The Elder Scrolls V: Skyrim
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Interinactive
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Posts: 29477

PostPosted: Fri, 28th Oct 2016 05:15    Post subject:
⁢⁢


Last edited by Interinactive on Mon, 4th Oct 2021 10:22; edited 1 time in total
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russ80




Posts: 4679
Location: Romania
PostPosted: Fri, 28th Oct 2016 06:05    Post subject:
Better performance you say? No fps drops? Yayayaayayya.

Good thing i won't be able to play it until tonight, just gonna start it up for a few mins, maybe more mods will get ported over.

Oh my god the performance :OOOOOOOOOOOOO And perfect shadows, and no shimmering..holy shit.


Main PC : I7 12700, MSI Ventus RTX 4090 24gb, Alienware AW3423DW QD-OLED
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Neon
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Location: Poland
PostPosted: Fri, 28th Oct 2016 06:49    Post subject:
A game from 2011 runs fine on a 1070? Shocker!

I'll have to get back from work to check it out Sad
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4treyu




Posts: 23173

PostPosted: Fri, 28th Oct 2016 06:56    Post subject:
Well, I'm on a GTX 670 and a paleolithic CPU and I'm impressed how much better it runs compared to the old version. Not a single stutter (sometimes I called the game Stutteryn) detected Razz
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russ80




Posts: 4679
Location: Romania
PostPosted: Fri, 28th Oct 2016 07:07    Post subject:
Neon wrote:
A game from 2011 runs fine on a 1070? Shocker!

I'll have to get back from work to check it out Sad


Yes shocker, because the game was massively cpu bottlenecked. So.. duh

In whiterun, getting 60 fps constant everywhere.. so So Much Win

Hasn't dropped under in any circumstance so far.

AND NO MORE SHIMMERING, EVERYTHING IS PERFECTLY ANTI-ALIASED. WOOHOO

Only con : no native 21:9 support, gotta edit ini and have a FWS plugin prolly fix the UI chopping a bit at the top/bottom.


Main PC : I7 12700, MSI Ventus RTX 4090 24gb, Alienware AW3423DW QD-OLED
Laptop : I5 4200H @ 3400mhz boost, GTX 850m 2gb Vram DDR3, 4gb RAM DDR3
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Bob Barnsen




Posts: 31974
Location: Germoney
PostPosted: Fri, 28th Oct 2016 07:16    Post subject:
Man, for some reason i want to replay Skyrim too now.
So Much Win

Only did one playthrough at release back then. Then started again a few times for 1-2h with some mods.
Never played the DLCs even. Sad

But i will wait at least a month or so, to see if most of the good mods were ported.


Enthoo Evolv ATX TG // Asus Prime x370 // Ryzen 1700 // Gainward GTX 1080 // 16GB DDR4-3200
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vurt




Posts: 13876
Location: Sweden
PostPosted: Fri, 28th Oct 2016 07:17    Post subject:
Nice that they have fixed the issues of tree LOD transisition to meshes, much smoother now due to the fade-in effect. Runs great on my 980 ti, seems to be 60 FPS constant in 3440x1440..
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Bob Barnsen




Posts: 31974
Location: Germoney
PostPosted: Fri, 28th Oct 2016 07:21    Post subject:
BTW, is that refund-trick with the DLCs to get the SE still working?
Or was it just a limited promotion till the launch?


// And something for Inter:

http://uk.ign.com/articles/2016/10/27/gather-skyrims-sweet-rolls-in-the-streets-of-sydney-australia
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inz




Posts: 11914

PostPosted: Fri, 28th Oct 2016 07:25    Post subject:
vurt wrote:
Nice that they have fixed the issues of tree LOD transisition to meshes, much smoother now due to the fade-in effect. Runs great on my 980 ti, seems to be 60 FPS constant in 3440x1440..


Ugrids altered at all? Or is it the same distance still where the LoD transition happens?


Also, if someone could try this, see how well the game fares:




Just run around, see if the game can keep up loading the new areas etc.
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russ80




Posts: 4679
Location: Romania
PostPosted: Fri, 28th Oct 2016 07:41    Post subject:
Distance is way better, more clutter density (grass etc).


Main PC : I7 12700, MSI Ventus RTX 4090 24gb, Alienware AW3423DW QD-OLED
Laptop : I5 4200H @ 3400mhz boost, GTX 850m 2gb Vram DDR3, 4gb RAM DDR3
Derpsole : Playstation 5 disc edition, Ninty Switcherino
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Interinactive
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Posts: 29477

PostPosted: Fri, 28th Oct 2016 07:47    Post subject:
⁢⁢


Last edited by Interinactive on Mon, 4th Oct 2021 10:22; edited 1 time in total
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Vikerness




Posts: 3616
Location: Brasov
PostPosted: Fri, 28th Oct 2016 08:05    Post subject:
Interinactive wrote:
Why do people assume it'll take so long?
Meh.. the final version of the game, 10 years in the making, has been released today. But instead of enjoying myself today i need to yet again wait a day/ a week/ a month/ whatever. That would be fine for other stuff but not for a decent UI in a "complex" rpg. There's no excuse.

