New in version (2.1.0) - Removed object genarator, detection fixes. - DoF effect change for simple blur with better logic (no fps drop) - New Specular effect for precipitations - New interior shadows (big thanks to Mcstfuerson) - New Interior specular shadows (big thanks to Mcstfuerson) - New Leaf shader (can configure leaf shaking now) - New Heap modes - New features and options for shaders development - better TerrainLOD shader - add third shadowmap for exterior shadows (better quality for close shadows) - shadows optimization (performance tweaks) - better menu profiling and location checks - fixed vanilla water bug when shader not works on mesh surfaces - Alternative camera for 1st person (like EC, but switch to vanilla when player in combat) - minor bugfixes for culling - "fix" for player rotation - other small patches
New in version (2.1.1) - fixes for Camera mode - fix render bugs - fix black textures in interiors - fix ORC related CTD's - add missed info file - some menu fixes
New in version (2.1.2) - Russian info file (ORC will detect 1C version) - fixes for AMD cards - fix for WindowMode option - new loger option for AMD bugs tracking (bald heads, missing objects, etc...) - Culling fixes (fixing not working culling in worldspace, fix for flickering rocks on shoreline) - Fixed shadows look in fog - Small shaders optimization (speedup)
New in version (2.1.3) - Alt Tab Fixes - Shadows fixes - Shaders fixes - Smart mode (make ORC compatible to DXVK, ENB, etc), you can disable it if you know what you doing. - Exterior shadows speedup - Exterior shadows can works on 14k range now (objects can cast shadows on LOD surfaces) - Posibility to disable only interior shadows. - Grass shadow fixes - Grass mode speedup. - Grass range 3X3 for small worlds (City, Oblivion realm...) - AMD render fix.
New in version (2.1.4) - Vanilla grass fixes (when Grassmode is ON) - Grassmode speedup - ORC Menu Key option - Fixed AI bugs on Cell change - Shaders (AMD) fixes - New cleanup logic - Fixed ORC's CTDs on cell change - Other shader fixes (black textures, fog, etc) - Smartmode (add ECamera,dll size check) - Flying Camera patch
New in version (2.1.5) - Exterior shadows speedup - Fixed bugs from 2.1.4 - add SM3001.vso for interiors - Vanilla mode (interior shaders) also disables shader switch in interiors. - Fixed black screen bug. - Small interior shadows speedup
New in version (2.1.6) - Fix FOV for dialogs - Add player's shadow for 1st person camera; - Fixed CTD on cell load - Fixed CTD on loading saves - Fixed rare CTD on saving game - Add shadow blurring options - Add shadow sample option - Fixed shadow "dancing" on camera movement - Shader manager speedup - Fixed LOD shadows bugs - ExtCamera loading fix - Add new grassmode options - Add Shadowmaps ON-OFF options - Code cleanup and optimization
New in version (2.1.7) - Add posibility to use ORC shadows + vanilla shadows (actors) - add grass safety check (fix very rare CTDs) - add shadows ready checks (fix very rare CTDs) - update smartmode (detect more obse plugins) - fix CTDs on cell change - fix random CTDs after sleeping - fix AMD - Intel visual bugs - fix "showmenurace" bug - fix wrong path for weatherdump file - add more info in shader logs - fixed "black sky" bug when cell loads - fixed Moonlight options - add vanilla shaderpacks (prevent error if user edit them before)
New in version (2.1.7h) - add music delayer feature as optional - fix vanilla shadows when ORC shadows disabled - add EMC check to Smartmode
New in version (2.1.8) - Fix another CTDs on cell loading - Add missed grass vertex shader - Small fixes for shadows disabling - Fix wrong shader calculations in SM3 shaders - update OneTbb to actual version
Yep still playing the older version... looks great. Using ORC194 and was wondering if you have any suggestions to make it a bit clearer underwater, if skimming just below, you can see but it's just a bit murky which is cool, but if I go just a little bit deeper or a lot deeper the water is so dark you can't see a thing while using light spell and night eye, you can slightly see images to the left and right, but it's minute. Any suggestions to make water a bit clearer would be much appreciated... Thank you for a great mod.
