Mods to increase FPS in Skyrim. Real FPS boost


The Elder Scrolls V: Skyrim is the fifth installment in the epic role-playing saga The Elder Scrolls. The new game features a vast, detailed fantasy world for you to explore to your heart's content. Like other games in the series, Skyrim allows you to choose how you play through the game. You can be a warrior, a mage, a thief, or all three at the same time; you can be good, evil or neither; ignore the main quests and just do random treasure collecting. All these features (as well as many others) became available due to the fact that Skyrim contains such unlimited possibilities that only a computer game can have.

When a game developer (Bethesda Game Studios) states that game content takes literally hundreds of hours to complete, this is not an exaggeration at all. The duration of the gameplay directly depends on how curious and ready for adventure you feel. From a graphical standpoint, the world around you and its inhabitants look more realistic and alive than ever before. The completeness of the picture is complemented by excellent musical accompaniment, written by the same composer who wrote the music for Morrowind and Oblivion. This makes an already outstanding game even richer.

The purpose of this guide is to allow you to better understand and practice all the configuration options available in Skyrim, as well as special advanced settings to enhance your gaming experience.

  • Processor: 2 GHz dual core CPU (Quad Core CPU)
  • RAM: 2GB (4GB) RAM
  • Hard drive: at least 6GB of free space
  • Video card: DirectX 9 compatible (GeForce GTX 550 Ti or GeForce GTX 260 or higher)
  • Sound card: DirectX compatible
  • Internet connection: required to access Steam
  • Operating system: Windows XP, Vista or Windows 7

In this guide you will find complete descriptions for all the settings found in the game's various options menus. To compare the impact of a certain setting on the quality of the game image, we provided this material with in-game screenshots that clearly illustrate the action “before” applying a certain effect and “after” it. For each setting, detailed information is provided about the effects and capabilities that are achieved with it. Also keep in mind that the extent to which any option will affect your system specifically depends on your system configuration, as well as other game settings and general system settings. We've tried to provide as much information as possible here so you can make informed choices (which settings to enable and which ones not to enable) that provide the optimal balance of image quality and performance.

General system optimization

Before moving on to the settings inside the game, make sure that Windows itself and the drivers are installed correctly. Because due to incorrect settings of the operating system and drivers, a large number of performance problems arise. In particular, slowdowns, freezing, or a complete “throwout” from the game can be caused precisely by internal Windows settings and some old or incorrectly configured drivers. Use a dedicated guide to setting up your PC specifically for gaming, or at least make sure your graphics drivers are updated to the latest available version.

performance measurement

To evaluate the success of any innovation, you will need something that can objectively measure gaming performance in FPS (Frames Per Second). The easiest way to make such measurements is to use the FRAPS utility. Download, install and run this program before you even launch the game itself. You will see a yellow FPS counter in the corner of the screen. Keep an eye on its readings throughout the game, especially during graphics-intensive scenes: massive battles over large areas, especially around cities. If at the same time your FPS level drops more than twice or to the level of single digits (0-9), then this is a sure sign that you need to adjust some settings so that the minimum FPS level does not fall below 25. Then you will be guaranteed Constant support for optimal frame rate levels.

Please note that in Skyrim, vertical synchronization (VSync) is enabled by default and cannot be disabled through in-game settings. This means that your framerate will be limited to the screen refresh rate level, which is usually 60 FPS. Mouse lags are also possible. Some solutions to the default Vsync issue will be discussed in the Advanced Settings section of this guide.

General Settings

Before we look in detail at the various graphics settings that have the most significant impact on performance and image quality, let's take a look at the other settings. To get into the game settings, you need to launch Skyrim, load a saved game, or start a new game. After that, press the ESC key and select the “Settings” menu item.

Graphics-related options will be covered later, but for now let's take a closer look at the gameplay, display, and audio settings.

Gameplay

Invert Y: If there is a cross next to this option, then when you move the mouse forward, your character will look down, and moving the mouse back will make him raise his head and look up. If this option is not checked, then the character reacts to mouse movements in the direct order: forward - up and back - down.

Look Sensitivity: This slider determines the sensitivity level of the mouse: the higher the slider level, the more sensitive the mouse becomes to your movements. But remember: if the mouse lags even after you have set this indicator to the maximum, you need to check the frame rate. If its value is constantly at the level of 20-25 FPS, then you need to adjust the settings so as to improve the FPS level. Only after this the mouse’s response will return to normal. In the Advanced Settings section of this guide, we'll look at some advanced settings that can help mitigate mouse lag.

Vibration: If you have a gamepad that can transmit vibration and use it in Skyrim, then check this option to enable vibration transmission during gameplay. Otherwise, leave the window blank.

360 Controller: This option should be enabled if you play Skyrim using an Xbox 360 controller. If the aforementioned controller is connected to your computer, but you do not want to use it to play Skyrim, make sure this option is disabled and/or disconnect controller, as otherwise it may cause hardware conflicts.

Difficulty: The game has five difficulty levels. In order from easiest to most difficult, they are called Novice, Apprentice, Adept, Expert, and Master. The higher the difficulty level, the more difficult it is to complete the battles: in order to kill the enemy, he will need to inflict more damage. However, unlike Oblivion, enemies in Skyrim will not automatically level up to match your current level. Often, battles will take place with both frankly weak and very strong enemy units. Moreover, the difficulty level can be changed at any time, and the changes will take effect immediately.

