īy default this weighs in at 226M zipped, 487M uncompressed. A high-profile and popular mod (and I don't mean to single you out Chris!) that's done this is Chris2102's Whiterun HQ Texture Pack. Now there are a lot of amazing texture mods on Nexus, but a fair few I've seen so far don't always use the correct texture formats. I've selectively chosen them to keep within my video card's memory limit - 1536MB (Nvidia GTX 580). How important is the correct format? By way of example I'm running a good 30 odd texture mods - some are large replacers (landscape, NPCs, clothing, armour, weapons for example) while others focus on particular areas (objects, architecture etc). And if you're an author, keep in mind that if your mod is too demanding people may elect not to use it - and if you made it to be shared and used, you're losing out from having your work bringing joy to the denizens of Skyrim (read: everyone!) Visual fidelity can be sacrificed in order to stay within the limits of video memory. Users are told to run at a lower resolution, or turn down their AA, to recover performance - but if the problem is a poorly packaged texture mod pushing you past your card's limit, then there may not be a need to do this at all. There may be users playing now with texture mods that don't realise the sudden FPS jumps and stuttering they're experiencing are due to taxed video memory on their cards.īut it's not just performance that takes a hit. When video memory reaches its limit, textures are streamed from main memory causing a huge performance loss. And given Skyrim is already more demanding memory wise than its predecessors, it's more important than ever to keep an eye on memory usage when using texture mods. Unfortunately texture mods, especially large ones, if saved using the wrong format can waste a lot of valuable video memory real estate. However I noticed, delving into the files, that some of them have textures saved in the wrong format, while others often forget mipmaps. There are so many texture mods of all makes and models that have been released so far, some of them fantastic and very professionally made. More fixes for the game are promised, as Bethesda continues to polish the game one month after release.Disclaimer: I'm not actually a texture artist myself, though I have some limited experience manipulating textures (re: MMM), so those more knowledgeable than me please feel free to chime in! The PS3 save file size was supposedly addressed in the latest patch, but is continuing to prove problematic. It's important to note that Sawyer works at Obsidian, and wasn't involved with The Elder Scrolls V: Skyrim, which uses a newer engine developed by Bethesda. "It's the same total amount of memory, but not as flexible for a developer to make use of." He later explained that the Xbox 360 has 512 megs of RAM usable, while the PS3 has 256 for system, 256 for graphics. Sawyer also says that the PS3's internal structure makes the problems more pronounced, due to the divided memory pool. He went onto explain that "individual bits of data are tiny," but the thousands of them cover various data fields. I think we've seen save games that are pushing 19 megs, which can be really crippling in some areas." "The longer you play a character, the more bit differences on objects (characters, pencils on tables, containers, etc.) get saved off and carried around in memory. "That can easily be a big problem, especially if you're on the PS3," Sawyer said on Formspring (via CVG). The PS3 suffers when dealing with large file saves, an "engine-level issue" caused by PS3's restrictive memory. Sawyer recently talked about the memory limitations on PS3, which may provide some insight to Skyrim's performance issues. From Fallout 3 to Skyrim, PlayStation gamers have commonly experienced sluggish performance, especially as file sizes balloon up.įallout: New Vegas project coordinator Joshua E. Bethesda games have, simply put, not performed well on PS3.
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