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v2.2.8 Development


TechAngel85

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Reduce vertical tearing

  • Use FPS limiter (available in Nvidia Inspector [nvidia users], RadeonPro [AMD users], or enblocal.ini [all users])
  • set iPresetInterval=0 in skyrimprefs.ini (turn of skyrim vsync)
I've found FPS limiter, where do I set PresetInterval?

Nvidia Inspector might provide triple buffering for D3D ... can anyone confirm?

I have following settings avaiable:

OGL_TRIPLE_BUFFER_ENABLED
OGL_TRIPLE_BUFFER_ENABLED
0x00000000 (Overwatch Systems Remoteview Pro, BAE Systems SOCET GXP)
0x00000001 (ISD HiCAD, Overwatch Systems RemoteView, BAE Systems SOCET SET)
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The meshes in the newer version of sky mills is 3d I believe. Then brumbek took them and did his thing.

 

 

Sent from my iPhone using Tapatalk

Then this is a conflict and we should hide the SkyFalls meshes, no?

Reduce vertical tearing

  • Use FPS limiter (available in Nvidia Inspector [nvidia users], RadeonPro [AMD users], or enblocal.ini [all users])
  • set iPresetInterval=0 in skyrimprefs.ini (turn of skyrim vsync)
I've found FPS limiter, where do I set PresetInterval?

Nvidia Inspector might provide triple buffering for D3D ... can anyone confirm?

I have following settings avaiable:

OGL_TRIPLE_BUFFER_ENABLED
OGL_TRIPLE_BUFFER_ENABLED
0x00000000 (Overwatch Systems Remoteview Pro, BAE Systems SOCET GXP)
0x00000001 (ISD HiCAD, Overwatch Systems RemoteView, BAE Systems SOCET SET)
Don't use FPS limiter unless you really have to. Use enblocal.ini vsync instead, which should yield a much better result. FPS limiter (enblocal.ini) should be used only if vsync (enblocal.ini) does not behave for some reason. (vsync and FPS limits should not be used in conjunction ... it is redundant in almost all cases)

 

iPresentInterval is in skyrimprefs ini under [Display]

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Ok, my very quick, very basic testing, I'll do more when I have time

 

Testing on SR:LE according to straight neo's guidelines, so shitty fps outdoors.

 

With iPresetInterval=0; FPS limit disabled; graphics vsync tweaks disabled:

indoor: 40-60 smooth as 16yo girl's ass, outdoor: 15-28, quite choppy (more than somewhat, less than very)

 

With iPresetInterval=0; FPS limit disabled; graphics vsync tweaks enabled

indoor: 45-60 smoothness as abovee, outdoor: 20-28, a bit choppy (livable)

 

With iPresetInterval=0; FPS limit enabled; graphics vsync tweaks disabled

Haven't tested yet, I'll have to find working limiter (nvidia inspector's fails)

 

I have never either experienced at all, or seen vertical tearing.

 

This is for something like 15 minutes running around each test case, but I already like that vsync tweak.

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Not sure which yet, but one of the mods in 2.2.8 is causing distant mountain snow to "shimmer". Can easily see this just outside of the cave after starting the game. The position of the snow changes locations as I move forward slightly... seems like it's alternating between two different meshes or something.

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Try our z-fighting guide to see if that helps. https://wiki.step-project.com/Guide:Z-Fighting

 

There are different reasons for the shimmer, but only some are actually avoidable, others kinda have to do with pixel density that isn't possible without a monitor with resolution higher that 1920x1080. You'll probably notice a bit of this with the new SMIM mills.

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Try our z-fighting guide to see if that helps. https://wiki.step-project.com/Guide:Z-Fighting

 

There are different reasons for the shimmer, but only some are actually avoidable, others kinda have to do with pixel density that isn't possible without a monitor with resolution higher that 1920x1080. You'll probably notice a bit of this with the new SMIM mills.

Ah... right. It's been quite a while since last playing Skyrim/STEP... so forgive my being ignorant on the subject. :)

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Try our z-fighting guide to see if that helps. https://wiki.step-project.com/Guide:Z-Fighting

 

There are different reasons for the shimmer, but only some are actually avoidable, others kinda have to do with pixel density that isn't possible without a monitor with resolution higher that 1920x1080. You'll probably notice a bit of this with the new SMIM mills.

Using all of the settings mentioned in the guide, the Z-Fighting is almost entirely unnoticeable now. Can tell it's there if I look really hard, but most certainly improved from earlier! Thanks :D
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FYI, the current alpha build of SKSE has the memory patch integrated. (Build is up on https://skse.silverlock.org/ now). The change notes have the new ini settings, though I believe the *values* default to what is in the 2.2.8 guide for the memory patch.

 

Also... I think there may be a thread on this forum for this but I am not seeing it. The "Skyrim.exe" tool (really needs a better name) is pretty nice and addresses a lot of windowing issues. https://www.nexusmods.com/skyrim/mods/50221/?

 

I'm using it instead of Borderless Window, Double Cursor Fix, AltF4, etc.

 

You can also toss in a STEP styled splash screen. :)

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I'm pretty sure the currently marked Accepted mods are all the mods we are going to include in the 2.2.8 release. As for SKSE, we should wait until it is out of alpha stage and we fully understand the memblock settings to use for it.

 

@Es

You beat me to it!

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FYI, the current alpha build of SKSE has the memory patch integrated. (Build is up on https://skse.silverlock.org/ now). The change notes have the new ini settings, though I believe the *values* default to what is in the 2.2.8 guide for the memory patch.

 

Also... I think there may be a thread on this forum for this but I am not seeing it. The "Skyrim.exe" tool (really needs a better name) is pretty nice and addresses a lot of windowing issues. https://www.nexusmods.com/skyrim/mods/50221/?

 

I'm using it instead of Borderless Window, Double Cursor Fix, AltF4, etc.

 

You can also toss in a STEP styled splash screen. :)

 

I am not sure we should be recommending the new SKSE build (or even sheson's patch in the guide). The solution needs to evolve to final resolution (and STEP does not really suffer from the issues this solution addresses). ENBoost MM takes care of borderless windows ...

 

Let's determine if/how we integrate MemPatch 3.0, since it will likely morph drastically over the next week or two.

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