MGEXE Settings?

Post » Sun Jun 14, 2015 7:57 am

What MGEXE settings (draw distance, static size, shaders, lighting, etc) are you guys running and what kind of framerate do you get? I've been doing a lot of tweaking and whatnot, trying to find an ideal balance between good visuals and good framerate and I'm curious what other people have done.

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Elisha KIng
 
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Joined: Sat Aug 18, 2007 12:18 am

Post » Sun Jun 14, 2015 3:51 pm

These are my settings. https://www.dropbox.com/sh/glnokf4tx8l0yn7/AAAUOgOu3tiZCGEGOpYkwIp7a?dl=0

I get around 20 to 25 in Balmora and over 40 in interiors, with i5 4200m, Radeon HD 8750M and 4GB RAM. Although, I use mostly vanilla textures apart from SWG skies, so it may drop if I use replacers. I find the 20 to 25 is more than playable. I used to get the same with the old PC without MGE, so I might have got used to that.

PS : Oh, and shaders : SSAO HQ, HDR, Sunshafts, and FXAA and underwater effects.

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Steeeph
 
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Joined: Wed Apr 04, 2007 8:28 am

Post » Sun Jun 14, 2015 2:28 pm

I'm a framerate [censored] so I try to keep my settings light. I go with 6 cells max view distance (mostly to keep the mystery) with bloom and sunshafts. I still get FPS drops around the well known problem areas but 95% of the time I see a solid 60fps.

i7 950@4ghz, 6gb ram, GTX 580 (at the time) on Win 7 x64.

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GEo LIme
 
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Post » Sun Jun 14, 2015 8:32 pm

I generally lower land textures to 1024 and 512, land mesh detail to medium, and static mesh detail/grass density/texture reduction to 50%. I also add flags to certain expensive shaders ike SSAO to only run in interiors. I try to to keep the distant land generation to a modest amount too, usually somewhere around 5-10. I also make liberal use of the texture/mesh optimizers and use FPS optimizer with everything disabled except the "hide visually small objects". With all of those and a carefully built mod list I can hover around 60fps (my ini fps cap) in most places, maybe going to ~30-40 in Balmora. My computer is about 10 years old though with a relatively cheap cpu/gpu's.

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Brad Johnson
 
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