rastamanfromjamaica Posted January 3, 2012 Share Posted January 3, 2012 Can someone please explain it to me!? Would be very kind :thumbsup: Link to comment Share on other sites More sharing options...
rabidNode Posted January 3, 2012 Share Posted January 3, 2012 i would like to know that too before I bump mine up to 7. does it load to hard drive or stay present in vram and ram? Link to comment Share on other sites More sharing options...
nosisab Posted January 3, 2012 Share Posted January 3, 2012 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. Link to comment Share on other sites More sharing options...
rabidNode Posted January 3, 2012 Share Posted January 3, 2012 i have 8gb ram and 1.5gb vram but I also am planning and am using texture replacers that are a lot higher.for a 7 setting is that sufficient with texture replacers and such?does this resolve the pop in as well? Link to comment Share on other sites More sharing options...
nosisab Posted January 3, 2012 Share Posted January 3, 2012 (edited) 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 January 3, 2012 by nosisab Link to comment Share on other sites More sharing options...
rabidNode Posted January 3, 2012 Share Posted January 3, 2012 (edited) thanksWhat 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 January 3, 2012 by rabidNode Link to comment Share on other sites More sharing options...
rastamanfromjamaica Posted January 3, 2012 Author Share Posted January 3, 2012 (edited) Thanx! btw.: (has nothing to do with ugrid) Watch me Edited January 3, 2012 by rastamanfromjamaica Link to comment Share on other sites More sharing options...
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