Jan 23 2008 Textures. This is a reduced and optimized ('redimized') version of Qarl's Texture Pack 3. This reduces the stuttering and FPS hit of.
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Elder Scrolls IV: Oblivion - Parallaxed Qarl textures v1.1 updateThis pack update Parallax Qarl mod, which is required, to version1.1. It cannot be used as a standalone mod.
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It also containsrunestone patch and normal map fix, which are no more required.The Elder Scrolls IVOBLIVION:Parallaxed Qarl textures 1.1 updateby Blade9722Current Version: 1.1 (28-Oct-2006).Index:1. Version History3. Installation (IMPORTANT: read this, no standard install!)4. Detailed list of modifications.5. File requirements/Compatibility/Issues6.
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Contact Information8. Description.This pack update Parallax Qarl mod, which is required, to version1.1. It cannot be used as a standalone mod. It also containsrunestone patch and normal map fix, which are no more required.2. Version History.V1.0 First version featuring all cities, apart from Imperial city,Fortruins and castles.v1.1 Update containing various fix, improvements and tweaks.3.
Windows 7 64-bitIntel Core 2 Duo, 2.26 GHz (P8400)Nvidia GeForce 9600M GS 1GB, overclocked to a GeForce 9700M GT4 GB RAM, with 16GB extended RAM (ReadyBoost)Oblivion GOTY edition, 4GB extended, with Oblivion Stutter Remover, Streamline, Kuertee's Cleanup, etc.The only major overhaul mod used is MMM, with vanilla rate spawns only.All Oblivion vanilla and modded meshes optimized with latest version of PyFFI.As you can see from my setup, I'm not RAM limited. So it really comes down to my CPU versus GPU. I suspect that CPU is my bottleneck, since even with minimal MMM spawn points I occasionally see characters just 'standing around', not being processed.So, which version would you recommend for me? I currently use QTP3-Redimized/Reduced MAX, and would like to use a higher quality version if it won't seriously impact performance.Posts: 3433 Joined: Mon Nov 20, 2006 9:31 pm. The issue you run into with QTP3 is VRAM usage.
I too have a 1gb video card, and after installing QTP3 I experienced frequent crashes while in the wilderness. Eventually I noticed that 1100-1200mb of textures were trying to be loaded on my 1gb card, and when I switched to Redimized the crashing stopped (as well as a reduction in loading pauses/stutterring, but that may have been due to OSR). So my suggestion is basically the opposite of the previous post, heh, I think you should start out with QTP3 and see how it runs, and if you encounter problems switch to Redimized. I just see it as an easier process than going in the opposite direction, but they might be equally viable anyway, I doubt it matters. I'm just thinking it might be worth it to try the base QTP3 install until you encounter problems, because why not have the highest quality if it's doable?
But like I said I've got a 1gb card too and I had to switch to Redimized.Posts: 3400 Joined: Thu Feb 01, 2007 2:38 am. If you don't have any other mods installed, full QTP3R should be easily workable; if you do have mods, though, the situation changes. Could you post a load order so we can see if you are already running any mods that might consume vRAM?QTP3R is always the best choice to start with, and from there, if you need to tame the ravenous hunger for vRAM these textures tend to have, gradually add the reduced options as needed. The only textures I'm using from QTP3 are the dungeon textures. I actually don't like the building textures (too gray for me). The dungeon textures, however, are unmatched.:biggrin:Posts: 3345 Joined: Fri Jun 30, 2006 4:53 pm.
I also have an ATI HD 5870 with 1GB VRAM and Dual core 2.4 Ghz CPU. Textures never really seemed to be a problem with my FPS, it is always the added contenet. I have seen my vram usage go over 1100MB whenusing ULs but the game kept on going.Fro my opinion I would use and install in this order:Vibrant TexturesQTP3 FullATP RoadsUnlike everyone else I seem to see quite a difference between QTP3 and QTP3R.
All I can say is try them all and decide. In my opinion, if you are going to use QTP3R you might as well just use Vibrant and save completly on the vram usage.Posts: 3462 Joined: Thu May 10, 2007 4:47 pm. You do realize QTP3 Custom Road Texture is just the vanilla road texture slightly recolored, right? If you read the comments on it you'll see I went from making a Detailed Terrain compatible version of it to saying screw it and making my own I actually have a version uploaded on tesnexus but it shows too much obvious tiling since it's simply the vanilla texture multiplied by four to make it higher resolution. Ha, I know I said this exact same thing in another thread, I am obsessed with the damn road texture and need to finally upload my new one.I think the difference between Redimized and the original textures can be quite noticeable in some places. I'm thinking overall that what you lose from Redimized is a tiny tiny little bit of color due to the textures reflecting light more 'harshly' in a way, I don't know if that's the textures themselves or the normal maps, though. It's noticeable in that screenshot comparison, yeah, but on the other hand there are plenty of textures that make the transition just fine.
