After experimenting with the .ini files I decided that Skyri

Post » Mon May 28, 2012 6:12 am

Perhaps I came late to the party,but I can't let this go away without me saying anything,I feel I have to do something.
I just exprerimented tweaking the .ini files and I found that Skyrim can look and feel WAY BETTER than it is.
I doubled and quadrapled view distances like trees,grass,blocks,actors,the number of desired particles,the resolutions of shadows and water reflections,the refresh time for the shadows and all that kind of stuff,and for some moments I managed to watch the game's world more alive than ever.The immersion factor got strengthened up but after a while... BOOM! It crashed.
The game hit the RAM limit.And that with the LAA enabled.
The job you guys in Bethesda have done is remarkable,but the limitations of a 32bit exe doesn't let it shine well enough. The player's experience is greatly reduced by the 32bit limitation.
If only the game could use even more RAM,more of this beautiful world could be visible and if the player was able to see this world in its full glory,(or at least a larger proportion of it) it would considerably enhance player's experience and do your hard work justice.

Please let me ask this favour not only for me,but for thousands of other gamers too:If there is one thing you would like to give as a present to your fans,let it be the 64bit exe.
There are so many things this could improve.Not only view distance,but also larger textures,and more mods.
I please you very much!
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scorpion972
 
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Post » Sun May 27, 2012 9:38 pm

It's not just RAM that's a factor. You increase things like uGridsToLoad too much and the engine will start to strain, your CPU will reach the maximum load it can take, and your FPS will plummet. The engine is much improved but there's only so much it can take before hardware and the actual core engine just cripple under the load.

A 64 bit exe isn't going to happen. It would basically mean re-writing everything again.
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Andrea Pratt
 
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Post » Mon May 28, 2012 5:31 am

I'd be happy with just decent shadows that didn't svck my game's performance dry.
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naomi
 
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Post » Mon May 28, 2012 6:50 am

this is a misconception that making a 64bit EXE would requiring a total re-write....

no it wouldn't...
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cosmo valerga
 
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Post » Mon May 28, 2012 12:13 pm

this is a misconception that making a 64bit EXE would requiring a total re-write....

no it wouldn't...
It's not re-writing everything, but neither is it flicking the magic 64bit switch either. It would be a hell of a lot of work just to let people use more than 4GB of RAM, when there'd be no benefit because the engine and your CPU load would give in well before that.
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Devils Cheek
 
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Post » Sun May 27, 2012 10:11 pm

That's an assumption that 64bit would be of no benefit...

We've already heavily discussed this in numerous other threads about how 64bit would or would not be a benefit.... what it's implications would be to attempt or not.

End result was basically this:

Creating a 64bit version of skyrim is pretty much a guarantee NOT going to happen, they just aren't going to do it unfortunately. Look how long it took to get Native LAA support.

Creating a 64bit version of skyrim isn't overly difficult, it's not going to take dozens upon dozens of man hours to do it, frankly it shouldn't take ALL that long provided that the original source code doesn't make use or heavy use of stupid pointers and such that would only work within a 32bit system. They haven't been doing that for nearly 8 full years anyways for most triple A titles at least. A lot of the "64bit is just to hard" statements refer to programming parameters and solutions that use old and outdates technics to accomplish the same thing that can more easily be done and faster not to mention with no capability issues in moving into a 64bit arena.

While i would prefer to see skyrim make much better use of multi core cpu's so that we aren't running into the current "using 2 cores and that's it" Bottleneck, i know for a fact that with texture replacement solutions and such that without even touching ugrids or draw distance, you can indeed hit the true 4gb address limits very easily, i know i did.

The engine can play the game solid at ugrids 7 provided with a machine capable of dilivering. ugrids 9 i think is very possible....
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Kayleigh Mcneil
 
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Post » Mon May 28, 2012 1:54 am

It's not just RAM that's a factor. You increase things like uGridsToLoad too much and the engine will start to strain, your CPU will reach the maximum load it can take, and your FPS will plummet. The engine is much improved but there's only so much it can take before hardware and the actual core engine just cripple under the load.

A 64 bit exe isn't going to happen. It would basically mean re-writing everything again.
Really ? The engine has already reached its limits ? :ohmy:
Wasn't it supposed to be a brand new engine that Bethesda made for the future?
I remember Todd Howard saying that while Skyrim wouldn't be dx11,the engine would have dx11 because they where planning to keep this engine for their future games. :huh:
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Melanie Steinberg
 
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Post » Mon May 28, 2012 1:17 am

You're acting like RAM is the only thing that matters in this game.

By increasing view distance, trees, shadows, uGrids etc., you're straining the CPU and GPU far more than available system memory. Aside from maybe increasing CPU availability marginally, a 64-bit EXE wouldn't do anything the improve these stressed components.

The "Creation Engine" that they used for the game is just a modified Gamebryo, nothing more.
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Cedric Pearson
 
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Post » Mon May 28, 2012 8:38 am

I've found when using Beyond-Ultra tweaks, the game is much more stable in Windowed mode. Just use "Simple Borderless Window" on Skyrim Nexus.

But if you must use Fullscreen, use the ENB "AntiFreeze" Patch 9 (not ENB Series).
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Peetay
 
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