Display mode options are no longer overriden by default, fullscreen/borderless/windowed options can now be configured in the launcher/BethINI/etc.. You can still use "Fullscreen" and "Borderless" in SSEDisplayTweaks.ini if you want, just remove the comments (number signs) in front of the options.
Borderless V-Sync-off feature (EnableTearing) is now disabled by default - For whatever reason DirectX only allows V-Sync to be turned off in exclusive fullscreen, if you want to be able to turn it off in borderless/windowed mode EnableTearing must be set to true. For ENB users: ForceVSync is incompatible with this feature, if you enable it ForceVSync must also be disabled in enblocal.ini. While it's all the same driver-powered V-Sync (ForceVSync is there just for convenience), ENB currently ignores certain flags which have to be set in order to make this feature work properly - this results in the game freezing before the main menu shows (when the first frame is rendered).
PSA: Stop turning V-Sync off with G-Sync, you're just shooting yourself in the foot
Seems there's a lot of confusion about G-Sync + V-Sync, hopefully this will help clear it up.
Since its inception, G-Sync was designed to work in conjunction with V-Sync. In the beginning it was impossible to use G-Sync without V-Sync, NVIDIA later decided to give users the option to turn it off.
Here's why it should be kept enabled:
1.) VRR monitors have a fixed operating frequency range. For instance a 144hz G-Sync monitor with a range of 48-144 hz will produce tearing if framerate drops below 48 or goes above 144 FPS unless V-Sync is enabled.
2.) G-Sync does not eliminate all tearing even inside its operating range. With V-Sync off you might see tearing at the bottom of the screen in the upper FPS range and full tearing in the lower range. This is caused by frametime variances (see linked article below).
3.) There's practically no additional input lag from G-Sync + V-Sync. In fact the only time you'd get an advantage is in cases where you'd also see tearing (see 1. and 2.), which defeats the whole purpose. In G-Sync + V-Sync mode, V-Sync fills the gaps left behind by G-Sync and does so without negating its benefits.
There's a gang of tech geniuses running around reddit and various forums making all sorts of baseless claims on why V-Sync needs to be off with G-Sync. As usual, they're wrong. Blurbusters blame NVIDIA for the confusion for allowing V-Sync to be turned off in the first place. While it's true that there's no good practical reason to turn it off (if you're playing competitive first person shooters both G-Sync and V-Sync should be off anyway since G-Sync itself introduces some input lag), people spreading misinformation are just as much to blame.
Always refer to trusted sources when researching this stuff and whenever possible, run your own tests.
I'm not sure what the cause of it is but I know it is this mod for some reason it makes my game hard freeze permanently so I have to close it through task manager It seems like it happens more often if i fast travel And have played for 30min its random One time it froze so hard I had two power off my PC Because my mouse cursor was completely gone And yes I have both Microsoft Visual C++ Redistributable 2022 X64 & X86
this happened to me to i uninstalled ALL visual mods and it still happened. Then i deleted this and it works now. Usually it happens on entering interior cells and fast travel.
I've been troubleshooting this for the better part of 3 days and I've pinpointed it down to this mod. The only way the freezes stopped was when I installed the high performance configuration. So its definitely some kind of ini error I'm thinking
Oddly I have a 2K 360hz OLED monitor, but I'm keeping the frame rate locked to 60FPS for "absolutely no GPU fan noise at all". I set the refresh rate to 360hz in the INI file though. Anyone have an argument for greater that 60FPS on a game like this. It's hard to judge loading save games between 60FPS locked and > 200FPS. Something should look smoother, but it's not jumping out at me.
Anyone finding issues with their resolution settings not being respected / overridden when the game launches, Replace all semi colons ; in the ini file with #. For some reason this fixes the issue for me.
I reported the fix to the issue on Eldergleam NG repo here... https://github.com/CaptPandaYT/Eldergleam-NG/issues/1
It's an upscaler option. since your resolution is 1920x1080, a 0.75 resolution scale would be 1920*0.75 and 1080*0.75 which will give you 1440x810. so you will get 1440x810 before it gets upscaled. the good thing about it is that changing the resolution scale only changes the rendering of the 3D part of the game, so menus and UI won't be touched.
This causes recordings to stutter like crazy. Is there any way to fix this that anyone knows of? Or can tell me what setting causes my obs recording to look stuttery despite the game being smooth?
3215 comments
Seems there's a lot of confusion about G-Sync + V-Sync, hopefully this will help clear it up.
Since its inception, G-Sync was designed to work in conjunction with V-Sync. In the beginning it was impossible to use G-Sync without V-Sync, NVIDIA later decided to give users the option to turn it off.
Here's why it should be kept enabled:
1.) VRR monitors have a fixed operating frequency range. For instance a 144hz G-Sync monitor with a range of 48-144 hz will produce tearing if framerate drops below 48 or goes above 144 FPS unless V-Sync is enabled.
2.) G-Sync does not eliminate all tearing even inside its operating range. With V-Sync off you might see tearing at the bottom of the screen in the upper FPS range and full tearing in the lower range. This is caused by frametime variances (see linked article below).
3.) There's practically no additional input lag from G-Sync + V-Sync. In fact the only time you'd get an advantage is in cases where you'd also see tearing (see 1. and 2.), which defeats the whole purpose. In G-Sync + V-Sync mode, V-Sync fills the gaps left behind by G-Sync and does so without negating its benefits.
Read this FAQ (second answer) for a detailed explanation: https://blurbusters.com/gsync/gsync101-input-lag-tests-and-settings/15
There's a gang of tech geniuses running around reddit and various forums making all sorts of baseless claims on why V-Sync needs to be off with G-Sync. As usual, they're wrong. Blurbusters blame NVIDIA for the confusion for allowing V-Sync to be turned off in the first place. While it's true that there's no good practical reason to turn it off (if you're playing competitive first person shooters both G-Sync and V-Sync should be off anyway since G-Sync itself introduces some input lag), people spreading misinformation are just as much to blame.
Always refer to trusted sources when researching this stuff and whenever possible, run your own tests.
Please check skse64.log and SSEDisplayTweaks.log for errors or warnings before posting issues here.
#Fullscreen=false
instead of
Fullscreen=false
unfortunately it seems some settings come like that by default? is this an accident by the devs or something on my end im unsure?
IMPORTANT EDIT: dunno what commented out means but i assume that means the # was intentional?
I reported the fix to the issue on Eldergleam NG repo here...
https://github.com/CaptPandaYT/Eldergleam-NG/issues/1
EDIT: nvm found it lol
Cam someone please explain what the second line means here_
#Resolution=1920x1080
#ResolutionScale=0.75
The Resolution Scale? Does it downscale the resolution...?? Im a bit confused and I couldnt find an explanation. Thanks!
so you will get 1440x810 before it gets upscaled.
the good thing about it is that changing the resolution scale only changes the rendering of the 3D part of the game, so menus and UI won't be touched.