Perfect, Easy drag & drop install, very noticeable improvement, "lightweight" considering the scope of the mod, works with botox for an efficient overhaul with high compatibility... You did it shiva, big thank!
may i ask something ? if the textures are 512 or 1K, should iTintTextureResolution= in skse be 512/1K to avoid rescaling (which is often ugly)? or should i let it to 2048? :o
i believe 2048 makes the 512 tint masks look worse, even more pixelated because of stretching, and so the same could apply to the 1024 stretched to 2048
I do see your point. TBH I should be experimenting myself, I never really questioned this. At least we can test it easily as it is nothing game breaking given what the assets involved are.
I see them, they certainly look good/correct. If you now change the SKSE.ini setting back to 2048, does it make a difference? Are the warpaintings worse then? In the Aela pic you should be able to observe it quite clearly.
after test at 2048/ 4096 , it's a bit worse, i think? could be placebo. It's not perceivable thoo, just slightly off to me. i added screenshtos to compare, left one is 4096, right one 1024, maybe they changed the setting to avoid stretching by using bicubic interpolation or something?
after comparing multiple time, i can tell the 4096 is slightly less contrasted and a little bit blurrier. The native resolution is better
From stricly looking at your still screenies, I would even say it's a dead heat. But I'm also not good at finding all these movie production goofs of which IMDB is so full of. In-game in motion etc. I can imagine one can observe a little difference.
Anyways it supports the point that same .ini setting as the texture res is best. But for practical game play it appears to be a minor issue. Thanks for these tests, as that should be universally applicable.
ye... now we have the answer. Most warpaints for sse are 2048 anyway so 2K should be the most compatible setting. thoo it probably takes a bit more vram than 1024, maybe, depend how and when the resizing is done. Theorically a stretched texture wont take more vram, but if instead the tex is resampled with bilinear interpolation dynamically, in this case it takes more vram.
Are you talking about creating your own face gen tint masks? Because I cant even hit 1024 reliably. If I sent that in the ini and facegen half the time it hits a random assertion failure part way through. 512 it reliably completes. Any more I am rolling the dice, 0 chance if I try to do multiple mods at once in addition to to the vanilla files. Is there seriously mo othee tool to do facegen?
sorry cant help you, i talk about rendering ingame uncapped from 512 by skse , to the value of your choice up to 4096, but if the native mask is 1024 and skse sets to 4096, the 1024 loses a very small amount of quality
Thank you Lancegeis for this whole thread, I always wondered how the iTintTextureResolution= setting affected textures of different sizes, I can definitely see that it does degrade quality a bit when upscaling them.
yup it does, it's worse with 512 default, 1024 to 2048 is a bit lossy but nothing problematic. 2048 to 4096 is also usable but 512 to 4096 or 1024 to 4096 is ugly ^^
the best is 1:1 ratio if you can; if you cant, try to no go beyond 1:2. To get all yours layers in 4K is overkill and eat Vram for no reason. max in my opinion is 2048 if you get proper layers for yours npcs ( it depends of the sources, like this mod).
it depends of your amont of vram, how much you zoom etc, if all yours facetints are 4096 and use 4096 tint tex res, it's perfect and it looks better ( if the tex was not just upscaled). but it uses a lot of vram
Hi. I have some question, don't know if that man is right, but... HERE mod author somewhere find, that sResourceArchiveList and sResourceArchiveList2 should have max of 255 symbols after "=" symbol. I'm not sure, how it works, and if it works, but notepad++ says that in your line there are 288 symbols after "=".
This mod is just one more option, a simple one (compared to full NPC overhauls). It is of course not relevant if you use other NPC overhauls but meant to be used with vanilla game or as a "base layer" upon which you can pile on whatever other cosmetics mods.
There are many NPCs that are never covered by NPC overhauls because they're not big enough. In this mod everyone is covered, so it's good to use as a base and install NPC overhauls over it.
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may i ask something ? if the textures are 512 or 1K, should iTintTextureResolution= in skse be 512/1K to avoid rescaling (which is often ugly)? or should i let it to 2048? :o
after comparing multiple time, i can tell the 4096 is slightly less contrasted and a little bit blurrier. The native resolution is better
Anyways it supports the point that same .ini setting as the texture res is best. But for practical game play it appears to be a minor issue. Thanks for these tests, as that should be universally applicable.
the best is 1:1 ratio if you can; if you cant, try to no go beyond 1:2. To get all yours layers in 4K is overkill and eat Vram for no reason. max in my opinion is 2048 if you get proper layers for yours npcs ( it depends of the sources, like this mod).
https://www.nexusmods.com/skyrimspecialedition/mods/34827
Like this one uses a 16.8mb facetint (just an example). Is this just overkill, and can I correct it by regenerating the facetints myself in CK?
but most normal mods use 2048 or 1024
HERE mod author somewhere find, that sResourceArchiveList and sResourceArchiveList2 should have max of 255 symbols after "=" symbol. I'm not sure, how it works, and if it works, but notepad++ says that in your line there are 288 symbols after "=".