How do we get the game looking like this?!?

Post » Sat May 19, 2012 2:31 am

I wonder how he doesn't get "Out of memory" error with such graphics. Skyrim exe isn't compiled for x64 architecture.

?

i'm running 24gb of DDR3

I've disabled Virtual memory/Pafe File completely .... this avoids extra unnecessary thrashing. it's a bit of a requirement as well for anyone running a Solid State Drive array like i am..

used the LAA to fix the flag in skyrim's EXE to allow it to load max to 4gb..

And using 1gb of video ram for my resolution isn't a problem.. going over 2x FSAA is however as it runs out of video ram..... using a 2gb card however resolves this issue.. allowing me to crank it to even 6x before it start really taking a massive plunge like the 1gb cards do.

Using a higher quality FSAA also has an impact..... 1gb card running 2x FSAA @ supersampling mode (high quality FSAA) results in a total distruction of frame rate, where as the 2GB card managed 2x and then falls apart at 4x..... not enough vram.

Physical ram usage isn't a major issue actually.... using a tracker, the game while running in high end graphics mode like i am.... will surpass 2gb total.... otherwise the game registers just physical ram usage around 500mb-1.5gb give or take... It jumps to 750mb almost instantly the moment i load the game .... the more i move around the higher it goes....
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Curveballs On Phoenix
 
Posts: 3365
Joined: Sun Jul 01, 2007 4:43 am

Post » Sat May 19, 2012 6:02 am

I have the same card. Post your ini and tweaks?

