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 Post subject: Re: TES Skyrim 0.201
PostPosted: 14 Aug 2013, 13:42 
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Joined: 18 Jul 2012, 09:46
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Boris
Can you pull out useful statistics that you need using enb log system for the tweaks you are currently working on?
If yes give us something like that. SkyrimPerformanceMonitor is sometimes inaccurate and VMMAP is pain to use with alt tabbing.

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Tomoko
 Post subject: Re: TES Skyrim 0.201
PostPosted: 14 Aug 2013, 14:08 
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Joined: 14 Aug 2013, 09:46
Posts: 3
hm, with the new 0.201 dll the game doesnt even start for me, as i read this thread i am probably the only one and its not the file but something else? when only changing the dll to 0.199 or 0.200 its starting the game TT;

*edit* discard what i said, fixed the problem, when i set enbhost to start as admin the problem occures, when disabling that and just having it started as a normal application i get skyrim to run normally O.o weird thing but oh well ;)


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 Post subject: Re: TES Skyrim 0.201
PostPosted: 14 Aug 2013, 15:07 
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*blah-blah-blah maniac*
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Joined: 18 Jul 2013, 13:08
Posts: 541
Location: UK
Hi Boris

Test run with new v0.201

ExpandSystemMemoryX64=true
ReduceSystemMemoryUsage=true
DisableDriverMemoryManager=true
DisablePreloadToVRAM=false
ReservedMemorySizeMb=360
EnableUnsafeMemoryHacks=false

endhost.exe memory usage at RAM peak 1603mb
Image

Interestingly VRAM drop at sample time 350 is where on previous versions VRAM maxed out - seams now to unload when VRAM high?

Will make some more tests where VRAM high

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 Post subject: Re: TES Skyrim 0.201
PostPosted: 14 Aug 2013, 16:10 
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*master*
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Joined: 15 Apr 2013, 12:02
Posts: 109
Location: USA
0.201 on site page loads now with iTexMipMapSkip=1/0.
Seems to have a slight stutter with iTexMipMapSkip=1 every 10 frames or so.
My regular setting is iTexMipMapSkip=0, so...No crash, no discernible stutter that can't attributed to something like shadows resolution; even tested piloted Airship Dez at full speed again...no crash. Temporal AA seems to ghost more with memory fixes, but at 1920x1080 with DoF there isn't much need for AA imo. So far, I like this version performance over earlier versions.

Another user over on Nexus states that iTexMipMapSkip=1 with 0.201 from site page is stuttery, especially during new texture loads that are instant, like equipping different weapons through hotkeys, also during sprint. This user has been using iTexMipMapSkip=1 for the lowered load screen times.


If you need screenshots of stats, please let me know.

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 Post subject: Re: TES Skyrim 0.201
PostPosted: 14 Aug 2013, 16:51 
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*blah-blah-blah maniac*
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Joined: 26 Jan 2012, 17:56
Posts: 734
Don't matter, found it.

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 Post subject: Re: TES Skyrim 0.201
PostPosted: 14 Aug 2013, 17:07 
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Joined: 12 Aug 2013, 20:38
Posts: 77
Image

Fresh instal with around 100 mods (no corruption, I checked). This is me running around Riverwood with tgm on using spells and having mobs hoard behind me until I crash (it took a lot longer than it usually does when I'm trying to make Skyrim crash). This is *significantly* more stable than any other version of ENB I've used. Using v.201 updated.

[MEMORY]
ExpandSystemMemoryX64=true
ReduceSystemMemoryUsage=true
DisableDriverMemoryManager=true
DisablePreloadToVRAM=true
ReservedMemorySizeMb=360
EnableUnsafeMemoryHacks=false
[LIMITER]
WaitBusyRenderer=true
EnableFPSLimit=true
FPSLimit=35.0
[ADAPTIVEQUALITY]
Enable=true
Quality=1
DesiredFPS=20.0
[FIX]
FixPhysics=true

I find now that pretty much no matter what I do I'm pushing my VRAM limit at all times playing while outside. Is that normal with the new way ENB does business? This is an awesome update, thank you Boris.

System - I5 3500, 16gig Ripjaw RAM, 2x Crossfire AMD 6970

Edit - FPS Limiter now working fine.

Edit Edit - Should we still be using multi-thread .ini edits? Or is ENB now managing that?

Edit Edit Edit - Sorry for the huge picture, will try to fix that for next test. >.<


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 Post subject: Re: TES Skyrim 0.201
PostPosted: 14 Aug 2013, 17:27 
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Joined: 27 Dec 2011, 08:53
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DigitalPrinceX
Statistic of memory manager is too much complex to analyze without testing myself, so i better get directions by trials and errors method than looking in to megabytes of logs. Simply imagine how to decide which textures unload from videocard, depending from how frequently they are used per frame, how much last frames used and what was in previous frame, time passed from last use, size of texture, is it new spawned or old. These all generate priority list, wrong result bring frequent deleting/creation.

electricsheep26354
I'm removing textures from video memory if they not used too long time, but i don't think it's that case.

MOTOSXORPIO
I said in news that ignore stuttering, bug in game and probably texture mods, i fixed at cost of performance while loading.

refusedzero
I didn't anything to fps limiter.
Quote:
Should we still be using multi-thread .ini edits?

More threads - more issues.
Btw, i don't remember anything, except nickname, some issue and asked something from you without response. All i see from graph is that memory is not the reason of CTD, so don't expect anything better from me.


Ok, i did another version, again only changes to memory manager, will do update soon. Probably till users with real problems will get here, better to return to graphic modding.

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 Post subject: Re: TES Skyrim 0.201
PostPosted: 14 Aug 2013, 18:15 
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Joined: 15 Apr 2013, 12:02
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Location: USA
Sorry, Boris...didn't mean to point out what you already knew. :ugeek:

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 Post subject: Re: TES Skyrim 0.201
PostPosted: 14 Aug 2013, 18:18 
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Joined: 25 Feb 2012, 01:30
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I haven't much to report, but I'll report that anyways.

Using

ExpandSystemMemoryX64=true
ReduceSystemMemoryUsage=true
DisableDriverMemoryManager=false
DisablePreloadToVRAM=false
ReservedMemorySizeMb=512
EnableUnsafeMemoryHacks=false

on a GTX680(2GB), i52500k@4.5GHz, with 8GB system RAM, I get little to no stuttering, better framerates, and some texture pop-in when I go from interiors to exteriors (probably due to textures without mip-maps?) but that's a minor thing really.

When I change these settings to t/t/f/t/512/f I get massive pauses and stuttering, inevitably ending in a freeze when I turn around (especially bad near or in Whiterun). So I'll just stick to the recommended values and enjoy my boost. By the way... is it normal that besides the enbhost.exe, I saw an enormous increase in RAM allocated to one svchost.exe, when I ran with t/t/f/t/512/f, and not with t/t/f/f/512/f?

The white outline fix works wonderfully, and while I really wish those real clouds would not be dependent on the Particle parameters, it's a large improvement.

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 Post subject: Re: TES Skyrim 0.201
PostPosted: 14 Aug 2013, 18:30 
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Joined: 11 Aug 2013, 11:47
Posts: 13
Latest version is excellent. I'll stick to that.


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