I think part of the issue might be the fact that some of the original QTP3 textures are kind of 'gawdy' in the sense that they have a lot of depth and in some cases graininess where it would have been better to keep it more subtle, so when you're trying to make the textures and normal maps more 'efficient' as Redimized does the results tend to compound the original issues with the textures. Really this is only occasionally noticeable, and is probably only a real concern for a handful of textures. I think it ended up affecting the brick-like stone textures in particular, so that comparison I linked isn't necessarily representative of the overall loss in quality. But there is indeed a loss of quality with Redimized. I can't say about going from Redimized to Reduced since I haven't felt the need to free up any resources like I did when I was getting crashes with the base QTP3.Posts: 3536 Joined: Sun Jun 25, 2006 2:46 am. You do realize QTP3 Custom Road Texture is just the vanilla road texture slightly recolored, right? If you read the comments on it you'll see I went from making a Detailed Terrain compatible version of it to saying screw it and making my own I actually have a version uploaded on tesnexus but it shows too much obvious tiling since it's simply the vanilla texture multiplied by four to make it higher resolution.
Ha, I know I said this exact same thing in another thread, I am obsessed with the damn road texture and need to finally upload my new one.I knew about QTP3 Custom Road Texture some time ago and it works nicely. Not only in roads but in rocks and sand that I like more with the custom pack.However, that's fantastic work! Please do upload your perfected version, and with Detailed Terrain support - can't wait to try it!Posts: 3423 Joined: Tue Aug 22, 2006 10:41 am. I know what you mean, I went through a brief period after I decided to install as many road travelers as possible where going outside always felt like a risky proposition (crashes, general buginess), and this was after I had installed Redimized and got rid of stuff like hi-res sky and hi-res tree billboards. So I cut back to a reasonable amount of people on the road, it was a bit unrealistic coming across a dozen people or something ridiculous so often. I still hit 1100mb likely due to stuff like all the various armor on the NPCs, the increased amount of soldiers from a couple different mods.
And I'm sure the best thing to do after cutting back was installing WAC so all of its textures have to load even just passing by creatures, in addition to the Mythic textures I've had for a while. Sorry, just cataloging the stuff while I can think of it, heh. I wonder why the VRAM usage gets so high when I see other QTP3 users at reasonable levels, and I realize 'oh yeah, I'm an uncompromising dummy.' Hopefully this will be the day I upload that texture finally. The problem is I keep thinking I'm finished, go to take some example screenshots, and then decide I want to change some little thing to see if I can make it better. Like, I just added some more depth to the normal map and want to see how it looks in-game, which could lead to another round of making minor tweaks that probably have me ending up back where I started anyway, haha. I don't know, it's probably worth it to make it as good as possible since it's a texture you see everywhere.
QTP3's main road texture bothered me so much for multiple reasons and I felt like it wasn't given the attention a texture like that needs. Also, I haven't used it without Detailed Terrain so I think it might look terrible for people who don't have DT. I am trying to become the king of obscure specific textures.Posts: 3380 Joined: Sun Feb 11, 2007 2:31 am.
@OP:Regarding the NPC's standing still, perhaps you could add a tweak in your Oblivion.ini:Change:uExterior Cell Buffer=36To:uExterior Cell Buffer=72Aha! So that's the setting to change. Unfortunately, I already have that set to 216, and I still have actors standing still on occasion, so I guess there is a limit to how much it will help.of course it probably doesn't help that my character's frequently running around with a speed of 225!Thanks all for the info. I would post my load order as requested earlier, but in the end I decided just to install the full Redimized pack and see how it does. I have noticed a bit more instability but nothing irritating. Otherwise, my machine seems to be handling it just fine - and it looks a LOT better than the Redimized/Reduced MAX package that I was using.Posts: 3380 Joined: Tue Jan 30, 2007 1:20 pm.
Really?I'm noticing no real difference with the Reduced textures unless I get way up close. Even then, the improved parallax effect and high-res normal maps make them look 10X sharper than the normal Oblivion textures. I'm still only really using the dungeon textures (again, because I don't like the building textures, they're too gray for my tastes), but they look so much better even with Redimized Reduced Max than with the vanilla textures (which my dominant texture pack, MTGR, is simply a more saturated version of those).Well, to each his own, I guess.Posts: 3396 Joined: Mon Dec 11, 2006 11:36 amDisplay posts from previous: Sort.
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