With the latest version I'm getting what I'm assuming is culling. In the Feed Bag in the market district half of the furniture and NPCs are invisible. But if I open the pause menu they will appear in the background.
A similar thing happened in the ruins outside the city.
I had the same issue on 217hf, of course not a direct fix but a temporary solution is to go to Culling tab in-game settings and disable Culling Objects
Issue happened in a house, objects were invisible, similar to yours
I've had this issue too and troubleshooting this problem was a little bit interesting...for my case only one solution worked: make active the welcome menu (1) at beginning of gameplay in .ini master file. Disabling this option in my case apparently bugs something beyond my understanding. But it worked for me, maybe for another fellow friend who reads this too. With this option enabled I can change any shader/texture without problem of invisible npcs/furnitures/objects.
Yes, the ORC2_1.ini [Main] Welcome =1 Only with this enabled that all becomes visible, if I deactivate, my game mess the textures with invisibility. Even if I disable cullings. I'm just figuring out what's happening, probably some conflicts with menu game calling.
Hmm...That's Interesting. Well I'm having this issue as well, however, I haven't disabled the "Welcome Message" yet, it's still active and I'm still getting several interiors not loading, "StoneWall Shields" All of the Chapels, The entireity of the Knights of the Nine hideout/base/whatever won't load interiors at all, it basically makes the DLC unplayable...
Be sure that the DXVK mod is installed and operational, after that make the changes in ORC2_1.ini: [Main] Smartmode =1 [Patches] DXVKPatch =1 Injector Patch =1 Be care about FPS limiter on video driver side, wrong configuration can cause stutters and weird textures. Try with Multithreading=1, if it fail, disable this extended data structure option (=0).
Ok I have a few .log files in there. None of them have DXVK in the name. However there is one named Oblivion_d3d9.log, here's the first few lines.
info: Game: Oblivion.exe info: DXVK: v2.5.3 info: Build: x86 gcc 14.2.0 info: Found config file: dxvk.conf info: Effective configuration: info: d3d9.seamlessCubes = True info: d3d9.useD32forD24 = True info: dxvk.allowFse = True Is that the correct one?
BTW thanks for all your tech support replies here, you're a hero.
EDIT: Implements the settings you recommended here and in other replies. Still getting some shadow weirdness. Shadows that only appear if I'm in the same room, shadows that change as I approach them from across the room. That kind of thing. No major flickering anymore though so it's atleast playable for the time being. It seems that ENB Series and ENBoost were having no impact either way, perhaps the injector version won't work for my AMD card? (Using injector because OBSE doesn't seem to load without the steam overlay when launching through MO2).
I also noticed that somehow the "Heap size" line from my ini got deleted, so that might explain my performance issues. Still a little stuttery in exteriors but far smoother overall. As far as I can tell the only thing acting as a frame limiter should be ORC, I've fully disabled the AMD overlay and any AMD software settings for Oblivion.
EDIT: So something in ORC is causing weapon hits to not make any sound. A clean ORC ini brings the sounds back, but I can't tell what setting is affecting them. Also my repeatable crash is back, I thought maybe it was a script causing it but after tweaking some of the ORC settings you mentioned the crash stopped. But now it's back.
ORC Ini: https://pastebin.com/Gdx2dQxd
Crash Log Pre ORC Fixes: https://pastebin.com/yaECqvEH
Crash Log Now: https://pastebin.com/ghf7r5mK
Honestly think I might just have to try a different version of OR at this point.
It's really tricky to setup correctly all the settings, I recommend trial and error for every change you do in these .ini files. I tried to simulate all that you've done and my sound just worked fine, I'm thinking that can be a "Tick" problem maybe. Something is desync the sound and the engine probably is cutting it to maintain the gameplay. At the moment only one problem come to my mind...if you've installed the Oblivion Display Tweaks Mod it's came with one configuration ini file found in OBSE/plugins folder, open and edit like this: [TickFix] bFPSFix = 0 First sighting, it appears that doesn't have any interference with sound, but, I remembered that I did this before when my sound was cutting the dialogs, so, probably this conflicts somehow to the tickfix from ORC. Maybe other tweak that can adjust more shadows problems with your ENB too: on Bugfixes Mod ini file (same folder as above), open it and edit to 0 all these lines: bInstallBloodDecalMemLeakFix=0 bInstallInitRendererFix=0 bInstallShadowCameraFix=0 bInstallShutdownCTDFix=0
Another thing that can stutter shadows is the "d3d9.textureMemory" found on dxvk.conf (root folder), it needs to be =0. Appear that this settings conflicts with engine/fixes somehow.
