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Changes by 130 mods (getting close to the max TTW allows). Your manager will make it easy (easier) to push the number of mods to the max, and as you use more mods, this issue will get more complicated.
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Using the ENB video memory manager means I have almost 8GB of ram for video (4GB on the card, and almost 4GB of system ram).Īs to consolidating changes, that's probably a good idea. Example - my system has 8GB of ram, and the video card 4GB.
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If you've got more than 4GB of ram and 64-bit Windows, using ENB for video memory management makes a lot of sense, regardless of how much vram your card has. In general, unless the majority of your mods are texture replacers, you probably want the 4GB patch. Having 4GB available to the game (under 64-bit Windows, it's more like 3.8GB, in 32-bit Windows, it's more like 3.3GB ) usually makes a noticeable difference after a hundred-some mods, depending greatly on the type of mods.
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things like this take lots of system memory. New weapons, new places, new NPCs, new quests. The 4GB patch is not for textures, it's for non-graphical mods. It works, it's just that extra step is kinda bugging me- though no where near as bad as doubling or tripling asset load times. 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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