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Fallout 4 0.283 ENBoost
http://enbdev.com/enbseries/forum/viewtopic.php?f=2&t=4666
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Author:  Bonnie Lass [ 17 Nov 2015, 21:57 ]
Post subject:  Re: Fallout 4 0.283 ENBoost

Xilandro wrote:
Bonnie Lass wrote:
I really doubt the other issues of uGrids are fixed.


Quote:
With tweaking we could increase the number of uGrids loaded, but as Skyrim was a 32-bit .exe, and most GPUs had at max 2GB of VRAM, performance and stability was poor above 7 uGrids as players frequently ran out of RAM, VRAM, and general CPU and GPU horsepower.

For Fallout 4, the game engine has received a 64-bit upgrade, solving RAM issues; GPUs now have significantly more VRAM, and 2015 hardware is leagues ahead of what we had back in 2011. In other words, uGrids are now legitimately usable, and stable, all the way up to and including uGrids 13, improving image quality and detail draw distances substantially.


Yes that's a nice copy-paste, but that doesn't address the bottleneck of the scripting engine, which was a problem long after people figured out how to make Skyrim's uGrids stable.

Author:  Xilandro [ 17 Nov 2015, 22:16 ]
Post subject:  Re: Fallout 4 0.283 ENBoost

Bonnie Lass wrote:
that doesn't address the bottleneck of the scripting engine

1) Scripting engine has nothing to do with renderer. If you run shit tons of scripted mods and it hits your performance - it's not rednerer, it's all those junk mods u installed f*ing up your cpu. 2) if you use per frame ref loop with -1 cell setting (refs to array + foreach or old getfirstref) - you will crash even with default ugrids. Scripting engine is fine, modders aren't.

Author:  tapioks [ 17 Nov 2015, 23:18 ]
Post subject:  Re: Fallout 4 0.283 ENBoost

As I understand, the issue with using larger uGrids just has more to do with event-loading in the game. For example, scripts for 'random encounters' and possibly some other 'story-essential' events can be triggered from a much greater distance and subsequently 'missed' by the player, causing issue with stability and save game corruptions and such. With the standard uGrids settings, all events are triggered at their intended proximity from the player.

Now, I concede this is all hearsay, and may or may not be true at all. It is just something that I have read and SOUNDS reasonable / plausible. Please take a grain of salt with the above comment :)

Author:  djekmiami [ 17 Nov 2015, 23:33 ]
Post subject:  Re: Fallout 4 0.283 ENBoost

tapioks wrote:
As I understand, the issue with using larger uGrids just has more to do with event-loading in the game. For example, scripts for 'random encounters' and possibly some other 'story-essential' events can be triggered from a much greater distance and subsequently 'missed' by the player, causing issue with stability and save game corruptions and such. With the standard uGrids settings, all events are triggered at their intended proximity from the player.

Now, I concede this is all hearsay, and may or may not be true at all. It is just something that I have read and SOUNDS reasonable / plausible. Please take a grain of salt with the above comment :)


That makes absolute sense taking into consideration areas in the distance are being "loaded", in all sense of the word "loaded". So events might be loaded as well whether the player is there or not. Very interesting insight Tapioks.

Author:  Xilandro [ 18 Nov 2015, 00:21 ]
Post subject:  Re: Fallout 4 0.283 ENBoost

We are falling into the Abyss of the Offtop =D

Events like random encounters or quest stuff in previous FO games (no idea about Skyrim) aren't made by loading things into the cell, if that cell is loaded into the memory. It works with triggers and distance. You enter the trigger - scripts kicks in, stuff loads. Sure you can see those NPCs running around, but if you're far from them - magic won't happen. Only reason why games were crashing on extremely high ugrids (11+) is ugly memory management. Games just weren't able to handle that much stuff around. Sure, there was an option to spam "PurgeCellBuffers" every few seconds via script, but it didn't really helped in seriously cluttered areas.
F4, on the other hand, is surprisingly good at cleaning up stuff. And 64bit definitely does it's job. If you don't believe me - just test ugrids 13 for yourself. In F3/NV, and then in F4. Just run around for a few minutes. F3/NV will crash pretty soon. F4 won't. At all. Lags and stutters - oh yeah, but not crashes.

