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Elder Scrolls V: Skyrim


Sam

Öne çıkan mesajlar

Following news that, at 280,000 concurrent players at its peak, Skyrim has broken player count records on Steam , Bethesda decide to take the PC entirely seriously again and will release a patch containing a slew of new graphics settings that everyone’s worked out how to do in ini files already.
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also:

MUCKING AROUND WITH THIS STUFF CAN MAKE YOUR GAME UNSTABLE. BACK UP ANY FILES YOU MESS WITH.


I am going to assume that you have maxed out everything in the normal Skyrim settings, including AA at 8 samples and AF at 16 samples.

Then it’s worth tweaking the shadows a bit. This was covered in Craig’s post, but to repeat the basic improvements in casting shadows in the world:

These changes are mostly make to SkyrimPrefs.ini mydocuments/mygames/Skyrim BACK THIS FILE UP BEFORE TINKERING!

edit SkyrimPrefs.ini: changing the 0s to 1s for change bTreesReceiveShadows=0 and change bDrawLandShadows=0

Those aren’t the only shadow settings in SkyrimPrefs.ini (which is in the folder skyrim/skyrim). There are also the variables that actually control how the shadows are rendered. Note that this is just what worked for me. It will NOT work universally on all systems, so you need to play with it. My system is as follows: 2500k clocked to 4.2, GTX 560 Ti, 8gb RAM, Windows 7-64x

iBlurDeferredShadowMask=2 can be changed to iBlurDeferredShadowMask=3

fShadowDistance=2500.0000 can be pushed up to fShadowDistance=5000.0000

This produces shadows out to larger distance, but to a lower quality. If you reduce the fShadowDistance setting you should get better quality shadows closer up. You can play with what you feel comfortable with looking at, I suppose.

You can push up the quality of the grass rendering a bit like so:

b30GrassVS=1
fGrassStartFadeDistance=3500.0000
fGrassMaxStartFadeDistance=7000.0000
fGrassMinStartFadeDistance=500.0000

Then there are bunch of other changes that I have much less idea what they do – although some seem more self-explanatory than others – but I have bumped according to the suggestions made by threads like this one on NeoGAF.

For water this is suggested:

iWaterMultiSamples=4
iMultiSample=16

But honestly I can’t tell much difference on-game. What I am more interested in his getting the extreme distance detail, such as distant drawing of trees and waterfalls sorted. Knowing exactly what does what is tricky, but folks have noticed that there’s a “veryHigh.ini” in the Skyrim folder, and that contains stuff that is not even listed in the “skyrimPrefs.ini”, or stuff that is listed, but is set much lower, even with the options maxed out.

With that in mind I changed this stuff to the setting listed below:

fLODFadeOutMultObjects=15.0000
fLODFadeOutMultItems=15.0000
fLODFadeOutMultActors=15.0000

fMeshLODLevel2FadeDist=10000.0000
fMeshLODLevel1FadeDist=10000.0000

And I added this stuff:

fSpecularLODStartFade=2000.0000
fLightLODStartFade=3500.0000

THIS NEXT BIT IS THE MOST IMPORTANT SETTING, BUT IT MIGHT BREAK YOUR PREVIOUS SAVE GAMES.

As you tinker with all these parameters you get to realise that actually the game isn’t drawing a lot of what you are changing, and the only way to sort that out is to mess with Skyrim.ini which is in mydocuments/mygames/skyrim. Again, back that up before tinkering!

Add these settings under [General]:

uGridsToLoad=9
uExterior Cell Buffer=204

You could even go:

uGridsToLoad=11
uExterior Cell Buffer=144
iPreloadSizeLimit=262144000

But that didn’t load for me.

This allows you to render detail much further into the distance, and so the variables above can take effect. It’s also incompatible with savegames made before the change, meaning you will need to change it back before you can load. This setting causes the game to hang slightly on loading the world, which looks a bit like it’s crashed, but it does load, at least up to uGridsToLoad=9. Change that to 10, and no cigar. What I was most keen on eliminating was an artefact where waterfalls would become static grey pieces of scenery at a certain distance, and these settings have eliminated that, leaving waterfalls animated as far away as I have managed to get from them. [EDIT: This seems inconsistent though. Some waterfalls seem to be animated, but others still only kick into life when I get close, then remaining drawn as I back away. So perhaps this isn't a fix for that.] Trees too now render even better off into the distance.

This is still running at a steady 40fps on my PC. But it is crashy.

uGridsToLoad=7
uInterior Cell Buffer=16
uExterior Cell Buffer=102

Is stable, but doesn’t render detail as far.

