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Using 4K Skyrim Textures when running 1920 x 1080 display resolution?
Anyone know how to solve the Missing Mesh signs when using Harvest Flora Mod?When using graphics mods such as OptiFine, do I need to patch server or only client?How can I get the Steam overlay on Skyrim, if I am using the SKSE.exe to launch the game?'Skyrim HD - 2K Textures' mod installed via NMM not showing up in the game launcherSkyrim bug. Water textures flickering, Screen stuttering black, and Animals flying into the skySkyrim SE Frostfall + Campfire ProblemSkyrim SE: Game not launching after activating mods through NMM
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I am looking at installing this 4K Texture pack for Skyrim Special Edition:
4K Parallax Skyrim by Pfuscher
https://www.nexusmods.com/skyrim/mods/49661?tab=files
But since my display has a max resolution of 1920 x 1080 will those textures even be loaded/work?
Not knowing how this works but will the game engine only load textures that fits the current resolution or will it actually try and load the 4K version installed even though they are overkill?
mods skyrim-special-edition
add a comment
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I am looking at installing this 4K Texture pack for Skyrim Special Edition:
4K Parallax Skyrim by Pfuscher
https://www.nexusmods.com/skyrim/mods/49661?tab=files
But since my display has a max resolution of 1920 x 1080 will those textures even be loaded/work?
Not knowing how this works but will the game engine only load textures that fits the current resolution or will it actually try and load the 4K version installed even though they are overkill?
mods skyrim-special-edition
add a comment
|
I am looking at installing this 4K Texture pack for Skyrim Special Edition:
4K Parallax Skyrim by Pfuscher
https://www.nexusmods.com/skyrim/mods/49661?tab=files
But since my display has a max resolution of 1920 x 1080 will those textures even be loaded/work?
Not knowing how this works but will the game engine only load textures that fits the current resolution or will it actually try and load the 4K version installed even though they are overkill?
mods skyrim-special-edition
I am looking at installing this 4K Texture pack for Skyrim Special Edition:
4K Parallax Skyrim by Pfuscher
https://www.nexusmods.com/skyrim/mods/49661?tab=files
But since my display has a max resolution of 1920 x 1080 will those textures even be loaded/work?
Not knowing how this works but will the game engine only load textures that fits the current resolution or will it actually try and load the 4K version installed even though they are overkill?
mods skyrim-special-edition
mods skyrim-special-edition
asked 12 hours ago
u123u123
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2 Answers
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A 4K texture, does not require a 4K monitor.
In short, the graphics pipeline for getting "pretty pictures" on a screen is, with some hand-waving to simplify things:
You have a 3D model, that looks like a thing - e.g. "a tree"
You have a texture, which is just a 2D image of colors
The texture is mapped to the model, such that each point on the surface of the 3D model (split into triangles), has a co-ordinate on the texture. i.e. points to a specific pixel on the texture. It's like mathematically wrapping a candy-bar wrapper around the chocolate inside.
When you view this in game, Maths™ is used, which maps each point on the 3D model, to a pixel on your screen.
As each point on the 3D model, is already mapped to a pixel in the texture. You can now set the color of that pixel on your monitor - to the color from the texture.
Note, the obvious things now:
There are infinite points on a 3D model (look at your hand, find two points - you can keep finding a "half-way" point mathematically, infinite times)
There are a limited number of pixels in the texture map. It has a width and height, and there is clearly no such thing as half-way between two pixels - it's either pixel 1, or pixel 2.
Therefore, to map each point on the model to a pixel in the texture, means some points will share a pixel. In game, when you zoom too far in - this means you either get pixelated looking images, or if they use any kind of filtering (*all modern games do), you'll get a nice big blurry spot.
A 4K texture just has more pixels to sample from. So more points on the model will have their own unique pixel. That is, you could get much closer to it - and you will still see details.
The resolution of your monitor only matters after this point. The model will still be rendered using the high-quality textures, even if your monitor is so bad - that you'd have to stand right next to the model to see any difference.
2
+1 for the last 2 paragraphs. Contrary to what a lot of people are shouting on the internet, 4k can actually make a difference in quality for gaming, you just need to be closer to the object model to see it. People seem to confuse movies and gaming a lot when it comes to video output.
– Mixxiphoid
10 hours ago
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I can't comment as I do not have the necessary reputation, but I wanted to add on to Bilkokuya's excellent answer.
Two of the main important factors regarding whether you can see a difference with higher-resolution textures is both your distance from the object (which Mixxiphoid pointed out), as well as the size of the object. IOW, how much area that texture needs to be stretched over.
1K textures might look fine on an apple right in front of your face, but 1K textures on a mountain in Skyrim at the same distance might look very poor.
In general, I would consider high-resolution textures for anything large or frequently seen close-up.
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2 Answers
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2 Answers
2
active
oldest
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active
oldest
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A 4K texture, does not require a 4K monitor.
