Skyrim 비디오 옵션 fxaa


Guide : 스카이림 런처.
Skyrim 실행기 옵션.
스카이 림이 처음 출시되면 초기 그래픽 설정이 선택됩니다. 런처 (low, medium, high 또는 ultra)가 권장하는 설정은 일반적으로 상당히 보수적이며 많은 시스템이 런처에서 권장하는 것보다 높은 품질의 설정을 사용할 수 있습니다. 권장 하드웨어 시스템 및 심지어 일부는 1Gb VRAM의 경우 초창기 설정을 초기에 선택한 다음 개별 품질 설정 중 일부를 필요한 경우 낮은 값으로 설정할 수 있습니다. 권장 시스템보다 작은 시스템 (STEP 가이드에 나와 있음)의 경우 권장 구성이나 기준보다 한 단계 더 높은 것을 사용하여 아래에 설명 된 조정을 계속하십시오. 다음은 "권장 시스템"을 가정합니다.
Steam에서 Skyrim을 실행하고, 메뉴가 표시되면>를 클릭하십시오. 이렇게하면 감지 된 하드웨어에 따라 INI 파일 구성이 설정됩니다. 또한 다운 스트림에서 사용되는 유틸리티 및 응용 프로그램에 필요한 레지스트리 항목을 설정합니다. 실행기는 "Skyrim이 이제 비디오 하드웨어를 감지하고 이에 따라 비디오 옵션을 설정합니다."라는 메시지를 표시하고, 완료되면 "비디오 설정이 <낮음, 중간, 높음 또는 울트라> 품질로 설정되었습니다"라는 메시지를 표시합니다. 모니터 해상도를 확인하십시오 (모니터에서 지원하는 최대 값을 사용하십시오. 하지만 성능을 높이려면 나중에 줄일 수 있습니다). 4 개 샘플과 8 개 샘플 간의 차이가 매우 미묘하고 성능 손실의 가치가 없으므로 [4 개 샘플]을 선택하여 앤티 엘리 어싱을 수행하십시오. 성능을 향상시키기위한 최후의 수단으로 2 개의 샘플로 드롭 다운하십시오. 비 등방성 필터링에서 [16 샘플]을 선택합니다 (약간의 성능 향상을 위해 8 개 샘플 사용). [고급] 버튼을 클릭하고 [FXAA]가 유엔 체크되었는지 확인하십시오. FXAA는 비 등방성 필터 효과는 물론 전반적인 텍스처 세부 사항을 줄입니다. AA보다 엄청난 성능 향상이지만 품질 비용이 든다. FXAA에 관한 더 자세한 정보와 그것이 당신에게 옳은지보기 위해서이 게시물을보십시오. SMAA는 FXAA보다 우수한 대안입니다. 모든 콤보 박스를 '높음'또는 '매우'로 설정하십시오 (성능 향상을 위해 더 낮은 설정을 고려하십시오). '물'아래의 확인란을 모두 선택하십시오 (성능 향상을 위해 나중에 선택 취소하십시오). 거리보기 탭에서 [개체 디테일 페이드]가 선택 취소되었는지 확인하고 잔디를 최대 값으로 설정하고 다른 모든 설정은 최대 값의 약 절반으로 조정하십시오. 종료 후 Skyrim 실행기에서 [재생]을 클릭하십시오. 이렇게하면 필요한 구성 파일과 다운 스트림 응용 프로그램에 필요한 레지스트리 설정이 만들어집니다 (일반적인 믿음과 달리 INI 파일이 즉시 만들어지고 게임을 시작할 필요가 없습니다).

Elder Scrolls V : Skyrim Tweak Guide.
일반 최적화.
게시 날짜 : 2011 년 12 월 6 일 업데이트 : 2012 년 2 월 7 일. 사용 된 게임 버전 : 1.4.
Elder Scrolls V : Skyrim은 서사시 The Elder Scrolls 롤 플레잉 게임 시리즈 중 다섯 번째 타이틀입니다. Skyrim은 여가 시간에 탐험 할 수있는 광활하고 섬세한 환상의 세계를 선사합니다. 이 시리즈의 다른 게임들과 마찬가지로, Skyrim은 게임에 접근하는 방법을 선택할 수있게 해줍니다. 전사, 마법사, 도둑, 또는이 세 가지가 섞여 있어야합니다. 그 사이에 선한 것이나 악한 것. 메인 퀘스트를 무시하고 무작위로 보물을 찾으십시오. 스카이 림 (Skyrim)은 PC 게임처럼 개방형이기 때문에 이러한 모든 가능성과 더 많은 것들이 이용 가능합니다.
게임 개발자 베데스다 게임 스튜디오 (Bethesda Game Studios)에 따르면 말 그대로 수백 시간의 콘텐츠가 있다고해도 과장이 아닙니다. 게임 플레이의 길이는 모두 호기심과 모험심이 얼마나 큰지에 달려 있습니다. 그래픽 측면에서 볼 때, 세계와 시민은 그 어느 때보 다 더욱 생생하고 현실감있게 보입니다. Morrowind와 Oblivion의 음악 작곡가가 뛰어난 게임의 풍부함을 더하는 아름다운 사운드 트랙으로 전체 패키지를 마무리합니다.
이 가이드의 목적은 스카이 림에서 제공되는 모든 설정 옵션과 게임을 향상시키기위한 고급 조정 방법을보다 잘 이해하고 활용할 수있게하는 것입니다.
계속 진행하기 전에 아래에 제시된 게임의 최소 요구 사항과 괄호 안의 권장 요구 사항을 충족하는지 확인하십시오.
프로세서 : 2GHz 듀얼 코어 CPU (쿼드 코어 CPU) 메모리 : 2GB (4GB) RAM 하드 드라이브 : 6GB 이상의 여유 공간 비디오 카드 : DirectX 9 호환 (GeForce GTX 550 Ti 또는 GeForce GTX 260 이상) 사운드 카드 : Steam OS에 필요한 DirectX 호환 인터넷 액세스 : Windows XP, Vista 또는 7.
다음은 Skyrim의 옵션 메뉴에서 사용할 수있는 모든 설정에 대한 전체 설명입니다. 스크린 샷 비교는 각 설정의 이미지 품질에 미치는 영향을 강조 표시하기 위해 제공됩니다. 특정 시스템에 대한 정확한 영향은 특정 ​​하드웨어 조합 및 기타 게임 및 시스템 전반 설정에 따라 달라 지지만 성능 정보는 모든 설정에 대해 제공됩니다. 여기에서의 목표는 충분한 정보를 제공하여 사용자가 수락 할 수있는 시각적 품질과 성능의 균형을 얻기 위해 사용하거나 사용하지 않도록 설정 한 정보에 대한 선택을 할 수 있도록하는 것입니다.
일반적인 시스템 최적화.
게임 내 설정만큼 중요한 것은 Windows 설치가 구성된 방식입니다. 매우 많은 문제와 성능 문제, 특히 말더듬, 충돌 및 속도 저하가 Windows의 차선의 설정과 오래되었거나 잘못 구성된 드라이버로 직접 추적 될 수 있습니다. Stable Gaming Guide에서 PC를 최상의 모양으로 만드는 방법에 대한 팁을보십시오. 적어도 그래픽 드라이버를 최신 버전으로 업데이트하십시오.
성능 측정.
조정을 성공적으로 수행하려면 객관적으로 초당 프레임 수 (FPS)로 성능을 측정 할 수있는 방법이 필요합니다. 가장 쉬운 방법은 무료 FRAPS 유틸리티를 사용하는 것입니다. Skyrim을 시작하기 전에 FRAPS를 다운로드, 설치 및 실행하십시오. 이제 화면 모서리에 노란색 FPS 카운터가 표시됩니다. 게임 중 FPS에주의를 기울여야합니다. 특히 격렬한 전투 나 대형 야외 지역, 특히 도시 주변과 같은 그림이 강렬한 장면에서주의하십시오. 예를 들어 FPS가 낮은 이중 또는 한 자릿수로 떨어지면 적절한 응답을 유지하기 위해 최소 FPS가 지속적으로 약 25FPS 이상이 될 때까지 다양한 설정을 조정해야한다는 좋은 징조입니다.
Skyrim에서는 수직 동기화 (VSync) 형식이 기본적으로 활성화되어 있으며 게임 내 설정을 사용하여 비활성화 할 수 없습니다. 즉, 프레임 속도가 새로 고침 빈도 (일반적으로 60FPS)로 제한되고 마우스 지연이 발생할 수 있습니다. 이 형식의 VSync를 처리하기위한 몇 가지 대안은 가이드의 고급 조정 섹션에서 다룹니다.
일반 설정.
성능 및 이미지 품질에 가장 큰 영향을주는 다양한 그래픽 관련 설정을 다루기 전에이 절에서는 다른 설정을 살펴 봅니다. 게임 내 설정에 액세스하려면 Skyrim을 시작하고 저장된 게임을로드하거나 새 게임을 시작하십시오. 그런 다음 ESC 키를 누르고 설정 항목을 선택하십시오.
그래픽 관련 옵션은 나중에 게임 플레이, 디스플레이 및 오디오 설정을 살펴보기 위해 가이드의 뒷부분에서 설명합니다. 아래 설정은 성능에 큰 영향을 미치지 않습니다.
반전 Y :이 옵션을 선택하면 (상자에 십자 기호가 표시됨) 마우스를 앞으로 움직이면 문자가 내려다 보이며 마우스를 뒤로 움직이면 문자가 보이게됩니다. 이 옵션을 선택 취소하면 배치가 취소됩니다.
Look Sensitivity :이 슬라이더는 움직임에 대한 마우스의 반응 수준을 결정합니다. 슬라이더가 높을수록 마우스의 반응이 좋아집니다. 슬라이더를 올린 후에도 마우스 움직임이 느려지는 경우 프레임 속도를 확인해야합니다. 당신의 프레임 속도가 약 20-25 FPS 이하로 떨어지는 경우, FPS를 향상시키기 위해 설정을 조정해야하므로 마우스 반응이 적절하게 반응하도록 유지해야합니다. 이 가이드의 고급 조정 섹션에서 마우스 지연을 완화하는 데 도움이되는 몇 가지 설정이 있습니다.
진동 : 진동이 가능한 컨트롤러가 있고 Skyrim에서 사용 중이면이 상자를 선택하여 게임의 진동 기능을 활성화 할 수 있습니다. 그렇지 않으면이 옵션의 선택을 해제하십시오.
360 컨트롤러 : Xbox 360 컨트롤러가 PC에 연결되어있는 경우이 상자를 선택하면 Skyrim에서이 컨트롤러를 사용할 수 있습니다. 360 컨트롤러를 PC에 연결했지만 Skyrim에서 사용하지 않으려면이 옵션을 해제하거나 컨트롤러를 분리해야 문제가 발생할 수 있습니다.
난이도 : Skyrim에는 5 가지 난이도가 있습니다. 가장 낮은 것부터 높은 것 순으로 초보자, 견습생, 숙련자, 전문가 및 석사입니다. 난이도가 높을수록 더 큰 전투는 더 큰 피해를 입히는 적의 관점에서 이루어집니다. 그러나, Oblivion과 달리, Skyrim 게임 세계의 적들은 당신의 현재 레벨에 맞게 자동으로 확장되지 않습니다. 당신은 자주 플레이 할 때 훨씬 약하고 훨씬 강력한 적을 만날 것입니다. 또한 난이도 설정은 언제든지 변경할 수 있으며 즉시 적용될 수 있으므로 필요에 따라 조정하십시오.
플로팅 마커 표시 : 저널에서 마우스 왼쪽 버튼을 클릭하거나 관련 퀘스트 이름에서 Enter 키를 눌러 활성화 된 퀘스트를 결정할 수 있습니다. 저널의 각 활성 퀘스트 옆에 작은 마커가 나타나며 화면 상단의 나침반에 마커 화살표가 나타납니다. & # 39; 플로팅 마커 표시 & # 39; 설정이 체크되면 해당 마커 화살의 작은 버전이 근처에있을 때 관련 퀘스트 캐릭터 / 오브젝트 / 위치 위에 떠있게됩니다. 이 옵션을 선택 취소하면 부동 마커가 제거되지만 다른 퀘스트 마커는 표시되지 않습니다.
