

You don’t need to use the low preset to get rid of TXAA though you can just change it from the launcher but otherwise keep everything else on ultra. TXAA washes the game out and strips the life out of it. With the low preset, the most significant change is the switch from TXAA to FXAA, and frankly it’s a welcome one. Distant objects are more faded as well, but it’s a subtle difference. The medium preset looks a lot like the high preset, but with another slight reduction in shadows. Shadows are a wee bit smaller and some fog effects are reduced, but spotting them is like playing a game of Where’s Wally (Waldo for our American cousins). HighĪt the high preset, there’s hardly any noticeable difference to the ultra preset at all. Without vsync, it goes over 80, but I can’t stomach the screen tearing for more than a minute.

Performance is mostly steady at 60fps on my GTX 970. There are countless tweaks, and a few minor outright changes. You will undoubtedly see people, particularly on the Steam forums, ranting and raving about how it’s barely changed at all, but as you’ll see from comparison screenshots later on, this is absolute nonsense. On Skyrim’s highest settings, it definitely looks improved. Sure, you get a better frame rate, but chances are your eyes will also call it a day after dealing with all the screen-tearing and physics bugs. That doesn’t really solve much of course. Like the original game, you’ll need to delve into the SkyrimPrefs.ini file found in your documents folder and switch off vsync. Unfortunately, some of Skyrim’s old issues return in this new package, notably the 60fps lock. The view distance tab, which lets you fiddle with the view distance for specific elements, like grass, NPCs, objects and so on, also returns. The graphics options screen is once again only available from the launcher, though there’s now a god rays option, along with options for snow shader, lens flare and 64-bit render targets, rendering things like colours, textures and the aforementioned god rays in 64-bit rather than 32-bit.

It’s impossible not to take mods into account, since they are such an integral part of the PC version, so as well as comparing Skyrim Special Edition to the vanilla game, both visually and in terms of performance, I’ll be comparing it to a version loaded with graphics mods (I’ll link the most significant ones). Hopefully, a lot of these mods will eventually be reworked for this new version, but until then, it’s almost competing with a game that’s had five years of mod support and evolution. The improvements are most dramatic on consoles, which get mods for the first time and the most significant visual upgrade, but on PC we’ve been using mods to transform the game since its launch.