Spoiler


[General]
fBrightLightColorB=1.0000
fBrightLightColorG=1.0000
fBrightLightColorR=1.0000
iStoryManagerLoggingEvent=-1
bEnableStoryManagerLogging=0
[Imagespace]
bDoDepthOfField=1
iRadialBlurLevel=2
[Display]
iBlurDeferredShadowMask=3
fInteriorShadowDistance=3000.0000
fShadowDistance=6000.0000
iShadowMapResolutionSecondary=2048
iShadowMapResolutionPrimary=4096
iShadowSplitCount=2
iMaxAnisotropy=16
fLeafAnimDampenDistEnd=4600.0000
fLeafAnimDampenDistStart=3600.0000
fTreesMidLODSwitchDist=1000000.0000
fGamma=1.0000
fDecalLOD2=1500.0000
fDecalLOD1=1000.0000
fSpecularLODStartFade=4000.0000
fShadowLODStartFade=1000.0000
fLightLODStartFade=7000.0000
iTexMipMapMinimum=0
iTexMipMapSkip=0
iWaterMultiSamples=2
iMultiSample=2
iShadowMode=3
bTreesReceiveShadows=1
bDrawLandShadows=1
bFull Screen=1
iSize H=1920
iSize W=3240
fMeshLODFadePercentDefault=1.2000
fMeshLODFadeBoundDefault=256.0000
fMeshLODLevel2FadeTreeDistance=2048.0000
fMeshLODLevel1FadeTreeDistance=2844.0000
fMeshLODLevel2FadeDist=3072.0000
fMeshLODLevel1FadeDist=4096.0000
iScreenShotIndex=4
bShadowMaskZPrepass=0
bMainZPrepass=0
iMaxSkinDecalsPerFrame=25
iMaxDecalsPerFrame=100
bFloatPointRenderTarget=0
sD3DDevice="ATI Radeon HD 5700 Series"
bFXAAEnabled=0
iShadowMapResolution=4096
fShadowBiasScale=0.1500
iShadowMaskQuarter=4
iAdapter=0
iPresentInterval=1
iShadowFilter=3
bTransparencyMultisampling=0
bDrawShadows=1
[Grass]
b30GrassVS=1
fGrassStartFadeDistance=300000.0000
fGrassMaxStartFadeDistance=300000.0000
fGrassMinStartFadeDistance=1000.0000
[MAIN]
bGamepadEnable=0
bCrosshairEnabled=1
fHUDOpacity=0.5000
bSaveOnPause=1
bSaveOnTravel=1
bSaveOnWait=1
bSaveOnRest=1
fSkyCellRefFadeDistance=300000.0000
[GamePlay]
bShowFloatingQuestMarkers=1
bShowQuestMarkers=1
iDifficulty=2
[Interface]
bDialogueSubtitles=1
bGeneralSubtitles=1
bShowCompass=1
[Controls]
fGamepadHeadingSensitivity=1.0000
fMouseHeadingSensitivity=0.0240
bAlwaysRunByDefault=1
bInvertYValues=0
bGamePadRumble=0
bMouseAcceleration=0
fMouseHeadingYScale=0.005
fMouseHeadingXScale=0.010
[Particles]
iMaxDesired=1500
[SaveGame]
fAutosaveEveryXMins=15.0000
[AudioMenu]
fAudioMasterVolume=1.0000
fVal7=1.0000
uID7=0
fVal6=1.0000
uID6=0
fVal5=1.0000
uID5=0
fVal4=1.0000
uID4=0
fVal3=1.0000
uID3=94881
fVal2=0.7500
uID2=466532
fVal1=1.0000
uID1=554685
fVal0=1.0000
uID0=1007612
[Clouds]
fCloudLevel2Distance=262144.0000
fCloudLevel1Distance=32768.0000
fCloudLevel0Distance=16384.0000
fCloudNearFadeDistance=9000.0000
[TerrainManager]
fTreeLoadDistance=300000.0000
fBlockMaximumDistance=250000.0000
fBlockLevel1Distance=70000.0000
fBlockLevel0Distance=35000.0000
fSplitDistanceMult=1.5000
bShowLODInEditor=0
[NavMesh]
fObstacleAlpha=0.5000
fCoverSideHighAlpha=0.8000
fCoverSideLowAlpha=0.6500
fEdgeFullAlpha=1.0000
fEdgeHighAlpha=0.7500
fEdgeLowAlpha=0.5000
fTriangleFullAlpha=0.7000
fTriangleHighAlpha=0.3500
fTriangleLowAlpha=0.2000
fLedgeBoxHalfHeight=25.0000
fEdgeDistFromVert=10.0000
fEdgeThickness=10.0000
fPointSize=2.5000
[Trees]
bRenderSkinnedTrees=1
uiMaxSkinnedTreesToRender=20
[Decals]
uMaxDecals=1000
bDecals=1
bSkinnedDecals=1
uMaxSkinDecals=100
uMaxSkinDecalsPerActor=60
[LOD]
fLODFadeOutMultObjects=15.0000
fLODFadeOutMultItems=15.0000
fLODFadeOutMultActors=15.0000
fLODFadeOutMultSkyCell=1.0000
[Launcher]
bEnableFileSelection=1
bShowAllResolutions=1
uLastAspectRatio=4
[BlurShaderHDR]
bDoHighDynamicRange=1
[BlurShader]
bUseBlurShader=0
[Water]
iWaterReflectHeight=1024
iWaterReflectWidth=1024
bUseWaterDisplacements=1
bUseWaterRefractions=1
bUseWaterReflections=1
bUseWaterDepth=1
bUseWaterReflectionBlur=1
bReflectExplosions=1
iWaterBlurAmount=4
bAutoWaterSilhouetteReflections=0
bForceHighDetailReflections=1


Keep in mind i'm running some fairly heavy CPU/RAM/Solid State drive stuff ... giving me basically the best case senario for the video card....

Make sure to change the resolution manually...
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Timara White
 
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Joined: Mon Aug 27, 2007 7:39 am

Post » Sat May 19, 2012 7:43 am

I wonder how he doesn't get "Out of memory" error with such graphics. Skyrim exe isn't compiled for x64 architecture.
He said he was using a free camera with a custom FOV. Not sure how he did the free camera part.
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Connor Wing
 
Posts: 3465
Joined: Wed Jun 20, 2007 1:22 am

Post » Sat May 19, 2012 5:06 am

that's easy..

hit the ~ key..

then type TFC

then type tm (alternatively you can type togglemenus)

and then make sure to hit ~ key again so that you can move around freely for screenshot mode...

you'll have to hit the ~ key again and type everything in to reverse it blindly....
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Rozlyn Robinson
 
Posts: 3528
Joined: Wed Jun 21, 2006 1:25 am

Post » Sat May 19, 2012 6:24 am

used the LAA to fix the flag in skyrim's EXE to allow it to load max to 4gb..