Show Floating Markers: In your Journal, you can use the Enter key or left-click on the corresponding quest titles to determine which ones to make active. A small mark will appear above each active quest in the journal. In turn, such a quest will be highlighted with an arrow on the compass at the top of the screen. If this option is active, then a smaller version of such an arrow will also float over the corresponding character (object, area) from the quest when he is nearby. Disabling this option removes the floating markers, but has no effect on the display of other quest markers.

Save on Rest: If selected, then whenever you fall asleep (Sleep), an autosave will be created (the state at the time before falling asleep).

Save on Wait: similar to the previous one. An autosave will be created every time before selecting the “Wait” option.

Save on Travel: similar to the previous one. The game will automatically save the entire time you use the Fast Travel option. Save moment: before starting a journey to a new place.

Save on Character Menu: If this option is active, you can use it to determine the amount of time (in minutes) that must pass before an autosave is created after you enter the Character Menu (default - TAB key).

Created using one of the four options above, Auto Save files are different from, and do not overwrite, Quick Save files and other manually created “saves.” However, the total number of simultaneously existing Auto Save files is limited to three, so more recent “autosaves” will replace previously created ones. Four different autosave options are designed to make it easier to create autosaves on a regular basis. So that if you forget to save manually or using a quick save, you have at least one more or less fresh and good point to resume the game. If you often use Quick Save or manual saving, then activating these four options is not necessary.

Display

Brightness: This slider adjusts the overall brightness of the game. Set it according to your preferences. The slider position in the middle corresponds to the default brightness level.

HUD Opacity: allows you to set transparency for the main elements of the Heads Up Display (HUD): compass scale, crosshair, health, magic and stamina levels. The further to the left you move the slider, the more transparent these elements become, until they become completely invisible at the far left point of the slider. If the constant presence of a HUD seems intrusive or distracting to you, then you can reduce the level of transparency of its elements, leaving them visible, but less expressive.

Actor Fade, Item Fade, Object Fade, Grass Fade, Light Fade, Specularity Fade: These all have an impact on performance and image quality and will be covered in their respective sections of this guide.

Crosshair: if you check this box, a round crosshair will appear in the center of the game screen. If you remove the check mark, the sight will disappear. However, even if you turn off the crosshair display, an eye symbol will still be displayed in the middle of the screen while sneaking, indicating the level of exposure.

Dialogue Subtitles: When this option is selected, subtitles are displayed for the spoken responses of characters with whom you engage in dialogue. However, anything they say outside of their direct conversation with you will not be displayed using subtitles.

General Subtitles: This option determines whether words spoken by game characters outside of dialogue with you will be shown as subtitles.

The difference between the last two settings can be illustrated by this example: if you pass by characters in the game and they mutter something inaudibly, or when you engage in combat with them, then their words will be shown as subtitles with the 'General Subtitles' option enabled . If you are talking with a specific character and the dialogue interface is open, then all the interlocutor’s answers will be duplicated with subtitles only when ‘Dialogue Subtitles’ is selected. If both options are active, then all spoken words will be repeated in text.

Audio

Master: This is the master control regarding the overall volume level of all game sounds.
Effects, Footsteps, Voice & Music: These sliders adjust the volume level of the corresponding game elements.

Many aspects of gameplay, interface and audio can be customized later (during the gameplay). This will be discussed in more detail in the “Advanced Settings” section of this manual. Now it's time to look at the various graphics-related settings.

Video Settings

A full range of graphics settings are available in the Options menu, which can be called up whenever you launch the game from the Steam game server. In this section, we'll take a closer look at each of the graphics settings and see how they affect performance and picture quality.

We start the performance graph for each of the settings at the “base level”, where all options are set to High detail preset and vertical synchronization (VSync) is disabled (how to disable it is in the “Advanced settings” ). From this baseline, we varied specific settings to measure their effect on performance and image quality.

Parameters of the system on which we tested the game:

  • GeForce GTX 560 1GB
  • Intel Core i7 940
  • 3GB RAM
  • Win7 64-bit
  • NVIDIA 285.79 Beta Drivers
  • Resolution & Antialiasing

This section covers the general video settings found in the main Options window, accessible after launching Skyrim Launcher.

Graphics Adapter: Your graphics card (GPU) is shown here. Check that it is defined correctly. If this is not the case, see the General System Optimization section of this manual. You can also read the beginning of the Advanced Settings section to learn how to reset all settings to their default settings.

Aspect Ratio: This option determines the ratio of your monitor's height to width and affects which options are available to you in the Resolution setting. To avoid picture deformation, choose the ratio option that matches your monitor. In most modern displays it is 16:9 or 16:10, in older models it is 4:3. The correct aspect ratio should be set automatically, but if you are not sure, then do a simple test: make sure that round objects in the game (for example, shields) look really round. If such objects are flattened or stretched (have the shape of an ellipse), then the proportions are set incorrectly.

Resolution: This defines the resolution of the game image, expressed in the number of horizontal and vertical pixels (for example, 1920x1080 pixels). The number of resolution options is limited by the following parameters: the capabilities of your video card and monitor; is there a checkmark next to ‘Show all resolutions’? ‘Aspect Ratio’ settings discussed above. The higher the resolution level you select, the more detailed the image on your monitor screen will be. Do not also forget that too high a resolution can provoke and increase the load on the system (in particular on the video card), as a result of which the overall level of gaming performance will decrease. For a clearer image on LCD monitors, you need to select the highest possible resolution level (the so-called “native” monitor resolution). In the same case, when you select a resolution below the possible maximum, also check the box next to the ‘Windowed Mode’ box, the meaning of which will be discussed later in the text.