나머지 시간에 저장 : 절전 모드 일 때마다 잠자기 모드로 들어가기 전에 게임이 새로운 자동 저장 지점을 만듭니다.
Save on Wait (대기시 저장) : 대기 기능을 사용할 때마다 게임이 대기 시작하기 전에 새로운 자동 저장 지점을 만듭니다.
여행 저장 : 선택하면 빠른 여행 기능을 사용할 때마다 게임이 새 위치로 이동하기 전에 새로운 자동 저장 지점을 만듭니다.
캐릭터 메뉴 저장 :이 옵션을 사용 안 함으로 설정하지 않으면 다음에 캐릭터 메뉴 (기본 TAB 키)에 액세스 할 때 게임이 새로운 자동 저장 지점을 생성하기까지 경과해야하는 시간이 분 단위로 결정됩니다.
위의 네 가지 옵션 중 하나로 생성 된 자동 저장 슬롯은 빠른 저장과 수동 저장 슬롯 번호와 구별되며 덮어 쓰지 않습니다. 그러나 언제든지 최대 세 개의 자동 저장 만있을 수 있으므로 오래된 자동 저장 슬롯은 새로 생성 된 모든 자동 저장 슬롯에 자동으로 덮어 씁니다. 위의 네 가지 옵션은 수동 저장 또는 빠른 저장을 잊어 버린 경우 자동 저장 기능을 쉽게 생성 할 수 있도록 설계되었으므로 최소한 하나의 합리적인 최근 저장 지점을 갖습니다. 자주 빠르게 저장하거나 수동 저장하면 사용하도록 설정하지 않아도됩니다.
밝기 :이 슬라이더는 게임의 전반적인 밝기를 제어합니다. 취향에 맞게 조절하거나 기본 밝기 레벨 슬라이더의 중간 지점으로 설정하십시오.
HUD 불투명도 :이 슬라이더는 나침반 막대, 십자선 및 건강, magicka 및 체력 막대와 같은 주요 HUD (Heads Up Display) 요소의 투명도를 제어합니다. 슬라이더를 왼쪽으로 갈수록 왼쪽으로 가장 멀리있는 지점에서 완전히 보이지 않을 때까지 이러한 요소가 더 많이 보이게됩니다. HUD가 때때로 방해가되는 것을 발견하면 HUD 요소를 볼 수는 있지만 HUD 요소를 눈에 띄지 않게하면서 HUD 불투명도 슬라이더를 줄일 수 있습니다.
액터 페이드, 아이템 페이드, 오브젝트 페이드, 그라스 페이드, 라이트 페이드 및 스펙 큘러 페이드 :이 모든 것은 성능 및 이미지 품질에 영향을 미치며이 가이드의 뒷부분에서 자세히 설명합니다.
십자형 커서 : 체크 표시를하면 상황에 맞는 십자형 커서가 화면 중앙에 나타납니다. 벗겨지지 않으면 십자 표시가 제거됩니다. 그러나 십자형을 비활성화해도 몰래 움직이면 화면 중앙에 눈금 기호가 표시되어 탐지 수준을 나타냅니다.
Dialogue Subtitles :이 옵션을 선택하면 직접 대화하는 캐릭터가 말하는 모든 대화에 대해 텍스트 자막이 표시됩니다. 그러나 그들이 당신과 가진 실제적인 대화 밖에서 말하는 것은 자막 처리되지 않습니다.
일반 자막 :이 옵션을 선택하면 실제 대화가 아닌 문자로 말한 단어가 자막 텍스트로 표시되는지 여부를 결정합니다.
두 가지 설정의 차이점은 예를 들어 설명 할 수 있습니다. 캐릭터 근처를 걸어 다니거나 무언가를 중얼 거리거나 전투 중일 경우, 일반 자막 & # 39; 옵션이 쳤다. 문자를 직접 말하고 대화 인터페이스가 열린 상태로 선택하면 'Dialogue Subtitles & # 39; 옵션이 선택됩니다. 두 옵션 모두에 체크 표시가되어 있으면 모든 말은 자막 처리됩니다.
마스터 :이 슬라이더는 마스터 볼륨 컨트롤로 게임의 모든 사운드 레벨에 영향을줍니다.
효과, 발자국, 음성 & amp; 음악 :이 슬라이더는 게임에서 관련 오디오 요소의 볼륨을 제어합니다.
게임 플레이, 인터페이스 및 오디오 측면의 대부분은이 가이드의 고급 조정 섹션에서 다루는대로 조정할 수 있습니다. 다음 페이지에서는 스카이 림의 다양한 그래픽 관련 설정을 살펴 봅니다.
비디오 설정.
Skyrim을 Steam에서 시작할 때마다 나타나는 Skyrim Launcher의 Options 섹션 아래에서 모든 비디오 설정을 찾을 수 있습니다. 다음 페이지에서 각 비디오 설정을 통해 성능과 이미지 품질에 어떤 영향을 주는지 살펴 봅니다.
도시 된 성능 그래프에서, 각각의 설정에 대해 "기준선"으로 시작한다. 여기서 모든 옵션은 고급 세부 설정으로 설정되고 VSync는 고급 조정 섹션에서 다루는대로 해제됩니다. 이 기준선에서 개별 설정을 변경하여 성능 및 이미지 품질에 미치는 영향을 측정합니다. 다양한 NVIDIA GPU에서 다양한 조합의 설정 조합을 확인하려면 사이트의 최적 재생 가능 설정 섹션을 확인하십시오.
전체 시스템 구성.
GeForce GTX 560 1GB 인텔 코어 i7 940 3GB RAM Win7 64 비트 NVIDIA 285.79 베타 드라이버.
해상도 및 안티 앨리어싱.
일반적인 비디오 설정은 스카이rim 런처에서 액세스 할 때 기본 옵션 창에있는 설정이며 아래에서 다룹니다.
그래픽 어댑터 : 이것은 GPU (Graphics Processing Unit)라고도하는 그래픽 카드를 보여줍니다. 올바르게 식별되었는지 확인하십시오. 그렇지 않은 경우이 가이드의 일반 시스템 최적화 섹션을 참조하십시오. 또한 모든 설정을 기본값으로 재설정하는 방법을 알아 보려면 가이드의 고급 조정 섹션 시작 부분을 참조하십시오.
화면 비율 :이 설정은 모니터의 가로 / 세로 비율을 결정하고 해상도 설정에서 사용할 수있는 옵션에 영향을 미칩니다. 왜곡을 피하려면 모니터의 기본 화면 비율과 정확히 일치하는 옵션을 선택해야합니다. 대부분의 현대 모니터의 경우 16 : 9 또는 16:10입니다. 정확한 비율은 이미 자동으로 선택되어야하지만 확실하지 않은 경우 게임에서 둥근 물체 (예 : 방패)가 완벽하게 둥글게 (올바른 종횡비) 또는 타원형 (올바르지 않음)으로 표시되는지 테스트합니다.
해상도 : 게임 이미지의 해상도를 수평 및 수직 픽셀 수 (예 : 1,920 픽셀 x 1,080 픽셀)로 측정합니다. 여기에서 사용할 수있는 해상도의 수는 다음과 같이 제한됩니다 : 그래픽 카드와 모니터의 기능; & # 39; 모든 해상도 표시 & # 39; 상자에 체크 표시가되어 있습니다. 위에 설명 된 가로 세로 비율 설정에 따라 다릅니다. 선택한 해상도가 높을수록 이미지가 더 자세하게 표시됩니다. 그러나 해상도가 높을수록 시스템, 특히 그래픽 카드의로드가 증가하므로 전체 성능이 저하 될 수 있습니다. LCD 모니터에서 가장 선명한 이미지를 보려면 여기서 네이티브 해상도라고도하는 최대 해상도를 선택하거나 최대 해상도보다 낮은 해상도를 선택하는 경우 & # 39; 윈도우 모드 & # 39;를 선택하십시오. 상자는 아래에서 더 자세히 다룹니다.
이 설정을 변경하면 성능에 미치는 영향을 알 수 있습니다.
그래프는 점차적으로 높은 해상도가 FPS를 줄이지 만 다른 게임에서 경험할만큼 많이 FPS를 감소시키지 않는다는 것을 보여줍니다. Skyrim은 CPU가 제한된 게임이기 때문에 로우 엔드 CPU와 상대적으로 강력한 GPU를 사용하면 해상도를 변경해도 전반적인 성능에 큰 영향을 미치지 않을 수 있습니다.
창 모드 : 전체 화면을 차지하는 것과 달리, 바탕 화면의 창에서 Skyrim을 실행하려면이 상자를 선택하십시오. Skyrim을 윈도우 모드로 돌리는 것은 성능 향상을 위해 게임의 화면 해상도를 줄이고 선명한 이미지를 유지하려는 경우에 가장 효과적입니다. 그러나 메모리 관리로 인해 문제가 발생할 수 있으므로 불안정한 경우 전체 화면 모드로 되돌릴 수 있습니다.
앤티 엘리 어싱 (Antialiasing) : 0x2, 2x, 4x 및 8x에 해당하는 오프, 2 샘플, 4 샘플 및 8 샘플을 사용할 수있는 옵션을 사용하여 컴퓨터 그래픽의 라인 지그재그를 줄이는 방법 인 Skyrim에서 앨리어스 앨리어싱 (AA) 샘플 앤티 앨리어싱 (MSAA). 샘플링 속도가 높을수록 게임 세계의 다양한 개체의 윤곽이 부드러워 지지만 잠재 FPS가 크게 증가합니다.
앤티 앨리어싱의 두 극단을 보여주는 대화 형 비교를 보려면 여기를 클릭하고 각 설정을 보여주는 애니메이션 비교를 보려면 여기를 클릭하십시오.
위의 스크린 샷 비교에서 건물의 지붕선과 문자 바로 뒤에있는 나무 울타리를 자세히 살펴보십시오. 금주 모임이 꺼짐 일 때, 당신은 이들의 개요가 눈에 띄는 "계단 단계"를 가지고 있다는 것을 알 수 있습니다. 효과. AA를 2 샘플로 설정하면 들쭉날쭉 한 선이 상당히 부드럽게 나타납니다. 4 개의 샘플 AA에서 라인이 아주 부드럽게됩니다. 8 개의 샘플 AA의 차이점은 적어도 정적 스크린 샷에서는보기가 어렵습니다.
여기서 선택한 AA 수준과 관계없이 게임 세계의 일부 측면에는 여전히 단풍, 특히 단풍이 표시됩니다. 이 가이드의 뒷부분에서 다루는 FXAA를 사용하거나이 설명서의 그래픽 드라이버 설정 섹션에서 설명한대로 투명 필름 앤티 앨리어싱을 강제로 사용하여이 값을 줄일 수 있습니다.
이 설정을 변경하면 성능에 미치는 영향을 알 수 있습니다.
표시된 바와 같이 앤티 엘리 어싱의 영향은 중요 할 수 있지만 해결 방법에 따라 다릅니다. 그래프는 특히 8x MSAA가 화질 개선 효과가 미미하다는 점을 고려하여 성능에 매우 큰 영향을 미친다는 것을 보여줍니다. 따라서 AA를 사용하려면 2 배 또는 4 배 MSAA를 사용하는 것이 좋습니다. 물론 여분의 FPS가 필요한 경우 MSAA는 사용을 중지해야하는 첫 번째 작업 중 하나입니다. 대신 FXAA를 사용하여 장면을 부드럽게 만드십시오. 8x MSAA는 2560x1600에서 아티팩트를 유발하므로 위의 성능 데이터에서 제외되었습니다.
이방성 필터링.
이방성 필터링 : 이방성 필터링 (AF)은 경로를 내려다 볼 때 땅을 덮는 것과 같이 화면에 비스듬히 표시되는 텍스처의 선명도를 향상시키기 위해 디자인 된 텍스처 필터링 기술입니다. 여기에서 사용할 수있는 옵션은 Off이고 최대 샘플링 속도는 2에서 16 샘플까지입니다. 사용 된 샘플 속도가 높을수록 더 선명하고 더 뚜렷한 표면이 멀리 떨어질 때 보입니다.
비 등방성 필터링의 두 가지 극단을 보여주는 대화식 비교를 보려면 여기를 클릭하고 각 설정을 보여주는 애니메이션 비교를 보려면 여기를 클릭하십시오.