So there’s still a bunch more I need to do it. For example, I could mess with the memory settings, both in the game and within Windows, which is the only way I am likely to get it to be stable. What Duncan was doing to get his DeadEndThrills shots was to apply a large address aware patch to the game, which allows him to make more use of larger amounts of memory. I might have a go at that later and update this post accordingly, with a few additional settings. I suspect that’s the only way to make all of the settings above (plus ones I ignored) actually draw anything in the world.


_
Ayrıca:
http://www.skyrimnexus.com/downloads/file.php?id=131

before

http://www.skyrimnexus.com/downloads/images/131-1-1321216547.png


_

after

http://www.skyrimnexus.com/downloads/images/131-2-1321216547.png

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@Norak haber doğru mu? shotgundaki komiklik olsun diye yapılmış sanki

Skyrim patch incoming

Following news that, at 280,000 concurrent players at its peak, Skyrim has broken player count records on Steam (that bit is actually true), Bethesda decide to take the PC entirely seriously again and will release a patch containing a slew of new graphics settings that everyone’s worked out how to do in ini files already.
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Silphatos said:

massively singleplayer offline rpg mi oynuyosunuz abi, vurun npclrein kafasına 2 3 de lore okuyun bitsin oyun


valla skyrimden sonra mmo yaparlar gibime geliyor. yani su atmosfer ve grafikleri veren bi mmo varsa soyle oynayalim.

cogu mmo lerdeki power ranger setlerinden biktik.


bide soyle bisey buldum bu arada simdi belk isinize yarar

uniq item kilavuzu

http://www.merlininkazani.com/The_Elder_Scrolls_V_Skyrim_Unique_Item_Kilavuzu_Galeri-oyun_haber-46252p2.html#haber_basi
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Norak said:

also:

MUCKING AROUND WITH THIS STUFF CAN MAKE YOUR GAME UNSTABLE. BACK UP ANY FILES YOU MESS WITH.


I am going to assume that you have maxed out everything in the normal Skyrim settings, including AA at 8 samples and AF at 16 samples.

Then it’s worth tweaking the shadows a bit. This was covered in Craig’s post, but to repeat the basic improvements in casting shadows in the world:

These changes are mostly make to SkyrimPrefs.ini mydocuments/mygames/Skyrim BACK THIS FILE UP BEFORE TINKERING!

edit SkyrimPrefs.ini: changing the 0s to 1s for change bTreesReceiveShadows=0 and change bDrawLandShadows=0

Those aren’t the only shadow settings in SkyrimPrefs.ini (which is in the folder skyrim/skyrim). There are also the variables that actually control how the shadows are rendered. Note that this is just what worked for me. It will NOT work universally on all systems, so you need to play with it. My system is as follows: 2500k clocked to 4.2, GTX 560 Ti, 8gb RAM, Windows 7-64x

iBlurDeferredShadowMask=2 can be changed to iBlurDeferredShadowMask=3

fShadowDistance=2500.0000 can be pushed up to fShadowDistance=5000.0000

This produces shadows out to larger distance, but to a lower quality. If you reduce the fShadowDistance setting you should get better quality shadows closer up. You can play with what you feel comfortable with looking at, I suppose.

You can push up the quality of the grass rendering a bit like so:

b30GrassVS=1
fGrassStartFadeDistance=3500.0000
fGrassMaxStartFadeDistance=7000.0000
fGrassMinStartFadeDistance=500.0000

Then there are bunch of other changes that I have much less idea what they do – although some seem more self-explanatory than others – but I have bumped according to the suggestions made by threads like this one on NeoGAF.

For water this is suggested:

iWaterMultiSamples=4
iMultiSample=16

But honestly I can’t tell much difference on-game. What I am more interested in his getting the extreme distance detail, such as distant drawing of trees and waterfalls sorted. Knowing exactly what does what is tricky, but folks have noticed that there’s a “veryHigh.ini” in the Skyrim folder, and that contains stuff that is not even listed in the “skyrimPrefs.ini”, or stuff that is listed, but is set much lower, even with the options maxed out.

With that in mind I changed this stuff to the setting listed below:

fLODFadeOutMultObjects=15.0000
fLODFadeOutMultItems=15.0000
fLODFadeOutMultActors=15.0000

fMeshLODLevel2FadeDist=10000.0000
fMeshLODLevel1FadeDist=10000.0000

And I added this stuff:

fSpecularLODStartFade=2000.0000
fLightLODStartFade=3500.0000

THIS NEXT BIT IS THE MOST IMPORTANT SETTING, BUT IT MIGHT BREAK YOUR PREVIOUS SAVE GAMES.

