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Different textures size importance


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Posted

Hey guys, sorry for flooding forum with my silly questions but well.... umh so far after various testings and trying different things i think im finally set with correct settings balancing both quality and performance for me but 1 question remain: how much of a difference (VRAM wise) those texture for small things make, like eyes hair, brows and beards... i know it sound silly but so far i thought that only landscape textures makes the most hit to my VRAM but after experimenting with shadows (in closed small prison room from alternative starts mod i changed from 2k shadows to 8k shadows and despite it was small room and just few shadows it took me down from 50fps to 11fps). So concluding, seems that my fps in general is pretty solid, i veeeeery rarely go down below 25 even on top top settings for me but also seems that its VRAM capacity that is mostly responsible for stutters soo... if im using very high resolution textures for small things like mentioned before im flooding my VRAM by A LOT?

 

P.S Im asking cause if it actually make a big difference I would drop those textures and improve shadows for example... i mean why would i force my VRAM to hold excess textures that i dont even see while playing (in 3rd person mode even) while i can improve somethin else at the cost of this.

15 answers to this question

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  • 0
Posted

Landscape and architecture by far have the biggest impact on VRAM, but I imagine small things would add up depending on the resolution and the particular scene. Honestly there's absolutely no reason to use large textures on small objects. You are not going to see the difference between a 256x256 eyeball and a 1024x1024 eyeball. Maybe if you grind your face against it and take comparison screenshots, but not during normal gameplay.

 

As for shadow resolution, you should be aware that it has a HUGE VRAM impact. There are two or three shadow resolution settings... only one of has the huge performance hit. I assume it's the one you're experimenting with. I remember I changed it from 2048 to 4096 one time just to check it out. It certainly made shadows look much better, but it also increased my VRAM usage by hundreds of MB.

  • 0
Posted

Well atm 4k is out of my reach... with all the mods I've got it make my game stutter even without fighting, just wandering road and landscape, in fights it would be constant freeze, with 2k i got smooth gameplay but occasional stutters, well basicly any stutter make my heart beat faster so i have to eliminate them completely, i changed to 1k and its pretty solid, i made a major fight in riverwood just to check it out (riverwood is not so lightly place for gpu - trees, waters, buildings, actors, also contain animals like cows and chickens with bellyache's improved textures... so perfect space for me to test) and it was very good, but i was wondering if getting rid of all those textures like hair, beard, eyes, rings, necklaces etc etc etc would make me able to go back to 2k.

  • 0
Posted

but i was wondering if getting rid of all those textures like hair beard, eyes, rings, necklaces etc etc etc would make me able to go back to 2k.

Probably not. 1024mb of VRAM is not a ton to work with as far as modded Skyrim is concerned. Most people who have that amount stick to 1k textures.

  • 0
Posted

Yes you're right its not much but i was trying to make Skyrim visually appealing (for my sense of whats pretty) and actually those 1k shadows are not, they already look blocky and i used some tweaks to make em better but you know how it is... when theres a **** in the middle of ur room no matter what perfumes you gonna spray it's still gonna stink. Well i might try to change a graphic card cause it seems im lacking like 200-300 more VRAM and all that i need would be possible.

 

P.S im using Asus Radeon HD 6850 DirectCu. Any idea on some other budget cards that would make me able to run Balanced S.T.E.P fully?

  • 0
Posted

You might try experimenting with a light performance ENB. I've found that you can reduce the shadow quality greatly in the Skyrim engine, and use the ENB to smooth them out. This results in less detailed shadows, but they look very natural and certainly don't spoil the image.

  • 0
Posted

he is already using SMAA injected by RadeonPro, adding ENB and using SMAA in a proxy it will overload his GPU. I think best is for textures 1024x1024 lower shadow detail and some view distances.

 

Yes you're right its not much but i was trying to make Skyrim visually appealing (for my sense of whats pretty) and actually those 1k shadows are not, they already look blocky and i used some tweaks to make em better but you know how it is... when theres a **** in the middle of ur room no matter what perfumes you gonna spray it's still gonna stink. Well i might try to change a graphic card cause it seems im lacking like 200-300 more VRAM and all that i need would be possible.

 

P.S im using Asus Radeon HD 6850 DirectCu. Any idea on some other budget cards that would make me able to run Balanced S.T.E.P fully?

 

you can try 6950 and flash it to 6970 OC and you get stable 45 FPS with SMAA most text @ 2k

or try 7850. I still suggest 6950 flashed to 6970, very cheap.