In short, the graphics pipeline for getting "pretty pictures" on a screen is, with some hand-waving to simplify things:
You have a 3D model, that looks like a thing - e.g. "a tree"
You have a texture, which is just a 2D image of colors
The texture is mapped to the model, such that each point on the surface of the 3D model (split into triangles), has a co-ordinate on the texture. i.e. points to a specific pixel on the texture. It's like mathematically wrapping a candy-bar wrapper around the chocolate inside.
When you view this in game, Maths™ is used, which maps each point on the 3D model, to a pixel on your screen.
As each point on the 3D model, is already mapped to a pixel in the texture. You can now set the color of that pixel on your monitor - to the color from the texture.
Note, the obvious things now:
There are infinite points on a 3D model (look at your hand, find two points - you can keep finding a "half-way" point mathematically, infinite times)
There are a limited number of pixels in the texture map. It has a width and height, and there is clearly no such thing as half-way between two pixels - it's either pixel 1, or pixel 2.
Therefore, to map each point on the model to a pixel in the texture, means some points will share a pixel. In game, when you zoom too far in - this means you either get pixelated looking images, or if they use any kind of filtering (*all modern games do), you'll get a nice big blurry spot.
A 4K texture just has more pixels to sample from. So more points on the model will have their own unique pixel. That is, you could get much closer to it - and you will still see details.
The resolution of your monitor only matters after this point. The model will still be rendered using the high-quality textures, even if your monitor is so bad - that you'd have to stand right next to the model to see any difference.
2
+1 for the last 2 paragraphs. Contrary to what a lot of people are shouting on the internet, 4k can actually make a difference in quality for gaming, you just need to be closer to the object model to see it. People seem to confuse movies and gaming a lot when it comes to video output.
– Mixxiphoid
10 hours ago
add a comment
|
A 4K texture, does not require a 4K monitor.
In short, the graphics pipeline for getting "pretty pictures" on a screen is, with some hand-waving to simplify things:
You have a 3D model, that looks like a thing - e.g. "a tree"
You have a texture, which is just a 2D image of colors
The texture is mapped to the model, such that each point on the surface of the 3D model (split into triangles), has a co-ordinate on the texture. i.e. points to a specific pixel on the texture. It's like mathematically wrapping a candy-bar wrapper around the chocolate inside.
When you view this in game, Maths™ is used, which maps each point on the 3D model, to a pixel on your screen.
As each point on the 3D model, is already mapped to a pixel in the texture. You can now set the color of that pixel on your monitor - to the color from the texture.
Note, the obvious things now:
There are infinite points on a 3D model (look at your hand, find two points - you can keep finding a "half-way" point mathematically, infinite times)
There are a limited number of pixels in the texture map. It has a width and height, and there is clearly no such thing as half-way between two pixels - it's either pixel 1, or pixel 2.
Therefore, to map each point on the model to a pixel in the texture, means some points will share a pixel. In game, when you zoom too far in - this means you either get pixelated looking images, or if they use any kind of filtering (*all modern games do), you'll get a nice big blurry spot.
A 4K texture just has more pixels to sample from. So more points on the model will have their own unique pixel. That is, you could get much closer to it - and you will still see details.
The resolution of your monitor only matters after this point. The model will still be rendered using the high-quality textures, even if your monitor is so bad - that you'd have to stand right next to the model to see any difference.
2
+1 for the last 2 paragraphs. Contrary to what a lot of people are shouting on the internet, 4k can actually make a difference in quality for gaming, you just need to be closer to the object model to see it. People seem to confuse movies and gaming a lot when it comes to video output.
– Mixxiphoid
10 hours ago
add a comment
|
A 4K texture, does not require a 4K monitor.
In short, the graphics pipeline for getting "pretty pictures" on a screen is, with some hand-waving to simplify things:
You have a 3D model, that looks like a thing - e.g. "a tree"
You have a texture, which is just a 2D image of colors
The texture is mapped to the model, such that each point on the surface of the 3D model (split into triangles), has a co-ordinate on the texture. i.e. points to a specific pixel on the texture. It's like mathematically wrapping a candy-bar wrapper around the chocolate inside.
When you view this in game, Maths™ is used, which maps each point on the 3D model, to a pixel on your screen.
As each point on the 3D model, is already mapped to a pixel in the texture. You can now set the color of that pixel on your monitor - to the color from the texture.
Note, the obvious things now:
There are infinite points on a 3D model (look at your hand, find two points - you can keep finding a "half-way" point mathematically, infinite times)
There are a limited number of pixels in the texture map. It has a width and height, and there is clearly no such thing as half-way between two pixels - it's either pixel 1, or pixel 2.
Therefore, to map each point on the model to a pixel in the texture, means some points will share a pixel. In game, when you zoom too far in - this means you either get pixelated looking images, or if they use any kind of filtering (*all modern games do), you'll get a nice big blurry spot.
A 4K texture just has more pixels to sample from. So more points on the model will have their own unique pixel. That is, you could get much closer to it - and you will still see details.
The resolution of your monitor only matters after this point. The model will still be rendered using the high-quality textures, even if your monitor is so bad - that you'd have to stand right next to the model to see any difference.
