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Skidrim remaster (Skyrim) get's it's requirements printed.

I feel this release is very misleading. It's not as much an "HD" remaster as slight reshading with heavy texture softening (blur). They've also changed the color of the lighting a lot in many scenes, and added a lot of foliage, but it far from comes off as primarily a higher res remaster like they make it sound.

IMO you're better off with mods.


When I do up my Skyrim, it has high resolution textures, Maatso DoF (very slightly), pseudo ambient occlusion (modified ENB without all the bloat)and some sweetfx(SMAA,Sepia, little tone mapping).
Graphically speaking that's enough. From what I can see in the remastered version it comes pretty close. Add on some gameplay mods like more random encounters and creatures, and we're good!
 
well ... so, they added 64bit and DX11 code path but... the remaster, on many aspect, looks worse than even a vanilla Skyrim (C.F.: the comparative video), then actually it's a console update... (oh well what's free is free)

btw... unless you have a verrrryyyy "potato" PC, even heavily moded Skyrim was still running smoothly enough, my rigs is did play Skyrim range from the C2D E8500 4gb DDR2 800 7870 GHZ to my actual rig, passing by a diverse configuration like a Phenom II X6 955 8gb DDR3 1333 GTX 460, a FX6300 16gb DDR3 2400 R9 270/290 a i3-4130T (2c/4t 2.9ghz) 8gb DDR3 1600 GTX 860m (750Ti) and the older or weaker are even under the minima for the remaster... (talk about low IPC for some ...)


not a "granted" ... and if the author don't wan't to rework a non compatible mode, no biggies the remaster is not needed :laugh:


i meant IF the remaster does not look better, as a DX11 64bit game compared to a DX9 32bit one, then ... what did Bethesda do... monkey work? if you look the screens i posted, i.e.: water rendering: from classic to remaster, they claim "new water shader" and you see some vapor added on the stream (actually the river look less ... "alive" in the remaster than in the vanilla) you actually see that the water on my shot looks better and also have vapor.

actually the remaster is like i concluded a little above in that post, a console update, to make it look almost as it is for PC since the beginning.

@Vayra86 actually most MMO are same type, boring gameplay (click monster=>activate skill/spell=>deal with the parry/dodge/resist/hit=>click new monster) and interesting lore/background (exceptions apply like Tera/Blade & Soul/Black Desert, i don't know what type of target system ESO use :laugh: ).
If you play for gameplay, then maybe you played TESV wrong ... because even for Magic or close range there is more than what i described above, granted Archer is the most interesting play type, actually my only grief was the rendering in 1st person which can be corrected in some way, just as many other flaw (excepted the progression and experience, but that flaw is minor) can be corrected, and you don't need 19718579015681 mods, just the necessary up to 255 of them :laugh: ;) for me it's an ENB (not counted into mod count) around 43 textures/shader/mesh mods (including npc and pc mesh/tex) 1 or 2 housing mod, ~10 armor/weaponry (new type, lore friendly or not and remodel) and ~200 follower mods :laugh: (standalone basic, fully custom voiced, story driven type... etc)

yep that game is not for you, tho that does not make it like you describe it, even Morrowind is "meh" today it was seeming it had more depth and mystic side because it was back in 2002,... Alduin versus Dagoth Ur? actually Dagoth was more looking like a marionette, than a actual boss.


bottom line: it's the community and the modders who make skyrim, not Bethesda (Oblivion was same and Morrowind too )

Obviously then you have not pushed Ugrid to load to 11 to 13 with Datgrass. Even gpus like the GTX 980 struggle. DX11 / 64bit without those limitation means those mods are now no longer oooh pretty screenshot mods and should be 100% usable now. But hey i don't expect you to understand why the new code path is exciting. You like to say its all about the modders making the game. Well I am a modder and I do produce content for Bethesda games. The fact is the updated game engine actually makes things easier. Its not confirmed yet but with the updated code path it may be possible to utilize Tessellation (game engine now supports but in game assets do not use it.) That said we modders might be able to make use of Tessellation in Skyrim since God Rays make use of tessellation it should be possible to add that to armor / rocks / buildings etc with displacement maps which could do far more for the looks of the world than many would think. In fact due to how tessellation works the environment and converted assets in theory could all be made to look better using tessellation without the added performance hit that comes from insanely high poly count models. As tessellation at render time based on distance actually is more efficient than just high poly models used currently. As such the new remaster version should allow for more mods, higher texture resolutions, higher ugrids to load (ie draw distance) possible tessellation and displacement mapping etc.
 