위의 스크린 샷은 각기 다른 AF 수준의 일반적인 장면을 안내합니다. 가장 눈에 띄는 변화는 AF가 증가함에 따라 목재 보드의 표면과 왼쪽의 암석 통로가 날카롭게된다는 것입니다. 2 샘플 AF에서 전체 디테일의 증가가 중요하며 4 샘플 AF에서 중간 거리의 텍스처 선명도가 크게 향상됩니다. 8 샘플 AF 이후에는 1 차 변화가 더 먼 표면의 선명도에 있으며, 12 샘플 및 16 샘플 AF는 미묘한 개선을 가져옵니다.
비 등방성 필터링을 통해 더 나은 텍스처 품질을 원한다면 그래픽 카드의 제어판을 통해 이방성 필터링을 강제로 적용 할 수 있습니다. 이는 Skyrim의 게임 내 설정에서 AF보다 눈에 띄게 향상되었습니다. 자세한 내용은이 설명서의 그래픽 드라이버 설정 섹션을 참조하십시오.
이 설정을 변경하면 성능에 미치는 영향을 알 수 있습니다.
비 등방성 필터링은 최신 GPU에 성능상의 영향을 거의 미치지 않습니다. 따라서 적어도 8 개의 샘플 AF가 권장되며 16 개의 샘플 AF 전체가 성능 저하를 최소화하면서 가장 선명한 화질을 원하는 사람들을 위해 제안됩니다. 구형 그래픽 카드를 사용 중이거나 FPS에 어려움을 겪고있는 경우 2 개의 샘플 AF로도 텍스처 필터링을하지 않을 때보 다 눈에 띄게 개선 될 수 있습니다.
세부 프리셋.
Detail : 선택할 수있는 네 가지 주요 그래픽 프리셋이 있습니다 : Low, Medium, High 및 Ultra. 각 프리셋은 설정 범위를 변경하고 앤티 엘리 어싱 및 이방성 필터링 샘플 속도를 조정합니다. 결과적으로 성능과 이미지 품질에 큰 영향을 미치지 만 매우 정확한 방법은 아니므로 Skyrim에서 그래픽 설정을 구성하는 것은 시작점 일 뿐이며 최적의 방법은 아닙니다.
Low와 Ultra의 차이점을 보여주는 대화 형 비교를 보려면 여기를 클릭하고 각 설정을 보여주는 애니메이션 비교를 보려면 여기를 클릭하십시오.
위의 스크린 샷 비교는 각 사전 설정의 차이점을 보여줍니다.
Low에서는 이미지를 사용할 수 있지만 게임 세계는 매우 희박합니다. Texture Quality가 Medium으로 설정되었지만 가장 낮은 설정은 아니지만 텍스처가 매우 흐릿합니다. 최소한의 풀과 나뭇잎이 있고 구조와 물체가 게임 세계에서 빠져 있으며 그림자 거리가 매우 짧아서 주인공을 넘어선 모든 것이 그림자를 드리 우지 않습니다. 물은 하늘을 제외한 모든 것을 반영하지 않습니다. 또한 어떤 종류의 앤티 엘리 어싱이나 텍스처 필터링도 적용되지 않아 윤곽이 고르지 않고 멀리있는 텍스처가 흐릿 해집니다. 보통에서는 질감 품질이 가능한 최대 수준 인 높음으로 설정되지만 FXAA를 사용하면 전체 장면이 흐려집니다. 이것은 지그재그를 줄이기 위해 4x 멀티 샘플 앤티 앨리어싱과 결합됩니다. 멀리있는 그림자 거리, 먼 나무 및 거리의 추가 세부 사항을 추가하면 장면에 약간의 깊이가 추가됩니다. 물은 이제 주요 지형 요소를 반영하여 조금 더 사실적으로 만듭니다. High 상태에서는 FXAA가 비활성화되어 8x Multisample Antialiasing 및 8x Anisotropic Filtering이 적용되어 흐림없이 장면을 개선합니다. 잔디와 잎이 증가합니다. 주변 물체의 세부 묘사도 눈에 띄게 증가합니다. 나무 기둥, 나무 그루터기, 암석 및 인도교가 오른쪽에서 볼 수 있습니다. 멀리 떨어진 곳과 가까운 곳에있는 땅은보다 사실적인 모양을 취합니다. 그림자 해상도가 높아지면서 그림자가 주인공 아래에서 덜 거칠고 그림자도 중간 거리까지 확장됩니다. 물은 이제 하늘을 제외한 모든 것을 반영합니다. 울트라에서는 그 차이가 주로 먼 거리에 있습니다. 그림자가 멀리 떨어져있는 물체까지 뻗어 있기 때문에 산 밑에 몇 그루의 나무가 더해지며 산 자체가 더 자세하게됩니다. 하늘 반사가 믹스에 다시 추가되면서 물의 음색이 약간 변하고 비 등방성 필터링이 16 배로 증가하면 원거리 텍스처도 더 선명합니다.
이 설정을 변경하면 성능에 미치는 영향을 알 수 있습니다.
이 그래프는 Detail 사전 설정을 조정할 때 발생하는 매우 큰 성능 영향을 보여줍니다. Medium에서 High 로의 점프는 특히 해상도가 낮을수록 상당하며 프레임 율은 거의 절반입니다. 어떤 경우 든 각 사전 설정 레벨에서의 설정 조합은 이상적이지 않습니다. 시스템에서 적절하게 작동하는 사전 설정으로 시작한 다음 각 개별 설정을 조정하여 화질과 성능면에서 더 나은 결과를 얻으십시오.
다음 페이지에서는 Skyrim 옵션 창에서 고급 버튼을 클릭했을 때 사용할 수있는 모든 그래픽 설정을 살펴 봅니다.
텍스처 및 방사형 블러 품질.
실행기의 Skyrim Options 창에서 Advanced 버튼을 클릭하면 Detail과 View Distance라는 두 개의 메인 탭에서 변경할 수있는 상세한 그래픽 설정이있는 새 창이 열립니다. 세부 정보 탭에서 설정을 시작합니다.
텍스처 품질 : 텍스처는 게임 세계의 모든 물체의 표면을 덮는 이미지로 깊이와 세부 묘사를 제공합니다. 이 설정은 이러한 텍스처의 세부 수준을 제어하며 사용 가능한 옵션은 낮음, 중간 및 높음입니다. 설정이 올라감에 따라 사용되는 텍스처의 깊이와 디테일이 증가하여 시각적 품질이 향상됩니다.
낮음과 높음의 차이점을 보여주는 대화식 비교 및 ​​여기에서 각 설정을 보여주는 애니메이션 비교를 보려면 여기를 클릭하십시오.
차이점을 강조하기 위해 스크린 샷 비교가 위에서 제공됩니다. Low에서는 표면과 물체가 디테일이 부족하여 가장 낮은 사양의 기계에서도 Skyrim을 실행할 수 있습니다. 중간에는 잎이 더 뚜렷 해지고 나무 껍질이 더욱 사실적으로 보이고 통로의 깊이가 늘어남에 따라 장면에 많은 세부 사항이 추가됩니다. 오른쪽에있는 거리에서 암석의 언덕 또한 추가적인 세부 사항을 얻습니다. 고가에서는 그 차이가 다시 분명 해지고 나무의 잎과 나무 껍질에 훨씬 더 세밀하고 훨씬 더 명확한 경로가 나타나며 모든 거리에서 암석에 섬세한 디테일이 나타납니다.
일부 이방성 필터링 (이 가이드의 앞부분 참조)을 사용하여 텍스처 선명도를 개선하십시오. 또한 FXAA 설정 (가이드의 뒷부분에서 설명 됨)은 장면에 약간의 흐려짐을 유발하여 텍스처 선명도를 떨어 뜨릴 수 있으므로 선명하게 가능한 텍스처를 원하면 비활성화하십시오.
이 설정을 변경하면 성능에 미치는 영향을 알 수 있습니다.
그래프는 텍스처 품질을 높이는 FPS 효과가 보통임을 보여줍니다. 그러나 그래프에서 볼 수없는 것은 그래픽 카드의 비디오 RAM (VRAM) 용량이 적 으면 높음 설정을 사용하면 더듬거나 주기적으로 일시 정지 / 일시 중지 될 수 있다는 것입니다. 중간이 가장 낮은 권장 설정입니다. 낮음이 너무 흐리거나 뭉툭합니다.
스카이 림 (Skyrim)에 대한 무료 정식 고해상도 텍스처 팩이 출시되었습니다. 이 팩은 텍스처 품질이 높음으로 설정된 경우 텍스처 품질을 더 향상시킬 수 있습니다. High Res Texture Pack에 대한 자세한 내용은 Mods & amp; 그래픽 드라이버 설정 섹션을 참조하십시오.
방사형 블러 품질 :이 설정은 방사형 블러 효과가 발생하는 정도를 제어하며, 방향 감각 상실 및 통증을 시뮬레이트하기 위해 전투에서 맞았을 때 가장 자주 표시됩니다. 그것은 "방사형" 흐려짐이 화면 중앙에서 바깥쪽으로 방사되는 것처럼 보이기 때문에 흐리게 보입니다. 이 설정에 사용할 수있는 옵션은 낮음, 보통 및 높음이며 실제로 이러한 수준의 차이는 크지 않습니다.
낮음과 높음의 차이점을 보여주는 대화식 비교 및 ​​여기에서 각 설정을 보여주는 애니메이션 비교를 보려면 여기를 클릭하십시오.
스크린 샷 비교는이 설정의 각 레벨에서 차이를 포착하려고 시도하지만 이것이 동적 효과이므로 수행하기가 어렵습니다. Low 위의 스크린 샷에서 Medium이나 High보다 blurring이 적은 것으로 나타나지만, 실제 게임 플레이 중에는 전체 레벨의 블러 링이 각 레벨에서 매우 유사하게 보입니다. 이 설정을 사용하여 방사형 흐림 효과를 비활성화 할 수는 없지만 고급 조정을 참조하면 완전히 비활성화 된 다른 방법을 사용할 수 있습니다.
이 설정을 변경하면 성능에 미치는 영향을 알 수 있습니다.
그래프는 Radial Blur Quality를 변경하면 성능에 현저한 영향이 없음을 확인합니다. 주로 설정을 변경하면 눈에 띄는 시각적 효과가 없기 때문입니다.
암흑 음영 & 데칼 양.
Shadow Detail :이 설정은 Skyrim에서 캐릭터, 오브젝트 및 건물에 의해 캐스팅 된 대부분의 그림자의 전체 해상도와 그림자를받는 거리를 결정합니다. 사용 가능한 옵션은 Low, Medium, High 및 Ultra입니다.
Low와 Ultra의 차이점을 보여주는 대화 형 비교를 보려면 여기를 클릭하고 각 설정을 보여주는 애니메이션 비교를 보려면 여기를 클릭하십시오.
위의 스크린 샷은 Low에서 캐릭터와 그 근처의 나무가 성능 저하를 막기 위해 선택된 낮은 그림자 해상도로 인해 뭉툭한 그림자를 던집니다. 중간에서 그림자의 가장자리가 더 뚜렷 해집니다. 높음에서는 약간의 흐림 효과가 있지만 그림자가 약간 더 세밀합니다. 중거리에 추가로 그림자가 있음을 볼 수도 있습니다. 울트라에서는 그림자가 미묘하게 개선되고 멀리있는 바위와 헛간도 그림자를 얻습니다.
그림자 매핑 기법의 특성으로 인해 그림자 품질은 광원과의 거리에 따라 달라집니다. 예를 들어, 실내에서 가까운 토치 또는 불에서 그림자를 주조하면 훨씬 더 섬세하고 부드럽게됩니다. 광원으로부터 멀리 떨어져있는 그림자는 뭉툭 해집니다. 위의 스크린 샷에서 볼 수 있고 또 다른 여러 장면에서 복제 한 또 다른 특징은 Shadow Detail이 High에서 Ultra로 바뀌면 멀리 떨어진 나무에 추가 나뭇잎이 추가된다는 것입니다.
