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 Post subject: Re: TES Skyrim 0.193
PostPosted: 22 Jul 2013, 06:07 
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charlievoviii wrote:
I'm LMAO watching noobs still using Ugrids over 5 and crying about CTD.


Before TESV 1.6.09xxx patches, uGrids to 7 was totally stable to me, even with HQ textures everywhere.
I could also set it to 9 with not SO many CTDs. So it was totally doable without issues.

One Bugthesda introduced their first "memory optimizations", then it became unstable.
If Boris finds the way to unlock what it needs for us to set uGrids to 7 again with no CTDs, I'd be an happy man. Higher uGrids means not only better distance details, but also smoother gameplay.

Unfortunately, even with removing all the iMaxAllocated etc... crap in my inis, none of the recent tests has been successfull about this.
Only uGrdis=5 is stable. 7 works if loaded in a closed cell (in Whiterun I.E.), not in an exterior one (in tundra). As soon as changing cell : CTD.
I didn't have any infinite load screen, not even one.

Tested on 3 GB cards, 4 GB cards, Win 7 64.

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 Post subject: Re: TES Skyrim 0.193
PostPosted: 22 Jul 2013, 06:21 
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Oyama
Show me video and system memory usage graph when ReduceSystemMemoryUsage=true set, may be your problem similar to AMD users.

Here are tests, their stuttering, memory usage and CTD limit should differ.

EDIT: file deleted.

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 Post subject: Re: TES Skyrim 0.193
PostPosted: 22 Jul 2013, 06:37 
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Oyama wrote:
charlievoviii wrote:
I'm LMAO watching noobs still using Ugrids over 5 and crying about CTD.


Before TESV 1.6.09xxx patches, uGrids to 7 was totally stable to me, even with HQ textures everywhere.
I could also set it to 9 with not SO many CTDs. So it was totally doable without issues.

One Bugthesda introduced their first "memory optimizations", then it became unstable.
If Boris finds the way to unlock what it needs for us to set uGrids to 7 again with no CTDs, I'd be an happy man. Higher uGrids means not only better distance details, but also smoother gameplay.

Unfortunately, even with removing all the iMaxAllocated etc... crap in my inis, none of the recent tests has been successfull about this.
Only uGrdis=5 is stable. 7 works if loaded in a closed cell (in Whiterun I.E.), not in an exterior one (in tundra). As soon as changing cell : CTD.
I didn't have any infinite load screen, not even one.

Tested on 3 GB cards, 4 GB cards, Win 7 64.


My current experience is different with 1.8 i can use up to 7 and it runs very nice but if i try ugrids above 7 savegames wont load and the Game is stucking in the loading screen (Windows no response message, infinite loop) .
Though i didn't get yet with Ugrids 7 to the magical 3 GB limit running around a marathon in the World i reached 2.3 GB as the highest peak *grml* even tfcing and flying around i never gone above capturing all the space and even lots of trees.

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i really thought when doing this memory would explode but nada

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Last edited by CruNcher on 22 Jul 2013, 06:49, edited 4 times in total.

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 Post subject: Re: TES Skyrim 0.193
PostPosted: 22 Jul 2013, 06:41 
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Oyama wrote:
Only uGrdis=5 is stable. 7 works if loaded in a closed cell (in Whiterun I.E.), not in an exterior one (in tundra). As soon as changing cell : CTD.
I didn't have any infinite load screen, not even one.

Agree =\ I'm using 7 and sometimes 9, and it's unfortunately not so stable like in older patches. Only one difference - no ctds, but sometimes, with texture mods, i have never-ending-loading of savegame.
Don't understand why Bethsoft didn't buy working engine, and use their bugged Creation engine.



Борис, небольшой вопрос слегка не по теме, кажется с версии 182 нет настройки контраста блума. С этим параметром прощаемся навсегда и все настройки теперь только в enbbloom.fx? Или параметр будет возвращен в будущем?

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 Post subject: Re: TES Skyrim 0.193
PostPosted: 22 Jul 2013, 06:48 
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Okay, here is another test, it's similar to test 16 or 17, but work differently (for me on winxp x86) with memory handling.

EDIT: file deleted.

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 Post subject: Re: TES Skyrim 0.193
PostPosted: 22 Jul 2013, 06:50 
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could someone give me a COC command of a location that's known to take huge amount of memory ?

Xilandro wrote:
Oyama wrote:
Only uGrdis=5 is stable. 7 works if loaded in a closed cell (in Whiterun I.E.), not in an exterior one (in tundra). As soon as changing cell : CTD.
I didn't have any infinite load screen, not even one.