This might make me want to play skyrim again, I hate the lag and stutter with all the mods I had, I hated having to load those mods and update them. I hate having to figure out which order to load mods in. Sometimes when one mod depended on another mod to work right, you had to wait for both to be updated from the modders.

The tools are better now or should be. I do think they should have written in some dx12 support, but we cant have it all from Bethseeda, the copy and past company, that brought you the Fallout and Dragon Age series.
 
Obviously then you have not pushed Ugrid to load to 11 to 13 with Datgrass. Even gpus like the GTX 980 struggle. DX11 / 64bit without those limitation means those mods are now no longer oooh pretty screenshot mods and should be 100% usable now. But hey i don't expect you to understand why the new code path is exciting. You like to say its all about the modders making the game. Well I am a modder and I do produce content for Bethesda games. The fact is the updated game engine actually makes things easier. Its not confirmed yet but with the updated code path it may be possible to utilize Tessellation (game engine now supports but in game assets do not use it.) That said we modders might be able to make use of Tessellation in Skyrim since God Rays make use of tessellation it should be possible to add that to armor / rocks / buildings etc with displacement maps which could do far more for the looks of the world than many would think. In fact due to how tessellation works the environment and converted assets in theory could all be made to look better using tessellation without the added performance hit that comes from insanely high poly count models. As tessellation at render time based on distance actually is more efficient than just high poly models used currently. As such the new remaster version should allow for more mods, higher texture resolutions, higher ugrids to load (ie draw distance) possible tessellation and displacement mapping etc.
all my draw distances are at max slider (with flora overhaul and other high poly mods)

i know ... new code path and the 64bit will give Skyrim a better stability and performances, i perfectly understand that and since it's free i am not bitching about it, i am just saying that the Remaster bring nothing on the table aside of that... lucky for me the modders will always make the difference (the comparative trailer show it ... the remastered is uglier than the original, imho, ok some mods and poof no more issues, just like the original :laugh: ), and i will rejoice once all my favorites mods will be compatible with the Remastered ed.

This might make me want to play skyrim again, I hate the lag and stutter with all the mods I had, I hated having to load those mods and update them. I hate having to figure out which order to load mods in. Sometimes when one mod depended on another mod to work right, you had to wait for both to be updated from the modders.

The tools are better now or should be. I do think they should have written in some dx12 support, but we cant have it all from Bethseda, the copy and past company, that brought you the Fallout and Dragon Age series.
well ... for load order : LOOT never had any issues with it since i started skyrim, fully loaded all setting maxed i had none of my rigs that couldn't run it at a acceptable framerate (save for the i3 rig that needed some little tweak, like no HD textures pack or no S.M.I.M, but still ran fine with UNBleak ENB) ok sometime a little fps dips but rarely a stutter.

i am a "mod it until it crash" type ... figuring out issues does not bother me.
 
all my draw distances are at max slider (with flora overhaul and other high poly mods)

i know ... new code path and the 64bit will give Skyrim a better stability and performances, i perfectly understand that and since it's free i am not bitching about it, i am just saying that the Remaster bring nothing on the table aside of that... lucky for me the modders will always make the difference (the comparative trailer show it ... the remastered is uglier than the original, imho, ok some mods and poof no more issues, just like the original :laugh: ), and i will rejoice once all my favorites mods will be compatible with the Remastered ed.


well ... for load order : LOOT never had any issues with it since i started skyrim, fully loaded all setting maxed i had none of my rigs that couldn't run it at a acceptable framerate (save for the i3 rig that needed some little tweak, like no HD textures pack or no S.M.I.M, but still ran fine with UNBleak ENB) ok sometime a little fps dips but rarely a stutter.

i am a "mod it until it crash" type ... figuring out issues does not bother me.