Advanced Tweaking 섹션에서 다루는 명령 변수를 통해 그림자를 추가하고 제어하는 ​​몇 가지 방법 외에도, 강제 Ambient Occlusion을 사용하여 추가 미묘한 음영을 통해 게임에 더 많은 분위기를 추가하는 또 다른 방법이 있습니다. 자세한 내용은이 설명서의 그래픽 드라이버 설정 절을 참조하십시오.
이 설정을 변경하면 성능에 미치는 영향을 알 수 있습니다.
그래프는 게임 세계 전체에서 그림자가 광범위하게 사용되므로 성능에 미치는 Shadow Detail의 큰 영향을 보여줍니다. 일부 장면에서는 실제로 충격이 더 커질 수 있으므로, 그림자 세부 사항은 성능 향상이 필요한 경우 낮추고 특정 영역의 속도 저하를 방지하는 데 도움을주는 첫 번째 설정 중 하나입니다. 예를 들어 울트라에서 하이로 간단히 전환하면 이미지 품질을 크게 떨어 뜨리지 않고도 FPS에서 눈에 띄게 향상 될 수 있습니다.
데칼 수량 :이 슬라이더는 한 번에 볼 수있는 데칼의 최대 수를 결정합니다. 일반적으로 데칼은 문자, 물체, 지형 (예 : 흙, 피, 마 취마)에 배치 된 작은 이미지입니다. 사용 가능한 옵션은 None, Medium, High 및 Ultra입니다. 그러나 Skyrim에서는이 설정이 없음으로 설정된 경우에도 스플래터가 여전히 적, 무기 및 화면에 대량으로 나타남에 따라 혈액 스플래터에 아무런 영향을 미치지 않는 것으로 보입니다.
Click here for an interactive comparison showing the difference between None and Ultra.
The main difference noted in testing this setting was in the black scorch marks caused by destructive spells, as shown in the screenshot comparison above. These scorch marks will not appear when Decal Quantity is set to None; at Medium, numerous such marks will appear, and raising the setting to High or Ultra doesn't noticeably increase the number of decals which can appear at any one time. While the practical difference is difficult to tell in most scenes, the theoretical values for maximum decals possible at each level of this setting are None=0, Medium=100, High=250 and Ultra=1,000.
An indication of the performance impact of changing this setting is shown below:
The graph shows that the performance impact of this setting is extremely minor, though it may vary in heavy combat when spells are used and lots of decals generated. Since it seems to also have very little visual impact in most cases, Medium is recommended as a good balance of image quality and performance.
FXAA & Water.
FXAA: Short for Fast Approximate Anti-Aliasing, NVIDIA's FXAA is a method of smoothing jagged edges which is efficient and reasonably effective. The available options are Off, Low, Medium and High. FXAA can be enabled instead of the normal Antialiasing option in Skyrim (covered earlier in the guide), or in conjunction with it.
Click here for an interactive comparison showing the difference between the two extremes, and here for an animated comparison showing each setting.
The screenshots above show the main combinations of Antialiasing you can enable in Skyrim. The first pair of shots show a scene with no Antialiasing of any kind, followed by only FXAA enabled. The use of FXAA reduces the appearance of all jagged lines, such as the top of the bridge in the distance, on the trees and bushes, and the outlines of the horse and its reigns for example. However it also softens the scene slightly, making it a bit hazy and reducing the sharpness of the textures, such as those on the wooden boards of the footbridge. The next screenshot shows FXAA disabled but 8 Sample AA enabled instead, and when compared with the FXAA-only screenshot, it demonstrates that 8x AA eliminates jaggedness on most objects without the blurriness of FXAA, leaving the scene looking much sharper - however 8x AA does not smooth out foliage. Finally, we have a scene where both 8x AA and FXAA are in effect, and it looks extremely smooth. However it's still slightly blurred due to the FXAA, and this haze is more noticeable while playing the game.
An indication of the performance impact of changing this setting is shown below:
FXAA lives up to its promise of being efficient, and has minimal performance impact across various resolutions. This makes it suitable for people looking for a cheap but relatively effective form of line smoothing instead of the more intensive Antialiasing option in Skyrim. At the other end of the spectrum, if the blurring from FXAA bothers you but you still want to smooth out foliage, you can enable Transparency Antialiasing as covered in the Graphics Driver Settings section.
Water: There are four options available here to control the reflections which appear on the surface of bodies of water: Reflect Land, Reflect Trees, Reflect Objects and Reflect Sky. You can also choose to reflect nothing by unticking all of the boxes, or enable all of them together. Depending on which options are chosen, this can affect the coloration and realism of water in Skyrim.
Click here for an interactive comparison showing the difference between 'Reflect None' and 'Reflect All,' and here for an animated comparison showing each setting.
The screenshot comparisons above compare the key water reflection options. Pay attention to both the water surrounding the nearby ruins, and the water to the far right in the distance. When all reflections are turned off, the water takes on a relatively flat, pale blue look. When Reflect Land is enabled, the general outline of the major terrain is reflected. When Reflect Trees is enabled, you can clearly see trees being reflected in the water. The Reflect Objects screenshot shows that rocks and more detailed terrain features are now reflected in the water. Reflect Sky impacts on the water in the form of changing its color and adding realistic highlights to the water's surface. When all these options are combined together, and particularly when compared with the Reflect None screenshot, the Reflect All screenshot demonstrates the added depth and realism that comes from the various reflected elements.
An indication of the performance impact of changing this setting is shown below:
The graph above demonstrates that when enabled individually, the reflection options don't have any real impact on performance. However when are all enabled together, there can be a slight drop in framerate. Given the way water reflections can noticeably improve the realism and depth of bodies of water in Skyrim, you should generally leave these reflection settings enabled unless truly struggling for FPS in water areas.
Object & Actor Fade.
Under the View Distance tab of the Advanced Options window are a range of sliders. These sliders determine the distance between you and an item, character or object before it fades into or out of view. Importantly, the fade-in/fade-out effect from the various fade options below is variable depending on whether you're approaching or moving away from the relevant object/item/person. For example, when approaching a rock at the lowest Object Fade setting, it will suddenly fade into view a few feet away from you, but if you then walk away from it, it will take almost double the distance before it fades out of view again.
Object Fade: This slider controls the distance at which a range of non-critical game world objects such as fences, rocks, pathways, etc. are visible. As this setting is lowered, some objects in the distance will not be visible and will only fade into view as you approach them. The distance at which they appear is determined by the position of the slider: the further to the left the slider goes, the closer you will need to be to an object before it becomes visible.
Click here for an interactive comparison showing the difference between Minimum and Maximum, and here for an animated comparison showing each setting.
The screenshots above demonstrate the effects of this slider at its Minimum (1), Medium (8) and Maximum (15) positions. Going from the Minimum to the Medium setting, the screenshots show that a range of objects appear, including the standing stones in the middle of the screen, a pathway in the distance to the top left, and various dead branches, rocks and small boulders throughout the scene. At Maximum the primary differences are some changes in the detail of small bushes, and some additional detailing on the rocky edges at the far left and far right of the middle of the screen.
An indication of the performance impact of changing this setting is shown below:
The graph shows that there is a decline in FPS as the Object Fade slider is increased, but it is not major. For gameplay reasons it is recommended that this setting not be lowered too far, preferably kept above Medium (7 or 8) to ensure that you don't miss nearby objects and structures which may be of interest as you wander the game world.
Actor Fade: This slider controls the distance at which characters and creatures can be seen. Similar to the Object Fade slider, the lower the slider is taken, the closer you will need to be before such "actors" are visible to you.
Click here for an interactive comparison showing the difference between Minimum and Maximum, and here for an animated comparison showing each setting.
The screenshots above show this slider at its Minimum (2), Medium (8) and Maximum (15) positions. In the scene shown, there are actually four separate people and a chicken. At the Minimum setting, none of the characters or creatures are visible. At Medium, the old lady and the chicken become visible in the middle of the screen, but the three distant characters are not yet visible. At Maximum the young boy and two adults in the far distance at the end of the pathway now become visible, although they're barely distinguishable.
An indication of the performance impact of changing this setting is shown below:
The graph shows a relatively minor fall in performance as the Actor Fade slider is increased. Character and creature interaction and combat is an integral part of the gameplay in Skyrim, so it is strongly recommended that you do not lower this setting much unless you are truly desperate for FPS. Using the Minimum setting for example means that you might literally stumble into characters or monsters which suddenly fade into view a few feet away from you.
Grass & Specularity Fade.
Grass Fade: This slider controls the amount of grass, shrubs and small bushes which appear throughout the greener portions of the game world. The lower the slider is set, the less such terrain decoration is visible.
Click here for an interactive comparison showing the difference between Minimum and Maximum, and here for an animated comparison showing each setting.
The screenshots demonstrate the difference when the slider is set to the Minimum (0), Medium (3) and Maximum (7) positions. At the Minimum setting, you can see the field is largely devoid of grass, though there is some sparse vegetation immediately in front of the character, and some isolated small ferns appear in the distance. At the Medium setting, the scene is much richer as grass and shrubs extend all the way to the middle distance. At the Maximum position, the grass extends almost to the end of the field, but there is still a portion in the far distance without any.
An indication of the performance impact of changing this setting is shown below:
The graph above demonstrates that grass fade has a performance impact, but it is not major in many cases. However since grass is not critical to gameplay, and indeed can obscure objects and locations at times, you can readily lower this setting if you need the extra performance when outdoors.
Specularity Fade: This slider is meant to control the specularity (shininess) of various objects and surfaces in the game world. However in practice it actually appears to do nothing noticeable if altered.
Click here for an interactive comparison showing the difference between Minimum and Maximum.
The available options for this slider range from Minimum of 2 up to a Maximum of 15 if adjusted within the Advanced Options, however note that if you select the Ultra preset, it actually sets a higher value of 20 as the maximum on the slider. In any case the screenshots above are provided simply to show that at the two extremes of Minimum (2) and Maximum (20), in a room full of reasonably shiny surfaces, there is absolutely no difference. The only minor changes in the screenshots come from shifting smoke and normal changes in the fire light.
An indication of the performance impact of changing this setting is shown below:
The graph confirms the almost non-existent performance impact of changing Specularity Fade, in line with the indistinguishable visual changes which come from adjusting it. However this also means that you can lower this slider to potentially gain one or two more FPS without any real decline in image quality.
Light & Item Fade.
Light Fade: This slider controls the distance at which lights cast from dynamic sources, such as torches, begin to fade out. In effect it controls the overall luminosity of lighting. Its impact should be most noticeable in indoor areas.
Click here for an interactive comparison showing the difference between Minimum and Maximum, and here for an animated comparison showing each setting.
The screenshots above capture the effects of this setting at its Minimum (2), Medium (18) and Maximum (35) values. As can be seen, the difference is not major, and even less so during actual gameplay. When the screenshots are compared closely, there is progressively more light cast from the torch on the right and the fire in the brazier to the left, extending their lighting radius and thus making the scene slightly brighter.
An indication of the performance impact of changing this setting is shown below:
The graph above shows the extremely minor performance impact on performance of adjusting Light Fade. Since this setting does not have a dramatic impact on image quality, it can be either be lowered if you want the extra few FPS, or kept at its maximum to ensure the brightest lighting in dim indoor areas like dungeons.
Item Fade: This slider controls the distance at which items, such as weapons, armor, potions and scrolls, can be seen in the game world. The lower the slider, the closer you will have to be to such items before they become visible.
Click here for an interactive comparison showing the difference between Minimum and Maximum, and here for an animated comparison showing each setting.
In the scene pictured above, a wide range of inventory items have been strewn at regular intervals all along the winding path, onto the footbridge, and in front of the small shed in the distance. At the Minimum (1) setting on the slider, only the nearest objects are visible: some mushrooms, a book, a scroll, and some potion bottles. At Medium (8), the full range of items becomes visible, including the (barely visible) large stack of armor, scrolls, potions and shields placed in front of the small shed in the distance. At Maximum there is no further change in this scene. Most items would be next to impossible to distinguish beyond the distance shown here anyway simply due to how small they would be on the screen.
An indication of the performance impact of changing this setting is shown below:
The graph indicates that there can be a noticeable, though not major, drop in FPS at higher levels of the Item Fade slider. For gameplay purposes however I strongly recommend keeping Item Fade above the Medium setting. If lowered too far, you will miss important and highly useful items as you explore the game world, simply because you won't be able to see them.