  • 0
Posted

he is already using SMAA injected by RadeonPro, adding ENB and using SMAA in a proxy it will overload his GPU. I think best is for textures 1024x1024 lower shadow detail and some view distances.

 

 

A simple ENB can be stripped down so that it is doing little besides processing shadows.  Doing so while turning down shadow details in the engine may well result in a performance gain.

  • 0
Posted

Just install an ENB dll in the normal way, but instead of installing any presets, just create an "enbseries.ini" file in your Skyrim folder, and paste this into it. I just knocked this up quickly, so no guarantees, but I don't think it should do too much besides smooth shadows.  Try it out with low quality shadows and see how it works for you.

 

 

 

 

[sHADOW]

ShadowCastersFix=false

ShadowQualityFix=true

DetailedShadowQuality=1

UseBilateralShadowFilter=false

UseShadowFilter=true

ShadowFilterQuality=2

ShadowBlurRange=4.0

[PROXY]

EnableProxyLibrary=false

InitProxyFunctions=true

ProxyLibrary=

[GLOBAL]

AdditionalConfigFile=

UseEffect=true

[GAME]

SpeedHack=true

[FIX]

FixGameBugs=true

FixParallaxBugs=false

ForceFakeVideocard=false

IgnoreInventory=true

ForceSingleCoreCPU=false

IgnoreThreadManagement=false

IgnoreThreadPriority=false

AntiBSOD=false

IgnoreLoadingScreen=true

[MULTIHEAD]

ForceVideoAdapterIndex=false

VideoAdapterIndex=0

[ENGINE]

ForceAnisotropicFiltering=false

MaxAnisotropy=0

SkipShaderOptimization=false

[EFFECT]

UseOriginalPostProcessing=false

UseOriginalObjectsProcessing=false

EnableBloom=false

EnableAdaptation=false

EnableDepthOfField=false

EnableAmbientOcclusion=false

EnableDetailedShadow=false

EnableSunRays=false

EnableSkyLighting=false

EnableReflection=false

[LIMITER]

WaitBusyRenderer=false

EnableFPSLimit=false

FPSLimit=60.0

[iNPUT]

KeyReadConfig=8

KeyCombination=16

KeyUseEffect=123

KeyFPSLimit=36

KeyShowFPS=106

KeyScreenshot=45

[ANTIALIASING]

EnableEdgeAA=false

[bLOOM]

Quality=0

AmountDay=1.0

AmountNight=1.0

AmountInteriorDay=1.0

AmountInteriorNight=1.0

ContrastDay=1.0

ContrastNight=1.0

ContrastInteriorDay=1.0

ContrastInteriorNight=1.0

BlueShiftAmountDay=1.0

BlueShiftAmountNight=1.0

BlueShiftAmountInteriorDay=1.0

BlueShiftAmountInteriorNight=1.0

[CAMERAFX]

LenzReflectionIntensityDay=1.0

LenzReflectionIntensityNight=1.0

LenzReflectionIntensityInteriorDay=1.0

LenzReflectionIntensityInteriorNight=1.0

LenzReflectionPowerDay=2.0

LenzReflectionPowerNight=2.0

LenzReflectionPowerInteriorDay=2.0

LenzReflectionPowerInteriorNight=2.0

[sSAO_SSIL]

UseIndirectLighting=false

UseComplexIndirectLighting=false

SamplingQuality=2

SamplingRange=0.5

FadeFogRangeDay=1.0

FadeFogRangeNight=1.0

FadeFogRangeInteriorDay=1.0

FadeFogRangeInteriorNight=1.0

SizeScale=0.5

SourceTexturesScale=0.5

FilterQuality=1

AOAmount=1.0

AOAmountInterior=1.0

ILAmount=1.0

ILAmountInterior=1.0

AOIntensity=1.0

AOIntensityInterior=1.0

AOType=0

AOMixingType=0

AOMixingTypeInterior=0

[sKYLIGHTING]

Quality=1

FilterQuality=2

AmbientMinLevel=0.1

[NIGHTDAY]

DetectorDefaultDay=false

DetectorLevelDay=0.7

DetectorLevelNight=0.15

DetectorLevelCurve=1.0

[ADAPTATION]

ForceMinMaxValues=false

AdaptationSensitivity=0.5

AdaptationTime=1.0

AdaptationMin=0.1

AdaptationMax=10.0

[ENVIRONMENT]