And using 1gb of video ram for my resolution isn't a problem.. going over 2x FSAA is however as it runs out of video ram..... using a 2gb card however resolves this issue.. allowing me to crank it to even 6x before it start really taking a massive plunge like the 1gb cards do.

Using a higher quality FSAA also has an impact..... 1gb card running 2x FSAA @ supersampling mode (high quality FSAA) results in a total distruction of frame rate, where as the 2GB card managed 2x and then falls apart at 4x..... not enough vram.
Could you point me to bytes in TESV.exe which should be changed in order to raise max memory usage for the game? And what's LAA?
And aren't you afraid that you may kill your SSD because game uses a lot of streaming from your drive?
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Pawel Platek
 
Posts: 3489
Joined: Sat May 26, 2007 2:08 pm

Post » Sat May 19, 2012 4:39 pm

May I ask why you are driving such an insane resolution. I dont understand. There arnt even any monitors that will go that high on the market are there? Does it do something to improove draw distance. My issue personally isnt with the textures really it with draw distance. I cant stand looking at jaggie shadows or giant blarb that pops into view as a water fall a few seconds later. I dont give a rats azz if it looks like virtual reality. I just want consistent graphics that dont break emmersion. Its like a beautiful woman with a susan boil on her cheek otherwise.

What i want to know is what "timings" did he change, how do I draw distant crap like iys close, and how did he fix the shadows with out giving updistance of shadows?

Any ideas?
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Amiee Kent
 
Posts: 3447
Joined: Thu Jun 15, 2006 2:25 pm

Post » Sat May 19, 2012 2:54 pm

i was running 3456x2048..

and had another machine running 7680x2400/4800 at one point too.

The game graphics engine is pretty damn good actually..

however getting the best balance in the ini is another matter entirely..

It really doesn't take much to drive a high quality resolution such as what i mentioned in this game... consideirng i can get 30fps @ 3240x1920 at this very moment on ultra with a sevearly modified INI file that increases draw distance on clouds/dynamic sources/foilage/trees/so on and so forth... mind you i'm not running 4x FSAA ... 2x surfices.... all on a ATI RADEON 5770 1GB

Soon as crossfire/SLI start working i'll so a nice boost in performance...

I've also a 6990 here which works great and produces a higher frame rate after a lot of tweaking... default ULTRA is pretty damn non-ultra.

What is your monitor situation like? Just out of curiosity.

Is there any real point to running a game at such high resolutions - either the pixel density is beyond your ability to discern, or you've got a screen you have to sit four feet back from or more to see the whole field - either way, it seems like it would be going beyond the maximum benefit threshold for resolution increases.
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Kerri Lee
 
Posts: 3404
Joined: Sun Feb 25, 2007 9:37 pm

Post » Sat May 19, 2012 4:11 pm

I wonder if was a video with that details, but not for pics. Anyone can make pics like that, also if game run at 2 fps :celebration:
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sally R
 
Posts: 3503
Joined: Mon Sep 25, 2006 10:34 pm

Post » Sat May 19, 2012 1:45 pm

It would be nice if he would share his .ini with all of us peons who are running with crap visuals. :brokencomputer:
I agree. Where is the love?