The graph shows changes in FPS values ​​depending on changes in resolution settings:

The graph shows that the FPS value is inversely proportional to the resolution level: the better the image, the lower the performance. But in our game, FPS does not decrease on such a large scale as in others. The thing is that in Skyrim the load level of the central processing unit (CPU) is forcibly limited. This means that if your processor is a little weak, but you have a powerful video card, then changing the resolution will not have any noticeable impact on the overall system performance.
Windowed Mode: if you want to run Skyrim in a separate window on the Desktop (so that the game does not take up the entire screen, hiding other applications and Windows elements), then check this box. Running the game in this mode is the best solution if you need to reduce the resolution of the game screen to improve performance while maintaining image clarity. However, this can cause problems with memory allocation in the system, so if you experience any instability, then it is better to switch back to full screen mode.

Antialiasing: a method that reduces the “jaggedness” of lines - antialiasing (AA) - in Skyrim is available for use in four options: “off” (Off), “2 Samples”, “4 Samples” and “8 Samples”. This corresponds to 0, 2, 4, and 8 times Multi-Sample Anti-Aliasing (MSAA). The higher the anti-aliasing level, the less jagged the contours of various objects in the game world will be. But the higher the potential level of FPS loss.

In the pictures above, notice the roof of the building and the wooden fence immediately behind the player character. When anti-aliasing is not applied, the contours of these objects have a pronounced “jagged” effect. When the AA level is set to "2 Samples", the jaggies are already smoothed out to a large extent. At the “4 Samples” level, the lines are already almost perfectly straight. All the beauty of choosing the “8 Samples” level is quite difficult to appreciate with the naked eye, at least in these static screenshots.

Regardless of the level of anti-aliasing we choose, some aspects of the game will still appear somewhat uneven, especially foliage. This can be corrected by using the FXAA filter (more on this later in the text), or by forcing Transparency Antialiasing, which is discussed in detail in the “Video Driver Settings” section of this manual.

The performance impact of changing this setting is shown below:

Anti-aliasing can have a significant impact on FPS, but a lot also depends on the resolution you choose. As you can see in the graph, using 8x MSAA overall has a significant impact on performance, resulting in only a marginal improvement in image quality. By and large, if you want to use anti-aliasing, then the best options are 2x or 4x MSAA. But if you need to increase the FPS level, then MSAA is the thing that needs to be disabled first. FXAA can also be considered as an alternative way to smooth images, but we will talk about that later. Please also note that 8x MSAA caused artifacts at a resolution of 2560x1600, so we did not perform performance measurements on this combination of parameters.

Anisotropic Filtering

Anisotropic Filtering: Anisotropic filtering (AF) is a texture enhancement technique designed to improve image clarity on surfaces that are angled toward the viewer. Similar textures are noticeable in the pictures below when looking at the road that opens up in front of us. Here, anisotropic filtering is first turned off, and then its multiplicity is increased from two to sixteen times. The higher the AF factor used, the clearer and more visible the road surface becomes, receding into perspective.

In these game screenshots you can see how the picture quality changes when a certain AF level is applied. This effect is most noticeable on the main path made of wooden blocks and on the stone road running parallel to it: with increasing AF, they become increasingly clearer. Even with an anisotropic filtering factor of 2, the overall improvement in detail appears significant, and with 4x AF applied, texture clarity at medium distances is noticeably higher than before applying the filter. At a factor of 8, even the most distant surfaces become clearer, while 12 and 16 make only subtle improvements over the previous level.

If you want to improve the quality of textures even more using anisotropic filtering, then this indicator can be forcibly activated through the control panel of the video card. In this case, the image quality will be much clearer compared to using AF directly through the game's graphics settings interface. This issue will be discussed in more detail in the “Video Driver Settings” section of this manual.

The dependence of performance on changes in AF indicators is shown below:

Anisotropic filtering has a very small impact on the performance of modern video cards. In essence, AF level 8 is the best option, while AF level 16 is worth choosing for those who want maximum image clarity with little loss of performance. If you have an outdated video card or you have to literally “rip out” every unit in the FPS indicator, then 2 AF is quite enough to experience a noticeable improvement in texture quality compared to the complete absence of such a filter.

Detail Presets

Detail: in the game you have four main auto settings for the graphics quality level: Low, Medium, High and Ultra. Each preset affects a wide range of settings, as well as the effects of the Antialiasing and Anisotropic filters. In general, this composition has a significant effect on improving performance and image quality. However, do not forget that all installations have been done for you and come as a ready-made kit. Therefore, using presets is not an option when you need to customize the graphics in Skyrim specifically for yourself with pinpoint precision.

