User:Phazer11: Difference between revisions

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Nothing to see here but a Mod Tester...
Nothing to see here but a Mod Tester...
=Sandbox=
=Benchmarks=
=DDSopt Vidoe Script=
Hello Everyone! I go by the username phazer11 and I am a Mod Tester for the STEP (Skyrim Total Enhancement Project).
As you are watching this video, I'll assume that you want to optimize your textures. You may also be aware of the 3.1 Gb effective System RAM limitation of the Vanilla Skyrim Engine (actually a 4.0 Gb process limitation on 64-bit systems). Optimizing textures can help improve your system performance and reduce crashes related to the this limit as well as "micro-stutters" due to texture loading (which is related mostly to drive i/o).
STEP Admins, Kelmych and --I call him Zed-- z929669 have been spear-heading the rework of the DDSOpt Guide on the STEP Wiki and have generously provided batch-processing files to simplify the "DDSopt-imization" of the vanilla textures provided by Bethesda. These batch files remove redundant textures from the HRDLC and re-package the optimized textures into .7z archives for use with mod-management programs including Mod Organizer and Wrye Bash.
In this video, I'll be doing a short walkthrough on optimizing the Vanilla textures following the guide on the STEP Wiki as well as other mods like Skyrim HD 2k Textures. For more advanced users, I will be making a video demonstrating how to optimize more complex mods like Automatic Variant texture packs, which require some reorganization prior to optimization.
DDSOpt is a tool for resizing (i.e., 2k to 1k resolution) and compressing textures. It can also "fix" mip-maps. Mip-maps are lower-resolution versions of textures used for distant "far away" objects or objects when viewed at steep angles. This is sort of similar to LOD's except that LOD's are static, far-away representations of objects that are generally at such a distance that the textures cannot be seen clearly.  Basically, the engine scales the textures based on the mip-maps,which may not be optimal representations of the parent texture. DDSOpt's optimization routines verify optimal texture compression and mip-mapping and corrects issues where possible (i.e., removes redundancies and re-mips). DDSOpt properly handles more than 95% of Skyrim's textures based on file names, but it does sometimes get things wrong, and all known exceptions are accounted for in the DDSOpt .ini to prevent this.
DDSOpt will likely help fix at least some of your headaches and help improve your performance.
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Revision as of 23:14, August 22, 2013

Nothing to see here but a Mod Tester...

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Hello Everyone! I go by the username phazer11 and I am a Mod Tester for the STEP (Skyrim Total Enhancement Project).

As you are watching this video, I'll assume that you want to optimize your textures. You may also be aware of the 3.1 Gb effective System RAM limitation of the Vanilla Skyrim Engine (actually a 4.0 Gb process limitation on 64-bit systems). Optimizing textures can help improve your system performance and reduce crashes related to the this limit as well as "micro-stutters" due to texture loading (which is related mostly to drive i/o).

STEP Admins, Kelmych and --I call him Zed-- z929669 have been spear-heading the rework of the DDSOpt Guide on the STEP Wiki and have generously provided batch-processing files to simplify the "DDSopt-imization" of the vanilla textures provided by Bethesda. These batch files remove redundant textures from the HRDLC and re-package the optimized textures into .7z archives for use with mod-management programs including Mod Organizer and Wrye Bash.

In this video, I'll be doing a short walkthrough on optimizing the Vanilla textures following the guide on the STEP Wiki as well as other mods like Skyrim HD 2k Textures. For more advanced users, I will be making a video demonstrating how to optimize more complex mods like Automatic Variant texture packs, which require some reorganization prior to optimization.

DDSOpt is a tool for resizing (i.e., 2k to 1k resolution) and compressing textures. It can also "fix" mip-maps. Mip-maps are lower-resolution versions of textures used for distant "far away" objects or objects when viewed at steep angles. This is sort of similar to LOD's except that LOD's are static, far-away representations of objects that are generally at such a distance that the textures cannot be seen clearly. Basically, the engine scales the textures based on the mip-maps,which may not be optimal representations of the parent texture. DDSOpt's optimization routines verify optimal texture compression and mip-mapping and corrects issues where possible (i.e., removes redundancies and re-mips). DDSOpt properly handles more than 95% of Skyrim's textures based on file names, but it does sometimes get things wrong, and all known exceptions are accounted for in the DDSOpt .ini to prevent this.

DDSOpt will likely help fix at least some of your headaches and help improve your performance.