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Aiyen

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Everything posted by Aiyen

  1. Since they are a modders resource, then they can be turned into a usable mod! And the point was just to remind people of the issues that come from having more complex meshes! Like people still get amazed that it is SMIM that breaks their performance in certain location when you have certain meshes installed. But there added a few corrections so it seems more like a general statement rather then something specific to this mod!
  2. The style of the texture is really nice. I do not think they deviate from vanilla style at all... since the vanilla style is essentially just a smeared mess that leaves quite a bit of interpretation options. Also a general note about the meshes. One should always remember that using increased meshes comes with potential performance issues... since the more vertex points in a scene the more complex it is to compute! And for head gear like this it just seems a bit overkill for all purposes other then fancy screenshots! That said then they do have the ability to sharpen up the model quite a bit if ever used!
  3. I believe once more testing have been done we can go over the OP with updated info etc... in turn I see this getting its own wiki page at the current rate, since so far nobody have reported exploding cases, or graphics corruption or even the odd CTD (when setup correctly).
  4. Welcome I guess is in order! SRO is in many cases an improved version of the vanilla textures. So anything that fits nicely with the vanilla theme will fit nicely with it. The vivid series does a great job in certain regions like the volcanic area, however it also has stuff that just does not fit with vanilla like textures. The same goes with aMidianborn. The armor/weapon ones are highly regarded and should be used, but in general for armor and weapons then most tend to fit. There it is more a matter of how scanty armors you want, or how much inspiration from other game series etc. As for "Ultra sized" textures.. then this is mainly because it is just not possible to run with full 4k textures even with all the memory advances that have been made. So they should be used sparsely and only on objects where you really think it matters. In general the higher the resolution of a texture makes it look nicer up close, so in general stuff that is up close benefits the most. So weapons and armor, skin textures etc. If you plan on getting into doing fancy screenshots you might want stuff like rocks etc. to be 4k as well, but again that is more or less the only use for them at this stage, since 4k textures on say rocks can make them look really out of place if everything around them is lower quality. Hope that little rant helps somewhat! I am sure more people will chip in with opinions as well.
  5. Just because it cannot be said enough.... check dem rails! Anything not single rail should essentially be thrown out if you do not have a multi gpu setup! There is just no point in them! And nothing sucks more then having a PSU which technically can run your rig, but you do not get the FPS you expect since the card simply cannot draw as much power as it needs and hence downscales its performance to compensate. About certifications... essentially like Mothergoose says, then the nominal efficiency is at about 50% load. However assuming that you sometimes play some taxing games do something else that actually require some power, then it is a good idea to project that you always are in the 55%-60% range and look at that. The difference between certifications mean that the peak efficiency is higher... but also that the loss to heat etc. becomes less the higher you go. Hence as long as you are between 50-60% then you will be at peak efficiency give or take 1-2% depending on certificate. I got a a gold certified 750W.... since then at just idle loading or watching a movie etc. then my load is at about 45%, at during heavy ENB pumped gameplay it goes up to about 65% max. So I am almost always at my or very close around my peak efficiency, and there is room to expand later. And I do expect this badboy to last for quite some time... so it can pay for itself. This is another consideration... depending on where you live in the world power cost money (Who would have guessed!)! I know in most of the US power still does not get taxed as heavily as in some other countries, but it is always worth considering. Spending a bit extra initially where I live is worth it since power is silly expensive and every kWh you can save is noticeable amounts of money over a 3 month period. In general never get anything that is not at least bronze certified... only go gold if you got expensive power since otherwise it is most likely not going to pay for itself during its lifetime. And just do not go platinum lol.... unless it is for a business or you really want to show off.
  6. Imo then the best are Basalt: AMB Stones n ash: AMB Rocks n ash: SRTO for the rocks, AMB for the ground I know you are very fond of that style of rocks Cabal, but it just looks like too much rock imo. The shadow effect on the rocks is nice, but since there are so many in close proximity it kinda ruins the effect a bit. At least for me! If you could have a more sparse amount of rock with a density like HDDLC, or SRTO and the current ground then I think it would help quite a bit. As for the other two, then I think the SRTO versions have a wee bit too much noise in them, without proper depth. Kinda makes the textures look a lower resolution then they really are. This is just my puny subjective opinion on the matter! And thanks for taking the time to take the shots Ess!