The figures above show the differences between the capabilities of each preset:

  • at a low level (Low), the image looks generally acceptable, but the detail of the game world is frankly poor. Textures are very blurry despite the fact that Texture Quality is set to “Medium”, which is not the lowest possible setting. Grass and foliage are almost invisible, objects seem unusual for the game world, shadows are very short: therefore, everything that is already behind the character does not cast shadows at all. Nothing else is reflected in the water except the sky. Antialiasing and Texture Filtering filters are also not applied, which results in jagged edges and blurred distant images.
  • at the medium level (Medium), the “Texture Quality” parameter is set to the highest value. However, this does not greatly affect the level of clarity of the overall picture due to the simultaneously activated FXAA and four-fold Multisample Antialiasing. The latest filters are used to reduce jagged textures. Increasing shadows, the appearance of trees and other details in the distance add more depth to the overall picture. The water already reflects not only the sky, but also the main elements of the area, which looks more realistic.
  • At the “High” level, objects look much sharper because FXAA, 8x Multisample Antialiasing, and 8x Anisotropic Filtering are active simultaneously. Together, these filters improve picture quality by keeping blur to a minimum. Grass and leaves look much more realistic, as do nearby objects. Barns, tree stumps, rocks and a bridge stand out in their realism to the right, while the surface of the ground (both nearby and in the distance) takes on sharper contours. The character's shadow is much clearer (since its resolution has been increased), and the rest of the shadows have increased to their normal length. Water already reflects everything, not just the sky.
  • At the Ultra level, noticeable differences are visible at distant objects. Most of the objects on the right began to cast shadows, the number of trees on the top of the mountain increased, and the mountains themselves became more detailed. The surface of the water has undergone minor changes, becoming more similar to the color tones of the sky. By increasing the Anisotropic filtering level to 16, distant textures also became noticeably clearer.

The dependence of the performance level on changes in detail settings is shown below:

The graph shows how noticeably performance can change depending on different detail settings. The transition from Medium to High turns out to be very significant at low resolutions, reducing the frame rate by almost half. But in any case, the set of settings for each of the presets is far from ideal. We recommend that you start with the detail settings that suit your system best (without overloading it), and then adjust each filter individually to achieve the optimal balance between performance and game image quality.
In the next section, we begin a detailed examination of all the graphical settings that are available when you click on the “Advanced” button in the Skyrim Options window.

Texture & Radial Blur Quality

Texture Quality: Textures (in general) are images that cover the surfaces of all objects in the game world, giving their appearance an effect of depth and detail. This setting adjusts the level of detail for textures and has Low, Medium and High options. As they change from low to high, the visual depth and detail of structures increases, improving the overall perception of the picture.

In the screenshots above you can see how using one or another degree of this effect affects the image quality. At Low level, surfaces and objects are very poorly detailed. This is done primarily to ensure that the game runs even on the weakest system configurations. On Medium, the overall picture already looks much more detailed: the leaves become more visible, the bark on the trees becomes more realistic, and the road becomes structured and deep. The rocky hill visible in the distance to the right also acquires pronounced detail. When using High, the difference with the previous level is also quite noticeable: the bark and leaves become even clearer, the road becomes clearer, and the rocks (regardless of the distance) are “overgrown” with new details.

Try to use anisotropic filtering (AF, discussed earlier in the tutorial) in order to improve the clarity of textures. Also remember that FXAA settings (discussed later) tend to blur the overall image slightly and can therefore reduce the clarity and definition of textures. Therefore, if you care about very clear textures, FXAA should not be used.
The impact of this indicator on the level of performance is shown below:

As you can see from the graph, this setting has a very moderate effect on the FPS level. However, the graph cannot show that if your video card has a small amount of RAM (Video RAM; VRAM), then you may experience slight “slowdown” or periodic “lags” when using the High level. The minimum level we recommend is Medium, as on Low the details are still too blurry to enjoy the game.

Radial Blur Quality: This setting adjusts the amount of visibility of the radial blur effect, which is most often used to simulate disorientation and pain when you miss hits in battle. It's called "Radial" because the judder and blur appear to radiate out in circles from the center of the screen. There are three options (levels) available for this effect: Low, Medium and High. As practice shows, there is no significant difference between these three levels.

The comparison frames of the screenshots were intended to demonstrate the difference in the use of each level of this setting, but seeing it is quite problematic due to the fact that this itself is a dynamic effect. And despite the fact that in the screenshots the Medium and High levels look more “shaky” than Low, during dynamic gameplay the overall degree of “jitter” for each level looks about the same. With this setting, you won't be able to turn off the effect completely (unless you like it). For more information on how to do this, see the “Advanced Settings” section of this guide.

The performance impact of changing this setting is shown below:

The graph confirms that changing the Radial Blur Quality parameter does not have a noticeable effect on gaming performance (mainly due to the fact that changing the levels of the parameter itself does not significantly affect the visual image).

Number of decals and shadow detail (Shadow Detail & Decal Quantity)

Shadow Detail: This setting controls the overall resolution of most shadows cast by players, objects, and buildings in Skyrim, as well as the length of those shadows. There are four levels available: Low, Medium, High and Ultra.

In the pictures above, you can see that at Low level the hero and the tree next to him cast unclear shadows due to the choice of their low resolution to preserve gaming performance. At the Medium level, the contours of the shadows become more visible. Using High they become even more detailed, although some blurriness still remains. Additional shading becomes noticeable at medium distances. At Ultra there is a subtle improvement in the appearance of shadows, also appearing on rocks and overhangs in the distance.

Due to the nature of game shadows, their quality will vary noticeably depending on distance and lighting source. For example, a shadow cast by an object indoors from a nearby fire will have smooth edges and appear more detailed. And shadows from objects located further from the fire will remain “square”. By the way, we noticed a small game “glitch” (not only in this game moment) and it can be seen in the pictures above: after the shadow detail level changes from High to Ultra, additional leaves appear on distant trees.

There are several ways to add and customize shadows using a set of commands described in the Advanced Settings section. You can also add beauty to the gaming atmosphere by displaying shadows even more deeply using the pre-installed Ambient Occlusion. To learn more about this, see the “Video driver settings” section.