EDIT: On his Twitter he writes, "People asking about Skyrim tweaks should read this thread which I post in regularly, and read it well. http://www.neogaf.com/forum/showthread.php?t=451616"
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Nitol Ahmed
 
Posts: 3321
Joined: Thu May 03, 2007 7:35 am

Post » Sat May 19, 2012 4:05 pm

High resolution images, down-sampled and retouched in Photoshop.
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Crystal Clarke
 
Posts: 3410
Joined: Mon Dec 11, 2006 5:55 am

Post » Sat May 19, 2012 11:22 am

Some of those stating their game looks like this on vanilla settings remind me of my mate Case, he truly beleives his girlfriend is hot.....
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Soph
 
Posts: 3499
Joined: Fri Oct 13, 2006 8:24 am

Post » Sat May 19, 2012 11:14 am

I'd suggest to anyone with a fairly beefy rig to start with these two mods (yay for mods already!):

http://www.skyrimnexus.com/downloads/file.php?id=27

http://www.skyrimnexus.com/downloads/file.php?id=21
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Manuela Ribeiro Pereira
 
Posts: 3423
Joined: Fri Nov 17, 2006 10:24 pm

Post » Sat May 19, 2012 6:11 am

Hmmm, working on this. I'm trying to figure out how to extend the LOD shifting for land and tree textures. I'm running this SkyrimPrefs.ini:
Spoiler


[General]
fBrightLightColorB=1.0000
fBrightLightColorG=1.0000
fBrightLightColorR=1.0000
iStoryManagerLoggingEvent=-1
bEnableStoryManagerLogging=0
[Imagespace]
bDoDepthOfField=1
iRadialBlurLevel=2
[Display]
iBlurDeferredShadowMask=3
fInteriorShadowDistance=1000.0000
fShadowDistance=3000.0000
iShadowMapResolutionSecondary=2048
iShadowMapResolutionPrimary=4096
iShadowSplitCount=2
iMaxAnisotropy=4
fLeafAnimDampenDistEnd=4600.0000
fLeafAnimDampenDistStart=3600.0000
fTreesMidLODSwitchDist=10000000.0000
fGamma=1.0000
fDecalLOD2=1500.0000
fDecalLOD1=1000.0000
fSpecularLODStartFade=4000.0000
fShadowLODStartFade=1000.0000
fLightLODStartFade=7000.0000
iTexMipMapMinimum=0
iTexMipMapSkip=0
iWaterMultiSamples=2
iMultiSample=2
iShadowMode=3
bTreesReceiveShadows=1
bDrawLandShadows=1
bFull Screen=1
iSize H=1050
iSize W=1680
fMeshLODFadePercentDefault=1.2000
fMeshLODFadeBoundDefault=256.0000
fMeshLODLevel2FadeTreeDistance=2048.0000
fMeshLODLevel1FadeTreeDistance=2844.0000
fMeshLODLevel2FadeDist=3072.0000
fMeshLODLevel1FadeDist=4096.0000
iScreenShotIndex=4
bShadowMaskZPrepass=0
bMainZPrepass=0
iMaxSkinDecalsPerFrame=25
iMaxDecalsPerFrame=100
bFloatPointRenderTarget=0
sD3DDevice="NVIDIA GeForce GTX 460"
bFXAAEnabled=0
iShadowMapResolution=4096
fShadowBiasScale=0.1500
iShadowMaskQuarter=4
iAdapter=0
iPresentInterval=1
iShadowFilter=3
bTransparencyMultisampling=0
bDrawShadows=1
[Grass]
b30GrassVS=1
fGrassStartFadeDistance=300000.0000
fGrassMaxStartFadeDistance=300000.0000
fGrassMinStartFadeDistance=1000.0000
[MAIN]
bGamepadEnable=0
bCrosshairEnabled=1
fHUDOpacity=0.5000
bSaveOnPause=1
bSaveOnTravel=1
bSaveOnWait=1
bSaveOnRest=1
fSkyCellRefFadeDistance=300000.0000
[GamePlay]
bShowFloatingQuestMarkers=1
bShowQuestMarkers=1
iDifficulty=2
[Interface]
bDialogueSubtitles=1
bGeneralSubtitles=1
bShowCompass=1
[Controls]
fGamepadHeadingSensitivity=1.0000
fMouseHeadingSensitivity=0.0300
bAlwaysRunByDefault=1
bInvertYValues=0
bGamePadRumble=0
bMouseAcceleration=0
[Particles]
iMaxDesired=1500
[SaveGame]
fAutosaveEveryXMins=10.0000
[AudioMenu]
fAudioMasterVolume=1.0000
fVal7=1.0000
uID7=0
fVal6=1.0000
uID6=0
fVal5=1.0000
uID5=0
fVal4=1.0000
uID4=0
fVal3=1.0000
uID3=94881
fVal2=0.4000
uID2=466532
fVal1=1.0000
uID1=554685
fVal0=0.8000
uID0=1007612
[Clouds]
fCloudLevel2Distance=262144.0000
fCloudLevel1Distance=32768.0000
fCloudLevel0Distance=16384.0000
fCloudNearFadeDistance=9000.0000
[TerrainManager]
fTreeLoadDistance=300000.0000
fBlockMaximumDistance=250000.0000
fBlockLevel1Distance=70000.0000
fBlockLevel0Distance=35000.0000
fSplitDistanceMult=1.5000
bShowLODInEditor=0
[NavMesh]
fObstacleAlpha=0.5000
fCoverSideHighAlpha=0.8000
fCoverSideLowAlpha=0.6500
fEdgeFullAlpha=1.0000
fEdgeHighAlpha=0.7500
fEdgeLowAlpha=0.5000
fTriangleFullAlpha=0.7000
fTriangleHighAlpha=0.3500
fTriangleLowAlpha=0.2000
fLedgeBoxHalfHeight=25.0000
fEdgeDistFromVert=10.0000
fEdgeThickness=10.0000
fPointSize=2.5000
[Trees]
bRenderSkinnedTrees=1
uiMaxSkinnedTreesToRender=20
[Decals]
uMaxDecals=1000
bDecals=1
bSkinnedDecals=1
uMaxSkinDecals=100
uMaxSkinDecalsPerActor=60
[LOD]
fLODFadeOutMultObjects=15.0000
fLODFadeOutMultItems=15.0000
fLODFadeOutMultActors=15.0000
fLODFadeOutMultSkyCell=1.0000
[Launcher]
bEnableFileSelection=1
bShowAllResolutions=1
uLastAspectRatio=4
[BlurShaderHDR]
bDoHighDynamicRange=1
[BlurShader]
bUseBlurShader=0
[Water]
iWaterReflectHeight=1024
iWaterReflectWidth=1024
bUseWaterDisplacements=1
bUseWaterRefractions=1
bUseWaterReflections=1
bUseWaterDepth=1
bUseWaterReflectionBlur=1
bReflectExplosions=1
iWaterBlurAmount=4
bAutoWaterSilhouetteReflections=0
bForceHighDetailReflections=1