Ok so I was wondering what was doing this and I found out its this mod.
When I enable ORC, all my distance fade settings automatically go up to 100%, while before I had them at 66 as it was recommended in one guide.
Even if I set them back to 66 or anything other than 100%, the fade settings reset to 100 as soon as I load a save or load to a different area. Anyone here knows what changes that? I remember that normal OR had the SaveSettings option, but I dont think its in this version.
Is there some way to make shadows perform better? Having that setting on uses like 40% of my gpu while everything else combined uses maybe 20%. I've tried using the potato pc settings, lowering and adjusting the shadow settings but none of them make more than a tiny difference in performance. If that isn't possible, is there some way to be able to use the skin shader without having shadows on? I would really like to use the skin shader but it does nothing unless shadows are also enabled.
For my configurations about shadows and FPS drops (2.1.8), I did some tweaks that worked liked a charms for me, maybe it'll work for your case too. Just, be sure that you've installed all these engine fixes: All unofficial patches Engine bug fixes Blue's engine fixes AveSithis fixes OBL mod limit fix Weapon drop fixSkyBSA Blockhead DXVK 4gb patcher BSA decompressor (increase a lot of speed processing time) Oblivion Display Tweaks
I tweaked master .ini file with all these mods correctly working, be sure of it.
After all, be sure to not have any framerate limiter conflicting with ORC, this can cause many stuttering and abnormal conditions.
Try to enhace the shadows dropping FPS with these tweaks in ORC_21.ini (master file): [Main]Smartmode =1 (This is very important for stability, the ORC will apply auto patches and settings for various mods, avoiding any conflicts)
[Patches] FPSCap =1 (also cap at your monitor with same FPS in all options section [FPSCAP] in same .ini file. Must be the same settings in your OS video manager, to avoid desync and abnormal fps issues) InjectorPatch =1 Antialiasing =0 Tweaks =1 (it's good to have Simple Saves Plus mod too, because this option disables the autosaves)
If your card is an AMD, I recommend to activate the DXVK patch=1 (needs the correct d9d3.dll in root directory) DynamicLight =0
[Memory] HeapMode =10 HeapEnable =1 TexturesPatch=1 (this must need 4gb patch on oblivion.exe and a stable video driver to run flawlessly)
[Shaders] Skin =1 TerrainLOD =0 Shadows =1
Be sure that you don't have another mod that uses/conflicts with vanilla shadows and/or lights.
[Effects] AmbientOcclusion =1 (if you experience some weird shadow bugs on surfaces like chests, disable for tweaking)
If these options doesn't satisfy your needs, try optimizing the [PotatoPC] entries with ShadowsTweaks =1 and even try to disable shaders 3.0 with SimpleShaders=0, but it will need to tweak the [Culling] section too.
Edit ORC Shadows.ini file to refine mainly the exteriors shadows (far and LOD).
It requires a fine tuning and some patience, but probably works good and well optimized for your PC.
I’ve tried a bunch of things too, but I couldn’t find the perfect solution. Enabling ORC Shadows causes a 15 to 25 FPS drop and significantly increases GPU usage.
