F5F Stay Refreshed Software PC Gaming Skyrim 4k RTX enhancements (Star Wars BFII 2005)

Skyrim 4k RTX enhancements (Star Wars BFII 2005)

Skyrim 4k RTX enhancements (Star Wars BFII 2005)

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H
hatttyyy
Junior Member
47
09-25-2018, 10:41 AM
#1
Hello there fellow friends.
I was curious about what everyone thinks regarding the best Skyrim 4k mod or RXTS mod. I checked online and it seems the 4k mod looks quite good, but I’m interested in the power of ray tracing since it’s new and seems unnecessary right now. Can I run both 4k and RXTS mods simultaneously?
Last week I searched for a Star Wars BF II Mod and found one, but it mentions that placing it in the mod map causes issues.
https://www.moddb.com/mods/hd-graphics-m...s#imagebox
When I first began modding, I had a few 120/30/50 Skyrim mods, but when I started playing the game it would crash. It took me years to figure out any solutions—any advice for the future?
H
hatttyyy
09-25-2018, 10:41 AM #1

Hello there fellow friends.
I was curious about what everyone thinks regarding the best Skyrim 4k mod or RXTS mod. I checked online and it seems the 4k mod looks quite good, but I’m interested in the power of ray tracing since it’s new and seems unnecessary right now. Can I run both 4k and RXTS mods simultaneously?
Last week I searched for a Star Wars BF II Mod and found one, but it mentions that placing it in the mod map causes issues.
https://www.moddb.com/mods/hd-graphics-m...s#imagebox
When I first began modding, I had a few 120/30/50 Skyrim mods, but when I started playing the game it would crash. It took me years to figure out any solutions—any advice for the future?

H
Hoewls
Member
145
09-25-2018, 10:47 AM
#2
RTX isn't modifiable into games. It needs developer support via DXRT on the DX12 API. This isn't the same as ReShade, which has a SSRT plugin and works if the ReShade version can access the game's depth buffer.

Finding the best mod is difficult. People have different tastes in style effects and texture packs. I recommend checking out Skyrim Nexus, sorting by popularity or endorsements, to find what suits you best.
H
Hoewls
09-25-2018, 10:47 AM #2

RTX isn't modifiable into games. It needs developer support via DXRT on the DX12 API. This isn't the same as ReShade, which has a SSRT plugin and works if the ReShade version can access the game's depth buffer.

Finding the best mod is difficult. People have different tastes in style effects and texture packs. I recommend checking out Skyrim Nexus, sorting by popularity or endorsements, to find what suits you best.

C
Creeperman3
Senior Member
454
09-30-2018, 05:03 AM
#3
This ray tracing mod enhances the gameplay experience.
C
Creeperman3
09-30-2018, 05:03 AM #3

This ray tracing mod enhances the gameplay experience.

F
158
10-02-2018, 11:33 AM
#4
As mentioned earlier, this involves using ReShade. It's not the same as RTX.
Pascal Glicher/Marty McFly's ray trace plugin relies on screen space for ray tracing calculations. It operates differently from RTX.
You can see his work here
https://www.patreon.com/mcflypg
F
FrostyPorkChop
10-02-2018, 11:33 AM #4

As mentioned earlier, this involves using ReShade. It's not the same as RTX.
Pascal Glicher/Marty McFly's ray trace plugin relies on screen space for ray tracing calculations. It operates differently from RTX.
You can see his work here
https://www.patreon.com/mcflypg

E
EpicExplosion
Member
129
10-22-2018, 10:07 AM
#5
The ray tracing model this mod relies on is known as screen space ray tracing. This means elements not visible on your screen don<|pad|>, don't affect the lighting. It considers things like areas hidden behind other objects in the world. Games using DXR ray tracing follow a different approach, as they factor in all elements regardless of visibility.
E
EpicExplosion
10-22-2018, 10:07 AM #5

The ray tracing model this mod relies on is known as screen space ray tracing. This means elements not visible on your screen don<|pad|>, don't affect the lighting. It considers things like areas hidden behind other objects in the world. Games using DXR ray tracing follow a different approach, as they factor in all elements regardless of visibility.

S
StackGirl141
Member
158
10-23-2018, 06:16 AM
#6
I haven't been very impressed with the demos yet, as they seem to resemble a Reshade tweak. For SE I rely on a 2k texture pack named Noble Skyrim. When necessary, I add bigger textures manually. I opt for 4k for big objects seen up close and smaller ones when they're far or tiny. I allocate around 10.5gbs of VRAM in my SE game. Skyrim doesn't permit swapping VRAM, so an 11gb card is essential to keep CTDs low. Also, the game doesn't adjust VRAM based on resolution, so lowering the resolution won't reduce usage. 4k textures aren't useful if you have a 1440p monitor or less, because the game can't display their details clearly unless you run the console command 'tfc" or 'showracemenu' to view face textures. That's why I prefer 4k at 16:9 or 3840 X 1600 21:9.
S
StackGirl141
10-23-2018, 06:16 AM #6

I haven't been very impressed with the demos yet, as they seem to resemble a Reshade tweak. For SE I rely on a 2k texture pack named Noble Skyrim. When necessary, I add bigger textures manually. I opt for 4k for big objects seen up close and smaller ones when they're far or tiny. I allocate around 10.5gbs of VRAM in my SE game. Skyrim doesn't permit swapping VRAM, so an 11gb card is essential to keep CTDs low. Also, the game doesn't adjust VRAM based on resolution, so lowering the resolution won't reduce usage. 4k textures aren't useful if you have a 1440p monitor or less, because the game can't display their details clearly unless you run the console command 'tfc" or 'showracemenu' to view face textures. That's why I prefer 4k at 16:9 or 3840 X 1600 21:9.

