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Vram issues


tiggerdyret

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I just re-installed my skyrim with step again, but this time a have horrible vram issues. Buildings and trees pop up around me and some of the mountains have wierd orange collours. Although I've installed the 2k textures my Asus 660 OC 2gb should be able to handle it. Expecially because it did fine with the same texture sizes last time. The only thing I've done differently this time (apart from using newest step) is using DDsopt to compress the textures (followed the step guide closely here to). After seeing how horrobly my game was running i used optimizer textures, which helped a little bit.

 

Please help a desperat man.

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  • using DDsopt to compress the textures
  • i used optimizer textures<------ compresses textures.

so, you think compressing the textures in 2 different methods will fix an issue cause by compression?

that's the problem, some of the textures can not be compressed, most can, but, the strange colors are due to compression. replace your files and run the game without touching them.

kitty

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But would texture compression give me loading issues? Because the colours aren't i general problem. It's just some mountains in the distance. The main problem is texture popping as if my vram was used up and as I said the texture optimization helped with that problem, but tidn't fix it.

Edited by tiggerdyret
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No quote boxes here (The main problem is texture popping as if my vram was used up) <-- needs to be more clear as to your meaning.

IF this means as you travel and things just pop into view? then no, but if you mean these thing appear strange in color? then yes, Pallet is effected by scale of the dds file, the differences between a 1280 x 1024 verses a 800x600 can alter the color really bad, if the texture has a mesh file pointing to that texture and is set at a specific value and you change that value to something other than what expected, the files name will be called, the results will be called, what you see rendered will be junk, does not match. the programs used for optimizing these on a mass scale, automatic scanning and hands free editing do not care about the consequences of what it does. It's the authors of those files as they are made individually....one by one..and set to be a specific HD detailed dds file, this data gets messed up, and you have issues.

 

If the object can be targeted, Identified in game, find it, extract it if it's in the bsa archive and use a tool to view it, then use the same tool to view the ones you altered and see the differences. In the ck, you can track down IF that texture is called by a mesh file. IF so, you can not mess with it. Understand? the authors of the mesh file must alter it to match a compressed texture. Optimizers do not alter mesh files, nif scope, blender edit things that are not the same as texture files, much more complicated as most have *.ks parts involved, you can't animate a texture with out a mesh controlling it. textures are just BMP files of a different format.

 

I am running out of ways to try and explain this. I sure hope you understand the basics here.

kitty.

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Your card should be able to run the game smoothly without texture issues when you just use 2K texture sizes, no need to compress anything. Try different drivers, 314.22 works fine. I did some testing and without 4K texture packs youre not going to hit above 2GB of VRAM.

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