Yep. Got two preordered. One PS4 and one PC.Did anyone here get the real pip boy deluxe edition? Because if you can actually tie that into the game it should be awesome. If not kinda annoying.
I'm going to eat normally and enjoy some beers as I play. That's it.
Skyrim would be able to use practically unlimited RAM.
Parts of ENBoost (but not all of it) would become defunct. ENB would have to be rewritten. How extensively, I do not know, but we would be stuck waiting for an update. And with Boris not too enthusiastic at the moment (from what I hear) that might not come soon or at all.
SKSE would have to update too, but the changes would probably be minor. The hardcoded limit on the SKSE memory patch could be lifted and we would have the option of making huge object heaps like 2+ GiB large just because why not -- available RAM allowing. This would give us significantly more wiggle room to put so much more stuff into the world. (Right now, heap space is still a hindering limit, even with the SKSE memory patch installed.)
Down the line, the scope of content mods would increase as the budget for cell objects would increase a lot, and we'd be limited by rendering and CPU rather than RAM/heap space. We could probably see cities and towns twice the size we do now, or bigger, with a high level of detail like JK's stuff, granted a good GPU to run it.
Aside from that, not much else would change. I'm taking a wild guess that Skyrim as-is wasn't compiled with super conservative options targetling archaic things like i386, so moving to building for amd64 wouldn't mean a huge boost in compiler optimizations. And I doubt the code would be updated to take care of newer instructions at the same time. So in other words, the performance would probably be the same.
Skyrim would be able to use practically unlimited RAM.
Parts of ENBoost (but not all of it) would become defunct. ENB would have to be rewritten. How extensively, I do not know, but we would be stuck waiting for an update. And with Boris not too enthusiastic at the moment (from what I hear) that might not come soon or at all.
SKSE would have to update too, but the changes would probably be minor. The hardcoded limit on the SKSE memory patch could be lifted and we would have the option of making huge object heaps like 2+ GiB large just because why not -- available RAM allowing. This would give us significantly more wiggle room to put so much more stuff into the world. (Right now, heap space is still a hindering limit, even with the SKSE memory patch installed.)
Down the line, the scope of content mods would increase as the budget for cell objects would increase a lot, and we'd be limited by rendering and CPU rather than RAM/heap space. We could probably see cities and towns twice the size we do now, or bigger, with a high level of detail like JK's stuff, granted a good GPU to run it.
Aside from that, not much else would change. I'm taking a wild guess that Skyrim as-is wasn't compiled with super conservative options targetling archaic things like i386, so moving to building for amd64 wouldn't mean a huge boost in compiler optimizations. And I doubt the code would be updated to take care of newer instructions at the same time. So in other words, the performance would probably be the same.
I recently started Skyrim again.Ya my last skyrim playthrough to try out CWO and a bunch of the 2015 highlight mods had all that stuff, still though I felt pretty capped at 7 ugrids and kept textures down to 1024 instead of 4096 (which doesnt matter at all cause you really can't see a difference unless you zoom in on tree bark) I think Skyrim as it sits now is about as far as any 32bit game will ever go, when you built a load order with 300 mods and tons of added stuff you definitely had to be aware of how hard you were pushing the game. I do wonder how the move to 64 bit will affect the script lag that plagued large load orders in Skyrim, to me that seemed like a more limiting factor than memory alot of the time, but I am not in the know on the programming end of it to know how linked the two are.
It is amazing how far the modders managed to push it though, the game with ENB and textures and dyndolod atm looks better than any game I have ever seen, and the features of a fully modded skyrim put it miles above any other rpg made by any other company ever imo, tale of two wastelands is the only thing that comes close imo.
B..b..but my autismMy thoughts are you're way overthinking it for a first time play through, especially of the Bethesda Fallouts.
Play it organically the first time through, don't beat yourself up about making a perfectly tuned min/maxed character first time through. It'll only make the game way too easy and boring anyway.
DOF is definitely wonky for most presets. I think the static DOF that just blurs the stuff starting at a medium distance is nice though. It would be a great system for a more VR style system where your cursor actually followed your eyes but I constantly found myself looking off to the side of the screen and just seeing blurry shit which looked awful.ENB is meh anyway. Sure, it's great for taking screenshots (if you love taking 'photos' with Bokeh DoF dialed up to 11) but I've never liked it at all for actually playing a game. ReShade and MasterEffect should work with the 64-bit exe right out of the box day 1, and those tools have much more practical use. Of course if you want to use MasterEffect you'll need to consider Bethesda's recommended PC specs to be about the minimum instead.