Of course, mods are something creators should develop the way they want, so I’m not trying to make any demands — but if it were possible to make the skin shader work even when ORC Shadows are off, I’d really appreciate it. @GBRPluss
Thank you for your advice, I appreciate it takes a lot of time to make a write up like that. I installed the fixes you recommended and noticed a minor performance boost on base oblivion, but did not notice a large boost for ORC. I also disabled my FPS limiter so that only the ORC one would be enabled but didn't notice a difference. I also tried using your recommended ORC settings and it didn't seem to help my GPU usage more than about 5%. However I have come up with a solution I am mostly happy with. By leaving the "shadows" option in shaders enabled, but going into the detailed settings for shadows and disabling everything and setting shadow map resolution to 1, "shadows" as a whole has no visual impact and a minor but tolerable performance impact (around 5% of my GPU), while still allowing skin shaders to work. I did try a similar setup before and it had issues with huge performance drops looking at certain directions, but for now that does not seem to be happening. As long as I don't encounter any issues I am happy with this setup.
Detailed Settings Changes for anyone interested:
Spoiler:
Show
Go to OBSE\Plugins\ORC2_1.ini In [Shaders] Skin to 1 Shadows to 1 You may also want to test turning on ShadowsTweaks in the [PotatoPC] section if you have it off. I haven't tested its impacts because it is on by default.
Go to Shaders\ORC2_1\Shadows\Shadows.ini In [Main], Player1stShadow to 0 In [Exteriors] Samples to 1 In [ExteriorsNear] Every setting except ShadowMapSize and ShadowMapRadius to 0 ShadowMapSize to 1 Do not touch ShadowMapRadius In [ExteriorsFar] Every setting except ShadowMapSize and ShadowMapRadius to 0 ShadowMapSize to 1 Do not touch ShadowMapRadius In [ExteriorsLOD] ShadowMapsize to 1 Do not touch ShadowMapRadius Enabled to 0
To be clear the goal of the settings I have listed is not to optimize shadows, but to make to allow using the Skin Shader without the visuals of the shadows feature and only a minor performance cost.
I agree that it would be nice to be able to use the skin shaders on their own. As far as I can tell they don't really seem to need shadows to be on, as if you edit shadow settings to have no visual impact the skin shaders still work, though perhaps I don't understand how it works well enough to see how they are connected.
I did come up with a decent way to avoid the visual impact and most of the performance cost of shadows in order to use the skin shader. I should say that I tested a similar setup days ago and it had issues with performance spikes when looking in certain directions, but that does not seem to be happening with my current setup.
Here are the details if you are interested:
Spoiler:
Show
Go to OBSE\Plugins\ORC2_1.ini In [Shaders] Skin to 1 Shadows to 1 You may also want to test turning on ShadowsTweaks in the [PotatoPC] section if you have it off. I haven't tested its impacts because it is on by default.
Go to Shaders\ORC2_1\Shadows\Shadows.ini In [Main], Player1stShadow to 0 In [Exteriors] Samples to 1 In [ExteriorsNear] Every setting except ShadowMapSize and ShadowMapRadius to 0 ShadowMapSize to 1 Do not touch ShadowMapRadius In [ExteriorsFar] Every setting except ShadowMapSize and ShadowMapRadius to 0 ShadowMapSize to 1 Do not touch ShadowMapRadius In [ExteriorsLOD] ShadowMapsize to 1 Do not touch ShadowMapRadius Enabled to 0
To be clear the goal of the settings I have listed is not to optimize shadows, but to make to allow using the Skin Shader without the visuals of the shadows feature and only a minor performance cost.
1621 comments
- Removed object genarator, detection fixes.
- DoF effect change for simple blur with better logic (no fps drop)
- New Specular effect for precipitations
- New interior shadows (big thanks to Mcstfuerson)
- New Interior specular shadows (big thanks to Mcstfuerson)
- New Leaf shader (can configure leaf shaking now)
- New Heap modes
- New features and options for shaders development
- better TerrainLOD shader
- add third shadowmap for exterior shadows (better quality for close shadows)
- shadows optimization (performance tweaks)
- better menu profiling and location checks
- fixed vanilla water bug when shader not works on mesh surfaces
- Alternative camera for 1st person (like EC, but switch to vanilla when player in combat)
- minor bugfixes for culling
- "fix" for player rotation
- other small patches
New in version (2.1.1)
- fixes for Camera mode
- fix render bugs
- fix black textures in interiors
- fix ORC related CTD's
- add missed info file
- some menu fixes
New in version (2.1.2)
- Russian info file (ORC will detect 1C version)
- fixes for AMD cards
- fix for WindowMode option
- new loger option for AMD bugs tracking (bald heads, missing objects, etc...)
