Skyrim Special Edition
4K weapons and armor textures are practically useless - Reddit post

Image information

Added on

Uploaded by

IconicDeath

About this image

A collection of screenshots demonstrating that 4K resolution for weapons and armor is practically useless for normal play, and doesn't justify the space it takes up at all.
I'm not saying 4K textures for weapons and armor are completely useless. After all, there's clearly some screenshots where you are seeing the 4K texture. But the amount of times you see the full 4K texture is so few, you are far better off just using 2K for general play, as that is the dominant size seen due to mipmapping.

Screenshot Link


The screenshot were taken on a 1440p monitor. There was no difference in which mipmapping level was used from 1080p to 4K. It was mostly 2K and 1K. The only difference was 720p where the mipmapping dropped down to more 1K and 512 stuff.

Mipmap explanation so people understand what's going on here.
Mipmap's are reduced sizes of the texture embedded in the .dds file. The game is not going to render 4K textures at 4K all the time, that would require too much processing. When you get further away from an object, the mipmapping kicks in and shows one of the reduced sizes of the texture. In the screenshots everything has 4K textures, the different numbers are the smaller mipmaps displaying instead of the full 4K size. Mipmap's are always a division by the power of 2, e.g. 4K, 2K, 1K, 512.

This obviously doesn't apply to screen archers.

Credits to kirara386 for the Texture Size Helper mod, I made a few adjustments to the texture to see the mipmap sizes that were displaying a bit easier.




20 comments

  1. CuddlePoro
    CuddlePoro
    • member
    • 5 kudos
    as a screen archer i absolutely love 4k up to 16k
    1. IconicDeath
      IconicDeath
      • premium
      • 1,051 kudos
      I bet! You need that close up detail. 
    2. CuddlePoro
      CuddlePoro
      • member
      • 5 kudos
      yes but ofc i can understand for gameplay its truly overkill
  2. BeefyMatt
    BeefyMatt
    • premium
    • 27 kudos
    Very interesting, i never thought about it this way, on armors and weapons that is. I do mostly 2K for almost everything unless it is really small or really large, then ill size the textures accordingly 
    1. IconicDeath
      IconicDeath
      • premium
      • 1,051 kudos
      That's the best way to do it.
  3. JohannMello1
    JohannMello1
    • supporter
    • 4 kudos
    If you don't have a good GPU and a 4k monitor, there's no point in using 4k textures
    1. IconicDeath
      IconicDeath
      • premium
      • 1,051 kudos
      You can run 4K landscape textures and see a difference at 1440p or lower, 4K textures doesn't mean the resolution has to be 4K.
  4. th3rm0pyl43
    th3rm0pyl43
    • supporter
    • 32 kudos
    This is interesting to me as a learning 3D artist. Is this point moot if disk space and VRAM aren't much of a factor on high-end hardware? I admit my SE mod setup has blown up a lot in disk size compared to LE with higher-res textures because I also went from 8 to 10 GB of VRAM (laptop RTX 2070 to desktop ASUS RTX 3080).

    Also, I presume 4K for armor only really makes sense for a full-body cuirass, or if the entire set happens to share a UV, right? For non-modding stuff, I work in Unreal Engine where it's easy to lose track of many materials, so it's beneficial to have several objects share a UV and material. I'd love to know if this might be of any benefit in Skyrim regarding optimization (disk space, VRAM usage and draw calls).
    1. IconicDeath
      IconicDeath
      • premium
      • 1,051 kudos
      Not really because even with modern high-end hardware, the 2K mipmaps are what you are mostly going to see on weapons and armor, unless you examine a texture super closely. It's a different story for larger meshes, and meshes that stretch a texture more. Those would require specific testing.
  5. Siberpunk
    Siberpunk
    • premium
    • 1,080 kudos
    If those kids could read they’d be very upset.

    Lots of strong opinions about texture sizes, from people who don’t know that “4K” doesn’t refer to their monitor.