A 4K texture, does not require a 4K monitor.
In short, the graphics pipeline for getting "pretty pictures" on a screen is, with some hand-waving to simplify things:
You have a 3D model, that looks like a thing - e.g. "a tree"
You have a texture, which is just a 2D image of colors
The texture is mapped to the model, such that each point on the surface of the 3D model (split into triangles), has a co-ordinate on the texture. i.e. points to a specific pixel on the texture. It's like mathematically wrapping a candy-bar wrapper around the chocolate inside.
When you view this in game, Maths™ is used, which maps each point on the 3D model, to a pixel on your screen.
As each point on the 3D model, is already mapped to a pixel in the texture. You can now set the color of that pixel on your monitor - to the color from the texture.
Note, the obvious things now:
There are infinite points on a 3D model (look at your hand, find two points - you can keep finding a "half-way" point mathematically, infinite times)
There are a limited number of pixels in the texture map. It has a width and height, and there is clearly no such thing as half-way between two pixels - it's either pixel 1, or pixel 2.
Therefore, to map each point on the model to a pixel in the texture, means some points will share a pixel. In game, when you zoom too far in - this means you either get pixelated looking images, or if they use any kind of filtering (*all modern games do), you'll get a nice big blurry spot.
A 4K texture just has more pixels to sample from. So more points on the model will have their own unique pixel. That is, you could get much closer to it - and you will still see details.
The resolution of your monitor only matters after this point. The model will still be rendered using the high-quality textures, even if your monitor is so bad - that you'd have to stand right next to the model to see any difference.
answered 11 hours ago
BilkokuyaBilkokuya
6916 silver badges10 bronze badges
6916 silver badges10 bronze badges
2
+1 for the last 2 paragraphs. Contrary to what a lot of people are shouting on the internet, 4k can actually make a difference in quality for gaming, you just need to be closer to the object model to see it. People seem to confuse movies and gaming a lot when it comes to video output.
– Mixxiphoid
10 hours ago
add a comment
|
2
+1 for the last 2 paragraphs. Contrary to what a lot of people are shouting on the internet, 4k can actually make a difference in quality for gaming, you just need to be closer to the object model to see it. People seem to confuse movies and gaming a lot when it comes to video output.
– Mixxiphoid
10 hours ago
2
2
+1 for the last 2 paragraphs. Contrary to what a lot of people are shouting on the internet, 4k can actually make a difference in quality for gaming, you just need to be closer to the object model to see it. People seem to confuse movies and gaming a lot when it comes to video output.
– Mixxiphoid
10 hours ago
+1 for the last 2 paragraphs. Contrary to what a lot of people are shouting on the internet, 4k can actually make a difference in quality for gaming, you just need to be closer to the object model to see it. People seem to confuse movies and gaming a lot when it comes to video output.
– Mixxiphoid
10 hours ago
add a comment
|
I can't comment as I do not have the necessary reputation, but I wanted to add on to Bilkokuya's excellent answer.
Two of the main important factors regarding whether you can see a difference with higher-resolution textures is both your distance from the object (which Mixxiphoid pointed out), as well as the size of the object. IOW, how much area that texture needs to be stretched over.
1K textures might look fine on an apple right in front of your face, but 1K textures on a mountain in Skyrim at the same distance might look very poor.
In general, I would consider high-resolution textures for anything large or frequently seen close-up.
New contributor
add a comment
|
I can't comment as I do not have the necessary reputation, but I wanted to add on to Bilkokuya's excellent answer.
Two of the main important factors regarding whether you can see a difference with higher-resolution textures is both your distance from the object (which Mixxiphoid pointed out), as well as the size of the object. IOW, how much area that texture needs to be stretched over.
1K textures might look fine on an apple right in front of your face, but 1K textures on a mountain in Skyrim at the same distance might look very poor.
In general, I would consider high-resolution textures for anything large or frequently seen close-up.
New contributor
add a comment
|
I can't comment as I do not have the necessary reputation, but I wanted to add on to Bilkokuya's excellent answer.
Two of the main important factors regarding whether you can see a difference with higher-resolution textures is both your distance from the object (which Mixxiphoid pointed out), as well as the size of the object. IOW, how much area that texture needs to be stretched over.
1K textures might look fine on an apple right in front of your face, but 1K textures on a mountain in Skyrim at the same distance might look very poor.
In general, I would consider high-resolution textures for anything large or frequently seen close-up.
New contributor
I can't comment as I do not have the necessary reputation, but I wanted to add on to Bilkokuya's excellent answer.
Two of the main important factors regarding whether you can see a difference with higher-resolution textures is both your distance from the object (which Mixxiphoid pointed out), as well as the size of the object. IOW, how much area that texture needs to be stretched over.
1K textures might look fine on an apple right in front of your face, but 1K textures on a mountain in Skyrim at the same distance might look very poor.
In general, I would consider high-resolution textures for anything large or frequently seen close-up.
New contributor
New contributor
answered 8 hours ago
Tyler ShellbergTyler Shellberg
436 bronze badges
436 bronze badges
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New contributor
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