However, my distant trees and land look, well, terrible. How do you get yours so pretty?

http://cloud.steampowered.com/ugc/648745380526978014/EEEBB0B3CB6FB1A629B8C19B820F929266C2A83E/


Edit: Ah, I see, yours are similar; you've just picked better screenshot spots. Still; is it possible to push the LOD changing distance back? I'm still pulling 60fps everywhere like this, would like to see how much better I can get it.
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Christine
 
Posts: 3442
Joined: Thu Dec 14, 2006 12:52 am

Post » Sat May 19, 2012 6:56 am

The screenshots look like vanilla with an extremely high resolution. That is why the textures look more crisp. Run the game on 2160p with best AA/AF settings and you will get the same crispiness. Plus a few simple (but demanding) ini tweaks, like increasing the loaded area size, increasing fov (which is a must in this game anyway, the default fov is as low as 65) and increasing the draw distance of objects beyond max. No magic or secret tweaks involved. And up close the textures will still look lowres.
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Lewis Morel
 
Posts: 3431
Joined: Thu Aug 16, 2007 7:40 pm

Post » Sat May 19, 2012 1:09 am

The screenshots look like vanilla with an extremely high resolution. That is why the textures look more crisp. Run the game on 2160p with best AA/AF settings and you will get the same crispiness. Plus a few simple (but demanding) ini tweaks, like increasing the loaded area size, increasing fov (which is a must in this game anyway, the default fov is as low as 65) and increasing the draw distance of objects beyond max. No magic or secret tweaks involved. And up close the textures will still look lowres.