DirectLightingIntensityDay=1.0

DirectLightingIntensityNight=1.0

DirectLightingIntensityInteriorDay=1.0

DirectLightingIntensityInteriorNight=1.0

DirectLightingCurveDay=1.0

DirectLightingCurveNight=1.0

DirectLightingCurveInteriorDay=1.0

DirectLightingCurveInteriorNight=1.0

DirectLightingDesaturationDay=0.0

DirectLightingDesaturationNight=0.0

DirectLightingDesaturationInteriorDay=0.0

DirectLightingDesaturationInteriorNight=0.0

SpecularAmountMultiplierDay=1.0

SpecularAmountMultiplierNight=1.0

SpecularAmountMultiplierInteriorDay=1.0

SpecularAmountMultiplierInteriorNight=1.0

SpecularPowerMultiplierDay=1.0

SpecularPowerMultiplierNight=1.0

SpecularPowerMultiplierInteriorDay=1.0

SpecularPowerMultiplierInteriorNight=1.0

SpecularFromLightDay=0.0

SpecularFromLightNight=0.0

SpecularFromLightInteriorDay=0.0

SpecularFromLightInteriorNight=0.0

AmbientLightingIntensityDay=1.0

AmbientLightingIntensityNight=1.0

AmbientLightingIntensityInteriorDay=1.0

AmbientLightingIntensityInteriorNight=1.0

AmbientLightingCurveDay=1.0

AmbientLightingCurveNight=1.0

AmbientLightingCurveInteriorDay=1.0

AmbientLightingCurveInteriorNight=1.0

AmbientLightingDesaturationDay=0.0

AmbientLightingDesaturationNight=0.0

AmbientLightingDesaturationInteriorDay=0.0

AmbientLightingDesaturationInteriorNight=0.0

PointLightingIntensityDay=1.0

PointLightingIntensityNight=1.0

PointLightingIntensityInteriorDay=1.0

PointLightingIntensityInteriorNight=1.0

PointLightingCurveDay=1.0

PointLightingCurveNight=1.0

PointLightingCurveInteriorDay=1.0

PointLightingCurveInteriorNight=1.0

PointLightingDesaturationDay=0.0

PointLightingDesaturationNight=0.0

PointLightingDesaturationInteriorDay=0.0

PointLightingDesaturationInteriorNight=0.0

FogColorMultiplierDay=1.0

FogColorMultiplierNight=1.0

FogColorMultiplierInteriorDay=1.0

FogColorMultiplierInteriorNight=1.0

FogColorCurveDay=1.0

FogColorCurveNight=1.0

FogColorCurveInteriorDay=1.0

FogColorCurveInteriorNight=1.0

ColorPowDay=1.0

ColorPowNight=1.0

ColorPowInteriorDay=1.0

ColorPowInteriorNight=1.0

[sKY]