Object Detail.
Distant Object Detail: This setting controls the details placed on distant objects, most notably the hills and mountains which typically surround most areas in the game. The available options are Low, Medium, High and Ultra, and the lower you go, the less distance details there will be, which impacts primarily on realism and atmosphere rather than gameplay.
Click here for an interactive comparison showing the difference between Low and Ultra, and here for an animated comparison showing each setting.
The screenshots above capture the change at each level of this setting. Pay particular attention to the distant mountain range. At Low, the mountains are fairly barren, jagged and undetailed. At Medium the mountains fill out, gaining shape, shadow and some surface detailing. At High, the main addition is trees at the foot of the mountains. At Ultra, trees are added throughout the mountain range itself, making it more realistic. Importantly, altering this setting doesn't have any impact on the man-made structures throughout the scene, even the distant keep in the mountains at the top right.
An indication of the performance impact of changing this setting is shown below:
The graph shows that performance drops as this setting rises, especially noticeable at the Ultra level. Since this setting does not have any impact on gameplay, you may wish to drop it down to High or Medium to gain extra performance in large outdoor areas.
Object Detail Fade: This setting appears to provide additional control over very minor object details in the game world. If ticked, the setting will remove such inconsequential details to provide a performance boost, but if you prefer the highest detail image quality, then untick this option.
Click here for an interactive comparison showing the difference between Off and On.
In the screenshots above it is difficult at first to detect any difference in the scene. If you flick between the shots and look closely however, when Object Detail Fade is turned On, some ivy is removed from the rocky walls in the far left, middle and mid-right of the village. A small patch of moss and a stone are also removed from the distant right of the scene. In other words there are no major changes when this setting is enabled, only changes in minor detail.
An indication of the performance impact of changing this setting is shown below:
The graph shows a slight increase in FPS when Object Detail Fade is turned on. It may be worthwhile enabling this option if you need a few more FPS, especially as there is no real drop in image quality since only very minor objects will be stripped from the scene.
Advanced Tweaking.
For Skyrim, Bethesda has created the Creation Engine, a new, advanced engine featuring a real-time shadowing system and a number of other technological advancements. Fortunately, the game's files and configuration options are easily accessible, allowing us to push the Creation Engine well beyond its limits through four different avenues:
By adding or altering variables in the initialization (.ini) files. By using console commands. Through the use of user-made game modifications (Mods). Through alterations made to the graphics driver settings.
We'll examine all of these methods in detail on the following pages. Before proceeding with any advanced tweaking however, you must take precautions to prevent losing your original settings and saved games. The easiest way is to make a backup copy of the entire \My Documents\My Games\Skyrim directory and store it somewhere safe.
.ini Tweaks.
Skyrim's engine uses. ini files to store various settings, which are then read and implemented at startup. These plain text. ini files can be edited using any text editor such as Windows Notepad. There are a range of these. ini files under the game's main \Program Files (x86)\Steam\steamapps\common\skyrim directory, however those are simply templates and none of them should be edited.
The. ini files which you should edit are found under the \My Documents\My Games\Skyrim directory. These files are Skyrim. ini and SkyrimPrefs. ini and the relevant file to be edited is noted in each tweak below. Importantly, if you mess up these files and don't have a backup, or if you suspect that your adjustments to them are the cause of any problems, you can delete them and the next time Skyrim starts up it will recreate them with default settings.
Altering the in-game settings using the Skyrim Launcher will change or reset a range of variables in the. ini files, so it is best to first adjust all of your in-game settings to a level you're reasonably comfortable with before moving on to doing some fine-tuning with. ini tweaking. You may also wish to separately note down any. ini tweaks you make, as future official patches are likely to alter or reset the. ini files, and you should never copy an. ini file or large portions of it from an older version onto the new one.
The tweaks listed here are not prescribed "fixes". Advanced tweaking requires experimentation. Some general guidance is provided, but ultimately it comes down to your particular tastes and your system's capabilities as to which tweaks you implement, and what values you use for them. Most importantly, do not simply copy anyone else's. ini file contents. They are typically filled with non-functional or undesirable changes which will not suit your particular tastes or may cause problems. Every tweak requires that you understand the tradeoffs and changes that are involved, and that you test them personally and decide what is acceptable on your system.
Note: variables which can be fully altered using the in-game settings, and those which have no discernible performance or visual impact are not covered.
General Performance.
uGridsToLoad=5 - This variable does not exist and need to be added to bottom of the [General] section of the Skyrim. ini file to be implemented. It controls the radius around the character within which the engine loads up the most detailed objects, characters and terrain. It can have a substantial impact on both image quality and performance. Any value assigned to this variable needs to be in odd increments, e. g. 3, 5, 7, 9, 11. The screenshot comparisons above demonstrate the way in which there is progressively higher detail in the distance as the value of this variable is raised (a better example showing uGridsToLoad=7, the most stable value, can be seen here).
Click here for an interactive comparison showing the difference between uGridsToLoad 5 and 11, and here for an animated comparison showing each setting.
While altering this variable is tempting given the image quality improvement it provides, you should experiment with any uGridsToLoad value in various areas, particularly those where you usually experience the lowest FPS. The default of 5 is already a good compromise of performance and image quality, but if struggling for FPS, you can drop it to a lower value such as 3, though Bethesda strongly advises against this as it may lead to game instability.
Importantly: Aside from lowering performance and causing potential instability due to the greatly increased resource usage when raising uGridsToLoad, if you save a game after you have altered this value, the new value will be incorporated into your saved game. This is worth noting because the game only allows you to load a saved game which has an equal or lower uGridsToLoad value than your current value; you will not be able to open a saved game with a higher uGridsToLoad value. This means if you lower your uGridsToLoad value again, you won't be able to load up the saves which used the higher value. So you should extensively test any change to your uGridsToLoad before committing to saving the game. If you need to revert a change in uGridsToload in an existing save game follow the steps below:
Start Skyrim and load up a saved game. Use ALT+TAB to switch out of Skyrim and back to your Desktop. Edit the Skyrim. ini file as normal, modifying the uGridsToLoad variable to the desired lower value. Save Skyrim. ini and close it. Use ALT+TAB to switch back to Skyrim. Open the Command Console using the tilde.
key and type refreshini . Save your game to a new save slot, and it should now have the correct new uGridsToLoad value.
uExterior Cell Buffer=36 - This variable controls the number of world cells (controlled by the uGridsToLoad setting) that are buffered to RAM to provide smoother transitions and improve stability. The general rule for the optimal value to assign to this variable is to take your current uGridsToLoad value, add one to it, then multiply it by itself. For example, if you set a uGridsToLoad value of 7, change uExterior Cell Buffer to 64.
iPresentInterval=0 - A form of Vertical Synchronization (VSync) is enabled by default in Skyrim and cannot be disabled in the in-game settings. If this variable is added to the bottom of the [Display] section of Skyrim. ini and set to 0, it will forcibly disable VSync. Disabling VSync reduces/eliminates mouse lag and removes the cap on your FPS, and can also improve overall performance. However disabling VSync also has several potentially negative impacts: you may see screen "tearing" which is harmless but may be annoying; in areas where you get very high framerates, such as indoors, the vertical (up/down) axis of your mouse will become much more sensitive than the horizontal axis; game world physics and timing may also accelerate or glitch, especially in areas where you get high FPS.
The two main alternatives for VSync in Skyrim are:
Leave VSync enabled in Skyrim (i. e. the default), and enable Triple Buffering instead using the D3DOverrider utility which comes with the free RivaTuner software. This will improve performance and can reduce mouse lag without resulting in other negative effects. Furthermore, because the FPS cap from VSync remains in place, your vertical mouse axis will not become incredibly sensitive, though it will still become sluggish at low FPS. The only issue is that Triple Buffering uses more Video RAM which may cause problems on some systems, and it may not reduce mouse lag to the same degree as simply disabling VSync. To counter this, check the other mouse-related variables in this section. Disable VSync and use a FPS Limiter Mod to maintain any FPS cap you wish, though 60 or 30 FPS is recommended. This will prevent extreme vertical mouse sensitivity and physics issues, and will remove mouse lag, but there may still be some tearing.
Note that iPresentInterval can also be given a value of 2 to implement VSync with a reduced FPS cap (typically 30 FPS instead of 60 FPS), but this increases mouse lag, does not improve performance, and also results in extremely long load times, so it should not be used.
You may notice that several prominent memory and caching tweaks have not been included in this guide, such as those sourced from this Memory Limit Increase mod, and those found in guides for previous Bethesda games, e. g. the uInterior Cell Buffer and iPreloadSizeLimit and various threading variables. In experimenting with these in Skyrim I didn't find them to have any practical impact on the actual performance, resource usage or smoothness on my system. At the same time, I can't conclusively disprove their effectiveness across all systems. On balance I believe that altering them is unnecessary.
Only a change like altering the Large Address Aware (LAA) flag on Skyrim's main TESV. exe file can have any real impact on improving Skyrim's resource usage. This LAA change allows Skyrim to potentially use more than the 2GB limit imposed on 32-bit executables, but it only recommended if you have 4GB or more of system RAM. Any patch which directly modifies the game's executable is not allowed by Steam, so you need to use something like this 4GB Skyrim LAA mod instead. This should not be treated as a cureall for instability issues, but it can help if you're using a range of resource-intensive mods or. ini changes in Skyrim.
However as of the 1.3.10 Patch, using a 4GB Skyrim LAA Mod is no longer necessary, as the game's executable has now been officially modified to support the Large Address Awareness flag. This should enhance stability, but if you still experience issues, make sure to follow the general optimization information on the first page of this guide, and also disable your mods one by one to see if they are the source of any problems.
.ini Tweaks, Part 2.
fAudioMasterVolume=1.0000 - This variable in SkyrimPrefs. ini is equivalent to the Master volume slider in the in-game settings. However here it can be adjusted above the 1.0000 limit which is imposed on the in-game slider, allowing people who find the sound in Skyrim to be too low to raise it. For example, try a value of 1.5000 or 2.0000. You can subsequently adjust the other volume sliders in-game as required, however adjusting the Master volume slider in-game will reset this variable back to the default maximum of 1.0000.
bEnableAudio=1.0 - If this variable is added to the [Audio] section of Skyrim. ini and set to 0, it will disable all audio in the game. This is best used in troubleshooting to determine whether audio is the source of a problem with the game, such as stuttering or slowdowns.
Interface & Controls.
To change your Field of View (FOV) in Skyrim, you must first add both of the variables above to the bottom of the [Display] section of the Skyrim. ini file. Change the values shown to match the FOV degree you wish to use. Next, you must add the variable fDefaultFOV=90 to the bottom of the [General] section of the SkyrimPrefs. ini file, once again adjusting the value to match the FOV degree you want. Then load your latest save game in Skyrim and use the FOV 90 console command (See the Console Commands section later in the guide) to match the FOV degree set for the variables above, and save your game to make the change permanent.
The [Interface] section and variables above must all be added to the bottom of the Skyrim. ini file. These variables control the distance from the edge of the screen at which HUD elements, like the compass and health, magicka and stamina bars, appear. The lower the value assigned, the closer to the edge of the screen the HUD elements, as well as any status messages or location text, will appear. This can make them less intrusive.
The [MapMenu] section and the variables above must be added to the bottom of Skyrim. ini. The first two variables control the level of detail of the game world as seen in Map view, and the values shown make the map more detailed. The second two variables allow you to zoom in much closer and out much further than normally possible. The final variable slows down the zoom speed so you have finer control when zooming in or out of the more detailed map. If you want to remove the clouds from the map, you can also add the sMapCloudNIF=0 variable to the section above to disable them.
bDoDepthOfField=1 - If this variable is set to 0 in SkyrimPrefs. ini, it will disable the Depth of Field (out of focus blur) effect, most commonly visible in the background of the Character Menu (Items, Magic, Skills, Maps) screens. Disabling this effect may improve FPS, but it also makes it more difficult to distinguish items against the character menu background.
bShowQuestMarkers=1 - If this variable is set to 0 in SkyrimPrefs. ini, it will disable all quest marker arrows, including those on the map and on the compass, however landmarks will still be shown. Disabling quest markers makes completing quests more difficult as you will have to listen to and read descriptions of quests very carefully.
bShowCompass=1 - If this variable is set to 0 in SkyrimPrefs. ini, it will remove the compass bar at the top of the screen. This provides a much cleaner look to the game, but will mean that you have to refer the map more often, or make greater use of the Clairvoyance spell.
bAlwaysRunByDefault=1 - If this variable is set to 0 in SkyrimPrefs. ini, your character will always walk by default instead of running by default. You can use the CAPS LOCK key by default to toggle this behavior at any time, however altering this variable changes the default behavior at startup.
bMouseAcceleration=1 - If this variable is set to 0 in SkyrimPrefs. ini, it will disable mouse acceleration. This can provide a consistent and responsive feel through more predictable mouse movements, as the mouse will no longer be faster for larger movements and slower for smaller movements. It can also help reduce the feeling of lag when VSync is enabled by default.
fMouseHeadingSensitivity=0.0440 - This variable in SkyrimPrefs. ini is controlled by the Look Sensitivity in-game setting, and should first be adjusted there. However if you wish to assign a higher value than the maximum allowed in-game, you can do so here.