Yeah exactly your using the max the game allows via Settings you can double or triple the view distance / render distance via Ini edits. Currently Skyrim is limited by addressable memory even 32bit LAA doesnt solve it. Shadow distances suck balls too no matter what settings are used.
Default is 5 in Fallout 4 I can push Ugrid 13. Basically while Skyrim vs Remaster seems from screen shots to be meh. The benefits people dont seem to realize are HUGE. Try running a higher Ugrid + grass density mods and just about any rig will epic tank on FPS due to the limitation of DX9. What I am trying to get across is while this is just a money grab on console by bethesda the by product for PC users will result in a Skryim Remaster that lets modders push the game even further. Will it be a night and day difference? no but the good news is the newer DX11 code path in the Gamebryo / Creation Engine actually suffers from less stutter / frame pacing problems of the older engine. Its still present but to a much lesser extent. So thats helpful as well.
Skyrim-Ugrids-Comparison.gif


5097247-1359846336.jpg
 
well ... so, they added 64bit and DX11 code path but... the remaster, on many aspect, looks worse than even a vanilla Skyrim

Agree completely.
 
So why didnt they code for dx12?
 
So why didnt they code for dx12?
Because Gamebryo / Creation engine has not been updated to utilize DX12. It got a DX11 update a bit before Skyrim but DX12 is still AWOL.

Bethesda bought a license to Gamebryo. That License includes updates but also allows them to make changes. When Skyrim came out Gamebryo / Creation technically had a DX11 code path but Bethesda did not implement it. With Fallout 4 That code path was implemented from day 1. Currently all The Remaster really is is Skyrim in the FO4 engine. Until the Original Gamebryo gets a proper DX12 code path bethesda games wont use. So for DX12 your gonna have to wait till the next Elderscrolls game / Fallout game even then they might not use DX12.
 
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oh well ... preloading ...
SSE.jpg

wait and see ... confirmation of my hope (and fear) on the 28th 2am.
 
well ... not bad ... still look to vanilla ish to me but there are already some mods ported ... (oh well as long as it's not a BSA packed mod normally older mods should work ... wait and see )

need some extensive testing but NMM has been updated for SSE and well ... "mod it until..." ya know, let's start right now! (still my modded original is better ... for now )
20161029111908_1.jpg
 
Yeah, seeing tons of "If you use mods, skip SSE".
 
Yeah, seeing tons of "If you use mods, skip SSE".
well ... until mod community take interest (it won't be long i guess ) i stay on original (plus it looks better :laugh:)

although yes ... more stable ... but what's the point if i can't have it like my original one :D

forgot to add: as long as it's not a BSA, use SKSE/FNIS extensively or rely on other things of the kind :laugh:
 
well ... until mod community take interest (it won't be long i guess ) i stay on original (plus it looks better :laugh:)

although yes ... more stable ... but what's the point if i can't have it like my original one :D

forgot to add: as long as it's not a BSA, use SKSE/FNIS extensively or rely on other things of the kind :laugh:

Agreed. For a maxed out to the game engine limit modder(255), this brings nothing for me. I've got a perfectly stable and beautiful game, and without all that extra content, I don't want to play SSE.

BTW, I can reach the mod limit stable on a 32-bit game because I run my graphical mods through a base ENB (with ENB merely acting as the graphics engine, so to speak, without influencing the graphics mods), using VRAM only instead of RAM and VRAM to load textures and effects.

They have put lipstick on a pig to make it look nicer, but it is still the original game with 1/3 of the content that I am running. Thus, it's still a pig. :)
 
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Something which I did notice when I first started playing SSE was that they've changed quite a few of the sound effects (or at least I believe that this is the case) and personally, I find it runs a lot better than the original whilst looking better. I currently don't have the time to mod it and get it all working, but I'll make an update when I do get the time
 
Something which I did notice when I first started playing SSE was that they've changed quite a few of the sound effects (or at least I believe that this is the case) and personally, I find it runs a lot better than the original whilst looking better. I currently don't have the time to mod it and get it all working, but I'll make an update when I do get the time
luckily you wrote "personally" because for me it's only "runs better" (and not a lot ... my original is stable but i did work a lot on it ) and looks exactly the same (minus some extra effect that my original already had since a long time ) ofc it looks and run better than vanilla original i reckon ... but just like that, if it's not like that:
Agreed. For a maxed out to the game engine limit modder(255), this brings nothing for me. I've got a perfectly stable and beautiful game, and without all that extra content, I don't want to play SSE.