No, unfortunately, they are not vanilla. To illustrate, I took a stab at making similar shots.

Wild stab 1: http://i.imgur.com/7KdU8.jpg - Framed the shot, took it, quit out.. then realized I forgot to turn the UI stuff off. Pro.

Wild stab 2: http://i.imgur.com/7v9Hq.jpg - mmhm... yup I can do it. Dragon was nice enough to pose for the shot. Gonna send him a nice fruit basket.

Incidentally, for those of you looking for "Dead End Thrills" INI settings-- a bit of surfing around on neogaf turned em up. I took the above shots before I knew his settings. Mine were pretty darn close- basically just stupid high view distances on various things like grass, trees, mesh and shadows. No hidden gems at all. All the rest were the standard INI mods you've all seen in a hundred different "Make your game awesome" threads.

http://www.mediafire.com/?yywfo3l9rdfhfw5

Be VERY careful about the changes you make to skyrim.ini. The ugridload will wreck your save games- don't save over them because the ugrid change saves with the save game.

After you're done ini fiddling:

Be sure to apply Large Address Aware change to TESV.exe. You're going to need the 4gb of breathing room of this 32-bit exe due to your crazy cell loading.

Feel free to use your hardware AF 16x setting and turn them off in-game (iMaxAnisotropy=0). The driver does a better job resulting in sharper distant textures.

You'll want at least 4x AA as well as transparency AA of some sort (multisampling on low-end, sparse grid super-sampling on upper end). If you're just doing this for screenshots, this isn't that important since you'll be applying your own ghetto supersampling when you down-sample the image anyway.

You're going to want to enable Ambient Occlusion using nvidia inspector or radeon tools. However it looks we'll be getting something better as ENB from ENBSeries has started working on Skyrim. That is a better solution than forcing it in drivers because forced AO can cause issues with effect such as fog. Personally, I had it on for these shots but turn it off during gameplay. Too much of an FPS hit and I've encountered issues where water loses it's reflective and turbulent quality and becomes transparent. Saving and reloading fixes it until it starts happening again but meh.

Go to command console and type "tfc" - That gives you a free camera to frame your shot the way you want. It's a toggle, so type again to turn it off.

Finally, you're going to need a post-processor of some sort if you want that sharp texture look you see in the screenshots while actually playing. http://www.skyrimnexus.com/downloads/file.php?id=131. If not, you'll have to do it in post.

That's it.

-Chan
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suzan
 
Posts: 3329
Joined: Mon Jul 17, 2006 5:32 pm

Post » Sat May 19, 2012 1:26 am

heh..

Small: http://i.imgur.com/SY3yN.jpg

Large: http://i.imgur.com/DSUOI.jpg
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Khamaji Taylor
 
Posts: 3437
Joined: Sun Jul 29, 2007 6:15 am

Post » Sat May 19, 2012 10:00 am

Thanks! I'll give it a run later. Of course, I'm only running a Core2Duo, 4GB ValuRAM, and a 7200RPM HD.

I should change my base resolution (in CCC) manually to match what I'm playing the game in?
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Spaceman
 
Posts: 3429
Joined: Wed May 23, 2007 10:09 am

Post » Sat May 19, 2012 2:25 pm

Could you point me to bytes in TESV.exe which should be changed in order to raise max memory usage for the game? And what's LAA?
And aren't you afraid that you may kill your SSD because game uses a lot of streaming from your drive?

the LAA program can be had easily... it's easy to make the change to the program.. basically browse to the file, hit the save button and done..

the instructions/file is located here http://www.techpowerup.com/forums/showthread.php?t=112556

As for the SSD and streaming content..... so long as Virtual memory/Page file is disabled completely, streaming for the game is very efficient. See SSDs don't get really hurt, they have millions of read/writes before they start to disintegrate. And streaming is just reading.. it's not like it's writing..
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Jessie Butterfield
 