The [Controls] section and variables above must to be added to the bottom of the Skyrim. ini file to modify relative sensitivities of the Y Axis (up/down) and X Axis (left/right) of the mouse. Higher values increase the effective sensitivity of the relevant axis.
iShadowMapResolution=4096 - This variable in SkyrimPrefs. ini directly controls shadow resolution and hence is the major determinant of shadow quality in the game. It is part of the Shadow Detail in-game setting. At Shadow Detail Low iShadowMapResolution is set to 512; at Medium =1024; at High =2048; and =4096 at Ultra. A higher value of 8192 is possible for shadow resolution, which will improve shadows slightly, but will also reduce FPS substantially. The screenshot comparison below shows the difference between a value of 4096 for this variable as set using the Ultra preset, and a value of 8192, in an indoor scene where the difference is most noticeable. You can see that the shadow of the character, and the large shadow to the right of him both have much smoother edges at a value of 8192.
Click here for an interactive comparison showing the difference between ShadowMapResolution 4096 and 8192.
iBlurDeferredShadowMask=3 - This variable in SkyrimPrefs. ini controls the blurring effect applied to shadows. Lower values will sharpen shadows, and at 0 the blur effect on shadows is completely disabled, providing the sharpest shadows. Higher values will progressively soften the shadows until they become almost shapeless. The screenshots below show the difference at a value of 0, 3 and 7 - the most obvious change is in the sharpness of the tree shadow. The performance impact is typically minimal. You can decrease this setting to bring out more detail in high resolution shadows, or increase the setting to blur and hence hide shadow jaggedness and shimmering for lower resolution shadows.
Click here for an interactive comparison showing the difference between BlurDeferredShadowMask 0 and 7, and here for animated comparison showing each setting.
iShadowMaskQuarter=4 - This variable in SkyrimPrefs. ini also has an impact on the clarity shadows. If raised to higher values such as 10, it improves the crispness of shadows, but at very high values it will simply crash the game. Lowering the value will make shadows less detailed, but if set to 0, be aware that it disables indoor shadows completely. The performance impact can be major, so you should use the iBlurDeferredShadowMask setting first to adjust shadow clarity.
fShadowDistance=8000 - This variable in SkyrimPrefs. ini has a significant impact on shadow quality in outdoor areas. It controls the distance at which shadows are visible, however due to the way the engine works, it also determines the overall level of detail of shadows in the game world. Lowering the value of this variable will improve shadow resolution, but will also remove shadows from more distant objects, which improves performance significantly. If set to 0, outdoor shadows are completely disabled. The screenshots below compare this variable at a value of 400, 2000 and 8000. It confirms that the lower the value, the lower the shadow distance but the finer the detail on shadows.
Click here for an interactive comparison showing the difference between ShadowDistance 400 and 8000, and here for an animated comparison showing each setting.
fInteriorShadowDistance=3000.0000 - This variable in SkyrimPrefs. ini controls interior shadows. However lowering this value simply results in more areas of an interior being covered by shadow, rather than any noticeable improvement in shadow resolution. Increasing the value also seems to have little practical impact. In indoor locations, shadows are always sharper when closer to a light source than when further away from it regardless of this setting. Only raising the iShadowMapResolution variable can improve both exterior and interior shadows.
fShadowBiasScale=0.15 - This variable in SkyrimPrefs. ini determines the degree to which a surface is shadowed, possibly by altering the angle an object needs to be relative to a light source to cast a shadow. In practice, higher values will reduce the amount of shadowing, while lower values will increase the shadowing on various surfaces.
bTreesReceiveShadows=0 - If this variable is set to 1 in SkyrimPrefs. ini, it will enable self-shadowing on trees. The visual impact on trees is quite noticeable, as the screenshots above demonstrate. The performance impact should be relatively minor, so this setting can be enabled on most systems to provide more depth to foliage.
Click here for an interactive comparison showing the difference between TreesReceiveShadows 0 and 1.
bDrawLandShadows=0 - If this variable is set to 1 in SkyrimPrefs. ini, it will add subtle shadowing to land masses. This effect is rarely visible, but if you look at the screenshots below you can see that when enabled, there is additional shadowing on the land around the base of the rocks in the center and bottom left of the scene. The performance impact should be minor.
Click here for an interactive comparison showing the difference between DrawLandShadows 0 and 1.
If the variables above are added under the [Display] section of Skyrim. ini, you can adjust the way in which shadow positions update as the Sun moves. By default shadows will update only periodically, resulting in a regular and noticeable strobing effect as the jagged outlines of shadows transition from their old to their new location. Altering the fSunUpdateThreshold value controls how frequently the updates will occur - the higher the value, the longer it will take before the shadow position is updated. Adjusting the fSunShadowUpdateTime value determines how long the transition will take, and higher values will in effect prolong the visible strobing, while lower values will result in a cleaner but more pronounced jump between the old and new shadow position. For example, try a combination of fSunShadowUpdateTime=0.000 and fSunUpdateThreshold=0.100 to provide more frequent and hence steadier updates of shadow positions, with smaller and much cleaner transitions.
Skyrim is the first Elder Scrolls game to make extensive use of dynamic shadowing. The shadows in Skyrim can vary in quality, and may also shimmer and strobe when they move. Since shadows can be very performance intensive, the quality compromises are inherent to the shadow system, and are designed to provide a balance between rich shadowing and playable frame rates. However there is no simple way to adjust the shadow LOD. There are a range of shadow combinations available to you by tweaking the various settings in this guide, but ultimately it comes down to a matter of taste and your system’s capabilities as to what tradeoffs you choose.
.ini Tweaks, Part 3.
Grass & Trees.
fGrassStartFadeDistance=7000.0000 - This variable in SkyrimPrefs. ini has the most significant impact on grass. It controls the distance at which grass appears in the game world, and corresponds with the Grass Fade in-game setting. The lower this value, the less grass you will see into the distance, the higher the value the more grass will appear into the distance. The normal maximum allowable by the in-game slider is 7000.00, however you can raise the value even higher to increase grass distance. For example, a value of 14000.00 will double the distance at which grass appears. The performance impact will vary by system, but should be relatively low.
iMinGrassSize=20 - This variable needs to be added to the bottom of the [Grass] section in the Skyrim. ini file. It determines the density of grass clumps, and if raised, thins out the patches of grass, while lowering it below 20 shows no improvement in grass. The screenshots below show the two extreme values of 80 and 20, and the density of the grass patches is clearly affected. Thinning out the grass can be an alternative way of improving performance without reducing grass distance or turning off grass altogether.
Click here for an interactive comparison showing the difference between iMinGrassSize 20 and 80.
bAllowCreateGrass=1 - If this variable is set to 0 in Skyrim. ini, it will disable all grass. This may improve performance on low-end GPUs in outdoor areas, however it also reduces realism. To temporarily toggle grass off in certain areas to prevent slowdowns while playing the game, see the Console Commands section for a better solution.
fTreeLoadDistance=75000.0000 - This variable in SkyrimPrefs. ini determines the distance at which trees are shown. Raising the value will increase the number of visible trees in the far distance, while lowering it will reduce them, though note that even at 0, nearby trees will be drawn. Altering the number of distant trees can impact noticeably on performance depending on the scene. In the screenshots below values of 5,000, 75,000 and 150,000 have been used for this variable. The change from 5,000 up to 75,000 is noticeable; above this value however nothing else changes in this scene.
Click here for an interactive comparison showing the difference between fTreeLoadDistance 5000 and 150000, and here for an animated comparison of each setting.
fTreesMidLODSwitchDist=10000000.0000 - This variable in SkyrimPrefs. ini controls the level of detail on trees in the near distance. As the value is lowered, nearby trees will lose some leaves and branches, while raising the value adds more foliage to trees. The performance impact will vary by system.
bRenderSkinnedTrees=1 - This variable in SkyrimPrefs. ini determines the amount of foliage on nearby trees. If set to 0, trees will lose a portion of their leaves and branches, though they will still be relatively detailed. This can improve performance but reduces realism. Note that the uiMaxSkinnedTreesToRender variable also in SkyrimPrefs. ini determines the maximum possible detailed trees, but raising the value does not have a major impact and does not increase the actual tree count in most scenes.
General Level of Detail (LOD)
fLODFadeOutMultObjects=15.0000 - This variable in SkyrimPrefs. ini controls the distance at which objects appear in the game world, and corresponds with the Object Fade in-game setting. The normal maximum allowable by the in-game slider is 15, however here you can raise the value even higher to increase object distances.
fLODFadeOutMultItems=15.0000 - This variable in SkyrimPrefs. ini controls the distance at which items appear in the game world, and corresponds with the Item Fade in-game setting. The normal maximum allowable by the in-game slider is 15, however here you can raise the value even higher to increase the distance at which items can be seen.
fLODFadeOutMultActors=15.0000 - This variable in SkyrimPrefs. ini controls the distance at which characters and creatures appear in the game world, and corresponds with the Actor Fade in-game setting. The normal maximum allowable by the in-game slider is 15, however here you can raise the value even higher to increase actor view distances.
The variables above in SkyrimPrefs. ini control the level of detail of distant terrain, and correspond in part to the Distant Object Detail in-game setting. The maximum values possible in-game are shown above, however you can raise them even further if you wish. As the three fBlock variables are raised, this will provide subtle improvements in the details on very distant terrain, such as mountain tops. The fSplitDistanceMult variable appears to determine the rate at which the LOD transitions occur. As its value is raised, there will be greater detail in the terrain which is slightly closer to the viewer. In any case changing these variables only impacts on more distant terrain, so in many scenes the visible impact will be minimal or not visible at all.
fSkyCellRefFadeDistance=150000.0000 - This variable in SkyrimPrefs. ini effectively controls the distance at which clouds are seen, particularly around mountain tops. As the value is raised, more distant mountains gain clouds around them. Lowering this variable will remove clouds from around mountains, up to and including all of them if set to 0. Altering distant clouds should have a mild performance impact.
.ini Tweaks, Part 4.
General Graphics.
bDisableAllGore=1 - If this variable is added to the bottom of the [General] section of Skyrim. ini and set to 1, it will disable gore-related aspects of the game, most notably the blood spurting out of wounds.
The variable and section above must both be added to the bottom of the Skyrim. ini file and set to 0 if you wish to disable blood splatters appearing on the screen. This does not disable blood spurts which occur when you hit an enemy or are hit; it only disables the red splatter effect which is superimposed on the screen to simulate blood getting in your eyes.
The variable and section above must both be added to the bottom of the Skyrim. ini file and set to 0 if you wish to completely disable the radial blur effect, as described in the Radial Blur in-game setting section earlier in this guide. This may improve performance during combat, but the main reason to disable radial blur is if you simply don't like the effect.
The variable and section above must both be added to the bottom of the Skyrim. ini file and set to 0 if you wish to disable precipitation-based weather effects, which basically means removing snowfall and rainfall. This will reduce realism, but can noticeably improve performance when such weather is in effect.
iMaxDesired=750 - This variable in SkyrimPrefs. ini controls the maximum particle count for particle effects like smog, fog and especially fire and spells. Experimentation revealed only minor changes in most smoke and fog effects, but a very noticeable change in fire (e. g. from torches) and spell effect density. For example, as this variable is raised, the Flames spell shoots increasingly larger amounts of flame from your hand; while at a value of 0, all flame from the spell is removed from view. The screenshot comparison below shows the difference between a value of 0 and a value of 950 for this variable, and the fire on the torch as well as the output of the Flame spell are both clearly affected. Changing this setting may have a notable performance impact around such effects, depending on your system.
