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 Post subject: Re: TES Skyrim 0.201
PostPosted: 13 Aug 2013, 15:54 
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*blah-blah-blah maniac*
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Joined: 18 Jul 2013, 13:08
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Quote:
Boris
You mean all 0.200 work fine? Because i released several without changing version number. All differencies are only for management of textures, how they are created, so ReservedMemorySizeMb and ReduceSystemMemoryUsage matters only and definetly with 3 gb vram my memory manager simply can't start to reduce performance via loading/unloading textures and geometry to/from vram/ram. Without graph of vram usage i guessed that issue, but it's not.


All versions of 0.200 worked well for me, the last works the best which I used for 1st test below, settings

ExpandSystemMemoryX64=true
ReduceSystemMemoryUsage=true
DisableDriverMemoryManager=true
DisablePreloadToVRAM=true (na for test 1)
ReservedMemorySizeMb=360
EnableUnsafeMemoryHacks=false

V0.200 with vsync (enhost.exe memory usage at RAM peak 872mb)
Image

HOWEVER, I think I've found the cause of my problems with V0.201, the issue is vsync, having vsync enabled causes the 30fps drops, disabling vsync removes the problem, same memory settings same run as above with v0.201, vsync off in enblocal fps limit set to 60, FixPhysics=true:
Image
fps spike drops due to texture/cell loading

I've tried every combination of setting vsync (driver, skyrim ini, ENB) and any combination that actually results in vsync in-game causes me the same 30fps drops. Any way of fixing this?

If you need any more info/tests please let me know

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 Post subject: Re: TES Skyrim 0.201
PostPosted: 13 Aug 2013, 16:08 
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Joined: 11 Aug 2013, 11:47
Posts: 13
Uriel24 wrote:
dukefx wrote:
@Uriel
Vsync is basically an fps limiter where the cap = your screen's refresh rate and my screen's refresh rate isn't 30Hz for sure. I'll try the fps limiter set to 60 instead when I'm done with work and do further tests with these.

It's 60Hz most definitely. Or is it 42Hz? Or maybe 84Hz? Or 168Hz?


My screen only supports 60Hz and 75Hz. 0.201 with Vsync turned on is capping at 30fps which shouldn't happen.


Last edited by dukefx on 13 Aug 2013, 16:13, edited 2 times in total.

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 Post subject: Re: TES Skyrim 0.201
PostPosted: 13 Aug 2013, 16:11 
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Joined: 21 Jul 2013, 11:47
Posts: 7
Hey Boris, this is a little off topic but i couldnt find a better place to post this.

Would it be possible to allow a game to save without that 1-2 second freeze? Dragon-age and mass-effect have a cool saving system where you can save your game while playing, without any freeze. Maybe some of the cpu can save while the rest can continue rendering etc.


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 Post subject: Re: TES Skyrim 0.201
PostPosted: 13 Aug 2013, 16:16 
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Posts: 14816
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yooo
Man, it's Bugthesda game! If you use fast saving feature, then you have big chances to corrupt save, seems this happen because other threads working and they stop only when menu active. I don't think someone can do fix.


Is this attached version have those performance drops or is it same as on the site? (of course in fullscreen mode only)

EDIT: file deleted

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 Post subject: Re: TES Skyrim 0.201
PostPosted: 13 Aug 2013, 16:18 
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Joined: 03 Mar 2013, 18:42
Posts: 432
Location: Norway
ENBSeries wrote:
Yersinia79
Which version don't give you crashes like described? And may be you running another soft on background? I don't allow anything to allocate video memory.

This is the first version that does this to me, any other version I tried this does not happen :> Did some more tests without any other window/program up, also disabled my SRS filter and Displayfusion in the status area/system tray (even thou I had no problem with them before).
320.49 WHQL:
Manage to pull off 4 good runs in a row but last run I got one freeze middle of tundra (4-5sec) while riding and another when I was about to exit game (right after clicking esc and the menu pop up). Im very sure im not clicking the DisablePreloadToVRAM button even thou I set it up, not sure what is wrong since it now does it outside the loadscreen. :>
Besides the freezes the last run acted like my first really good run and 4 other was very very close.^^
Ended up with 768MB reserved, but 1024MB worked ok too. 512 was less good for some reason. :>
Previous run with a freeze at loadscreen(fast travel) :>
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 Post subject: Re: TES Skyrim 0.201
PostPosted: 13 Aug 2013, 16:30 
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Joined: 13 Aug 2013, 16:18
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i'm experiencing CTDs right after the menu loads up with iTexMipMapSkip set to anything but 0
with .200 it's ok
is it just me ? or is it supposed to CTD?


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 Post subject: Re: TES Skyrim 0.201
PostPosted: 13 Aug 2013, 16:32 
the new 201 crashes before the beth logo if Helix' d3d9 is proxied.
works fine with SMAA d3d9 though.
betas didn't do this (the ones posted in the 200 thread)

i'm going to test new 201 beta and will be back with results for the strange cap (40fps for me, looks like an odd "adaptive tripple buffer". sometimes it caps at 40 (120Hz monitor) sometime it doesn't.)

edit: new beta has massive reduction in Vram, but when looking over whiterun from top of stair, fps drops to 2!
looking on the ground or to dragonsreach fps is good, but once the LOD mountains come into view... kills my FPS.

i7 1.5 GHz, 8GB Ram, GTX 560m 1,5 GB VRam. 310.WHQL driver


Last edited by Gruftlord on 13 Aug 2013, 16:48, edited 2 times in total.

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 Post subject: Re: TES Skyrim 0.201
PostPosted: 13 Aug 2013, 16:37 
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*sensei*

Joined: 08 Dec 2012, 23:05
Posts: 289
dukefx wrote:
My screen only supports 60Hz and 75Hz. 0.201 with Vsync turned on is capping at 30fps which shouldn't happen.

If you're running at less then 60FPS, vsync should magically raise your FPS to at least 60 then?

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 Post subject: Re: TES Skyrim 0.201
PostPosted: 13 Aug 2013, 16:49 
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Joined: 11 Aug 2013, 11:47
Posts: 13
Where did I say my frame rate has to be a constant 60? If you go a few pages back you can see screenshots of 40 something fps with 0.199 where Vsync is working, and 30 fps with 0.201. Having more than 60 fps is rare but it does happen, and so does screen tearing. If you can't comprehend that much, I'm done talking to you.


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 Post subject: Re: TES Skyrim 0.201
PostPosted: 13 Aug 2013, 16:59 
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Joined: 27 Dec 2011, 08:53
Posts: 14816
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Warden
It's just you, because you don't know what this parameter do and tweaking everything with no knowledge at all. I'll try to find what the problem is, but this value set other than 0 is very bad idea.

Gruftlord
I can't do compatibility with other d3d9 libraries. And you not said if fps is cut with version attached to my previous post.

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