Meshes Optimization Project
This project focuses on optimizing meshes to reduce draw calls. In other words, improve performance with minimal loss to visual quality. Some meshes are best utilized in ENB or CS, so please ensure you have the correct file, and all meshes should be compatible with vanilla.
Why does this mod exist?
Each shape (or “object”) in a mesh is a separate sub-mesh. Even if all shapes share the same material, the game engine must issue a
separate draw call for each one.
More shapes → more draw calls → more CPU overhead.
Fewer shapes → fewer draw calls → better performance.
Legend:
Red - Not Gonna work
Orange - Can work but needs testing
Green - Will Work Fine
Cities of the North - Falkreath - (CS - ENB - LUX(Without CS) - Vanilla)
Optimized and fixed multiple errors that were present base meshes too
Let Lux Interior Meshes win over these
Cities of North - Falkreath Retexture and Consistency (CS - LUX - ENB - Vanilla)
Optimized and fixed multiple errors that were present in base meshes and that got carried over to these meshes.
Cities of the North - Dawnstar (CS - ENB - LUX(Without CS) - Vanilla)
Optimized and fixed multiple errors that were present in base meshes and redid the collision in all interior cells with proper footstep flags. Fixed interior mesh faces and UV.
Let Lux Interior Meshes win over these
Cities of the North - Morthal (CS - ENB - LUX(Without CS) - Vanilla)
Most of the meshes were already optimized, but I performed an optimization pass on large meshes and smaller meshes that are used repeatedly. Like before, I also merged meshes.
Let Lux Interior Meshes win over these
Northern Roads (CS - LUX - ENB - Vanilla)
Merged and optimized the shapes. While the meshes were already in good condition, I still went through them manually to further optimize and repaint the vertex colors.
Valhalla Bridges (CS - LUX - ENB - Vanilla)
Fixed a lot of meshes, simplified collision and Merged Shapes.
Load it right after the main mod
Medieval Markets (CS - LUX - ENB - Vanilla)
A large number of meshes have been optimized to low-poly versions. Some mesh shapes are merged, not all. Some were reduced by as much as 15K Tri without any noticeable loss in quality. The meshes that truly needed optimization were modified.
Vanilla Riften Meshes Optimized (CS - LUX - ENB - Vanilla)
(WIP) I’ll be adding more meshes gradually over time. Interior meshes haven’t been touched yet — for now, I’ve just fixed the most problematic ones.
These meshes don’t include parallax to avoid conflicts, but you can run Parallax Gen if you want to enable it.
Installation
Make sure the mod is winning the conflict in Mod Organizer 2 and Vortex.
FAQ
Can I install this mid-game?
Yes.
Can you patch X-Mod?
It depends on whether the mod has open perms or not, and on the scope of the mod/work and whether I happen to use that mod myself.
Credits
Huge thanks to robertgk2017 and ra2phoenix for teaching me the way of Meshes
JPSteel2 for Cities of the North
Gonzeh84 for Cities of North - Falkreath Retexture and Consistency
miliyx's for Cities of the North - Dawnstar I used as a base for Dawnstar.
Instructions
This project focuses on optimizing meshes to reduce draw calls. In other words, improve performance for minimal loss to visuals
COTN - Dawnstar
Meshes Optimization Project Load it right after the main mod. Update:- Fixed Interior04 Mesh Vertex colour.
COTN - Falkreath Retexture and Consistency
Load Order COTN - Falkreath COTN - Falkreath Retexture and Consistency COTN - Falkreath Gonzeh - Updated Normal Maps Lux (If you are using it) [Then this Mod]
COTN - Falkreath
Meshes Optimization Project Load it right after the main mod.
COTN - Morthal
Meshes Optimization Project Load it right after the main mod.
Medieval Markets - Optimized Meshes
Load After Main File
Northern Roads - Optimized Meshes
Load After Main File
Valhalla Bridges - Fixed and Optimized Meshes
Fixed a lot of meshes, simplified collision and Merged Shapes. Load it right after the main mod
Vanilla Riften Meshes Optimized
Meshes Optimization Project (WIP) I'm gonna slowly add more meshes over time.