. Because if you install everything then it will use the authors default choices for all selections. In this case and many other installers of similar type it is better to manually go in and pick your selections so you know what you are getting. So it is not because STEP is outdated, just a bad use of words.
  12. Try to do the following in MO. Move the Optimized vanilla textures and DLC ones to the bottom of the mod order. This will make sure that vanilla textures will overwrite any other textures. This will reduce the texture memory use by huge amounts and should make the game "stable" assuming that memory is a predominant issue. If it still does it after this treatment then you most likely have some mod conflicts which cause the script engine to stop functioning. The guide is only a general guide atm, and in no way a finished optimized product. It is vital to keep that in mind. It is up to you to optimize and make it stable on your hardware. Me and many others here will be happy to help out, since most of us have the same issues.
  13. It cannot hurt to try out various AA´s. Sometimes you just get strange artifacts from those. Most of the time they are fairly small. Will try to take a look at mine later and see how they look.
  14. Ah my bad! They look the same! :( (should have checked your previous post as well! Sorry) Will have to look at it later, and see if I can make a fix for it! I have to say that I in general agree with your points. I personally find that they make many lights too dim compared to what you would realistically expect from a light source. This is mainly because it is hard to adjust for the human eyes adaptation levels. Hence the actual candle might be have a realistic radius and intensity, but the reflected light that your eye can pick up is not shown properly due to game engine limitations and a rather horrible adaptation code that does not work the same in all interiors. Also as you point out in certain areas there just is a lack of point lighting. But I find this is the case for just about all the interior lighting mods. Since it is such a massive undertaking, and there are still limitations to consider game engine wise.
  15. Just a note about those images.... they are from the Riverwood inn.... a place that RLO has not touched in any detail yet! Do remember that the small village .esp is in no way in a release state and should be disabled. So ofc. the candles will not show any lighting since they have not yet added a light bulb to the mesh. You can only really make comparison screenshots of RLO inside big city interiors and exteriors atm. All the small villages around Skyrim have the same issues sadly. My solution for this issue was to make my own altered version of Relighting Skyrim to only affect cells that RLO does not, since then you get the all around most realistic lighting solution. Since no interior lighting mod is complete yet, and it is an insanely massive undertaking that will require at least a years worth of work still.
  16. From Neovalens guide: This assumes that you have setup ddsopt as per the STEP wiki. Which is the set of instructions to use the optimal compression and mipmap level etc. Here the vital part is the "ignore" part of the settings since this tells it not to optimize etc. just to unpack. This should produce a folder of your choice with all the textures as loose files. Hope that helps a bit more.Â
  17. Looks like I will have to update my preset to a newer version soon, so I can actually help people again! On a related note to this, then presets made for something earlier then v.170 would most likely look a bit odd if used since the variables have new names etc. so it is not just possible to make a smooth transition into the new stuff without some tweaking. Alternatively then whenever you have really deep shadows, then it is most likely due to some contrast settings in enbeffect.fx which cause blacks to turn all black.
  18. You can extract the BSA using MO, or you can do it using ddsopt. The essential part is that you have loose files before you can do the optimizations etc.
  19. I am a wizard and I know magic tricks... and I sacrificed a steak last night (mostly to myself)! By doing that the spirits provided me with a vision of how the occult workings of tes5edit work when you search for specific key-phrases, and use process of elimination. At least something along those lines! Basically all things that are displayed in the CK are also displayed in tes5edit... you just need to know what values to look for.
  20. It is one of the newer features. Just for reference then the version of ENB only matter up to v.119 if you want to use hardware AA. Do not use any version lower then that since they are entirely obsolete! Use either version 0.119 or 0.168. The only thing to pay attention to when picking an ENB preset is if it is made for v.119 or above. Like project ENB is made for v.119. Converting it to something above is possible, but it is not possible to get the same result just by using using a higher version because the higher versions have a different command layout. This means some extra tweaking is required by the user. If you find an ENB with a color correction scheme you like you can make it performance friendly yourself by just setting a few parameters to false as shown above.
  21. Glad to hear it has helped. Do keep in mind that you might get certain artifacts when using parrallaxing, even a few more when using ENB. In those cases it is part of the deal. As I recall then it is some flickering etc. of certain textures when viewed from certain distances.
  22. Almost at the stage where I can use Tes5edit to locate the texture paths now... should speed up the process in the future!
  23. It is almost always better to use the 1k versions if the author has made any. One has to assume that he/she has sorted out any specific issues that might arise from re sizing. Unless you have a really slow internet connection, then you can just re-size manually using ddsopt.
  24. I honestly cannot see the issue. When I look at the textures they look perfectly fine. Even went ingame and they still look fine. In order to alter the sense of depth of the texture try to restore its 2k normal map, which would make the fine details of depth more sharp. Could also be because your ddsopting of the texture has altered its alpha levels so they look slightly off. Again try to restore the full 2k versions from SRO. Other then that you need a new texture entirely. I do not recall if project parallax affects roads. It is very limited to only certain textures, and most of those are in cities, but please do experiment! :)
  25. Sounds strange. ENB should only take up a bit of VRAM if you use AO and reflection. Also only use version 0.168 and not the above versions since those are still in the testing phases. In general for performance then disable. AmbientOcclusion DoF Reflection Skylighting Bloom should be possible to have on, if you do not then you will most likely get very dark an desaturated looks since bloom color amounts for quite a bit in most presets. The same goes for imagebasedlighting which will also darken the scenes (normally) but does not require vast amounts of performance. If you want some detailed information on how to setup your ENB just throw me a pm and I will be happy to help out in any way I can.
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