TES Skyrim 0.214

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Posts: 8
Joined: 04 Sep 2013, 19:54

Re: TES Skyrim 0.214

My plugin doesn't really make use of SKSE at all, I only use it to load the DLL.

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*sensei*
Posts: 331
Joined: 20 Jul 2013, 00:34

Re: TES Skyrim 0.214

A quick run around outside Whiterun looked good. 20% reduction in memory usage, smooth 360 camera panning, and almost no stutter inside the loaded Grid=7. A half second pause for the Grid transition. An interior save loading worked much better than before when I always had to use DisablePreloadToVRAM=true.
ExpandSystemMemoryX64=true
ReduceSystemMemoryUsage=true
DisableDriverMemoryManager=true
DisablePreloadToVRAM=false
ReservedMemorySizeMb=512
EnableUnsafeMemoryHacks=false
VideoMemorySizeMb=6144
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*blah-blah-blah maniac*
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Re: TES Skyrim 0.214

Altimor
Can't use SKSE or other software because of security reasons (nothing personal), pc is work horse for me.
I increased stack size after DaemonWhite posted:
"A recursive cell rendering function. Due to an unused logging function after the recursive call, the compiler used a CALL rather than a JMP- this caused a new call stack to be created, when rendering too many cells the game would eventually exceed the CPU's stack size limit."
Don't know if it's the one only issue fixed in your plugin that way.


Seems will not be responses regarding changes to stability, okay, going back to graphics.
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*sensei*
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Re: TES Skyrim 0.214

With all the memory optimizations, it became much harder to find the possible instabilities. Longer runs are needed, and then you're not sure what happened(if happened): is it buggy scripts, bad .nif somewhere, videocard overheat, phase of the moon or something else.
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Joined: 23 Jul 2013, 02:37

Re: TES Skyrim 0.214

234 mods, mostly textures, npc adds, and companions.
Latest Unreal Cinema installed.
Tested at ugrids 5,7, 9, and 11. all worked just fine.

.214 runs well for me.
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Joined: 20 Aug 2013, 16:26

Re: TES Skyrim 0.214

Seems will not be responses regarding changes to stability, okay, going back to graphics.
Please be patient. Not all people can perform tests immediately.
My feedback:
Test run: load in riften exterior (near stables) -> whiterun -> dragonsreach -> solitude

ugrid7:
seems to be perfectly stable
urid9:
freezed when leaving riften aspen tree area
utrid11:
same as ugrid9

only graphic mods now in load order + Skyrim distance overhaul

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Re: TES Skyrim 0.214

How can i get issues with high ugrid setting myself? May be i'm missing something, but grid=11 worked all the times i tried, except once about two weeks ago (just tried for luck and got problem), but whatever i do with any game mods, work fine and definetly it doing it's job by increasing world details.
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Joined: 20 Aug 2013, 16:26

Re: TES Skyrim 0.214

Don't know, since you don't want to install other mods.
I'll try to disable SDO and run tests again.

UPD: Same results without SDO

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Joined: 04 Sep 2013, 19:54

Re: TES Skyrim 0.214

It definitely seems to be very finicky regarding PC differences. I can get grids up to 13 (poor performance but stable), other people have been able to use 15. For some reason if it fails the grid loading thread just continues forever. Breaking with the Visual Studio debugger during such a freeze showed that most of the threads were waiting for the grid loading thread to finish.

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*master*
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Joined: 15 Apr 2013, 12:02
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Re: TES Skyrim 0.214

I can do ugrid 11 as well. Though it pushes the limit on my rig with all those hires textures.
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