![]() ![]() ![]() The only way I found around atm is to start the game with all effects disabled (create a reshade config with no effects), then in game switch to a config that has all the effects you want. It's like it's doubling up on the reshade effects making it nigh impossible to see anything on screen at certain times (aka character creation). Also, I think, since Boris doesn't have a way to initproxyfunctions (add his draw routines to reshade), he's doing the reverse, which makes disabling reshade effects after starting a game with them enabled moot. In game the frame hit is pretty much negligable, so I'm not sure what's happening. I dropped a note over on the Reshade forums to see if they can help me figure out while adding Reshade to the pipe really slows down asset loading. This way, just the 'final' changes will be available per file. As the function is now, each time changes are made to any configuration file, an entry is made to the 'changes' file, and over a period time, this can get overwhelming to add back in (I added a 'selective' way to reapply changes back to the configuration files, as opposed to a 'blanket' re-apply everything). I'm adding a function to ModHelper today which will allow 'consolidating' all the individual changes made to the config files into a single update section for each file it should be easier to see what changed this way. ![]() I wonder, since ENBboost handles texture memory management, if we could run FalloutNV without using the 4gb patch? I haven't tried that one yet, but I'm kinda interested to see if it'll work without it. Your right, higher textures resolutions than your displaying doesn't make much sense, and the 1050-ti is good card. ![]()
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