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Increasing uGrid...does it need more VRAM or RAM or both


rastamanfromjamaica

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Indeed. Since you are bringing whole new cells to be actively processed from the central point your character is you must expect a major increase in resources demanding, from RAM, VRAM and processing power (both, CPU and GPU).

 

The advantages exist too, in form of greater "actual details" at far sight because the objects will be actually there and not only the LOD. Just be aware the performance impact is not minor and tend to become worse when details and higher resolution files are included and you can't load a game saved with increased number of cells after decreasing it in the ini. So, if for any reason you need to reduce the number of cells you need first load the game with the former setting, force the change at the ini while inside the game, force it to refresh with the new parameters and save it again.

 

The point is, increasing the number of cells has visual benefits but must not be abused and you should not save the game over your last useful slot before being sure the new setting is OK for you and your machine.

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Yes, it reduces and in some cases can eliminate the unpleasant popping of objects from nowhere. If going to really huge resolution files (like 4096x4096) for world textures, it may have some impact if your video board is 1GB VRAM or less, but you can always do a test drive, play a while with that new value and keep a save slot untouched case you want to reduce the uGridsToLoad. Anyway, 7 seems to be a good compromise for most cards and is not known for generating instability.

 

The amount of RAM is not the most important in this case, anything above 4GB will not help that much, more serious is the GPU having to resort to caching it's VRAM on it.

 

Edit: Be aware some other ini tweaks (or even in game options) play a role there, one the most prominent being the distance objects, terrain and such, are generated/fade.

 

You may want to check these tweaks recomendations

Edited by nosisab
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thanks

What you mean is the objects and terrain fade is that with a setting of 7 it will load from the perimeter of that 7 or increase from there so a high setting for tree renders would actually be the setting with the multiplier of the new gridstoload?

Edited by rabidNode
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