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[EuroGamer] The Elder Scrolls 5: Skyrim Remaster Announced - Page 11

post #101 of 117
Quote:
Originally Posted by DIYDeath View Post

I've had Skyrim using 5gb of vram with ENB according to Skyrim Performance Monitor on Windows 8.1. Might be a bug, it's a known issue for windows 8.1 and windows 10.

I've used EVGA Precision to track overall VRAM usage while playing Skyrim. The maximum overall VRAM usage that I have had on W8.1 was 4.8GB. I was definitely hitting a VRAM wall because I was getting horrendous texture load stuttering when I would rotate the camera. At some points the game would drop down to 5-10 FPS for a good few seconds.

I've been too busy to install W7 and see what the true VRAM usage would be without the cap. I'd bet in some scenes it could potentially punch through the 6GB threshold into TX territory. Mind you this is an extreme scenario with who knows how many 2K/4K texture mods with the game running at 4K.
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post #102 of 117
Quote:
Originally Posted by SchmoSalt View Post

I've used EVGA Precision to track overall VRAM usage while playing Skyrim. The maximum overall VRAM usage that I have had on W8.1 was 4.8GB. I was definitely hitting a VRAM wall because I was getting horrendous texture load stuttering when I would rotate the camera. At some points the game would drop down to 5-10 FPS for a good few seconds.

I've been too busy to install W7 and see what the true VRAM usage would be without the cap. I'd bet in some scenes it could potentially punch through the 6GB threshold into TX territory. Mind you this is an extreme scenario with who knows how many 2K/4K texture mods with the game running at 4K.

When I get home I'll probably test it out myself, I like me some skyrim and I have noticed if I have too many actors on the screen bad things happen to the frame rate, I bet it was due to this.

Kind of sad Microsoft is so damn lazy they can't even fix this bug a year after it was reported.
post #103 of 117
Quote:
Originally Posted by silvergoat View Post

OT-

For those of you using 100+ mods.....what possible mods can be so necessary that you need 100+ to make the game what it is? I started playing Skyrim again last week and I tried adding some mods for the visuals, but I can't imagine having so many mods and that they could make the game that much better. I installed one ENB mod (I think) and some graphical stuff like water/weapon textures/sky/flora, but closer to a dozen than two dozen. I'd like to see a list of visual mods so I can get the same crazy experience you guys are having with the game.

Mods to refine the mechanics alone can take up 30, then you have another 20-30 for texures and meshes. Then add in another 10-30 for new mechanics/npcs/quests/bug fixes, etc.

I have over 300 mods installed - I know of people with over 500 installed.
post #104 of 117
Quote:
Originally Posted by DIYDeath View Post

Mods to refine the mechanics alone can take up 30, then you have another 20-30 for texures and meshes. Then add in another 10-30 for new mechanics/npcs/quests/bug fixes, etc.

I have over 300 mods installed - I know of people with over 500 installed.

I haven't followed the S.T.E.P. guide in a while, but isn't that alone around 50 mods or so?

My peak was around 350 installed but since Windows 10 and the loss of VRAM over 4GB I've had to bump it down to around 230 active mods, mostly just follower and NPC tweaks. Back in the day I played the whole world-space mods like Falskaar and Elsweyr... But now it's more the process of modding I enjoy over actually playing the damn game.
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post #105 of 117
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Originally Posted by Gunderman456 View Post

Bethesda has never gone over 5 years until the next Elder Scrolls. I don't want a remaster, I would have expected Elder Scrolls 6 by now.

Mark my words, ES VI is next year and may be teased with the release of the remaster, even if its not through the press. (eg. Leftover code from ES IV in the remaster.)

My line of thinking is that the last few FO4 DLCs will come out before we get an announcement with 3-6 months from that until release, and that it'll be a big one. My line of thinking from leaks is that it'll be in Valenwood (Project Greenheart, as a formerly discounted leak has been given some credit as Nuka World has been proven at this point) and maybe even Summerset Isles and/or Elsweyr to continue/finish the Thalmor plot. Even if it's just Valenwood I'll be very excited...Wood Elves are my favourite TES race.
Quote:
Originally Posted by Imglidinhere View Post

How is it a shameless cashgrab? Skyrim is only 32-bit. You have a 4GB GPU? It can't even use the full Vram allocation your GPU has. Most mods nowadays that force the game engine to run slower will now be a piece of cake for the new engine. Besides, they already said all existing users of the current game will be upgraded for free.