B
bruno_225
Member
53
10-23-2018, 06:52 AM
#7
It relies on the specific method used. When applied to a smaller item, it becomes irrelevant even on high-resolution displays. However, for bigger structures such as buildings or large areas, it remains beneficial.

But the details are quite unclear. This raises the question—does this imply that all textures were increased to 4K resolution? Does it mean the textures were enhanced to appear better on 4K displays?
B
bruno_225
10-23-2018, 06:52 AM #7

It relies on the specific method used. When applied to a smaller item, it becomes irrelevant even on high-resolution displays. However, for bigger structures such as buildings or large areas, it remains beneficial.

But the details are quite unclear. This raises the question—does this imply that all textures were increased to 4K resolution? Does it mean the textures were enhanced to appear better on 4K displays?

M
89
10-24-2018, 05:59 AM
#8
I believe you're familiar with modding and textures.
I just install a nice-looking mod I like.
Specs: 1440p, RTX 2070 MSI
M
MinecraftMegan
10-24-2018, 05:59 AM #8

I believe you're familiar with modding and textures.
I just install a nice-looking mod I like.
Specs: 1440p, RTX 2070 MSI

A
Adriannagang
Junior Member
4
10-24-2018, 08:09 PM
#9
Yes, purchasing Skyrim would help utilize the VRAM on your RVII.
A
Adriannagang
10-24-2018, 08:09 PM #9

Yes, purchasing Skyrim would help utilize the VRAM on your RVII.

N
NoNe_1
Member
188
10-24-2018, 11:31 PM
#10
Discussing 4k textures can be a bit unclear because many UVW unwraps can be applied to a texture map, and as you mentioned they can be enlarged.
I have experience with 3D modeling and I view textures as unprofessional when they are excessively scaled, or when it seems the creator lacks understanding of the process.
When I began making mods for games, the typical texture size was 256 x 256. I increased them to 512 x 512 and eventually to 1024 x 1024, but I recreated everything from scratch.
For my 4k tests in Skyrim using skin textures, I used images with many details like wrinkles, scars, and freckles (I think I applied a mod named Mature Skin). I then checked them on the model in-game at 1440p and 4k resolutions. All the texture details disappeared at 1440p but remained visible at 4k.
You might be able to achieve similar results with Skyrim SE.
A long time ago, around 2013, I used a GTX 670 with 2GB of VRAM. I frequently experienced crashes every 20 minutes. I suspected the low VRAM was the issue, so I upgraded to a GTX 680 with 4GB. This reduced crashes from every 20 minutes to about 2 hours. Later, with the GTX 980 Ti, it improved to 4 hours with 6GB of VRAM—though I found that surprising since my modded game only used around 3.5GB at once.
I still play the game I started modding in 2011, and with a 2080 Ti I feel extremely uncomfortable if I encounter any crashes.
Skyrim SE vanilla can handle up to 4.8GB in some areas, but with landscape textures it often reaches 7.5GB, while the rest is used by NPCs.
Your RVII is the only model in the $700 price range that I would suggest.
I also hope AMD will incorporate 12GB plus VRAM in RVII replacements.
N
NoNe_1
10-24-2018, 11:31 PM #10

Discussing 4k textures can be a bit unclear because many UVW unwraps can be applied to a texture map, and as you mentioned they can be enlarged.
I have experience with 3D modeling and I view textures as unprofessional when they are excessively scaled, or when it seems the creator lacks understanding of the process.
When I began making mods for games, the typical texture size was 256 x 256. I increased them to 512 x 512 and eventually to 1024 x 1024, but I recreated everything from scratch.
For my 4k tests in Skyrim using skin textures, I used images with many details like wrinkles, scars, and freckles (I think I applied a mod named Mature Skin). I then checked them on the model in-game at 1440p and 4k resolutions. All the texture details disappeared at 1440p but remained visible at 4k.
You might be able to achieve similar results with Skyrim SE.
A long time ago, around 2013, I used a GTX 670 with 2GB of VRAM. I frequently experienced crashes every 20 minutes. I suspected the low VRAM was the issue, so I upgraded to a GTX 680 with 4GB. This reduced crashes from every 20 minutes to about 2 hours. Later, with the GTX 980 Ti, it improved to 4 hours with 6GB of VRAM—though I found that surprising since my modded game only used around 3.5GB at once.
I still play the game I started modding in 2011, and with a 2080 Ti I feel extremely uncomfortable if I encounter any crashes.
Skyrim SE vanilla can handle up to 4.8GB in some areas, but with landscape textures it often reaches 7.5GB, while the rest is used by NPCs.
Your RVII is the only model in the $700 price range that I would suggest.
I also hope AMD will incorporate 12GB plus VRAM in RVII replacements.

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