- Culling fixes (fixing not working culling in worldspace, fix for flickering rocks on shoreline)
- Fixed shadows look in fog
- Small shaders optimization (speedup)
New in version (2.1.3)
- Alt Tab Fixes
- Shadows fixes
- Shaders fixes
- Smart mode (make ORC compatible to DXVK, ENB, etc), you can disable it if you know what you doing.
- Exterior shadows speedup
- Exterior shadows can works on 14k range now (objects can cast shadows on LOD surfaces)
- Posibility to disable only interior shadows.
- Grass shadow fixes
- Grass mode speedup.
- Grass range 3X3 for small worlds (City, Oblivion realm...)
- AMD render fix.
New in version (2.1.4)
- Vanilla grass fixes (when Grassmode is ON)
- Grassmode speedup
- ORC Menu Key option
- Fixed AI bugs on Cell change
- Shaders (AMD) fixes
- New cleanup logic
- Fixed ORC's CTDs on cell change
- Other shader fixes (black textures, fog, etc)
- Smartmode (add ECamera,dll size check)
- Flying Camera patch
New in version (2.1.5)
- Exterior shadows speedup
- Fixed bugs from 2.1.4
- add SM3001.vso for interiors
- Vanilla mode (interior shaders) also disables shader switch in interiors.
- Fixed black screen bug.
- Small interior shadows speedup
New in version (2.1.6)
- Fix FOV for dialogs
- Add player's shadow for 1st person camera;
- Fixed CTD on cell load
- Fixed CTD on loading saves
- Fixed rare CTD on saving game
- Add shadow blurring options
- Add shadow sample option
- Fixed shadow "dancing" on camera movement
- Shader manager speedup
- Fixed LOD shadows bugs
- ExtCamera loading fix
- Add new grassmode options
- Add Shadowmaps ON-OFF options
- Code cleanup and optimization
New in version (2.1.7)
- Add posibility to use ORC shadows + vanilla shadows (actors)
- add grass safety check (fix very rare CTDs)
- add shadows ready checks (fix very rare CTDs)
- update smartmode (detect more obse plugins)
- fix CTDs on cell change
- fix random CTDs after sleeping
- fix AMD - Intel visual bugs
- fix "showmenurace" bug
- fix wrong path for weatherdump file
- add more info in shader logs
- fixed "black sky" bug when cell loads
- fixed Moonlight options
- add vanilla shaderpacks (prevent error if user edit them before)
New in version (2.1.7h)
- add music delayer feature as optional
- fix vanilla shadows when ORC shadows disabled
- add EMC check to Smartmode
New in version (2.1.8)
- Fix another CTDs on cell loading
- Add missed grass vertex shader
- Small fixes for shadows disabling
- Fix wrong shader calculations in SM3 shaders
- update OneTbb to actual version
It seems to put the game into borderless windowed by default. How do I get it to go back to fullscreen?
A similar thing happened in the ruins outside the city.
ETA:
Still getting the console crash.
Issue happened in a house, objects were invisible, similar to yours
Disabling this option in my case apparently bugs something beyond my understanding. But it worked for me, maybe for another fellow friend who reads this too.
With this option enabled I can change any shader/texture without problem of invisible npcs/furnitures/objects.
Unsure if that's the setting your referring to or another ini.
[Main]
Welcome =1
Only with this enabled that all becomes visible, if I deactivate, my game mess the textures with invisibility. Even if I disable cullings.
I'm just figuring out what's happening, probably some conflicts with menu game calling.
Well I'm having this issue as well, however, I haven't disabled the "Welcome Message" yet, it's still active and I'm still getting several interiors not loading, "StoneWall Shields" All of the Chapels, The entireity of the Knights of the Nine hideout/base/whatever won't load interiors at all, it basically makes the DLC unplayable...
After installing ENBoost I'm having issues with my shadows flickering, almost as if there's two system competing to render them.