Posts: 3453
Joined: Wed Jun 21, 2006 5:59 pm

Post » Sat May 19, 2012 7:58 am

May I ask why you are driving such an insane resolution. I dont understand. There arnt even any monitors that will go that high on the market are there? Does it do something to improove draw distance. My issue personally isnt with the textures really it with draw distance. I cant stand looking at jaggie shadows or giant blarb that pops into view as a water fall a few seconds later. I dont give a rats azz if it looks like virtual reality. I just want consistent graphics that dont break emmersion. Its like a beautiful woman with a susan boil on her cheek otherwise.

What i want to know is what "timings" did he change, how do I draw distant crap like iys close, and how did he fix the shadows with out giving updistance of shadows?

Any ideas?


Sure you can,

I'm driving an insane resolution because i can and that is where any game really shines in level of detail and quality. Using multiple monitors to display a game in all it's glory, so combing multiple 1080p HDTVs or monitors of any resolution combination and spanning a game across it is the only way to exceed the current resolution limits of say a single display such as a 2560x1600 of a dell/hp/apple monitor. Actually in the end, driving 3x 27" 1920x1080 portrait mode monitors gives me the equivalent of a 50" HDTV with 3 times the pixel density and quality. Means that my eyes are in drool mode all the time provided i can drive the FPS high enough to make it worthwhile.

The higher the resolution, the further you can see detail significantly... and the less you need for FSAA in most cases, course it doesn't hurt to bump it up when possible. Getting draw distance sorted isn't a huge issue, it's just needs tweaking on my resolution, for example i love my shadows, but keep in mind that shadow clarity beyond a certain point is .... well.. pointless and make no discernable difference in range, but like your quite aware, pushing the range further even when it makes no difference at those larger ranges makes closer shadows look like complete trash. Personally I've found a good balance of 4000-6000 as a reasonable value... The natural weather and fog effect in the game makes the shadows further away unnecessary anyways as they provide their own shadow.

Aside from that, everything else can be increased in range with no immediate close surroundings being hindered.

If you pay close attention to the images hosted by that guy on that website, the shadows on his screenshots are rather terrible, He's heavily shrunk the images down which makes things look much tighter and crisper/sharper/more detailed. I can tell you that the shadows are not good when actually running... even my shadows look better imo.
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Lance Vannortwick
 
Posts: 3479
Joined: Thu Sep 27, 2007 5:30 pm

Post » Sat May 19, 2012 2:29 pm

What is your monitor situation like? Just out of curiosity.

Is there any real point to running a game at such high resolutions - either the pixel density is beyond your ability to discern, or you've got a screen you have to sit four feet back from or more to see the whole field - either way, it seems like it would be going beyond the maximum benefit threshold for resolution increases.

As i mentioned above.... i'm using currently a triple monitor system... 50" equivalent. 3x 27" 1080p displays using the Asus VE278Q LED monitors via display port.

I've also setup other multi monitor displays..... example of something i was running nearly 4-5 years ago ~> http://a8.sphotos.ak.fbcdn.net/photos-ak-snc1/v1962/162/6/575374547/n575374547_1052450_5587.jpg

No pixel density is beyond my ability to discern, obviously the further away you sit, the more difficult it is to see the finer details, but i'm not sitting 6 or 12 feet away from my screen, I've a very wide field of view personally.. but most people average out to about 100 degrees with about 60 degrees of focus, where as i can see a near 180 degrees with about 120 of focus. I know my limits.

What i don't like is a 1080p display of 50-65" as sitting the distance i am, looks disgusting, i can see the lines between each pixel..... so high density is the way to go for me.

In the end, it's personal preference... but for the few people I've shown my setup to, utterly love it. Wish they had it.
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Len swann
 
Posts: 3466
Joined: Mon Jun 18, 2007 5:02 pm

Post » Sat May 19, 2012 2:41 am

IMHO the 3 things that have the biggest impact:

- increase ugridstoload from the default 5, to 9 or 11. Most high end systems will handle that without problem. It adds
much more detail in the distance which is good for even better imersion. It's great to see lots of trees in the distance while in the mountains.

