People notice the difference between 8k and 16K? If yes I would switch to this one from UFHD Mountains. Anyone can tell me how much VRAM would be required for minimum? (Running the GTX 1080, could upgrade as needed)
One of the few 16k mountains here, I think I found only Skurkbro offering 16k mountains other than this. This is more colored! Both are great. Like Skurbro explains, vanilla ones are 4K, so... 16k for mountains are comparable with 2K for landscape I guess, when looked near (landscape vanilla are 512?) or even 1k since montains are so big.
Just it would be great to have also Rock01_p.dds, I had to use Rock01.dds and Rock01_n.dds files from other mod to avoid those horrible not parallaxed effect (also can solve using not parallaxed meshes for those textures I guess...)
Fantastic mountains! Looks superb with enhanced rocks and mountains in parallax. However, as another poster mentioned, it's missing mountainslab01mask.dds and mountainslab02mask.dds, so I have to go get a 2nd mountain mod to go before this one for those textures, leading to some mismatches.
I guess this is not supposed to be used with Majestic Mountains? While the mountains itself looks great with the MM meshes, the rocks below are very shiny with sunlight, giving it a wet effect
for them to work together you would have to turn down the specular values of the MM meshes to like around 3 from the top of my head. I believe they are at high numbers like 17 or some such if memory serves
Edit: Looking closely the mountains itself are shining as well and not just the rocks, I guess I'll have to learn this process after all, thank for the answer!
First time im messing around with Nif scope, your textures are so fantastic, i have to learn how i can modify meshes, and it works, the correct setting is specular 4, original is 17 to 18, dont know why majestic mountains have so high specular settings. Now all looks fantastic, i also reduced the wet stones a little bit. Thank you winedave to forced me to learn more :)
You know, Skyrim's engine is not.. Unreal 5. Can't handle more than 2Ks-4Ks. If you installing 8Ks-16Ks, you need a.. NATO pc machine to run the game.
Also, especially for Skyrim, it doesn't matter how huge you'll make the textures; the meshes are more important than the textures. Further more, except the 16Ks version, none of the rest files have meshes - only textures. But, you have 'rock' textures (except the 'mountain' ones) and without the meshes, are useless.
Not mention, you don't have any LOD files for any option, so regardless if we install any of your textures' resolutions, we'll have flickering textures in distance. I wrote it again in other mod; Dyndolod or xLodGen, are not 'magic wands' to create by themselves the billboards. They need assets (of each object). If you check Dyndolod, you firstly installing the Dyndolod Resources - so, if we install your textures, where are their Resources (LODs) to run the Dyndolod again?
1. Where did you get that information? In terms of landscape/mountains, Skyrim can handle the 8K - 16K resolution. Just like VishVadeva50 said, you just need enough VRAM to handle it. On the other hand if you 8K/16K every object in the game (from the forks to the walls), then you'll definitely need a powerful PC. Even the Unreal 5 argument is flawed. A 10 year old PC can't run 8K textures on Unreal Engine 5 either, UNLESS it has the sufficient VRAM (and of course other components).
2. Why do meshes matter in this context? The author is doing a; A retexture mod, not a remeshing. The only reason they included meshes is for the parallax meshes (that give a 3D look to the texture). And besides, the textures overwrite the vanilla ones. So unless Winedave intends of changing the shape of rocks and mountains, then there is not really a point in including meshes.
3. DynDOLOD 3 can now make it's own billboards (well technically the TexGen module does it), so mod authors don't necessarily have to make LOD files anymore.
Well then this mod overwrites the resource files. Simple conflict resolution.
I dont even know where to start . There are so many WRONG information in just one post , almost to the point every word you typed is wrong .
It has seriously got me wonder , have you been completely detached from the Skyrim World of modding in the past ... idk , before the game was even created ?
How can you be this wrong , yet feel that entitled to rant without even trying to verify a single piece of information ?
Textures are the least performance-intensive mods you can run. As long as you have enough VRAM, you won't see a performance hit.
That's literally exactly what they are. Those terrain LOD files some mod authors share, how do you think they generated them? I'll give you a hint. It starts with "x" and ends with "LodGen".
Hardware - Display Resolution - Skyrim Textures rules by mz2022:
Spoiler:
Show
Combos of Texture Size try to define Biggest Object to Smallest Object Texture such as Mountains-Landscape/Architecture-Armor-Clutter Of course its far more complicated considering Armor can be 2K-1K of smaller parts or some really small objects can be 256etc.