Click here for an interactive comparison showing the difference between iMaxDesired 0 and 950.
The variables above in SkyrimPrefs. ini determine the resolution of reflections cast in water. Raising them (e. g. to =1024 each) will subtly improve the detail of any reflections in the water, while lowering them (e. g. to =256 each) will reduce those details. The screenshot comparison shows the difference between 512 and 1024 resolutions, and the reflections are slightly clearer as a result of the higher resolution. This is particularly noticeable on the far right of the shot. The image quality and performance impact is variable based on your system, how much you have selected to reflect in the water in the in-game settings, your Anisotropic Filtering settings, and of course the proximity and size of bodies of water.
Click here for an interactive comparison showing the difference between the two settings.
bAllowScreenShot=1 - If this variable is set to 1 in Skyrim. ini, which it is by default, you can take a screenshot in the game at any time by pressing the PRINT SCREEN (PrtScn) key. Screenshots are stored in BMP format in your \Program Files (x86)\Steam\steamapps\common\skyrim directory.
These. ini tweaks above cover the bulk of the most useful changes you can make to Skyrim. Numerous tweaks were tested and a large number of non-functional or insignificant ones were discarded. All of the tweaks above will work if implemented as shown. Importantly, implement them one at a time and test to see the impact it has on your particular system. Do not simply copy and paste large numbers of tweaks into your. ini file from here or anywhere else.
In the next section we look at other ways of altering Skyrim's gameplay and graphics.
Console Commands.
Unlike the. ini files which are read and implemented at startup by the game engine, the command console is a place where you can dynamically alter aspects of the engine while it is running and see the changes immediately. The main use for console commands is to alter gameplay or interface parameters rather than to do any image quality or performance tweaking. Please note that using these commands does not prevent you from receiving Steam achievements, though some of them are cheats and may spoil your enjoyment of the game. Furthermore, Bethesda advises that console commands can potentially break quests, dungeons and saved games by leaving the world in an "invalid state," and that the use of commands may result in saved games becoming incompatible with future patches.
To access the console in Skyrim, start the game and then press the tilde.
key, found above TAB, to the left of the 1 key, and/or below the ESC key on most keyboards. This will open the console prompt near the bottom of the screen. The game will pause while the console is open. You can use.
to close and reopen the console again at any time.
To execute a command, simply type it at the prompt along with appropriate value(s) if required, then press Enter. You will get confirmation of a successful command. A command typically has a short and a long form, and using either is fine. For example, you can type either ToggleCollision or TCL to turn object collision on or off. If a value is required, type the command, followed by a single space, then the value. For example, to change your field of view to 90 degrees, type the following in the console and press Enter: FOV 90 and you should see the impact immediately. Type FOV again with no value and it will reset to its default.
Some console commands require that you specify a target. To do this, first open the console, then left-click on the relevant character or object and you will see a code appear in the center of the screen. You may wish to note this code somewhere, but in most cases it is simply used as a confirmation that you have selected something. Now you can execute a relevant command and it will affect the selected object or character.
There are numerous console commands possible in Skyrim, however the bulk of them are designed for developer debugging and testing purposes. A shorter list of the most useful console commands is covered in more detail below:
FOV <degrees> - This command allows you to alter your Field of View (FOV), which is how many degrees of the game world you can see at once on your screen. Enter a value in degrees for the command and it will take effect immediately. Type FOV by itself to return to the default field of view. Once you have settled on a satisfactory FOV value, to permanently alter the Field of View in the game, see the relevant variables that must be implemented in the. ini tweaking section of this guide.
Showracemenu - This command will open the character creation menu which was used when first creating your character at the start of the game. This allows you to alter your existing character's race, gender, and appearance. Changes to your appearance are fine, but changes to race may cause glitches, so save your game before using this command just to be safe.
Set Timescale to <Rate> - This command will change the rate at which time passes in the game world. The default is 16, and you can speed up time by raising it, or assign a lower rate to slow down the passage of time. For example, try using Set Timescale to 5000 to implement a time-lapse effect.
Disable <target> - If you want to remove an object from the game world, select it then enter the Disable command and it will disappear. You can use the Enable command to make the last object you disabled reappear again.
Kill <target> - To kill any character or creature, select it and then type this command and it will instantly be killed. To kill multiple characters/creatures who are nearby at once, use the Killall command. To bring any dead character back to life, select it and use the Resurrect command . This is also useful if your NPC companion is accidentally killed by friendly fire, for example.
Stopcombat <target> - When used against a specified character you are fighting, this command will make them immediately stop combat and put away their weapon. This is useful if you've accidentally hit a friendly character and they don't accept the usual yield gesture.
TAI - This command toggles the advanced Artificial Intelligence (AI) in the game on or off. When switched off, characters and creatures will either do nothing or perform their last action repeatedly. If a character or creature becomes aggressive towards you, they will still attack you, in which case you need to use the TCAI command to toggle combat AI on or off accordingly. A combination of TAI and TCAI will essentially disable most characters and creatures, but note that using TAI can result in some odd control and gameplay quirks and is not fully effective at disabling AI. If you just want to avoid being seen by characters or creatures, you can use the TDetect command instead to toggle detection on or off.
TCL - This command will toggle the collision system. When collision is turned off, your character can fly around the game world and go through any solid objects. This command is of greatest use if you become stuck in the landscape and want to quickly dislodge yourself.
TFC - This command will toggle the fly camera. It is similar to the TCL command, however fly cam moves much faster, and your character will also not move from their actual location. This is most useful for quickly examining the surrounding area for example.
TG - This command will toggle all grass on or off, which allows you to temporarily disable grass in areas where you are experiencing a slowdown for example. It can be a better alternative to permanently removing all grass from the game.
TGM - This command allows you to toggle God Mode on or off. When God Mode is enabled, you cannot be hurt or killed. Your health, magicka and stamina bars will not deplete any further. Alternatively, you can use the TIM command to toggle Immortality Mode, which will allow you to play as normal, and your health, stamina and magicka bars will drop, but you cannot be killed; your health bar will always stay just above the minimum.
FW <code> - This command will force the weather in the game world to that which you specify using this list of Weather ID Numbers. For example, the command FW 10a241 will force a storm to appear.
Unlock <target> - You must first target a particular door or chest, and then by using this command you can automatically unlock it. To lock any door or chest again, target it and use the Lock command.
Movetoqt <code> - This command will move you to the relevant target of any particular quest, allowing you to complete that quest faster. See this list of Quest IDs and enter the relevant code for this command.
PSB - This command will instantly add all spells, shouts and words to your spell book.
Player. AddItem <code> <quantity> - This command will add the specified item to your inventory in the quantity you enter. You will need to use these lists of Item Codes or Item Codes by Category. For Gold simply use the code F, and for Lockpicks use the code A. For example, to add 10,000 gold to your inventory, type Player. AddItem F 10000 . To add 5 steel maces to your inventory, type Player. AddItem 00013988 5 and so on. There will be text messages confirming additions to your inventory.
Player. Placeatme <code> - This command will summon any character from Skyrim in front of you. You will need to use this NPC ID List to determine which code to use. You will also need to close the console before the summoned NPC actually appears.
COC <location> - This command will teleport you to the location specified. You can either use a location code, or the location name, using this Location List. For example, the command COC Riverwood will teleport you to the village of Riverwood near where you started the game.
QQQ - This command will fast quit the game straight to the Windows Desktop, bypassing the prompts which appear when using the normal Quit option.
Changes through console commands will not remain in effect if you quit and restart the game. Some changes will remain in effect if you save your game or if the game is auto-saved. For this reason it is recommended that you create a manual save point before experimenting with console commands. If after experimentation you settle on any commands you wish to use every time you play, you can do this automatically with a batch files.
Create a new text file and give it any name you wish, e. g. commands. txt . Edit the file and enter each console command on a separate line. Below is an example of the contents of such a batch file:
Set Timescale to 1.
Save the text file and move it to your \Program Files (x86)\Steam\steamapps\common\skyrim directory. Start Skyrim, load up a saved game, and to execute the contents of your batch file open the console and type Bat <filename> . In this example, we would type Bat commands to automatically execute the three console commands in the commands. txt file.
Mods & Graphics Driver Settings.
Bethesda Game Studios' role-playing titles are renowned for their ability to be modded, and Skyrim is no different. The Creation Kit, a free software development kit (SDK) that allows players to modify almost every aspect of the game, has now been released and is available for download under the Tools section of your Steam library. It allows the creation of a variety of mods including brand new quests, radically different gameplay elements and a whole lot more, which will keep the game alive and kicking for many years to come. Furthermore, Bethesda has integrated Skyrim with the Steam Workshop, allowing players to download and install user-made mods directly to their computer in a safe, easy, and efficient manner/.
This section aims primarily to make you aware of mods, and not as any listing of recommended or necessary modifications. In fact no mod is necessary at all; the game as it stands is already excellent, so if you don't feel comfortable using mods, then you shouldn't feel it to be essential. Indeed, since they are all unofficial and user-made, mods also carry the risk of imposing unexpected bugs or performance issues. On the other hand, judicious usage of a few mods can help you get Skyrim looking and feeling more to your liking.
A key official modification for Skyrim which is highly recommended is the free High Resolution Texture Pack released in February. This 3.1GB pack improves the resolution of textures throughout the Skyrim game world, however be aware that it may reduce performance and increase loading times. It is best used on systems with a quad-core CPU, 4GB or more of RAM, and at least 1GB of Video Memory.
Aside from the Steam Workshop, another good location for Skyrim mods is Skyrim Nexus, with a wide range of free mods available for download. Browse through the ever-growing list there, and be sure to read the details and user feedback on the mods which interest you before installing anything. Some popular mods that you can try include:
One general mod worth singling out is the FXAA Post-Process Injector. This mod is not unique to Skyrim, and it allows you to add a range of subtle or not-so-subtle effects to the game, including adjustment of bloom effects, sharpening and color grading. This gives you finer control over the general atmosphere and tone of the Skyrim game world.
Another mod which works in a similar manner to the FXAA Post-Process Injector is the SMAA Injector, which adds a form of post-process line smoothing known as Subpixel Morphological Antialiasing (SMAA). This type of AA can reduce jaggedness throughout the scene without the blurring which accompanies FXAA, and without the performance hit of MSAA.
If existing Skyrim mods don't catch your fancy, be prepared to see literally hundreds of new mods popping up on almost a daily basis. Once again though, modding Skyrim is an option and not a necessity, and if you run into problems with Skyrim, begin your troubleshooting by disabling all your mods first.
Graphics Driver Settings.
There is one more method which allows us to further adjust the graphics fidelity in Skyrim: the graphics card driver settings as controlled through the graphics card's control panel. Various settings and effects, not supported by default by Skyrim, can be forcibly enabled through this control panel, and these are covered in this section. First make sure you have updated to the latest available graphics drivers as covered at the start of this guide.
Improved Anisotropic Filtering.
Anisotropic Filtering is covered under the relevant section earlier in this guide. It can be implemented up to 16 Samples (16x) using the Advanced Options in Skyrim's Launcher. However for those who want the very best Anisotropic Filtering quality, there is a better alternative: disable the in-game Anisotropic Filtering setting, and instead apply AF through your graphics card's control panel.
For NVIDIA users, follow these steps:
Open the NVIDIA Control Panel, and under the 'Program Settings' tab select 'Elder Scrolls 5: Skyrim' in the first box. If you can't see it in the list, uncheck the 'Show only programs found. & # 39; box then try again. Set the 'Texture Filtering - Quality' option to 'High Quality'. For the 'Anisotropic Filtering' setting select your level of AF; 16x is recommended. Click the Apply button. Launch Skyrim and click Options, then set the Anisotropic Filtering option to Off there and click OK.
Now start Skyrim as usual, and you should notice much sharper textures, particularly in the distance.
Click here for an interactive comparison showing the difference between the default Anisotropic Filtering and NVIDIA's High Quality Anisotropic Filtering.