I feel like a spoiled kid... Gieeeeeffff my UI mod today !!!! (@Bethesda)


ASUS TUF B550M-PLUS | RYZEN 5600x | RTX 3060TI | 16GB DDR4
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dodger2020




Posts: 3537

PostPosted: Fri, 28th Oct 2016 08:21    Post subject:
Interinactive wrote:
Why do people assume it'll take so long? Didn't F4SE come out a week after FO4 released? Wasn't it the same thing, going from FOSE 32bit to F4SE 64bit?


I've read in a couple of different locations (could all be bullshit too) where they've said that they estimate it will take them at least three weeks as it's not a simple task. Part of it is that some of these guys have no real desire to update them.


http://www.pcgamer.com/how-skyrim-special-edition-works-and-doesnt-with-your-existing-saved-games-and-mods/
Quote:

Skyrim SE versions of SkyUI and Skyrim Script Extender may take a while to appear

Skyrim Script Extender is a tool many mods rely on, as it expands both scripting capabilities and functionality for mods. Thing is, SKSE was created for the 32 bit Skyrim, and Skyrim Special Edition is 64 bit, meaning the current version of SKSE won't work with the Special Edition.

SkyUI, one of the best and most popular mods for Skyrim, and a mod that many other mods require for configuration, depends on SKSE to work. So, until there's a version of SKSE for the 64 bit version, there won't be a workable version of SkyUI for Skyrim SE.

I asked Dave if he knew the current status of these two incredibly important mods, and he confirmed that SKSE is being actively worked on to support Skyrim SE, though he doesn't know how long it might take.

"The same can be said for SkyUI as it's dependent on SKSE in its current state," Dave said. "A big loss of not having SkyUI as you may know is the loss of in-game mod configuration. So, mod authors are likely to adapt with more rudimentary schemes to allow for in-game mod configuration (such as activating a book), until both are completed."

Update: Dave clarified things a bit further in regards to SkyUI, saying: "...while the SKSE team have confirmed their interest in continuing their work with SSE, the SkyUI developers on the other-hand have not confirmed, but they have expressed interest in collaborating with others who may carry the torch, so-to-speak."
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harry_theone




Posts: 11240
Location: The Land of Thread Reports
PostPosted: Fri, 28th Oct 2016 08:49    Post subject:
@Bob Barnsen That stuff was over by the release today. Would've been better off getting the Legendary for 10 bucks at any point the past few months
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Tydirium




Posts: 601

PostPosted: Fri, 28th Oct 2016 08:51    Post subject:
A question to those who already got it: Is is possible to load a savegame from "old" (modded) Skyrim?
I know, there is going to be an error message about trying to load a savegame with mods into a version without mods, but sometimes it is going to work. Or is it required to "clean" a savegame with one of these tools... ?

I would not excatly like to start from the scratch once again.... got already 3 lev. 60 chars and the actual one is lev. 49

thx
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Interinactive
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Posts: 29477

PostPosted: Fri, 28th Oct 2016 08:54    Post subject:
⁢⁢


Last edited by Interinactive on Mon, 4th Oct 2021 10:22; edited 1 time in total
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inz




Posts: 11914

PostPosted: Fri, 28th Oct 2016 08:59    Post subject:
Interinactive wrote:
Yes, I loaded my heavilly modded game from 2011 and it loaded fine, even without those mods.


If you managed to load it without the game crashing and burning, I'd say it wasn't modded heavily enough. Razz

And I wouldn't be surprised if you start experiencing strange happenings before long - not all issues are instantly apparent when you load a save without the right mods for it.
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Tydirium




Posts: 601

PostPosted: Fri, 28th Oct 2016 09:41    Post subject:
Thanks. I presume it may be "safer" to "clean" the savegame as far as possible already in old Skyrim by moving the character into a (non-modded) small house or cave and removing the mods in the launcher.
I remember regarding Dragonborn there was that issue with Solstheim, where you could not return to Skyrim without the game crashing. The only solution was to teleport via console _into_ Breezehome in Solstheim. I got this problem myself.

In confined spaces like small houses the random crash due to memory overload did not happen frequently, but savegames in "open landscape" were always somehow "dangerous" (especially with mods) - sometimes it was not possible, to re-load such a savegame.

I am curious if these problems have been fixed in the SE. Memory problems should no longer be an issue with the 64bit engine...
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AnarchoS




Posts: 2142
Location: An Archos
PostPosted: Fri, 28th Oct 2016 09:44    Post subject:
Hope so, how much of my 32Gb of memory would this game use now? 8?


A.F.A.
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inz




Posts: 11914

PostPosted: Fri, 28th Oct 2016 10:05    Post subject:
AnarchoS wrote:
Hope so, how much of my 32Gb of memory would this game use now? 8?


