Incredible work! By the time the next Elder Scrolls comes out, mods like this and the wealth of other great ones out there, will make the game look better than whatever Bethesda cook up next.
@Jas0n-fm2mf5 ай бұрын
Not sure it betters ENB VR yet but thanks for the work! Keep going please..
@NicoSeymore5 ай бұрын
Beautiful, cant wait! Whats your modlist? Looks like Nordic Souls but for VR
@freejepster5 ай бұрын
Its my own setup of around 1000 mods. But rather close to Mad Gods Overhaul
@BROzMiK5 ай бұрын
Wonderful!
@nikobellic91405 ай бұрын
hi sir what is your mod list i like the graphics and the weather and sky textures
@nikobellic91405 ай бұрын
like what is your exterior graphics mod lightning etc
@freejepster5 ай бұрын
@@nikobellic9140 I am currently abroad, but think it was storm lightning from shizof. And NAT for overall weather. My modlist is self-managed but close to Mad Gods Overhaul
@qween20775 ай бұрын
What winterhold replacer is that?
@freejepster5 ай бұрын
It is The Great City Of Winterhold. I like how it feels like it always belonged there
@mfvicli5 ай бұрын
Keep your hands to yourself!
@freejepster5 ай бұрын
Excuse me Madame, I have been too excited by your subsurface scattered face
@feral.rage.studio4 ай бұрын
My biggest question is, is it more performant than ENB ?
@freejepster4 ай бұрын
Performance in Skyrim can be limited by a number of different reasons. Tldr: With my setup I have seen better performance with CS regarding Cpu and Gpu timings compared to ENB (Scenery ENB). Long story: Let me share a few things I noted while doing performance testing and optimisation. I like the performance overlay of OpenXR which gives some key insights were problems originate. You see: 1. app CPU: Which shows how busy your CPU is. If you see spikes / high timings here it is often NPC/AI, physics, complex geometry 2. rdr CPU: Never seen this spiking too much, so do not care 3. app GPU: This is your graphics card. If timings here are too high your resolution is too high or you have activated too costly effects 4. None of the above. Usually the lowest number of app CPU, rdr CPU and app GPU define the fps. The slowest one dictates the pace. It is an easy calculation. In the example my lowest is 17,6 ms. So 1.000 ms / 17,6 ms = 57 fps. I could achieve 57 fps, but my fps are capped with 45 so it does not get better than that. Due to this cap of 45 I need to achieve 1000 / 45 = 22,2 ms or less with all those 3 timings. If one of them is higher I cannot get the 45 fps. But sometimes you can notice those figures to be better than that and still bad fps. In that case you should check all of the below: a) Script lag with elephant tool. It may be some badly developed script from a mod is slowing down your game. If the tool reports some script lag you need to identify and disable the causing mod. To identify you should go through the logs under mygame folder (see screenshot) subfolder SKSE b) Draw calls caused by too much grass or too many objects is a very frequent cause. You can see the number of draw calls via ENB menu or reshade. If draw calls are > 12.000 it is likely that you are throttled by this. Try to reduce objects or grass then. c) VRAM usage: I have observed that high VRAM usage is not necessarily a bad thing. I observed that VRAM gets steadily filled, but as it reaches around 95% some garbage collection seems to kick in and VRAM goes suddenly down to 40% or something. But if you are in dense areas with lots of 4k clutter you can see that the garbage collection may go down to 80% only and quickly up to 100% again. In that case you should think about optimising some textures. This btw needs some knowledge. A good general advice is to optimise textures with 2k for diffuse and 1k for normals. And VRAMr tool does this automatically. What is overlooked by this is the size of the object. A 4k texture is way too much for a small object like an embalming tool, but barely enough for a huge object like a night sky (which is not really an object anyhow). So think about the size of the object when optimising. Also consider using BC1 compression for diffuses if there is no transparency. This reduces the size by around 50% again.