
I've selectively chosen them to keep within my video card's memory limit - 1536MB (Nvidia GTX 580).
FALLOUT GIMP EDITOR MODS
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).
FALLOUT GIMP EDITOR MOD
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.
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