Technically a 64-bit process can use several multiples of that, but given how excellent Bethesda devs are at coding, I'm sure there's a bit of inefficiencies and such involved. Laughing

And I would imagine the scripting engine would choke long before you get anywhere near 32GB memory use, anyway.
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lolozaur




Posts: 26310

PostPosted: Fri, 28th Oct 2016 10:35    Post subject:
wut Reaction
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YuckFou




Posts: 302

PostPosted: Fri, 28th Oct 2016 10:36    Post subject:
Need a mod to enable achievements with mods enabled. Same as with fallout 4.


r3dshift wrote:
Who needs a sig?
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tet666




Posts: 5092

PostPosted: Fri, 28th Oct 2016 10:42    Post subject:
dodger2020 wrote:

Update: Dave clarified things a bit further in regards to SkyUI, saying: "...while the SKSE team have confirmed their interest in continuing their work with SSE, the SkyUI developers on the other-hand have not confirmed, but they have expressed interest in collaborating with others who may carry the torch, so-to-speak."


Well that's just the same shit which was posted before: they won't do it them self and don't expect anyone else to do it.
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tonizito
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Posts: 51453
Location: Portugal, the shithole of Europe.
PostPosted: Fri, 28th Oct 2016 10:55    Post subject:
YuckFou wrote:
Need a mod to enable achievements with mods enabled. Same as with fallout 4.
+1, lola pls Neutral

BTW are you guys seeing interior shadows? In the first interior you got as soon as you start the game there were none, but I didn't progress from there on.


boundle (thoughts on cracking AITD) wrote:
i guess thouth if without a legit key the installation was rolling back we are all fucking then
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Tydirium




Posts: 601

PostPosted: Fri, 28th Oct 2016 10:56    Post subject:
Yes, that would really be a pity if SkyUi and SKSE would not being continued in development for the SE.
I am sure I would never had played Skyrim for such a long time without SkyUI. Especially the quick-slot switch equipment feature was really a blast adding so much more fun playing Skyrim. Finally all the equipment could be used in a fun, quick and efficient way without this ankward, terrible vanilla crap interface slowing down every player action.
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vurt




Posts: 13876
Location: Sweden
PostPosted: Fri, 28th Oct 2016 11:06    Post subject:
inz wrote:
vurt wrote:
Nice that they have fixed the issues of tree LOD transisition to meshes, much smoother now due to the fade-in effect. Runs great on my 980 ti, seems to be 60 FPS constant in 3440x1440..


Ugrids altered at all? Or is it the same distance still where the LoD transition happens?


Also, if someone could try this, see how well the game fares:




Just run around, see if the game can keep up loading the new areas etc.


Yeah that was the first thing i tried, it didnt crash..

The ugrids are the same unfortunately.
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A-A




Posts: 3156
Location: New york
PostPosted: Fri, 28th Oct 2016 11:22    Post subject:
Having issues with Gsync and Skyrim, massive stuttering, 30fps and less etc and this fixed it from another forum Smile - Bethseda never changes

Quote:
I'm able to have GYNSC on now in Skyrim and with an increased FOV, thankfully!

Nvidia Control Panel - GSYNC+Vsync or Vsync Fast

Using Msi Afterburner I've limited frame rates to 60fps

Then in Skyrim.ini

[General]
sLanguage=ENGLISH
sTestFile1=Dawnguard.esm
sTestFile2=HearthFires.esm
sTestFile3=Dragonborn.esm
fDefaultFOV=100

Skyrimprefs.ini


[Display]
fShadowDistance=10000.0000
iNumFocusShadow=4
fInteriorShadowDistance=3000.0000
ffocusShadowMapDoubleEveryXUnit=450.0000
iShadowMapResolution=4096
fDynamicDOFBlurMultiplier=0.8000
fProjectedUVNormalDetailTilingScale=0.8000
fProjectedUVDiffuseNormalTilingScale=0.2000
bEnableProjecteUVDiffuseNormals=1
bUseTAA=1
fDefaultWorldFOV=100
iVSyncPresentInterval=0
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EternalBlueScreen




Posts: 4314

PostPosted: Fri, 28th Oct 2016 11:34    Post subject:
Tydirium wrote:
Yes, that would really be a pity if SkyUi and SKSE would not being continued in development for the SE.
I am sure I would never had played Skyrim for such a long time without SkyUI. Especially the quick-slot switch equipment feature was really a blast adding so much more fun playing Skyrim. Finally all the equipment could be used in a fun, quick and efficient way without this ankward, terrible vanilla crap interface slowing down every player action.


It speaks volumes about Bethesda that they haven't made a single effort to improve the UI on PC or even just ported the SkyUI over, when they had this chance to re-release Skyrim. It affects everything you do; and you do a lot of looting and inventory management.
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Sin317
Banned



Posts: 24322
Location: Geneva
PostPosted: Fri, 28th Oct 2016 11:46    Post subject:
Here my thoughts about the SE :



(Transcript here)
 Spoiler:
 
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lolozaur




Posts: 26310

PostPosted: Fri, 28th Oct 2016 12:49    Post subject:
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