How gaming performance changes depending on changes in the shadow detail parameter can be seen in this figure:

The graph shows the significant impact of shadow detail level on FPS. This is not surprising since shadows are widely used throughout the gaming world. In practice, the impact of this parameter on FPS can be even more significant in some game episodes, so use it sparingly so as not to harm performance and get rid of lag in some specific episodes. For example, simply switching from Ultra to High can significantly increase FPS without any loss in image quality.

Decal Quantity: This setting determines the number of decals that can be visible at once. As a rule, decals are small images that are additionally applied to characters, objects and the surrounding area. These could be pieces of dirt, blood or char marks. The available options are None, Medium, High and Ultra. However, it seems that in Skyrim this option has no effect on blood spatter, since even with the option turned off, your weapons, enemies and the screen (from the back) still remain quite bloody during battle.

The main differences when varying different levels of this attunement were visible in the appearance of a large number of black charred spots on the ground after using destructive spells. They are not present when the Decal Quantity parameter is not enabled at all; at the Medium level there are already quite a lot of them; switching to the High and Ultra levels no longer noticeably increases the number of decals appearing on the screen simultaneously. Although in practice it is quite difficult to count the number of decals that appear in most scenes, the theoretical values ​​for the maximum number of these additional images are as follows: None - 0, Medium - 100, High - 250 and Ultra - 1000.

The dependence of performance on changing this parameter is presented below:

The graph shows that this setting has a very small effect on game performance, although it can slightly “overload” the system in massive battles when spells are used and a lot of decals are generated (like blood, soot, etc.). Since in most cases high settings do not make a drastic change in appearance, we recommend setting it to Medium for the optimal balance of performance and image quality.

FXAA and reflections in water (FXAA & Water)

FXAA: NVIDIA's FXAA filter (short for Fast Approximate Anti-Aliasing) is a jagged edge smoothing technique that has proven to be quite effective and moderately effective. There are four options available for selection: Off, Low, Medium and High. FXAA can be used instead of or in conjunction with the standard gaming Antialiasing filter that we covered earlier in this guide.

The screenshots above show the main combinations of the various anti-aliasing filters available in Skyrim. In the first pair of images, standard Antialiasing was not used at all, only the effect of FXAA is visible there. When this filter is turned on, the total number of jagged lines becomes much smaller, such as the outline of the top of a bridge in the distance, bushes and trees, and the outline of a horse and its rider. However, this filter also blurs the overall picture slightly, making it a little hazy and reducing the clarity of textures, as seen in the example of the wooden planks of the bridge in the foreground. In the third image, FXAA is already turned off, and instead eight times standard anti-aliasing (8xAA) is turned on. When comparing the third image to the first and second (where only FXAA was used), it can be seen that the 8x AA level eliminates the "jaggies" on most objects without blurring them like FXAA. The overall picture itself looks much clearer, but it is worth noting that 8x AA does not smooth out foliage. Well, the last one is an image where FXAA and eightfold AA are turned on together. It looks extremely smooth. Be that as it may, the overall picture is still not as blurry as with only FXAA, and the fog is more noticeable.

The performance impact of changing this filter is shown below:

FXAA stays true to its reputation as a moderately efficient filter, having minimal impact on FPS at various resolutions. This makes it an indispensable assistant for those players who are looking for a resource-saving and fairly effective line smoothing tool instead of the more intensive and resource-consuming Antialiasing filter option available in the game menu. On the other hand, if FXAA blur is a concern for you, but you still want to achieve foliage antialiasing, you can enable Transparency Antialiasing, which we'll go into more detail in the Video Driver Settings section.

Water: There are four options for reflections that appear on the surface of water: Reflect Land, Reflect Trees, Reflect Objects and Reflect Sky. If desired, you can disable all reflections by unchecking the corresponding boxes (Reflect None), or vice versa, enable them all together (Reflect All). Depending on the selected reflection option, the color and realism of the water in the game will change.

The screenshots above compare the main options for reflections in water. Pay attention to the water around the nearby ruins and the water that is quite far away. When all reflections are turned off, the water looks a fairly flat, pale blue color. When Reflect Land is turned on, the general contours of the landscape are visible in the water. When you activate Reflect Trees, you can clearly see the reflections of trees in the water. The screenshot with Reflect Objects turned on shows that rocks and more detailed elements of the earth's surface are already visible in the water. Reflect Sky affects the appearance of the water surface, giving it realistic highlights and changing color. When all these options are selected together, compared to the Reflect None screenshot, the Reflect All image clearly shows the depth and realism of the picture achieved thanks to the various reflected elements.

The performance dependency on changing the reflection options parameters is demonstrated below:

This graph shows that when reflection options are enabled individually, they do not have any noticeable impact on gaming performance. However, when they are all enabled together, there will be a slight jump in framerate. Given how significantly these options can improve the realism and depth of bodies reflected in water, it is generally advisable to leave them turned on. At least if you are not fighting for every FPS unit while there are large water surfaces in the game scenes.

Objects and characters in the field of view (Object & Actor Fade)

There are a number of settings available on the View Distance tab of the Advanced Options window. They determine the distance between you and an object (character, object) necessary for this object (character, object) to appear in your field of vision (or disappear from it). The important point is that the effect of entering/disappearing from the field of view, obtained with various combinations of the options described below, directly depends on whether you are approaching a specific object (character, object) or moving away from it. For example, if you approach a rock with the Object Fade set to the lowest level, then this rock will instantly appear in front of your eyes, just a few steps away. But when you move away from it, you will need to cover twice the distance for it to disappear from view again.