16K-8K-4K-2K - 4K Displays - 3200mhz RAM mandatory. 4K needs high end Hardware Support, otherwise stick with 1440p or 1080p Displays. Needless to say 32GB RAM can help and it requires a really High End GPU. Can't talk about Ray Tracing honestly, its new and needs better GPUs to make it run efficient enough. The cost will be more PSU Power consumption unless Ray Tracing Cores become better and they will and i wouldn't bother with it in Games that do not support it anyway. 8K-4K-2K-1K - The Largest Objects (Mountains) will look good in 4K without looking stretched but it runs better in 1440p. 8GB VRAM System. 2666mhz RAM but 16GB mandatory can handle it with a decent system but price difference between 2666mhz vs 3200mhz is minimal so its more an issue for Intel Motherboards and CPU i5 vs i7 limitation. 4K-2K-1K-512 - Ideal for 1440p and 1080p Displays 6GB VRAM Systems can run this even with High Graphic and Post Processing Effects very efficient but also works on 4GB VRAM Systems with some effects dialed down. 2K-1K-512-256 1080p Displays and lower. 4GB Systems can handle it with ease obviously as well as 2GB VRAM Systems provided they sacrifice some Graphic Effects and lower the resolution from 1080p down to 1440x900 though i haven't benchmarked how much more/less both consume in terms of system resources when compared so i can't give any accurate data for in-between resolution types.
Assuming the user runs a modern CPU with good Single Core Technology and NVME SSD (Due to SATA speed limits) ''It just works'' By that i mean to play with decent FPS = 50-60 Range, not lower. Slideshows don't count.
Just wow, this mod even works on LE at 16k if you setup LE correctly with the required game fixes and I only have a 2060 Super so I really do not know where they are getting their info from that this will not work on Skyrim and that you need a "powerful pc".
47 comments
Just it would be great to have also Rock01_p.dds, I had to use Rock01.dds and Rock01_n.dds files from other mod to avoid those horrible not parallaxed effect (also can solve using not parallaxed meshes for those textures I guess...)
Can't handle more than 2Ks-4Ks. If you installing 8Ks-16Ks, you need a.. NATO pc machine to run the game.
Also, especially for Skyrim, it doesn't matter how huge you'll make the textures; the meshes are more important than the textures.
Further more, except the 16Ks version, none of the rest files have meshes - only textures. But, you have 'rock' textures (except the 'mountain' ones) and without the meshes, are useless.
Not mention, you don't have any LOD files for any option, so regardless if we install any of your textures' resolutions, we'll have flickering textures in distance. I wrote it again in other mod; Dyndolod or xLodGen, are not 'magic wands' to create by themselves the billboards. They need assets (of each object). If you check Dyndolod, you firstly installing the Dyndolod Resources - so, if we install your textures, where are their Resources (LODs) to run the Dyndolod again?
2)No idea what the 2nd part is supposed to mean
2)Dyndolod 3 makes its own billboards
2.
Why do meshes matter in this context? The author is doing a;
A retexture mod, not a remeshing. The only reason they included meshes is for the parallax meshes (that give a 3D look to the texture). And besides, the textures overwrite the vanilla ones. So unless Winedave intends of changing the shape of rocks and mountains, then there is not really a point in including meshes.
3.
DynDOLOD 3 can now make it's own billboards (well technically the TexGen module does it), so mod authors don't necessarily have to make LOD files anymore.
Well then this mod overwrites the resource files. Simple conflict resolution.
It has seriously got me wonder , have you been completely detached from the Skyrim World of modding in the past ... idk , before the game was even created ?
How can you be this wrong , yet feel that entitled to rant without even trying to verify a single piece of information ?
Jeez , you definitely are something .
Textures are the least performance-intensive mods you can run. As long as you have enough VRAM, you won't see a performance hit.
That's literally exactly what they are. Those terrain LOD files some mod authors share, how do you think they generated them? I'll give you a hint. It starts with "x" and ends with "LodGen".
Combos of Texture Size try to define Biggest Object to Smallest Object Texture such as Mountains-Landscape/Architecture-Armor-Clutter
Of course its far more complicated considering Armor can be 2K-1K of smaller parts or some really small objects can be 256etc.
16K-8K-4K-2K - 4K Displays - 3200mhz RAM mandatory. 4K needs high end Hardware Support, otherwise stick with 1440p or 1080p Displays.
Needless to say 32GB RAM can help and it requires a really High End GPU. Can't talk about Ray Tracing honestly, its new and needs better GPUs to make it run efficient enough. The cost will be more PSU Power consumption unless Ray Tracing Cores become better and they will and i wouldn't bother with it in Games that do not support it anyway.
8K-4K-2K-1K - The Largest Objects (Mountains) will look good in 4K without looking stretched but it runs better in 1440p.
8GB VRAM System. 2666mhz RAM but 16GB mandatory can handle it with a decent system but price difference between 2666mhz vs 3200mhz is minimal so its more an issue for Intel Motherboards and CPU i5 vs i7 limitation.
4K-2K-1K-512 - Ideal for 1440p and 1080p Displays
6GB VRAM Systems can run this even with High Graphic and Post Processing Effects very efficient but also works on 4GB VRAM Systems with some effects dialed down.
2K-1K-512-256 1080p Displays and lower.
4GB Systems can handle it with ease obviously as well as 2GB VRAM Systems provided they sacrifice some Graphic Effects and lower the resolution from 1080p down to 1440x900 though i haven't benchmarked how much more/less both consume in terms of system resources when compared so i can't give any accurate data for in-between resolution types.
Assuming the user runs a modern CPU with good Single Core Technology and NVME SSD (Due to SATA speed limits) ''It just works''
By that i mean to play with decent FPS = 50-60 Range, not lower. Slideshows don't count.