As you tinker with all these parameters you get to realise that actually the game isn’t drawing a lot of what you are changing, and the only way to sort that out is to mess with Skyrim.ini which is in mydocuments/mygames/skyrim. Again, back that up before tinkering!

Add these settings under [General]:

uGridsToLoad=9
uExterior Cell Buffer=204

You could even go:

uGridsToLoad=11
uExterior Cell Buffer=144
iPreloadSizeLimit=262144000

But that didn’t load for me.

This allows you to render detail much further into the distance, and so the variables above can take effect. It’s also incompatible with savegames made before the change, meaning you will need to change it back before you can load. This setting causes the game to hang slightly on loading the world, which looks a bit like it’s crashed, but it does load, at least up to uGridsToLoad=9. Change that to 10, and no cigar. What I was most keen on eliminating was an artefact where waterfalls would become static grey pieces of scenery at a certain distance, and these settings have eliminated that, leaving waterfalls animated as far away as I have managed to get from them. [EDIT: This seems inconsistent though. Some waterfalls seem to be animated, but others still only kick into life when I get close, then remaining drawn as I back away. So perhaps this isn't a fix for that.] Trees too now render even better off into the distance.

This is still running at a steady 40fps on my PC. But it is crashy.

uGridsToLoad=7
uInterior Cell Buffer=16
uExterior Cell Buffer=102

Is stable, but doesn’t render detail as far.

So there’s still a bunch more I need to do it. For example, I could mess with the memory settings, both in the game and within Windows, which is the only way I am likely to get it to be stable. What Duncan was doing to get his DeadEndThrills shots was to apply a large address aware patch to the game, which allows him to make more use of larger amounts of memory. I might have a go at that later and update this post accordingly, with a few additional settings. I suspect that’s the only way to make all of the settings above (plus ones I ignored) actually draw anything in the world.


_
Ayrıca:
http://www.skyrimnexus.com/downloads/file.php?id=131

before

http://www.skyrimnexus.com/downloads/images/131-1-1321216547.png


_

after

http://www.skyrimnexus.com/downloads/images/131-2-1321216547.png



şuna bak ya, developerların yapması gereken tweakleri ıkına sıkına bizim yapmamız gerekiyor.
bi de 100 puan almış şu oyun ya. helal olsun.

o değil de sharpnessi, saturationı felan arttıran tuhaf modlar çıkmış. oyunun tadını bozar onlar ya.

said:
Skyrim patch incoming

Following news that, at 280,000 concurrent players at its peak, Skyrim has broken player count records on Steam (that bit is actually true), Bethesda decide to take the PC entirely seriously again and will release a patch containing a slew of new graphics settings that everyone’s worked out how to do in ini files already.


dalga geçiyorlar resmen ha.
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Revangelis said:

oyunu tekrar yükledim saldırmama olayı düzeldi, item olayı da düzeldi gibi herşeyi alamıyorum direk ama eskiden alırsam hırsızlık sayılan bazı şeyleri alabiliyorum, mekan sahibi seviyo diye alabilir olma falan tarzı bişey var mı? varsa devam edicem bu şekilde


Devam et. O sekilde calisiyo oyun. Questlerini yaptiktan sonra onceden steal etmen gereken seyleri alabiliyorsun.

Yazmislar zaten <_< Neyse tekrar etmis olduk fgds.
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xunn said:

Talos hak yol.

Oyun basındaki idam sahnesindeki rahibe klasik 9 Divines yerine cıkarılan Talos yüzünden 8 divines diyor, o ölen stormcloak askerinin "For the love of Talos, let's get this over with, I aint got all morning." diye girişi o yüzden manliness sahnelerinde oyunun başları çekenlerden.

talos'un en büyük eserini yıkmak için çalışıyorsun, tebrikler.

düşünün ki ankara'ya kadar yunanistan istila etmiş, barış anlaşmasının koşulu "atatürk resimlerini indirin". barış yapılıyor. bir grup da istanbul valisini öldürüp isyan çıkarıyor "marmara bölgesine bağımsızlık isterüüük" diye bunu bahane edip. ırkçılık forza, kafada kurt şapkaları. yunan örtülü ödenekten bunları besliyor.

işte stormcloaks.
http://www.youtube.com/watch?v=AApgfhC-sKE
şunu da koyayım da ne yazsan "your argument is invalid" olsun.
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