BTW, I can reach the mod limit stable on a 32-bit game because I run my graphical mods through a base ENB, using VRAM only instead of RAM and VRAM to load textures and effects.

They have put lipstick on a pig to make it look nicer, but it is still the original game with 1/3 of the content that I am running. Thus, it's still a pig. :)
it's not Skyrim for me :D it's Bethesda fugliness incarnate ;) (my only grief on ESO ... no graphical and model modding, nothing like model swap or advantageous mods, just better model and effect :laugh: )

in the end ... only 64bit is a real asset, the rest is inferior to what the modding community already did ... (and it come from a AAA studio? :laugh: )
 
They have put lipstick on a pig to make it look nicer, but it is still the original game with 1/3 of the content that I am running. Thus, it's still a pig. :)

Was there a jab at third wave feminism in there somewhere.... I think I see what you did..



Guys, stop saying bad things about this..I want to try it with an open mind!
 
Guys, stop saying bad things about this..I want to try it with an open mind!

I've said all I wanted to say. :) I look forward to your observations!
 
My biggest impression from the above comparison is that they've made Skyrim a somewhat brighter place which doesn't really fit the atmosphere of a ES game for me so I will pass.

Anvil in Oblivion was rather nice. Remember walking on a balcony in the morning, seeing bright sun. It was beautiful. Whole Oblivion was very sunny in general. Opposed to cold region from Skyrim...
 
if i alt tab out of the game, i lose all in game audio. anyone else get that?
 
if i alt tab out of the game, i lose all in game audio. anyone else get that?

Nah, did few times, it kicked back in... fix your PC :P
 
Anvil in Oblivion was rather nice. Remember walking on a balcony in the morning, seeing bright sun. It was beautiful. Whole Oblivion was very sunny in general. Opposed to cold region from Skyrim...

Rej I think he means in what are meant to be darkened scenes, it's overtly bright ; similar to Fallout 4 indoors with those insane lights. I am looking now to see if there's a small mod that addresses this. The whole idea of using SSE was so I wouldn't have to make such adjustments in the first place.
 
I installed this yesterday, set to Ultra 2560x1440 with 3770K, 16GB Ram, GTX 770 2GB, runs great. Smooth no frame rate drop. The DoF Blur is terrible I turned that off and I set the FOV 115 in console. My monitor is a 25" 1440P.

I was impressed that it ran so well. I didn't play original Skyrim with mods besides some basic balancing mods or sometimes alternate start so I didn't have to do the intro every time. Graphics aren't super important to me to deal with the hassle of mod installation and I hate ENB and blur and filters and don't really care for the retextures and reskins that modders produce because it never seems to cohesively match the original art design even if the modded versus original graphics look better individually on a texture by texture basis. For example, I installed a mod that claimed to give me better vegetation. The result was all the vegetation was the wrong color for the biome. After the hassle of following some asperger's guide to installing a billion different things to try to improve graphics, and finding the entire game both less stable and kind of worse looking overall despite being high resolution textures and meshes, I gave up.

In short, it looks better than the vanilla, I was pleasantly surprised that they gave free copies (and with the DLC) to owners of Skyrim 2011. Only a fool would be upset about the additional capability that this remaster offers. I am sure a lot of mods will jump ship if the x64 and DX11 support does offer greater stability.
 
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I don;t care what anyone here says your mods cannot fix the shitty Skyrim shadows. Guess what does fix shitty shadows? Skyrim SE. Since shadows are everywhere being able to push the draw distance AND keep quality high = amazing. Ill wait for mods to be ported because they WILL be ported its not an IF its a WHEN. At which point the game will be far nicer than before. Also not that hard to wait with Fo4 content to go through / BF1 etc.
 
Ir rather puzzled that we have two threads about the same thou.
 
They could've at least fixed bugs of original Skyrim ... on launch day, there is already Unofficial Patch on Nexus which is essentially old unofficial patch being adapted for special edition :shadedshu:
 
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