  7. This and ENBoost is the sort of memory trick that is mainly aimed at 64bit systems with more then 4Gb of memory. You might still be able to use this with only 4Gb. But most likely that is so little memory that you should not be using any sort of texture overhauls anyways, and most likely not even mod your game very heavily to begin with, since you would probably run out of memory before the 3.1Gb limit anyways due to windows eating up a fair bit.
  8. When running a stress test I what at what windows report the processes to be using. Skyrim + everything else running in the background = 2Gb give or take. ENBhost.exe = 6Gb give or take. The value reported back will also include some amount of buffer, since depending on where and what you are doing ingame then the amount of memory used ofc. fluctuates. This buffer is flagged as memory that can be overwritten if need be, however if you have plenty of RAM then this is never going to be an issue and the buffer will just remain. For actual gameplay this just means less stuttering during transitions etc. since data is already in the buffer so it does not need to be loaded, swapped etc. If you have less Total memory then this buffer will be less, and more data loading is going to be required. Hence a person with 8Gb would be able to run with the same amount of textures as one with 16Gb. However the person with 16Gb would have more buffer, which would ease up the total amount of data loading. This would in effect mean that the person with 16Gb of RAM would have a system with more breathing room. With this new development then the skyrim process will increase the so called block size, which means it will demand more memory to active use, hence the amount available for buffer use will become even smaller, hence you might increase data loading even more, and actually end up making the game and computer more unstable since you run much closer to the limits of what your hardware can physically handle. Hope that makes some sort of sense, and if some super technical guru finds any flaws in my logic, then smash me down and correct me! :)
  9. Read again bro... I said the skyrim + windows took up 2Gb... not 8. The enboost.exe process takes up the majority.
  10. hellanios: My guess is that you would just have to try. You would at the very least be able to contribute with testing data for that sort of setup! It is kinda atypical. You would probably have to be moderate in your ENBoost settings however. Hence I doubt you would be able to run with full 2k textures etc. Also I guess in general for all that ask about total memory size! 8Gb most likely is enough... however on my rig then ENBoost.exe when I stress test it will eat up 6Gb... and the skyrim process + windows eat up 2Gb. I have 16Gb in total so I am not worried, but if I only had 8Gb I probably would not be able to run with what I run now in terms of texture load. So in short.. 8 is enough, but you will probably not be able to run with as much as the guy with 12 or 16 or even 32Gb. (Not saying that you would ever get near to using 32Gb of memory unless you run a server or use part of the memory as flash storage etc.) Also sheson... thanks for that tb idea... never thought about doing a diagnostic using that... even though it is simple and a really good test!
  11. The thing that is wrong with it is that if you are in a forest, and especially if you use SFO, or some other mod that introduces way more foilage (transparent textures) then it will kneel even the best of rigs. (We are talking up to 20+ FPS drops) The larger the amount of transparent textures, the higher the performance cost. If you just use it on a vanilla like install with very low grass amounts etc. then it will not be an issue. In general then the performance hit compared to what you get out of it is just absurd. But again it depends on your mod list and other settings, so for some it is a good option for sure.
  12. lol sheson... and welcome onboard! Also many thanks for this piece of work! I am sure it will make many a people quite happy!
  13. Said it once, and will say it again.... do not use weird enblocal.ini files from authors... then you end up with weird stuff like badly optimized ENBoost, or occulsion culling when you do not need it, or most vitally.. that some crazy person actually enabled transparency AA! Also using the ENB rain feature... if you do not have to then just dont. It sucks performance like a beast! And without AA and super sampling it just looks horrible. But in general I prefer the default textures for rain anyways. As for the clouds.... throw me the preset files you have at some point and I will take a look at the clouds... it could be many thing, and I would need to have it at hand to come with input.
  14. Guess this will teach all those who said "8Gb is enough for gaming... do not get 16Gb it is a waste" a lesson ;) Nice to see that this is so far working out nicely! Still waiting for the first report of "This fried my computer" hehe
  15. Okay have tested. The mods I use do not have those braziers lit.. hence I do not have the issue. So I would guess it is something mod specific of sorts. As for the clouds and foam. If other ENB presets also does it (and I would be surprised if they did not) then it is a general either mesh, mod issue, or a driver issue of sorts. If it is only Skylight that does it then I will have to think a bit more about it!
