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z929669

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Everything posted by z929669

  1. Good qualification, Monty. I will test as well (someday) quantitatively and report my findings. I envision a "Skyrim Tweaking Guide: Facts & Fiction" in the future ...
  2. Be sure to use "Bashed Patch, Skyrim.esp" under Mopy/templates
  3. Yep, that's a deal breaker for me. I will never use this one We just aren't ready for real game-changing mods yet until we have TESVEdit and a plethora of other tools necessary to correct/circumvent all of the garbage. Maybe in a year or two when TESVI comes out? We still see improvements in TESIV to this day ... Bummer.
  4. It shows that ENB works, that's for sure. Low sucks though with ENB. Med is quite good ...
  5. True enough. Scaling may be closer to exponential than linear. Perhaps add 2 or three before squaring. Or even true exponential... meaning that uGrids 7 should have uExterriorCellBuffer=128 Under this scenario, uGrids 5 wiould have 32 rather than 36, so it could be that as one approaches zero, the expected formula breaks down, hence the added +4.
  6. Can anyone corroborate Vond's assessment?? If true (and I have no idea), then it seems that this mod should no longer be a candidate unless/until it is rebuilt to standards.
  7. uGridsToLoad & uExteriorCellBuffer scale together by the formula: uExteriorCellBuffer = (uGridsToLoad + 1)^2 Increasing the latter by a small amount should be OK, but I have never had any problems with the default scaling.
  8. never tested trifire. Use GPU-z and divide by 3 for VRAM consumption
  9. Fri seems to remember these fine details ...
  10. Double check the Skyrim Installation Guide and be certain to conform to Fri's advice about installing Steam properly. then revisit the Wrye Bash guide, as the installation instructions changed in the last 24 hours.
  11. Just install SKYHD first. Vond's approach may be the best: Install SKYHD as your very first texture mod. Then you get whatever you like best with a bit of SKYHD high res shining through where you might otherwise see vanilla (but I prefer vanilla).
  12. See the DDSopt guide screens. These are well covered testing areas with good reference doc on VRAM in that guide (well over 100 screens, or > 20 per location).
  13. Sounds cool, and would only suggest it be converted to muted colors or grayscale. Will likely need to paint on a monochromatic text surface as well.
  14. Still working on final recommendations for DDSopt vanilla
  15. Love this mod
  16. Agree with all of the above, and second Vond's opinion about SROHD. Definitely my favorite fo them all. If you want to compare all of the tex pack overhauls in five different worldspaces, visit the tables at the bottom of the DDSopt guide. Well over 100 images with HRDLC, SROHD, SKYHD, SERHD, & ISTPS (plus Vano89)
  17. Have to say I just love this font and layout. Prefer stone or wood as the background though, and font carved into that surface.
  18. Would like to know performance impact of mesh opt (without confounding added by other opt). Anything yet on this?
  19. Go ahead and update the WBG if you want (& thanks again for writing this up). Suggest that we update the SIG to point to this methodology if the consensus agrees that it is clearer and more efficient to do so.
  20. Agree with s4n and would go further to say that Wrye Bash is arguably superior for managing mods than ANY other mod organizer (including MO) PROVE ME WRONG AND WRITE A REVIEW!
  21. OK, as Beald and Monty are not weighing in on this one, I am pretty much alone in the whole "let's deliberate" thing :( So open the flood gates if you wish I will do my best to adapt EDIT: Found Beald's post (thanks Fri!). Further confirms SVN ...
  22. This is great to hear Beald Keep your eye on the DDSopt thread ... Hopefully more good info coming your way over the coming weeks ;)
  23. @MW For several reasons, I think that this is an overestimation (no offense!). We need to accurately assess VRAM in conjunction with detectable stuttering under controlled conditions before we can say exactly what is necessary. My experiences are simply not consistent with needing any more than a 1.5 (dedicated) Gb VRAM allocation with default STEP using max FPS! versions of mods (but I do not have any hard evidence ... yet ;) )
  24. OK, to finalize this, my next step will be to test the DDSopt'ed normal map with/wo the DDSopt'ed color map (there will be four combinations, two of which will be new to me). I do assume that this will affect certain of the 2:1 textures, depending on implementation of those textures, and the prevalence of 12th mipmap usage in mid-distance. (I added this as a bug on the DDSopt bugtracker at Github .. also posted this as a bug on the DDSopt dev forum ... more of a feature request than a bug though maybe)
  25. Well done MW, thanks! (still haven't looked, but I am certain it is good ;) )
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