Enable=false

DisableWrongSkyMath=true

StarsIntensity=1.0

StarsCurve=1.0

AuroraBorealisIntensity=1.0

AuroraBorealisCurve=1.0

CloudsIntensityDay=1.0

CloudsIntensityNight=1.0

CloudsIntensityInteriorDay=1.0

CloudsIntensityInteriorNight=1.0

CloudsCurveDay=1.0

CloudsCurveNight=1.0

CloudsCurveInteriorDay=1.0

CloudsCurveInteriorNight=1.0

CloudsDesaturationDay=0.0

CloudsDesaturationNight=0.0

CloudsDesaturationInteriorDay=0.0

CloudsDesaturationInteriorNight=0.0

CloudsEdgeClamp=0.5

CloudsEdgeIntensity=8.0

GradientIntensityDay=1.0

GradientIntensityNight=1.0

GradientIntensityInteriorDay=1.0

GradientIntensityInteriorNight=1.0

GradientDesaturationDay=0.0

GradientDesaturationNight=0.0

GradientDesaturationInteriorDay=0.0

GradientDesaturationInteriorNight=0.0

GradientTopIntensityDay=1.0

GradientTopIntensityNight=1.0

GradientTopIntensityInteriorDay=1.0

GradientTopIntensityInteriorNight=1.0

GradientTopCurveDay=1.0

GradientTopCurveNight=1.0

GradientTopCurveInteriorDay=1.0

GradientTopCurveInteriorNight=1.0

GradientMiddleIntensityDay=1.0

GradientMiddleIntensityNight=1.0

GradientMiddleIntensityInteriorDay=1.0

GradientMiddleIntensityInteriorNight=1.0

GradientMiddleCurveDay=1.0

GradientMiddleCurveNight=1.0

GradientMiddleCurveInteriorDay=1.0

GradientMiddleCurveInteriorNight=1.0

GradientHorizonIntensityDay=1.0

GradientHorizonIntensityNight=1.0

GradientHorizonIntensityInteriorDay=1.0

GradientHorizonIntensityInteriorNight=1.0

GradientHorizonCurveDay=1.0

GradientHorizonCurveNight=1.0

GradientHorizonCurveInteriorDay=1.0

GradientHorizonCurveInteriorNight=1.0

SunIntensity=1.0

SunDesaturation=0.0

SunCoronaIntensity=1.0

SunCoronaCurve=1.0

SunCoronaDesaturation=0.0

MoonIntensity=1.0

MoonCurve=1.0

MoonDesaturation=0.0

[OBJECT]

SubSurfaceScatteringMultiplierDay=1.0

SubSurfaceScatteringMultiplierNight=1.0

SubSurfaceScatteringMultiplierInteriorDay=1.0

SubSurfaceScatteringMultiplierInteriorNight=1.0

SubSurfaceScatteringPowerDay=1.0

SubSurfaceScatteringPowerNight=1.0

SubSurfaceScatteringPowerInteriorDay=1.0

SubSurfaceScatteringPowerInteriorNight=1.0

[LIGHTSPRITE]

IntensityDay=1.0

IntensityNight=1.0

IntensityInteriorDay=1.0

IntensityInteriorNight=1.0

CurveDay=1.0

CurveNight=1.0

CurveInteriorDay=1.0

CurveInteriorNight=1.0

[WINDOWLIGHT]

IntensityDay=1.0

IntensityNight=1.0

IntensityInteriorDay=1.0

IntensityInteriorNight=1.0

CurveDay=1.0

CurveNight=1.0

CurveInteriorDay=1.0

CurveInteriorNight=1.0

[VOLUMETRICFOG]

IntensityDay=1.0

IntensityNight=1.0

IntensityInteriorDay=1.0

IntensityInteriorNight=1.0

CurveDay=1.0

CurveNight=1.0

CurveInteriorDay=1.0

CurveInteriorNight=1.0

LightingInfluenceDay=1.0

LightingInfluenceNight=1.0

LightingInfluenceInteriorDay=1.0

LightingInfluenceInteriorNight=1.0

[FIRE]

IntensityDay=1.0

IntensityNight=1.0

IntensityInteriorDay=1.0

IntensityInteriorNight=1.0

CurveDay=1.0

CurveNight=1.0

CurveInteriorDay=1.0

CurveInteriorNight=1.0

[PARTICLE]

IntensityDay=1.0

IntensityNight=1.0

IntensityInteriorDay=1.0

IntensityInteriorNight=1.0

LightingInfluenceDay=1.0

LightingInfluenceNight=1.0

LightingInfluenceInteriorDay=1.0

LightingInfluenceInteriorNight=1.0

[colorCORRECTION]

UsePaletteTexture=false

Brightness=1.0

GammaCurve=1.0

[DEPTHOFFIELD]

FadeTime=1.0

[RAYS]

SunRaysMultiplier=0.4

[REFLECTION]

Quality=2

FilterQuality=2

FilterBluriness=0.3

SizeScale=0.35

SourceTexturesScale=0.25

Amount=1.0

Power=1.0

 

 

 

  • 0
Posted

I don't use either of those, so I can't say with certainty, but as far I know it should be possible.  I would think that the use of ENBs with ATTK is very common, and I'm sure I've seen people discussing using RadeonPro with ENBs.  It should be possible by using the proxy dll setting in the ENB ini, or using the ENB injector app instead of the wrapper dll.  Others here may be able to tell you exactly.  You could always give the ENB a try without RadeonPro, just to see if looks like it will work out for you, before you spend time setting up the combination.

  • 0
Posted

Im playing at 5760x1080 and made my own texture pack from all the mods included in the texture combiner pack + a few others. In total about 80 texture mods with 2 and 4k.

I merged theme manually using the best quality textures and meshes.

After reciving my titan i did a bench test with 8AA and ENB sharpshooter + other stuff. And Vram usage was messured to 5,2GB xD

Though FPS is unplayable with AA8 and the ini settings i used. (urgrid still at 5)

So orderd a second titan :) Cant wait for it.

https://i.imgur.com/kohzem4.jpg

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