Object Fade: This slider determines the distance at which secondary game objects, such as fences, rocks, paths, and others, become visible. When this setting is at its minimum level, some objects in the distance will not be visible and will only come into view when you begin to approach them. The distance at which they begin to appear is determined by the position of the slider: the further to the left it is, the closer you will need to be to the object for it to appear before your eyes.

The images above show the effects when the slider is positioned at Minimum, 1, Medium, 8, and Maximum, 15. When moving from Minimum to Medium, a number of additional objects become visible, including some new rocks in the middle of the screen, a path to the left in the distance, as well as many dead branches, rocks and small boulders throughout the landscape. At the Maximum level, the main changes concern increasing the detail of small bushes and stone ledges, respectively, in the far left and far right of the center of the screen.

The impact of this setting on game performance is shown below:

The graph shows that as the Object Fade level increases, FPS begins to decrease, but this is not the main thing. The main reason why this setting should not be too low (preferably leaving it at the Medium level - 7 or 8) is so that during your wanderings around the game world you do not miss interesting objects and items standing nearby.

Actor Fade: This slider adjusts the distance at which characters and creatures can be seen. Similar to Object Fade: the lower the slider goes, the closer you need to be for these creatures to become visible to you.

The screenshots show the slider positions corresponding to the levels “minimum” (Minimum, 2), “average” (Medium, 8) and “maximum” (Maximum, 15). The situation involves four different people and a chicken. With Actor Fade set to the minimum level, none of this is visible. On the middle one, an elderly woman and a chicken are already visible in the middle of the screen, but the other three people are still not visible. When switching to maximum, two adults and a small boy are now visible at the end of the path, although they are quite difficult to distinguish.

The dependence of productivity on changes in this indicator is visible below:

The graph shows a slight drop in FPS as Actor Fade increases. Battles and interaction of the main character with other characters are one of the key ideas of Skyrim, so we strongly recommend not underestimating this indicator unless there is an urgent need to “pull out” FPS. Alternatively, using the Minimum level will result in you literally bumping heads with other characters or creatures that suddenly appear right in front of your nose.

Grass & Specularity Fade

Grass Fade: this slider adjusts the amount of grass and small bushes that appear in the corresponding game locations (forest, meadow, etc.). The lower the level of this parameter is set, the less vegetation on the ground surface is visible.

The images clearly show the difference between the three slider positions: “minimum” (Minimum, 0), “medium” (Medium, 3) and “maximum” (Maximum, 7). At the Minimum level, the ground in front of us is completely devoid of grass. Rare patches of grass are visible only in the immediate foreground, and a few lonely bushes of fern are visible in the distance. When using the middle level, the amount of small vegetation increases noticeably: grass and small grass bushes cover almost the entire road, approximately to the middle of the field of view. At the Maximum level, the entire field (even at a fairly large distance) is already densely covered with grass. But still, in the farthest corners, small “bald” pieces are visible.

The dependence of performance on the settings of this parameter is discussed below:

The graph shows that the Grass Fade parameter has an impact on gaming performance, but in many cases it is not significant. And since grass is not the most important thing in the game (and sometimes it can even obscure some objects and areas), it is appropriate to reduce this setting within reasonable limits if you need additional performance in outdoor scenes.

Specularity Fade: This slider is designed to adjust the brightness level (shine) of many objects in the game world. However, in practice its influence is almost not manifested in any way.

The available levels for this setting vary from minimum (Minimum, 2) to maximum (Maximum, 15). In the additional settings, you can also select the “ultra” level, then the Maximum value will become 20. Be that as it may, the screenshots above make it clear that there is absolutely no difference between the minimum (2) and maximum (20) influence of this setting. And this despite the fact that the room is full of shiny and shimmering surfaces. Barely visible changes are visible only in the thickness of the smoke rising from the torches.

The effect this setting has on game performance is shown below:

The graph confirms that “from nothing comes nothing”: since this setting does not produce visible visual effects, it has almost no effect on performance. This is an excellent reason to set it to minimum in order to win an extra couple of FPS units without feeling it in the quality of the game image.

Appearance of heat from fire and small objects in the field of vision (Light & Item Fade)

Light Fade: Using this slider, you adjust the distance from which fire from various sources (bonfires, torches, etc.) becomes more clearly visible. In practice, this effect establishes the realism of the heat emanating from the fire and the rarefied air in its immediate vicinity. The effect is best seen indoors.

The images show different levels of this effect: “minimum” (Minimum, 2), “medium” (Medium, 18) and “maximum” (Maximum, 35). Upon closer inspection, subtle changes are difficult to discern, and during gameplay they are not visible at all. If you look more closely at these pictures, you will see that on the torch on the right the fire has become more distinct, and in the brazier, in addition, the rarefied air rising upward from the flame is also clearly visible. The overall picture in the room becomes a little brighter.

The impact of this effect on game performance is depicted below:

The graph shows that applying the Light Fade effect has a negligible impact on performance levels. Since this effect affects the game image in much the same way, it can be safely minimized if it is necessary to increase the FPS level. As much as possible, it would be wise to turn it on when the action takes place in dark dungeons, in order to make them a little lighter.