  16. Very interesting indeed. I guess you could say it is a small gem of sorts! :o
  17. In this case because water height is irelevant... and Image spaces are kinda... well obviously not a conflict! But in general I guess because it is tedious for something that is not really anything but a semantics fix (Water height). Guess it would be nice if there was a script that could do it for authors!
  18. Neo.. i have 12 forms edited... Unless I am entirely blind then that is all the relevant conflicts USKP et. al has with it. 7 cell entries, and 5 world space entries. Hardly constitutes a HUGE amount of patching. Most of the stuff that is flagged is because the USKP have altered the default image spaces.. and those entries do NOT need to be forwarded anyways. Also the ever present water height is there.. but this is one of the 3 values it should be so again no need to forward anything. Guess we should talk more in detail over steam about what you see that I do not! :)
  19. Bro read what the site says, it is fairly detailed in regards to what is required, and what it replace. Since I do not have any ILS issues on my setup then it is not something I plan on using directly myself, but I know a lot of other people here have issues with such!
  20. UPDATE: All of this mods functionality is now incorporated into SKSE Brand new info on this ever annoying issue with ILS, and ugrids! https://enbseries.enbdev.com/forum/viewtopic.php?f=13&t=2729 IF THE ABOVE LINK DOES NOT WORK: Go to: https://enbseries.enbdev.com/forum/ Click "Other" forum title under "Advertise mods" forum category Click "Skyrim Memory Patch - fixing ILS, uGrids CTD, freezes" (see OP) It is very interresting read backed up with facts, figures, and general good humor, and common sense! I highly recommend that people with issues take a look! What we are interested in knowing in this thread is feedback of what your experience is with this, and what sort of system specs, and mod list you are using. The more information we can gather the easier it will be to possibly improve upon this so that it can help more people get an enjoyable skyrim experience at the limits of what their computers can handle! Enjoy, and let the commentary/test data throwing begin! Patched DLL attached at bottom of OP (Neo's version) skse_steam_loader - PATCHED.7z MemoryBlocksLog-1.1.zip
  21. To this day and age, I still do not understand why having a DoF file is a pro for an ENB... once you have a file with the settings you like in ENB A, then you can use it in ENB B. Far too many people seem to think that all the files in a preset must be used or it will not work! So silly really! :) Also if you are using ELFX, then mix it with ELE image spaces and you got gold. Reason... using ELE makes it so that ALL interiors have a decent base of image spaces. Hence there will be no more weird going into cave A have everything look blueish.. then walk into bleak falls barrow and have everything look epic. etc. One thing many people forget is that most ENB´s cannot ignore the default image spaces, and these just.... well they are too diverse for the post processing that ENB preset creators throw out. They only really work for vanilla post processing. Also they are in 90% of the cases responsible for issues such as "Its not warm or cold enough".
  22. Good that I waited with the grand install of this until after this was sorted out! :) And what can I say kryp.. the olde tes5edit trap... it looks okay there, but is in fact something! God knows that issue has annoyed me quite a bit!
  23. If you need a noise shader that will sort it out I can provide, just throw me a pm and you can experiment with it. It will help quite a bit. As for dithering, then sweetFX has one, and with some time I could also make that available without actually using SweetFX. As for the DG stuff. I do not know the specifics, so I will thread carefully. If it is just weathers then no harm will be done, just remember to also get the weathers into the regions or they will not be used unless you manually call them. And anything that messes with the regions will mess with sound overhauls if you use any of those. Hope that made some sense! :)
  24. And then we all take a timeout! Also I do not want to get into another "What should STEP pick" argument again! Also there is nothing wrong with your requests Cabal! However this is just a matter of taste, nothing more! Also Bro is not part of the official STEP crew, and not a tester, he is just a user like so many others who have an opinion which is fine! When and if STEP proper, does a decision there will ofc. be comparison screenshots galore and a more objective base to evaluate on! That said then no more of this nonsense... It will be moderated!
  25. It is Solstheim..... just make a greyscaled image and you wont be able to see the difference from vanilla! :) That aside, then I look forward to testing these out! Been a while since I messed around raven rock! However I must admit that I never go on your screenshots, since.... well most of the time they are not really that good! :P Your screenarchery skills are not even remotely equal to your texture making skills! Keep up the great work!
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