[Main]
Smartmode =1
[Patches]
DXVKPatch =1
Injector Patch =1
Be care about FPS limiter on video driver side, wrong configuration can cause stutters and weird textures. Try with Multithreading=1, if it fail, disable this extended data structure option (=0).
Is there a sure way to confirm DXVK is running correctly?
info: Game: Oblivion.exe
info: DXVK: v2.5.3
info: Build: x86 gcc 14.2.0
info: Found config file: dxvk.conf
info: Effective configuration:
info: d3d9.seamlessCubes = True
info: d3d9.useD32forD24 = True
info: dxvk.allowFse = True
Is that the correct one?
BTW thanks for all your tech support replies here, you're a hero.
EDIT:
Implements the settings you recommended here and in other replies. Still getting some shadow weirdness. Shadows that only appear if I'm in the same room, shadows that change as I approach them from across the room. That kind of thing. No major flickering anymore though so it's atleast playable for the time being. It seems that ENB Series and ENBoost were having no impact either way, perhaps the injector version won't work for my AMD card? (Using injector because OBSE doesn't seem to load without the steam overlay when launching through MO2).
I also noticed that somehow the "Heap size" line from my ini got deleted, so that might explain my performance issues. Still a little stuttery in exteriors but far smoother overall. As far as I can tell the only thing acting as a frame limiter should be ORC, I've fully disabled the AMD overlay and any AMD software settings for Oblivion.
EDIT: So something in ORC is causing weapon hits to not make any sound. A clean ORC ini brings the sounds back, but I can't tell what setting is affecting them. Also my repeatable crash is back, I thought maybe it was a script causing it but after tweaking some of the ORC settings you mentioned the crash stopped. But now it's back.
ORC Ini: https://pastebin.com/Gdx2dQxd
Crash Log Pre ORC Fixes: https://pastebin.com/yaECqvEH
Crash Log Now: https://pastebin.com/ghf7r5mK
Honestly think I might just have to try a different version of OR at this point.
I tried to simulate all that you've done and my sound just worked fine, I'm thinking that can be a "Tick" problem maybe. Something is desync the sound and the engine probably is cutting it to maintain the gameplay. At the moment only one problem come to my mind...if you've installed the Oblivion Display Tweaks Mod it's came with one configuration ini file found in OBSE/plugins folder, open and edit like this:
[TickFix]
bFPSFix = 0
First sighting, it appears that doesn't have any interference with sound, but, I remembered that I did this before when my sound was cutting the dialogs, so, probably this conflicts somehow to the tickfix from ORC.
Maybe other tweak that can adjust more shadows problems with your ENB too: on Bugfixes Mod ini file (same folder as above), open it and edit to 0 all these lines:
bInstallBloodDecalMemLeakFix=0
bInstallInitRendererFix=0
bInstallShadowCameraFix=0
bInstallShutdownCTDFix=0
Another thing that can stutter shadows is the "d3d9.textureMemory" found on dxvk.conf (root folder), it needs to be =0. Appear that this settings conflicts with engine/fixes somehow.
I've never had the Display Tweaks mod installed.
how do I go about installing this with rootbuilder I have been dealing with this for hours now help pls XD
P.S. is installing this fix later possible? if so, I want to play now and do this once I get an answer here.
When I enable ORC, all my distance fade settings automatically go up to 100%, while before I had them at 66 as it was recommended in one guide.
Even if I set them back to 66 or anything other than 100%, the fade settings reset to 100 as soon as I load a save or load to a different area.
Anyone here knows what changes that? I remember that normal OR had the SaveSettings option, but I dont think its in this version.
If that isn't possible, is there some way to be able to use the skin shader without having shadows on? I would really like to use the skin shader but it does nothing unless shadows are also enabled.
All unofficial patches
Engine bug fixes
Blue's engine fixes
AveSithis fixes
OBL mod limit fix
Weapon drop fixSkyBSA
Blockhead
DXVK
4gb patcher
BSA decompressor (increase a lot of speed processing time)
Oblivion Display Tweaks
I tweaked master .ini file with all these mods correctly working, be sure of it.