The screenshot comparison above shows the difference between the in-game 16 Sample AF setting in Skyrim vs. forced 16x AF in the NVIDIA Control Panel. The water surface is much more detailed, and distant objects such as the mountains and the stone building on the top left are more defined when using the Control Panel method. The performance difference between these methods should be minimal at best.
Transparency Antialiasing.
Similar to Anisotropic Filtering above, it is also possible to force different types and levels of Antialiasing on Skyrim through the graphics control panel. Let's look at Transparency Antialiasing (TRAA), which is an option not available within Skyrim. This form of Antialiasing smooths out jagged lines on transparent textures, typically affecting foliage and objects with bright edges or see-through portions.
For NVIDIA users, follow these steps:
Open the NVIDIA Control Panel, and under the 'Program Settings' tab select 'Elder Scrolls 5: Skyrim' in the first box. If you can't see it in the list, uncheck the 'Show only programs found. & # 39; box then try again. Set the 'Antialiasing - Transparency' option to 2x, 4x or 8x Supersample; Multisampling Transparency Antialiasing currently causes glitches as discussed further below. Click the Apply button. Launch Skyrim and click Options, then make sure the Antialiasing option is set to any level other than Off there and click OK.
Multisampling TRAA should not be used in Skyrim, because this causes a glitch whereby some portions of solid objects, such as other characters or creatures, become see-through. The main options are various levels of Supersampling TRAA.
Click here for an interactive comparison showing the difference the least and most demanding, tweaked anti-aliasing options, and here for an animated comparison showing each setting.
The screenshots above compare normal 8 Sample AA in Skyrim with no Transparency Antialiasing, then with the addition of Multisampling TRAA, and then 2x, 4x and 8x Supersample TRAA as forced in the NVIDIA Control Panel. As you can see, progressively higher levels of Transparency Antialiasing smooth out the jagged portions of the shrub to the left, and the trees to the right, and this is much more obvious in-game where jagged foliage will shimmer slightly without any TRAA. The performance impact of Multisampling is not major on most medium-level systems, and 2x TRAA is acceptable on high-end machines. However 4x and 8x Supersample TRAA will really tax performance, especially at higher levels of in-game MSAA and at Ultra settings.
Ambient Occlusion.
Ambient Occlusion (AO) is a technique used to create more realistic shadowing from ambient lighting, and is described in more detail in this guide. There is no in-game option to allow AO in Skyrim, but once again it can be forced on by NVIDIA users in the graphics driver settings. Note that if you experience shimmering, artifacting or other graphical oddities when enabling AO, either disable it, or consider using the Quality mode which can reduce these issues.
Gamers with NVIDIA graphics cards and R290 drivers can readily enable Ambient Occlusion via the NVIDIA Control Panel:
Open the NVIDIA Control Panel, and under the 'Program Settings' tab select 'Elder Scrolls 5: Skyrim' in the first box. If you can't see it in the list, untick the 'Show only programs found. & # 39; box then try again. Set the 'Ambient Occlusion' option to Performance or Quality - see the screenshots further below for a comparison. Click the Apply button. Launch Skyrim.
For greater control over the level of Ambient Occlusion, you can use the free NVIDIA Inspector utility which allows us to alter the NVIDIA driver profile for Skyrim.
For NVIDIA users, follow these steps:
Launch NVIDIA Inspector and click the small 'Profile Settings' button at the end of the 'Driver Version' 선. Click the Profiles drop-down box and select 'Elder Scrolls 5: Skyrim'. Edit the 'Ambient Occlusion compatibility' setting and select the '0x00000003 (Fallout 3)' profile. Under the Common section, set the 'Ambient Occlusion usage' to Enabled. Set 'Ambient Occlusion setting' to your preferred AO mode; Performance is recommended. Click the 'Apply changes' button at the top right. Launch Skyrim as normal to see the changes.
Click here for an interactive comparison showing the difference between Off and High Quality, here for further examples of Ambient Occlusion in Skyrim, and here for an animated comparison showing each setting.
Using this method, Ambient Occlusion can be forced in Performance, Quality and High Quality modes. The visual difference is demonstrated in the screenshots above, and as you can see, the change from no AO to using Performance AO is substantial. The grass, trees, rocks and character all get rich additional shadowing, with a relatively mild performance impact. Quality and High Quality refine the shadows slightly in turn, but come at a very hefty performance cost, and hence are generally not recommended over Performance mode.
If you wish to undo any of the changes you've made to your graphics driver profile using NVIDIA Inspector, click the green NVIDIA logo at the top of the utility and it will restore the profile to its defaults. Similarly, in the NVIDIA Control Panel, click the Restore button at the top right of the Elder Scrolls 5: Skyrim profile to do the same thing.
결론.
Skyrim provides a deep and involving game world for those willing to invest the time to immerse themselves in exploring its many secrets and quests. Avoid the temptation to rush through the game, and enjoy a rare open-world treat in these days of short, tightly-scripted gameplay.
In terms of overall performance, Skyrim requires both a good GPU and CPU for a consistent framerate when using high-end settings. At times Skyrim can be quite CPU-limited, so in some areas you will experience unavoidable slowdowns, particularly on low-end CPUs. However as of the 1.4 patch onwards, performance in CPU-limited areas has been significantly improved. On the flip side, the benefit of this CPU limitation for those who have powerful GPUs is that you can increase the visuals quite a bit without a major loss in FPS. However, certain new graphical aspects of the Creation Engine that powers Skyrim are very performance-intensive, such as the Shadow Detail setting. Shadows, along with Antialiasing, are the first two settings you should consider lowering on struggling systems. The rest is primarily a matter of personal taste, and of course for those willing to experiment, advanced tweaking allows you more precise control over the tradeoffs you wish to implement to get a better balance between performance and image quality.
If after reading our guides you're still having difficulties with the game, or need gameplay or quest tips, or just want to know more about upcoming patches and DLC for Skyrim, check the Official Skyrim Forums.

brexit에서 이익을 위해 스톡 옵션을 사용하는 방법.
Easy forex australia review.
Skyrim video options fxaa.
Options updated at 3: Browse files Categories New today New recently Latest files Top files Tag search Files of the month Files without tags Add a file Manage your files Manage files you have access to Tracking centre Download history. View images Top images Supporter images Top supporter images Add fxaa image Manage your images. View videos Top fxaa Playlists Add video video Manage your videos Import from YouTube Manage your playlists. Download Guides Tutorial video Open beta forums Report a bug. Homepage Games list Manage favourites. Skyrim Files Images Video Forums Tags Actions. My personal color scheme. High contrast, bright skyrim, low video noticeable bloom lighting. Intense particles, all details greatly sharpened and enhanced. Bright days, mild nights, vivid dungeons. Everything is more intense and detailed. I've tried every other setting out there, and in the end, this is the one I settled on. From me to you, good hunting, Dovakiin. Nexus didn't let me upload my screen shots for some reason -- download the before and after archive options see screenshots. Run the FXAA installer. Open the FXAA tool. Set the sliders to the values specified in the. I highly recommend Mygoodeye and Gophers Dynavision Dynamic Depth of Skyrim with this setting. It creates some remarkable visuals. Upload images options you like this setting. We all deserve a pretty Skyrim!! Site News About us Statistics RSS feeds Contact Staff Privacy Terms fxaa conditions Unban requests DMCA Wiki Nexus Wiki Using the Nexus sites Skyrim Articles. Files Index Updated today Updated recently Latest files Top lists Tag search Files of the month Add new file Manage your files Tracking centre Download history. Image Library View images Top images View supporter images Top supporter images Add images Manage images Video Library View videos Top videos Add videos Manage videos. Community Register Login Skyrim Chat Top Members Support Follow us options Twitter Video us fxaa Facebook Steam community Go premium.
SKYRIM vs. SKYRIM Special Edition : Performance/FPS.
3 thoughts on “Skyrim video options fxaa”
The effect of benevolence will increase as the relationship between the parties grows closer.
And then there was the lie about where Chelsea was in New York, when the World Trade Center went down.
Try to make yourself feel as good as possible before heading in to work.

PC 게이머.
Just how special is the Special Edition?
I've been messing around with the Skyrim Special Edition this evening, and along with comparing how it looks to the (unmodded) original, I've also got some information on the available settings and how well it performs. (You might also be interested in knowing how the Special Edition works with existing saved games and mods.)
Here's a look at the settings:
You can see there are three options for anti-aliasing: None, FXAA, and TAA. In other words, high, low, or off. There are tickboxes for screen space reflections, ambient occlusion, precipitation occlusion, snow shader, lens flare, and 64-bit render targets.
The in-game settings menu provides sliders for the fade distances of things like NPCs, items, objects, and grass, and there's also a depth of field slider.
One thing that stands out sort of immediately: there's no FOV slider. You can quickly adjust the FOV while playing by opening the console (
) and typing, for example, "FOV 90 90" or "FOV 110 110" (no quotes) but the absence of a slider is a bit perplexing considering the fact that the functionality is already there and has been for years.
As with the original Skyrim, Special Edition has a cap of 60 fps, though I get that 60 fps almost constantly on my GeForce GTX 980. Everywhere I go, whether running through the woods, riding across the plains, and even in Solitude where I started a fight that resulted in about a dozen guards and citizens all whomping on me at once, both indoors and outdoors, I never lost more than a few frames, and then only momentarily. It's been a smooth ride so far.
Which isn't to say this isn't still a Bethesda RPG. While the visuals have been improved, Skyrim is still Skyrim and the bugs and glitches that shipped with the original game are still there. Above, you can see the opening sequence, and how a random horse winds up getting in the way of the actors who are busy trying to execute me.
The horse became such a problem that the sequence stalled before the dragon could show up, so we all just stood around staring and waiting. After several minutes it was clear Mr. Ed wasn't going to be moved, so I had to restart. Skyrim! It hasn't changed much after all.
Finally, let's take a gander at how the Special Edition actually looks.
The images below were taken using the same saved game, first taking a screenshot in the original Skyrim, saving the game there, then transferring the save file to Skyrim Special Edition and loading it. So, what you're seeing is me standing in the same spot at the same time of day with the same weather conditions in both games. The image from classic Skyrim is on the left, and Special Edition is on the right. A handy slider lets you compare them.
This was taken near Riften, and you can see the colors in Special Edition are much richer. The sky is more blue and the yellow of the leaves is brighter. The water looks less greasy and oily as well.
Here's a glance toward Solitude, and in addition to slightly lusher plants and considerably bluer skies, you can see some additional details on the buildings, particularly the windmill in the top left corner. The lighting looks much better as well: it feels much more like actual daytime.
Here's the waterfall near Dragonbridge. Again, the skies are a much deeper blue, trees in the far distance look a trifle less cartoony, and the lighting of the landscape in the background gives more feeling of depth than the original.
Sunrise outside Markarth. Again, improved lighting makes the details of landscape in the distance, as well as the horse and cart, much easier to see. And we can also see some added details here and there, like the foliage along the staircase and cobblestone path.
It appears there haven't been improvements to the character models—they're still pretty uggo—though they look a bit better under the improved lighting. You can also see a few little bits of added foliage along the road.
Below, the images can be enlarged individually for a closer look.
권장 사항.
전리품 상자 논쟁이 2017 년에 게임을 형성 한 방법.
올해의 게임 시상식 2017.
최고의 무선 게임 마우스.
최고의 게임 노트북 - 2017 년 12 월.
최고의 그래픽 카드 - 2017 년 12 월.
최고의 Max-Q 노트북.
최고의 RGB LED 조명 키트.
SpellForce 3 리뷰.
안녕하세요 이웃 검토.
Opus Magnum review.
Gang Beasts 리뷰.
브리지 생성자 포털 검토.
PC 게이머 뉴스 레터.
Subscribe to get the best content of the week, and great gaming deals, as picked by the editors.
스팸 메일 없음, 우리는 약속합니다. 귀하는 언제든지 탈퇴하실 수 있으며 귀하의 허락 없이는 귀하의 정보를 절대 공유하지 않을 것입니다.
PC 게이머는 국제 미디어 그룹이자 디지털 출판사 인 Future plc의 일원입니다. Visit our corporate site.
&부; Future US, Inc. 1390 Market St, Suite 200, San Francisco California 94102.

Comments

Popular Posts