|
|
#373 | |
|
Registered User
Join Date: Mar 2006
Posts: 17
|
odd, don't have a texture folder. just video, shaders and music.
|
|
|
|
|
|
|
#374 | |
|
...
Join Date: Jul 2002
Location: Virginia
Posts: 9,481
|
Just put the texture folder he provides in the data folder.
|
|
|
|
|
|
|
#375 |
|
Registered User
Join Date: Oct 2004
Posts: 74
|
CPU is more responsible for load time than hard drive. Defrag. Load your save and watch the loading slider and see how often the drive light doesn't blink.
|
|
|
|
|
|
#376 | |
|
Registered User
Join Date: Apr 2006
Posts: 20
|
Quote:
Has any one tryed modded drivers for this game? Zeph, NGO etc
__________________
RIG: M/B = DFI NF4 Expert BIOS 07/12/05 CPU = AMD Opteron 170 2.8hz Naked and H20 cooled RAM = 2GB OCZ Gold GX 250Mhz 3-4-8-3 with 2.7v (still tweaking) G/C = Leadtech 7800GTX (550/1350) H20 Cooled PSU = Enermax Liberty 620 Watt Storage = 1xRapter 74GB (boot/Prog) + 2x250GB Barracudas Optical = DVD Writer/combi + CD Writer |
|
|
|
|
|
|
#377 |
|
Registered User
Join Date: Mar 2006
Posts: 50
|
I'm using NGO drivers..not really much of a difference, frankly.
|
|
|
|
|
|
#378 | |
|
Registered User
Join Date: Mar 2006
Posts: 50
|
Okay so back trying to get rid of the massive LOD popin....using BeyondCompare, I've determined that one line in the INI gets changed when adjusting the visual Objects slider.
[LOD] fLodDistance=500.0000 bUseFaceGenLOD=0 iLODTextureTiling=2 iLODTextureSizePow2=8 fLODNormalTextureBlend=0.5000 bDisplayLODLand=1 bDisplayLODBuildings=1 bDisplayLODTrees=1 bLODPopTrees=0 bLODPopActors=0 bLODPopItems=0 bLODPopObjects=0 fLODFadeOutMultActors=5.0000 fLODFadeOutMultItems=2.0000 fLODFadeOutMultObjects=15.0000 This is the distance slider set to max value, anything beyond 15 results in no change fLODMultLandscape=1.0000 fLODMultTrees=1.8000 fLODMultActors=10.0000 fLODMultItems=10.0000 fLODMultObjects=10.0000 iFadeNodeMinNearDistance=400 fLODFadeOutPercent=0.9000 fLODBoundRadiusMult=3.0000 fTalkingDistance=2000.0000 fTreeLODMax=2.0000 fTreeLODMin=0.0200 fTreeLODDefault=1.2000 fObjectLODMax=15.0000 Does this mean it's hardcoded, dunno fObjectLODMin=1.0000 fObjectLODDefault=5.0000 fItemLODMax=15.0000 fItemLODMin=1.0000 fItemLODDefault=2.0000 fActorLODMax=15.0000 fActorLODMin=2.0000 fActorLODDefault=5.0000 bLODUseCombinedLandNormalMaps=1 bForceHideLODLand=0 fLODQuadMinLoadDistance=65536.0000 fLODFadeOutActorMultInterior=1.0000 fLODFadeOutItemMultInterior=1.0000 fLODFadeOutObjectMultInterior=1.0000 fLODFadeOutActorMultCity=1.0000 fLODFadeOutItemMultCity=1.0000 fLODFadeOutObjectMultCity=1.0000 fLODFadeOutActorMultComplex=1.0000 fLODFadeOutItemMultComplex=1.0000 fLODFadeOutObjectMultComplex=1.0000 fLODLandVerticalBias=0.0000 However whenever I push the value up to beyond 15 no changes occur. ![]() I've tried setting fLodDistance=500.0000 to 2000 and even 50000 no change bLODPopObjects=0 to 1 no change fLODMultObjects=10.0000 to 50000 no change iFadeNodeMinNearDistance=400 to 2000 no change Anyone else want to jump in and try? |
|
|
|
|
|
|
#379 | |
|
Registered User
Join Date: Mar 2006
Posts: 20
|
Quote:
I have always wondered what these modded drivers really do. Are they based on reverse engineering the driver binary or is it just changing the settings as one might, using NVCPL with coolbits ? |
|
|
|
|
|
|
#380 |
|
Registered User
Join Date: Mar 2006
Posts: 50
|
Bleh the only thing that will change the damn popin is uloadtogrid set above 9, which borks the water.
**pours a stiff martini** |
|
|
|
|
|
#381 |
|
MAXIMUM TECH
Join Date: Jul 2003
Location: Indiana
Posts: 12,202
|
Yessss!! the LOD textures mod worked for me with no framerate loss (even if there is any .. its unnoticable) .. no more blurry landscape textures!!!
![]() & yeah .. loading time is a bit longer now though.
__________________
- "My name is RAM and my tank is full" http://warhawk64nv.mybrute.com/ <-- pupils go thaarrr! Or,http://silenthunter64.mybrute.com |
|
|
|
|
|
#382 | |
|
Registered User
Join Date: Mar 2006
Posts: 7
|
Quote:
|
|
|
|
|
|
|
#383 |
|
Registered User
Join Date: Mar 2006
Posts: 10
|
LOD normal map fix!!!
http://www.elderscrolls.com/forums/i...owtopic=330112 No more square lands (works with texture mod since this is normal map) |
|
|
|
|
|
#384 |
|
far out
Join Date: Aug 2002
Location: CA
Posts: 84
|
The new landscape fix works fine for me for the most part thank god. The snow level mountains in some places may not look as good as with the fgrass/ugrid method, but you sure get nice looking green areas going back a lot further than ever before.
|
|
|
|
![]() |
| Thread Tools | |
|
|
Similar Threads
|
||||
| Thread | Thread Starter | Forum | Replies | Last Post |
| How Skyrim and Oblivion influenced The Elder Scrolls Online | News | Latest Tech And Game Headlines | 0 | 05-25-12 12:20 PM |
| Custom Refresh Rates, DPI, and Other Display Tweaking | Phyre | NVIDIA Linux | 3 | 08-02-02 03:32 AM |