Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Ive always assumed all Bethesda Games runs all crazy over 60fps.
Whats the mod?
Skyrim requires extra to removing the FPS cap, or you'll get all sorts of trouble in the game, so please do your research before you simply remove FPS cap from skyrim (be it original or SE).
Basically, you have to adjust the value of the Havok engine to match the target FPS you want. It is advised that it is important to keep the FPS all the time to the target FPS you set (hava a fast GPU and adjust graphics settings accordingly to keep at max FPS you set). But some people reported having great fluctuations (from 40 to 120) of FPS and still not noticing havoc breaking around.
I still didn't try the settings here, but I did my homework and guessed the right calculation for the havok engine given the values people provided in the reddit discussion.
The value you give to the havok engine (sorry, I don't remember the ini string, besides, there are others you should add, so you should do a little google to get to the right settings) it should be 1/<FPS>. So, if your target is 120FPS, it should have 1/120, or rather 0.00833.
There are lots of discussions here about vsync that people say that there's no solution, disregard them. It was discovered in 2016 (about when SKSE was released) a solution for the issue.
You can also properly cap FPS if you use rivatuner, msi afterburner, evga's precisionX... But I tend to believe (for nvidia) the lightweightest option would be the NVidia Inspector. It also allows you to lock the FPS just for SKSE (instead of making a global cap). But maybe the global cap is what you need, as you set it up for every game. :)
https://www.blurbusters.com/gsync/gsync101-input-lag-tests-and-settings/12/
Okay, here's the "official" reddit discussion on the high-fps-fix. There are also some mods which just add the ini settings for some presets. well, I don't really fancy mods, although I also want mine to stick at some 110fps (which is the reason I learned the math for the havok engine value).
https://www.reddit.com/r/skyrimmods/comments/5aao95/possible_fix_to_allow_skyrim_to_run_on_120fps/
My display is at 110Hz (at 120, it starts to display green pixels, poor one). I got an evga 1080ti kingpin, and I am using nVidia Experience overlay. It displays the FPS all the time during the game and gives the option to record. Resolution is 2560x1440. It sticks at 105-108 FPS in the OSD; I don't really see it reach 110+ FPS.
I also noticed changing either the iVSyncPresentInterval or adding/removing the HAVOK.fMaxTime setting does not do anything. I believe since the Display.blockFramerate= setting, they removed or inutilized the others. It always caps at my raw screen FPS.
Do you suggest these are like, scams or things like that? The change seems to work fine to me.
By the way, I only get the FPS at 105-108 if I play skyrim in windowed fullscreen. If I switch it to nun-windowed fullscreen, it caps down at 60fps. I'm just testing at 1440p, which is my native resolution. I really notice the responsiveness change between the two FPS (that "skipping" feel while turning around is much lesser at ~110fps).
I backed up my save at this point so, not much to fear. The reddit above stated to back up in upper case so...
EDIT: btw thanks for taking your time to post your advice here, I see you're involved with the unofficial skyrim patchset; I'm running vanilla SKSE btw, but when something breaks I search for that in the list of USSE bugs. :)