- increase the FOV. It has a massive difference on the feel of the game both in perception of distance and moving speed.
I recommand using a FOV between 90 and 100. The game feels much higher res (terrain feels larger) with an appropriate FOV.

- good AA and AF. AF should be set to the maximum (16). FXAA is a good candidate to use if your PC would struggle with high MSAA.
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Lisa
 
Posts: 3473
Joined: Thu Jul 13, 2006 3:57 am

Post » Sat May 19, 2012 8:32 am

yeah i haven't taken any screenshots with FOV adjusted.. I've been mostly trying to get the CTD issue resolved which i have now.. then playing with the range..

I may upload a FOV 100 (i would prefer 120) screenshots perhaps sometime soon.

aside from that, I've got my preload and load cell and everything cranked to the maximum values. Considering my systems capabilities... even trashing stock intel i7 x990's both cpu and memory results.... having as much memory i have... i could run about 3 or 4 instances of skyrim with no worries lol.

The weakest link in my system is a HD5770 1gb atm, even though i have more powerful video cards on hand..... i work retail.... customers don't like open boxes.... i may just take one.. but i'm really waiting on the HD7xxx series.
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Pawel Platek
 
Posts: 3489
Joined: Sat May 26, 2007 2:08 pm

Post » Sat May 19, 2012 3:09 pm

http://forums.guru3d.com/showthread.php?t=346325

This is what the 2160p stuff is about.

You can get (both of) Duncan's ini files from the NeoGAF link that Desi posted. If you load them up and run the launcher, you'll see that he is using FXAA only. Also he's loading 11 grids, whereas the default is 5, I think. He also mentions in his latest post that the game is borderline unplayable with the settings he uses for these screenshots. Think MTAEVWD. I ran the game with his ini files (but not the display scaling) last night, and even with the large-address-aware patch I got CTDs for the first time and frame rates dipped down to the teens. I didn't spend any time trying to optimize the settings, but this is on an i7 2600k using the X.M.P. profile (so 3.8 GHz, if I remember) and two of the 3 GB GTX 580s in SLI (which I realize may not be totally useful at this time).
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Nicole Coucopoulos
 
Posts: 3484
Joined: Fri Feb 23, 2007 4:09 am

Post » Sat May 19, 2012 11:51 am

http://www.tmakworld.com/2011/11/pc-game-of-year-gamer-edition.html

Stop in and vote for your favorite PC game of 2011 - right now BF3 has a huge lead and Skyrim is in second place. By voting you can also be entered to win a Radeon 6870 or one of 2 keys for Deus Ex.
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Adrian Morales
 
Posts: 3474
Joined: Fri Aug 10, 2007 3:19 am

Post » Sat May 19, 2012 1:59 pm

http://forums.guru3d.com/showthread.php?t=346325

This is what the 2160p stuff is about.

You can get (both of) Duncan's ini files from the NeoGAF link that Desi posted. If you load them up and run the launcher, you'll see that he is using FXAA only. Also he's loading 11 grids, whereas the default is 5, I think. He also mentions in his latest post that the game is borderline unplayable with the settings he uses for these screenshots. Think MTAEVWD. I ran the game with his ini files (but not the display scaling) last night, and even with the large-address-aware patch I got CTDs for the first time and frame rates dipped down to the teens. I didn't spend any time trying to optimize the settings, but this is on an i7 2600k using the X.M.P. profile (so 3.8 GHz, if I remember) and two of the 3 GB GTX 580s in SLI (which I realize may not be totally useful at this time).


really..... i think something is wrong.... considering my system is supposed to be "slower" than yours.. and I've set my cell loading and such significantly higher with a bit of impact on the frame rate....
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Stacey Mason
 
Posts: 3350
Joined: Wed Nov 08, 2006 6:18 am

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