Probably by recompiling the behavior of these shadows. Or by nvidia working with bioware to make it so the shadows are in larger batches... or optimising culling for shadows that aren't actually in view.
Dynamic shadows are a dog to render at a high framerate without using them sparingly, or faking them.
LOLWUT? there was no "NVIDIA optimization patch"! the patch (1.3 btw) was the proper usage of SSE (ie, actually turning it on >.>) instead of x87 fpu.
Others might remember TESV Acceleration Layer and Skyboost, these were code injected optimised replacements for the 'unoptimised' code using SSE/SSE2 that were made redundant with 1.3
the x87 fpu is a hell of a lot slower on core 2 duo and amd phenom/athlon cpu's.
For basic arithmetic on nahalem and newer, this unit is on par with SSE, but as functions become more complex the performance tapers off
Skyrim 1.0-1.2 was using code that had not been inlined (improves pipeline execution and branch prediction) or sse optimised, which in a basic manner of explanation means the compiler rewrites standard C++ into instruction/machine code (rather then having to use assembly).
That was not a performance patch, it was a simple change of the compiler options to enable Large Address Aware, a setting that allows a 32bit application to use the 4GB
user address spaces provided to 32bit applications under 64bit operating systems.
It does not allow more than 4GB to be used
at all, and Virtual Address Space is often consumed well before the working set reaches that point.
The 4GB patch was only relevant to heavy texture modders anyway.
NO.
The game only scales to 3 cores (load balanced of course).