The Elder Scrolls V

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=GG= Mr Moe

FNG / Fresh Meat
Mar 16, 2006
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Then you haven't searched hard enough.


Here, when you explore harder you can also find this interesting potion and it's effect:

Spoiler!

Hmmm, I have all my graphic settings on Ultra and while it looks pretty good, it doesn't look quite that good. Is this a screenshot or doctored promo pic?
 

Homuth

FNG / Fresh Meat
Nov 21, 2010
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Hmmm, I have all my graphic settings on Ultra and while it looks pretty good, it doesn't look quite that good. Is this a screenshot or doctored promo pic?

Straight from the game mate, nothing edited at all, taken with steam.

My settings:
16:10 , 1690 x 1050
AA 4X
AF 8X

Details all on High, except Decal quality which is on Ultra. I can't put shadows on Ultra because I'll start lagging, due to ATI card not supporting some shadow features on Ultra I believe.

All option boxes checked in that menu as well.

Everything maxed out in the view distance menu and the checkbox checked.
 
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Fedorov

FNG / Fresh Meat
Dec 8, 2005
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rcly84.jpg

213kgva.jpg
 
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Moyako

FNG / Fresh Meat
Jan 10, 2008
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By the way, how the hell do you get up there(main storyline quest)? I went through the whole damn mountain but didn't find a way to ascend up there

Spoiler!


Exploration win for me

xD
 
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Grabbed_by_the_Spetsnaz

FNG / Fresh Meat
May 29, 2011
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New Zealand
Spoiler!
 
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LightsabeR

FNG / Fresh Meat
Dec 22, 2010
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SPOILERS AHEAD!

@Grabbed_by_the_Spetsnaz
Spoiler!
 
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Murphy

FNG / Fresh Meat
Nov 22, 2005
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They should have fixed the primitive water-pane behavior by now.
If the camera isn't fully submerged or fully above water the zone settings of over- or under-water are applied to the whole screen. Meaning that by tilting your screen at the right angle you can see underwater with the view-distance of not-underwater, as seen in the screenshot in the spoiler-tags below. The opposite is possible too, if you want to look around the world with a horrible brown tint and really murky draw-distances.

Spoiler!


Morrowind is old enough to be excused, Oblivion is kind of on the verge, but Skyrim is definitely new enough that STILL having water-zones behave like this is unacceptable, imo.

UT3, I think, is the first game I saw that did this properly. If you had your screen at water-level the upper half would look normal, and the lower half looked like it was under water.

Why can't Skyrim have this?:(
 

Zennousha

FNG / Fresh Meat
Mar 1, 2006
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They should have fixed the primitive water-pane behavior by now.
If the camera isn't fully submerged or fully above water the zone settings of over- or under-water are applied to the whole screen. Meaning that by tilting your screen at the right angle you can see underwater with the view-distance of not-underwater, as seen in the screenshot in the spoiler-tags below. The opposite is possible too, if you want to look around the world with a horrible brown tint and really murky draw-distances.

Spoiler!


Morrowind is old enough to be excused, Oblivion is kind of on the verge, but Skyrim is definitely new enough that STILL having water-zones behave like this is unacceptable, imo.

UT3, I think, is the first game I saw that did this properly. If you had your screen at water-level the upper half would look normal, and the lower half looked like it was under water.

Why can't Skyrim have this?:(

Well, you realize UT3 as you mentioned is actually beyond a DX9 game, which Skyrim is. I wouldn't be surprised if it was flat out a constraint with the old engine and rendering.
 

Xendance

FNG / Fresh Meat
Nov 21, 2005
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UT3, I think, is the first game I saw that did this properly. If you had your screen at water-level the upper half would look normal, and the lower half looked like it was under water.

Why can't Skyrim have this?:(

Umm, I don't think UT 3 did that. It used volumes which behave exactly like Skyrim in this matter.
 

Murphy

FNG / Fresh Meat
Nov 22, 2005
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The postprocessing only works when you're in the zone, you're right about that, so the same thing happens as in Skyrim as far as the over-the-top blurriness from underwater goes, but at least the fog works properly!
Spoiler!

With the drastic difference in the fogs over- and underwater in Skyrim that would probably be enough. I don't even know if there is post-processing involved the naked eye would miss in the short instance your screen shows both over- and underwater, but at least you couldn't exploit this anymore to scout out underwater areas (e.g. for sunken ships) before you dive into the murky soup.
 

Nenjin

Grizzled Veteran
Apr 30, 2009
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Sub-Level 12
40 hours and endlessly fast traveling to try and finish the Thieves' Guild quest finally did me. I enjoyed those 40 hours though. If you've played Oblivion or Fallout 3, I think Skyrim doesn't quite feel as big as it first strikes you. Seems like the biggest area that takes the longest to travel across is the plains west of Whiterun. Everything half the time I was like "What? I'm already here?"
 

Shadrach

Grizzled Veteran
May 2, 2006
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stian.freeshell.org
Oh man, I *never* want to go down another of those damned tombs.

Draugr, Draugr, Draugr, Draugr Boss, Tough Draugr, Draugr, Draugr Draugr Draugr etc etc.

Sometimes I think the guys designing these dungeons are sadists. It's like this - you get to a big room and think it's the end, but NOOOO then there's a bit with some tunnels and spiders and back in to 10 more miles of dungeon :(

I'm certainly not complaing I havent got my 50€ worth out of this game... but like I said I am on an extended dungeon break.