    Totally agree, and thanks for putting these screenshots together, very interesting to see. 
    1. IconicDeath
      IconicDeath
      • premium
      • 1,051 kudos
      Yeah, it's like they completely skipped over the mipmap explanation too. They make wild claims based on no actual work with textures, like wth. Classic reddit though.
  6. nippur1990
    nippur1990
    • member
    • 1 kudos
    Very informative post. Thank you =)
  7. deleted173972475
    deleted173972475
    • account closed
    • 1 kudos
    My rules for my modlists are as follows:
    ENB (Full Quality versions so i can benefit from all effects)
    1080p Display Resolution because it works well and will be viable for performance for a long time still even with upcoming open world games.
    (If 1080p looks too stretched then thats a monitor size issue because above 24inch 1440p is recommended to look good especially widescreen)
    Mountain Textures 4K (Glaciers included)
    Trees are a different story as they contain multiple parts so i just use the default.
    Plants and Grass nothing above 2K.
    Architecture and Landscape textures 2K because 1K wont look good enough but i cant notice any difference with 4K
    Weapons Armor 2K mainly. 
    Furniture and smaller objects like clutter 1K. There's a handfull of small stuff i stick with 1K instead.
    Character NPC textures mostly 2K but that also depends on the part for example 4K Beards or Warpaint would be totally useless.
    LOD i use the recommended HD settings from Stepmodifications.
    So the only 8K stuff are Dragons and the only 4K textures are Mountains and Glaciers.
    Now depending on the Sky Texture maybe 8K could be usefull but it depends on how the texture is designed. I cant tell for sure i use NAT default skies with individual mods for Moons and Stars.
    Its just Mountain Textures that will look kinda blurry if not 4K and the same applies to most Architecture and Landscape if not 2K.
    Checking my modlist size (Around 360 Plugins and over 700 individual files downloaded) its 76.4GB. Textures when combined reach around 30GB.
  8. Motenator
    Motenator
    • supporter
    • 17 kudos
    4k or 8k, i only use for large stuff like dragons/statues/etc
    or items things that I zoom into alot, like first person swords that I like to stare at.
    1. Vaeron
      Vaeron
      • supporter
      • 3 kudos
      This is it.

      4k and sometimes even 8k for very big textures (like Statues, Mountains etc. and maybe some landscapes) 2k for most daily stuff and even lower for small things like flowers, clutter etc.
  9. Sonja
    Sonja
    • member
    • 181 kudos
    100% agreed! I have a pretty decent system, and I still avoid 4K textures like the plague. I'm only willing to use 4K, or, very occasionally, 8k, when it comes to things like mountains, or dragons, and even then… 
    In my experience, most of the people using (or claiming to use) only 4K plus are just trying to wave their…erm…. “attributes”… around. 
  10. markuskarttunen1
    markuskarttunen1
    • premium
    • 224 kudos
    people love to circle jerk about 4k textures, its even worse when people literally create 8k and 16k textures

    This is why I don't use reddit lmao
    1. IconicDeath
      IconicDeath
      • premium
      • 1,051 kudos
      There's many reasons to not use Reddit, I limit the communities I'm involved in there. But the guy does have a point, I've made large textures myself and I have no problem saying they're mostly useless.
    2. markuskarttunen1
      markuskarttunen1
      • premium
      • 224 kudos
      Texture size - at least to me - depends entirely on the texture and the UV it's laid upon. Currently I'm working on a rock/mountain mod and if I use anything sub 8k I either get pixelation/foggyness at close range and have the loosen the UV until the texture starts to tile on long ranges. And if I don't want it to tile on long ranges I either have to use the most unappealing boring texture or hide the tiling with decals/material object shaders.

      Of course when it comes it armors/weapons, which is the subject matter here, it gets simpler as the longer range doesn't really count as a problem with such small objects, but texture baking can be problematic depending mostly of the object/s that are being textured. Admittedly I'm not well versed on armor/weapon mods (though I do use all of yours) so I'm not gonna disagree with you on that regard, but calling 8-16k in general as a circlejerk and not an actually useful option for creating interesting, non-repeating and hi-def terrain objects is just silly and to me peak-reddit.
    3. IconicDeath
      IconicDeath
      • premium
      • 1,051 kudos
      Good point, good point. There's definitely benefits to such large textures as you described, especially for landscape objects. And yeah reddit makes me shake my head at least once a day, I feel you on that.