After all, be sure to not have any framerate limiter conflicting with ORC, this can cause many stuttering and abnormal conditions.
Try to enhace the shadows dropping FPS with these tweaks in ORC_21.ini (master file):
[Main]Smartmode =1 (This is very important for stability, the ORC will apply auto patches and settings for various mods, avoiding any conflicts)
[Patches]
FPSCap =1 (also cap at your monitor with same FPS in all options section [FPSCAP] in same .ini file. Must be the same settings in your OS video manager, to avoid desync and abnormal fps issues)
InjectorPatch =1
Antialiasing =0
Tweaks =1 (it's good to have Simple Saves Plus mod too, because this option disables the autosaves)
If your card is an AMD, I recommend to activate the DXVK patch=1 (needs the correct d9d3.dll in root directory)
DynamicLight =0
[Memory]
HeapMode =10
HeapEnable =1
TexturesPatch=1 (this must need 4gb patch on oblivion.exe and a stable video driver to run flawlessly)
[Shaders]
Skin =1
TerrainLOD =0
Shadows =1
Be sure that you don't have another mod that uses/conflicts with vanilla shadows and/or lights.
[Effects]
AmbientOcclusion =1 (if you experience some weird shadow bugs on surfaces like chests, disable for tweaking)
If these options doesn't satisfy your needs, try optimizing the [PotatoPC] entries with ShadowsTweaks =1 and even try to disable shaders 3.0 with SimpleShaders=0, but it will need to tweak the [Culling] section too.
Edit ORC Shadows.ini file to refine mainly the exteriors shadows (far and LOD).
It requires a fine tuning and some patience, but probably works good and well optimized for your PC.
Of course, mods are something creators should develop the way they want, so I’m not trying to make any demands — but if it were possible to make the skin shader work even when ORC Shadows are off, I’d really appreciate it.
@GBRPluss
Detailed Settings Changes for anyone interested:
In [Shaders]
Skin to 1
Shadows to 1
You may also want to test turning on ShadowsTweaks in the [PotatoPC] section if you have it off. I haven't tested its impacts because it is on by default.
Go to Shaders\ORC2_1\Shadows\Shadows.ini
In [Main],
Player1stShadow to 0
In [Exteriors]
Samples to 1
In [ExteriorsNear]
Every setting except ShadowMapSize and ShadowMapRadius to 0
ShadowMapSize to 1
Do not touch ShadowMapRadius
In [ExteriorsFar]
Every setting except ShadowMapSize and ShadowMapRadius to 0
ShadowMapSize to 1
Do not touch ShadowMapRadius
In [ExteriorsLOD]
ShadowMapsize to 1
Do not touch ShadowMapRadius
Enabled to 0
To be clear the goal of the settings I have listed is not to optimize shadows, but to make to allow using the Skin Shader without the visuals of the shadows feature and only a minor performance cost.
I did come up with a decent way to avoid the visual impact and most of the performance cost of shadows in order to use the skin shader. I should say that I tested a similar setup days ago and it had issues with performance spikes when looking in certain directions, but that does not seem to be happening with my current setup.
Here are the details if you are interested:
In [Shaders]
Skin to 1
Shadows to 1
You may also want to test turning on ShadowsTweaks in the [PotatoPC]
section if you have it off. I haven't tested its impacts because it is
on by default.
Go to Shaders\ORC2_1\Shadows\Shadows.ini
In [Main],
Player1stShadow to 0
In [Exteriors]
Samples to 1
In [ExteriorsNear]
Every setting except ShadowMapSize and ShadowMapRadius to 0
ShadowMapSize to 1
Do not touch ShadowMapRadius
In [ExteriorsFar]
Every setting except ShadowMapSize and ShadowMapRadius to 0
ShadowMapSize to 1
Do not touch ShadowMapRadius
In [ExteriorsLOD]
ShadowMapsize to 1
Do not touch ShadowMapRadius
Enabled to 0
To be clear the goal of the settings I have listed is not to optimize shadows, but to make to allow using the Skin Shader without the visuals of the shadows feature and only a minor performance cost.