Agree =\ I'm using 7 and sometimes 9, and it's unfortunately not so stable like in older patches. Only one difference - no ctds, but sometimes, with texture mods, i have never-ending-loading of savegame.
Don't understand why Bethsoft didn't buy working engine, and use their bugged Creation engine.



Борис, небольшой вопрос слегка не по теме, кажется с версии 182 нет настройки контраста блума. С этим параметром прощаемся навсегда и все настройки теперь только в enbbloom.fx? Или параметр будет возвращен в будущем?


recreating this whole logic and mod layer of the game surely isn't a very easy thing, i doubt we will see IDtech5 anyways with a similar RPG system logic ;)

Rockstar has a pretty impressive open World system with a very Good Render engine underneath maybe they should license that ;)

Square Enix based Games and the Engines created by its Studios also are very interesting and a lot Open World concepts there :)

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85% of graphics research is about who can finally make Sponza look good.
Jasper Bekkers EA/DICE

Perfection is the greatest enemy of photorealism.
Jorge Jimenez Activision Blizzard


Last edited by CruNcher on 22 Jul 2013, 07:03, edited 5 times in total.

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 Post subject: Re: TES Skyrim 0.193
PostPosted: 22 Jul 2013, 06:50 
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Xilandro
Контраст блума унаследован из версии для GTA4, он не нужен и не использовался в skyrim (в GTA от него был толк когда например стреляешь ночью, вспышки выстрелов по-разному выглядят). Сейчас контраст можно настроить вручную изменение шейдера, но в ближайшем времени сделаю возможность декларировать переменные в шейдерах и их выводить в GUI.

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 Post subject: Re: TES Skyrim 0.193
PostPosted: 22 Jul 2013, 07:00 
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Test 14 : Lower than test 15
Test 15 : Best performance. Stable. But still have some stutter. Average fps 25
Test 16 : Worst performance. Too much stuttering. Average fps 15
Test 17 : Same as 16

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 Post subject: Re: TES Skyrim 0.193
PostPosted: 22 Jul 2013, 07:04 
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Test 18 : Even more bad. Average fps 12

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 Post subject: Re: TES Skyrim 0.193
PostPosted: 22 Jul 2013, 07:08 
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i just read this

Quote:
[Memory, Loading & Multithreading Variables]

All users should implement the Memory and Loading tweaks (with appropriate values) below, but the Multithreading tweaks are best used on Dual Core or HyperThreading CPUs.

Memory Tweaks:

uInterior Cell Buffer=3

uExterior Cell Buffer=36

The above values determine how many cells (whether for interior or exterior areas) are buffered into RAM. Note that usually the value of the Exterior Cell Buffer variable is automatically set by the engine based on the size of the uGridstoLoad variable. The higher that variable is, the higher the engine will raise this value. However if you want to smooth out your FPS, try manually setting a higher value for both of these, depending on how much RAM you have. For 1GB I recommend doubling the values (6 and 72 respectively). For 2GB of RAM, I use 16 and 102 respectively. For higher amounts of RAM, try raising them higher, however note that you should also raise the iPreloadSizeLimit value below.

iPreloadSizeLimit=26214400 - This setting appears to determine the maximum amount (in bytes) of RAM allowed for preloading game data. The higher the value, the more chance you have of reducing stuttering. The default value equates to around 25MB (divide the setting by 1024 to get KB, then by 1024 again to get MB). For those with 1GB of system RAM, try doubling the variable to 52428800. For those with 2GB, try double again at 104857600 (100MB). You can raise these values even further to experiment, however note that raising this to a large amount doesn't force all the game data to sit in RAM, and can actually cause crashes. I suggest the maximum anyone should set this to should be around 262144000 (250MB), even for 2GB of RAM. Make sure to raise your Cell Buffer values accordingly (see above).

bPreemptivelyUnloadCells=0 - If set to 1, this setting attempts to unload cell data it thinks you won't need. This can help those with less than 1GB of RAM, however with 1GB or more of RAM, I recommend leaving it at 0 for greatly reduced stuttering.

Importantly: As you raise the values of iPreloadSizeLimit and the Cell Buffer variables further above, you should make sure bPreemptivelyUnloadCells is set to 0 to take advantage of such additional memory allocation, otherwise it will actively work against the benefits brought about by the other tweaks.

bSelectivePurgeUnusedOnFastTravel=0 - If set to 1, this option removes a range of unnecessary data when you Fast Travel to another location. This can help keep memory usage down for those with less RAM, so it is recommended such people set this to 1, otherwise leave it at 0.


is this still valid with this ENB and ReduceSystemMemory ?

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85% of graphics research is about who can finally make Sponza look good.
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Perfection is the greatest enemy of photorealism.
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