Item Fade: This visual parameter sets the distance from which small objects (weapons, armor, potion vials, scrolls, etc.) enter your field of view. The lower the slider level, the closer you need to be to the object for it to become visible to you.

In the game episode captured in the pictures above, we see a large number of different objects densely scattered along the entire length of the road, on the bridge and near a small shack standing in the distance. When the minimum level is set (Minimum, 1), then only nearby objects are visible: several mushrooms, a book, a scroll and a couple of bottles with a potion. At an average level (Medium, 8), absolutely all objects become visible, including barely visible weapons, scrolls and shields in front of the barn. At the Maximum level, no fundamental changes occur with the previous image: all /pobjects are just as clearly visible and just as poorly distinguishable. But the vagueness of the outlines is more likely explained by their microscopic sizes at such a decent distance.

The performance dependency on the Item Fade parameter can be illustrated below:

The graph shows that this parameter leads to a noticeable, albeit insignificant, jump in the FPS level, especially at its higher levels. For gaming purposes, we strongly recommend not to lower this parameter below the average level. If you set it to the minimum, then you will simply lose sight of very important and useful items while exploring the game world just because you will not notice them.

Object Detail

Distant Object Detail: This setting adjusts the level of detail of distant game objects. As a rule, these are hills and mountains: they surround almost any game landscape. Available levels: Low, Medium, High and Ultra. The lower the level you choose, the less detail will be visible in the distance. Although it is worth noting that this setting affects realism and game atmosphere to a greater extent than gameplay.

The screenshots above capture the changes each change in detail level brings to the distant landscape. Pay special attention to the mountains in the distance. At Low they are mostly bare, angular and devoid of any vegetation. At the average level, they already begin to gradually fill with content, acquiring shadows, shape and a detailed surface. At the High level, the main innovation is the trees at the foot of the mountains. When selecting Ultra, trees fill the entire mountain surface, making it more realistic. The important thing is that this setting does not affect human buildings in any way (as can be seen by the structure standing on the far right).

How this setting affects gaming performance is shown below:

The obvious implication of a quick look at the graph is that as the level of this effect increases, performance decreases. This is especially noticeable when using the Ultra detail level. Since this setting has no effect on gameplay, you can easily lower it to High or Medium to gain extra performance in large open areas.

Object Detail Fade: The purpose of this effect is to provide additional options for adjusting subtle details of objects in the game world. When enabled, non-essential details will be hidden to provide improved gaming performance. But if you like higher image detail, then you should uncheck this option.

At first it is difficult to find any differences in these two images. If you look more closely, you will notice that on the mountain slope in the distance to the left and center the ivy disappears when the effect is turned on. A small patch of moss and a rock in the distance to the right also disappear. In other words, the effect does not bring any tangible changes, changing only very minor details.

How this effect changes gaming performance can be seen below:

The graph illustrates the slight increase in FPS when this effect is enabled. It makes sense to use it if you need to win some FPS points. Especially considering that it has almost no effect on the game picture, removing items whose loss is not immediately easy to notice.

Afterword

For those players who are used to spending their time immersed in exploring numerous quests and secrets, Skyrim provides a world of almost endless gaming possibilities. Try to avoid the temptation to rush through the game, and enjoy the sharp and detailed gameplay.

As for overall gaming performance, it is advisable to play Skyrim with a good graphics card and processor in order to achieve a consistently high frame rate when using maximum settings. Sometimes a game may be limited by the level of load it places on the central processor, so sometimes stuttering will be inevitable, especially on weak system configurations. On the other hand, this forced limitation on the use of CPU resources gives advantages to owners of powerful video cards: they can significantly increase the level of visual effects without any loss of FPS. However, certain new graphics settings that are available in Skyrim (most notably the Shadow Detail settings) are very resource intensive. Shadows, along with anti-aliasing, are the first two settings that should be limited to avoid overloading weaker systems. Everything else is mostly a matter of taste for each player.Of course, if you like to experiment, then the possibilities of advanced settings allow you to more accurately establish the compromise line on which performance and quality of the game image are always balanced.

If after reading this guide you still have questions and difficulties with the game settings, need some gameplay tips, or just want to know more about the upcoming patches and new downloadable content (DLC) for Skyrim, you are welcome to visit the official Skyrim forum .

Install the latest version of SKSE

P.s. After installing SKSE, constantly launch the game through "skse_loader.exe"

Install AntiFREEZE patch 9 ENBSeries 0.096
A patch to eliminate some graphical bugs of the game, periodic slowdowns, and some sound problems
download from PlayGround

Adding the TESVAL library
Place TESVAL.dll in the path D:\.....\The Elder Scrolls 5 Skyrim\Data\SKSE\Plugins (if there is no such directory, then create it)
download from RGhost

Addition: Solving the problem with the game crashing to the desktop
In the Control Panel, find the sound menu. In the properties of your playback device, select the Advanced tab. In it you change the sound quality to 24 bit 44100Hz (Studio Recording).


How to solve these eternal cursor problems? Below I will give various solutions to the problem.

Step 1. Setting up the same senses along the axes:

We go to the directory in the game folder and run the .ini file through notepad (approximately D:\.....\The Elder Scrolls 5 Skyrim\Skyrim\SkyrimPrefs.ini). Find the section and insert two values:

FMouseHeadingYScale=X
fMouseHeadingXScale=X

Where X is the leading variable. Initially, these variables have different values ​​and therefore need to be set similar to each other:

fMouseHeadingYScale=0.1100
fMouseHeadingXScale=0.1100

After which the cursor moves at the same speed in both directions.