If it breaks mods, that's what you have to accept. Game updates are going to break any fan-made work temporarily, BUT even if it does break it, if modders are curious enough, they might very well see to updating their mods to the new engine. tongue.gif I for one want to see what the new game engine has to offer for Skyrim. >w> Game is still pretty as is.

Exactly, and the good news is that plenty of Skyrim modders have found it easy to port to FO4. It really looks like this time around they did a bunch of massive engine updates internally to Skyrim and then once they had that where they wanted it, made FO4 off of the engine which also makes me hopeful that at least smaller mods may not even need to be updated if the part they change made it through unaltered. (eg. Something like a weapon mod might actually work perfectly/with a few patched lines of code while something like Midas might need a larger update given that the magic spell effects are updated to DX11 volumetric rendering, but if the old DX9 rendering code is still there they may work just without looking as great)
Quote:
Originally Posted by Neilthran View Post

Why do you think the new engine will make mods run better? how do you know? the fallout 4 engine it's not better in anyway. It's has more graphical effects, but that's it.

Wrong. Just completely wrong. FO4 looks better and runs smoother on my machine than Skyrim, it has more consistent core usage (Skyrim both with and without ini mods is typically 100% on two cores during the initial load, then 70% on one core and 20-30% on another while FO4 without any mods gets to 100% during the initial load then sits at 70-80% on one core and 20-30% on my 3 other cores) and is 64bit which gets rid of all sorts of memory issues that ENB and Shesons memory patch just don't fix. Like LAA, it's a workaround that is better than nothing at all but not full 64bit. You're making it sound like all they did was code in a few DX11 effects then make the game. This isn't the case...Look at large scale battle videos for example: FO4 gets to thousands of NPCs before it starts really lagging but Skyrim only hundreds, that shows massive improvements in CPU utilization and how scripts are run alone.

Let me try to put this in perspective for you: 64bit allows it to get larger and larger textures, bigger meshes, more scripts (especially with the better CPU utilisation) as time goes on even compared to enb...And if enb is ported to this it could enable even better effects than the old Skyrim+enb was capable of. This is massive for modding and I'll happily take even a year of waiting for good compatibility given the potential here.
Quote:
Originally Posted by Faster_is_better View Post

Does Bethesda not have 2 teams (at least) for their games? Seems they would at least have dedicated teams for TES and Fallout at this point.

Anyway, meh on this. It would be nice IF they actually do some engine improvements/upgrades, but if its more like a "patch 1.10 uber edition" then this is not exciting at all.

Very nice that original owners can get it free though if they have all DLC or Legendary edition already. That's a good move thumb.gif

iirc they have one team that works on different parts of both projects at the same time.

So Skyrim came out and while the programmers were updating and patching that/making its DLC, the art and engine departments were starting on FO4. Likewise once the concept artists finished their part in FO4 and its DLC (Likely months ago/maybe even last year) they probably started work on TES VI, and at this point I'd say that they've got their engine team working on TES VIs engine updates but the bulk of their programmers working on Nuka World and both Workshop DLCs for FO4 along with this.

And yes, this will be Skyrim but DX11 and 64bit for the main part.
Quote:
Originally Posted by PostalTwinkie View Post

I hope Bethesda has asked themselves the following question....

"What can this offer that modded Skyrim doesn't already offer?"

I also hope they have the right answer.

Extra scope for new mods.
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post #106 of 117
Actually, this is exactly what the modding community has always wanted. One. Last. Megapatch.

Hopefully Bethesda at least fixed the facial expressions that were broken with the last official patch.
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post #107 of 117
Quote:
Originally Posted by infranoia View Post

Actually, this is exactly what the modding community has always wanted. One. Last. Megapatch.

Hopefully Bethesda at least fixed the facial expressions that were broken with the last official patch.

