Had a quick question which I have been looking for across different threads to see if there was an answer.
Hope it is not completely out of place here. If I have read it correctly your VRAM usage is (mostly, or at least in part) targetted by the need to "read/render" any image files (.dds?)
My Q: Does this have a cumalative effect on resources (VRAM) being required if your modload-order has a lot of duplicates.Â
For example (much like the Conflicting Graphics bit I suppose)Â across 5 mods IÂ use/need several textures, in all 5 mods the folder textures/armor/leather is available but I want the textures from the fifth. So this means the texures are read 4 times while not being used ? because the ones from the fifth folder are used.
The reason I ask, is that for example the DDSopt optmizing of the Vanilla, DLC and HRDLC bsa's alone is already resulting in well around 2GB of duplicate files.
Not a problem since I just merge folders afterwards, but am still curious.Â
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Ogham
Had a quick question which I have been looking for across different threads to see if there was an answer.
Hope it is not completely out of place here. If I have read it correctly your VRAM usage is (mostly, or at least in part) targetted by the need to "read/render" any image files (.dds?)
My Q: Does this have a cumalative effect on resources (VRAM) being required if your modload-order has a lot of duplicates.Â
For example (much like the Conflicting Graphics bit I suppose)Â across 5 mods IÂ use/need several textures, in all 5 mods the folder textures/armor/leather is available but I want the textures from the fifth. So this means the texures are read 4 times while not being used ? because the ones from the fifth folder are used.
The reason I ask, is that for example the DDSopt optmizing of the Vanilla, DLC and HRDLC bsa's alone is already resulting in well around 2GB of duplicate files.
Not a problem since I just merge folders afterwards, but am still curious.Â
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