Step 2. We remove cursor lags.

We go to the directory in the game folder and run the .ini file through notepad (approximately D:\.....\The Elder Scrolls 5 Skyrim\Skyrim\SkyrimPrefs.ini). Find the command (or create one):

bMouseAcceleration=1

Value 1 - mouse smoothness; 0 - remove smoothness. Also, don’t forget to go to the “Mouse” settings in the Windows Control Panel, click on the “Pointer Options” tab and uncheck (if checked) the “Enhanced pointer precision” option.

Step 3. We solve the problem with the smoothness/slow behavior of the cursor.

I think this problem infuriates many players because it is annoying and difficult to solve. Using my example, I have an MSI Radeon HD6850 video card, the latest version of the AMD VISION ECC control center (Ver.12.2) and Directx 11 via automatic updating to Windows 7 Ultimate.

What is the problem? I'll give you a trivial example. Many of you in the past, and maybe still play Counter-Strike 1.6 while flying at 60 fps. Cool. The cursor lags, moves smoothly and is wildly annoying, after another bullet in the forehead. The same problem may be present for most Skyrim players. Solution:

1.Disable "Vertical Sync".

Go to your video card control center (depending on the video card manufacturer) and in the “3D Application Settings” tab, uncheck the “Wait for vertical update” (AMD) or “Vertical sync pulse” (nVidia) option.
In general, these parameters are productive, i.e. reduce stutters/lags in games (nVidia):

2.Go to: D:\Games\The Elder Scrolls 5 Skyrim\Skyrim\SkyrimPrefs.ini and under the tab insert the parameter:

iPresentInterval=0

3. Take your screen resolution value and follow the link:

We set our screen resolution and get the required FOV value.
Next, go to SkyrimPrefs.ini, find the section and add the line below:

fdefaultfo=XX

Where XX is your required FOV value (for example, for a screen resolution of 1024x768 the FOV will be 74)

FOV, I quote, is: field of view - the angular space visible to the eye with a fixed gaze and a motionless head. With the value we need, we achieve the best cursor behavior during the game.

Unpack two files: antilag and d3d9.dll and transfer them to the main directory-Skyrim.
For example: D:\Games\The Elder Scrolls 5 Skyrim

After that, open the antilag file through notepad and find the value FPSlimit=80, after which we change 80 on 50 . You must also have the full version of Directx 9.0.

After the above mentioned manipulations, my problem with the cursor was 90% resolved. Due to the built-in audio card, the game partially conflicts with it, which leads to a decrease in FPS during the game during massive battles (in Oblivion this problem was solved by turning off the sound in the .ini file, which is funny in itself, and the patch that corrects this bug is so and didn’t come out). Therefore, if you have money, I advise you to purchase an inexpensive separate audio card (for example ASUS Xonar DS) and remove the load from the CPU and enjoy high sampling quality + a solution to all problems with sound and resulting problems with the cursor.

Vertical Sync:

To begin with, we will disable vertical sync, since it sets a limit for fps (that is, you will not get more than 60 fps). To disable it, you need to go to the SkyrimPrefs.ini file (or something like that) and change the line iPresentInterval = 1 to 0. It is also recommended to disable vertical sync in the video card settings (on older video cards this parameter will be called “Vertical sync pulse”).

Useful mods:

Below I will give a list of mods with the help of which there will be no terrible drawdowns indoors when you look at fire, fog or steam... You will definitely get 60 fps in houses, tombs, castles, etc.

1)Remove Exterior Fog & Remove Interior Fog:


2)Removing floating fog particles in interiors:

3)Colorful Lights - No Shadows + DLC (like disabling shadows):


Conflicts with ELFX, Relighting Skyrim, RLO, ULO e.t.c!!!
4)LightingShader Tweak:

5)Insignificant Object Remover:

6)Plane Optimization:

7)Skyrim Project Optimization:
..
8)Remove Underwater Grass and other stuff:

I won’t explain how to install them, but I will leave one link below, where the guy (Andrey) explains everything the same and plus he will give you even more benefits to increase your FPS.

Here are a couple of mods for those who are having a really hard time:
1)Optimized Vanilla Textures:

2)Skyrim Performance PLUS:

3)Low Res Particles and Flora:

IMPORTANT FOR THOSE WHO INSTALL RETECTURES, HD textures, etc., use this program:
Optimizer Textures (Ordenador):

Andrey will tell you how to use it (link below).

The golden stripe between FPS and quality:

Go to the launcher and click Settings:
-My screen resolution is 1360x768:3
-I turned off anti-aliasing because I enabled it in the video card settings (at 8x)
-Anisanthropic filtering has the same picture as with anti-aliasing (at 16x)
Detail section:
-Texture Quality is set to "High"
-Radial Blur Quality is set to "Low"
-Shadow Detail is set to Low because I turned off shadows and there is no point in setting the quality higher
-Decal Quantity is set to "Ultra"
-FXAA enabled
-Of the 4 water functions, I installed only Reflect Trees and Reflect Sky
View Distance section:
-Object Fade costs ""8""
-Actor Fade costs ""15""
-Grass Fade costs ""3""
-Specularity Fade costs ""2""
-Light Fade costs "18"
-Item Fade costs "8"
-Distant Object Detail costs "Medium"
-Object Detail Fade I turned off but you can turn it on and gain 2-3 fps.

You can see a detailed explanation of each function in the Skyrim settings and configure them yourself here.







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