Talk:Bethesda Tutorial Optimization

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More about portals[edit source]

I think a little more information about portals would be good. For instance, I had a fun time trying to align the portals properly until I figured out that the easiest way (for me) to do this is to rotate and stretch the y-axis in the direction that I wanted the portal to go. Simply trying to grab the portal and move it (like any other object) usually resulted in one of the axises being stretched, and no portal movement (I can elaborate a little more if this doesn't quite make sense)

Also, I felt that it wasn't quite clear what would happen if you were in room A, looking through a portal to room B, which also had a portal to room C. My observation is that you can see through all portals in your line of sight.--Electrosheep 16:50, 21 February 2012 (EST)

Replacement With NorHallBg1wayStairs256[edit source]

Has anyone tried this with the example plugin? With the above replacement the sides of CaveGLWallDoorLB01 clip through the floor at the top of the stairs and a nasty seam on the left (going up). Also part of the CaveGLRoomWall02 clip through the stairs (which had to be flipped from the paste). But to adjust the actual floor of the cave to match the top of the stairway is best done after removing CaveGBoulderL01, CaveGCliffs01, CaveGDirtMound01, CaveGCliffs01, CaveGLWallDoorLB01, NorPlatBgCorOut01, NorPlatBgWall02, CaveGBoulderPileS01, and then putting in a bunch of new stuff to fit. In any case the offending CaveGLRoomWall02 could be kept at its original height- or even ditched.--Lmstearn (talk) 2014-12-24T10:19:10 (EST)

Alternative to FRAPS[edit source]

Strongly recommend the Skyrim Performance Monitor[[1]].--Lmstearn (talk) 2014-12-26T08:58:29 (EST)

Optimization (Lite)[edit source]

Many modders & gamers run significantly more powerful rigs and there is much talk of increasing ugrids, textures and LOD quality in exterior cells. Perhaps there should be a rejig of the tutorial to allow for optimization only in specific situations. e.g Large rooms containing many monsters, lots of water/flicker animations, very long (and multiple) sight lines in the frustrum etc.--Lmstearn (talk) 2014-12-27T07:27:29 (EST)

Graphical Anomalies[edit source]

Like the tutorial states, the room markers must fit perfectly. In the poster's case the boxes appear fine but getting a "see through" effect at a certain angle in an area adjacent to the portal from the room that was linked to the same portal.--Lmstearn (talk) 2014-12-30T06:21:06 (EST)

Having done absolutely nothing to the markers or portals, the graphical anomalies have disappeared "on their own accord" perhaps due to a memory caching problem.--Lmstearn (talk) 2014-12-31T23:17:27 (EST)
HWG answering my own posts again: the anomalies occur from an in-game load, all is fine when loading from the intro.--Lmstearn (talk) 2015-01-02T07:59:14 (EST)