Well, if you want to know how the NPC/Characters are going to look and act in this new Skyrim release, just look at FO4. They will, as always, use the exact same assets from the other universe to populate their new Skyrim.
    
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post #108 of 117
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Originally Posted by ForceProjection View Post

Fairly excited about the updates to the engine, as long as there's no compat issues with SKSE, USLEEP fixes, ENB, among others. Also, I'm fairly certain I saw some mod assets being marketed in that video. As for how good it looks, a comparo...

Just some build in-progress shots. Sorry about the local upload, Imgur's screwing up the images for some reason and making them look over-exposed, to just plain white with nothing on them.


Warning: Spoiler! (Click to show)
Did someone say DoF? Bokeh is better...




Shadows? Relighting Skyrim w/ my tweaked ENB.




That ivy, looks horrid compared to Renthal311's. Not to mention the meshes haven't been updated either from what I can see. Mindflux's high poly fern meshes still reign supreme.









Moar?

Warning: Spoiler! (Click to show)
No parallax? Parallax! thumb.gif









Natalie Portman? Mmmhmm.







Wet when raining? Check.





^ still need to add in Vivid Weathers, that's just a few of the included assets, & I'm still picking & choosing textures. One by one...

It's for playability, not screen archery. Consisting of mostly 2k textures, with the really big objects being 4k *aside from dragons 4k x 8k* and all small objects being 1k to 512 dependent on the absolute size & minimum viewing distance. I've spent a lot ot time optimizing them by hand, with in-game performance being the paramount requirement. 190 plugins, mostly merged so far, textures & meshes don't count towards the total, unless a master or plugin is needed. Right, almost forgot to mention, all humanoid npc's are replaced as well.

Nice set of mods man! I used to have a similar set-up before my HDD with it all on got dropped from a height. -_-!

Do you reckon you could pack your content up and host it somehow? I'd love to see it all again. I don't have time to mess around with mods anymore due to work commitments etc.. frown.gif
    
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post #109 of 117
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Originally Posted by Roxborough View Post

Nice set of mods man! I used to have a similar set-up before my HDD with it all on got dropped from a height. -_-!

Do you reckon you could pack your content up and host it somehow? I'd love to see it all again. I don't have time to mess around with mods anymore due to work commitments etc.. frown.gif


Thanks smile.gif I wouldn't be able to do that unfortunately, due to the amount of permissions I'd need to seek out before hand. Quite a few of the authors of a substantial portion of the mods are either not active in the community, dead, MIA, etc. Or, they simply do not want their content hosted elsewhere, & I must respect their wishes. However, all is not lost. Let me provide you with a ray of hope in the vast darkness...


Try this instead: https://kat.cr/skyrim-perfectly-modded-v4-1-t12712533.html



Skyrim Perfectly Modded is a massive mod pack of 600+ merged for your pleasure. It does have some rather funky requirements to get it working correctly though, so be sure to follow the instructions to the letter. Fair warning, not the least of which is a separate drive partition (70Gb+) for it alone. I haven't tried it myself, but it looks interesting, albeit not entirely to my tastes. Which is why I roll my own. wink.gif
post #110 of 117
Quote:
Originally Posted by silvergoat View Post

OT-

For those of you using 100+ mods.....what possible mods can be so necessary that you need 100+ to make the game what it is? I started playing Skyrim again last week and I tried adding some mods for the visuals, but I can't imagine having so many mods and that they could make the game that much better. I installed one ENB mod (I think) and some graphical stuff like water/weapon textures/sky/flora, but closer to a dozen than two dozen. I'd like to see a list of visual mods so I can get the same crazy experience you guys are having with the game.

Think about it as overclocking for the game engine. It's not necessary to spend hours tweaking and adjusting every voltage, ratio, and multiplier, but it's addictive. Same thing with all the mods. It's about seeing how far and how hard you can push the game engine.

Most people that have 200+ mods are using a bunch of little mods, like 30 different individual weapons, and 50 different individual outfits, some of which come with patches pushing upwards to 100+ mods just for some new outfits and weapons. In reality a majority of those little ones can be merged together, shrinking that 100+ to 10 or so.
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