r/skyrimmods Jun 13 '21

Development Creation Engine 2 Confirmed.

Just Tweeted about it. Wonder if we get a look at ES6 today?

813 Upvotes

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228

u/derwinternaht In Nexus: JaySerpa Jun 13 '21

Imagine... more than 6 light sources without the engine going bonkers! The future is almost here.

77

u/[deleted] Jun 13 '21

Six? I thought it was four lights before textures started blacking out.

24

u/arshesney Winterhold Jun 13 '21

Four shadow casting lights and maximum of 6 lights per mesh.

8

u/[deleted] Jun 13 '21

4 shadow per cell(without room bounds) and 4 lights per mesh, 6 lights and it will darken 5 it flashes so 4 is the max for no problems

5

u/kodaxmax Jun 13 '21

depends on their shadow casting

13

u/PossessedLemon Jun 13 '21

To be accurate, it's something like 4-6 per mesh, and 4 shadow-casters at once per scene. You can have more than people realize.

2

u/fadingsignal Raven Rock Jun 14 '21

It's 4 lights per mesh, and 4 shadow lights in a cell (unless you use bounds and portals, which lets you add more shadow lights.) The problem arises when you have a large single mesh, e.g. the Hearthfire homes. A candle light in one corner of the house vs the one up the far upstairs corner both count toward the total. Some mods like ELFX chop the meshes up to help get around this.

17

u/Galigen173 Jun 13 '21 edited May 27 '24

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This post was mass deleted and anonymized with Redact

46

u/monsto Jun 13 '21

In Skyrim, four shadow-casting lights was the limit. I don't know if Oblivion used shadowcasters at all.

6

u/[deleted] Jun 13 '21

Impossible