Author:  Strawberry [ 18 Nov 2015, 01:51 ]
Post subject:  Re: Fallout 4 0.283 ENBoost

Is the rgb distortion a feature yet? Chromatic aberration I think it's called.

Or must I dl presets to get these options?

Author:  ENBSeries [ 18 Nov 2015, 05:54 ]
Post subject:  Re: Fallout 4 0.283 ENBoost

Guys, could it be SweetFX/ReShade running for all players who suffer from low fps in heavy areas with ENBoost? You see, from my internal point of view after all assumptions tested and failed it's lower performance of basic functions from dx libraries (other wrappers or hooked) or unbeliavable huge cpu cache misses, i have never seen such big performance impact triggered by little bigger functions length. I'm using only fast interlocked thread sync functions and rarely critical sections, memory barrier once per frame cannot affect performance at all. One person posted comparison shots with UsePatchSpeedhackWithoutGraphics true and false toggled, difference is huge (not all users with issue noticed improvement by this parameter, also strange), while code is not that different. In early verions for GTA5 i've used different dx functions and they were extremely slow for AMD (drivers, as always), so i removed almost all Get*** calls from dx and tracking changes myself. But NVidia users have the issue too? I'm completely stuck, without direct access to problematic rig it's like training someone to swim via phone.

Author:  Bonnie Lass [ 18 Nov 2015, 06:11 ]
Post subject:  Re: Fallout 4 0.283 ENBoost

ENBSeries wrote:
Guys, could it be SweetFX/ReShade running for all players who suffer from low fps in heavy areas with ENBoost? You see, from my internal point of view after all assumptions tested and failed it's lower performance of basic functions from dx libraries (other wrappers or hooked) or unbeliavable huge cpu cache misses, i have never seen such big performance impact triggered by little bigger functions length. I'm using only fast interlocked thread sync functions and rarely critical sections, memory barrier once per frame cannot affect performance at all. One person posted comparison shots with UsePatchSpeedhackWithoutGraphics true and false toggled, difference is huge (not all users with issue noticed improvement by this parameter, also strange), while code is not that different. In early verions for GTA5 i've used different dx functions and they were extremely slow for AMD (drivers, as always), so i removed almost all Get*** calls from dx and tracking changes myself. But NVidia users have the issue too? I'm completely stuck, without direct access to problematic rig it's like training someone to swim via phone.

I use ReShade and don't have the problem, but I could try someone's specific ReShade profile to see if that affects anything.

If someone with the problem can provide their settings please do so.

Author:  Bonnie Lass [ 18 Nov 2015, 06:41 ]
Post subject:  Re: Fallout 4 0.283 ENBoost

Question for you Boris

If UsePatchSpeedhackWithoutGraphics=true, does ForceVideoMemorySize do anything? My thinking is maybe ForceVideoMemorySize could be causing a problem and by UsePatchSpeedhackWithoutGraphics is disabling it when true?

Author:  ENBSeries [ 18 Nov 2015, 07:11 ]
Post subject:  Re: Fallout 4 0.283 ENBoost

Bonnie Lass
Only users with performance issue need to answer, sorry. UsePatchSpeedhackWithoutGraphics do not affect ForceVideoMemorySize.


Guys, do you remember that fairytales regarding physically based or physically correct rendering? Okay, if you will hear that next time anywhere, just show *facepalm* and go away. I'm the person who can't live normally without uncovering lie, game makes me very nervious and i'm trying to keep calm and not to start flaming/blaming, because casual users eat every shit and think that i'm just a freak who hate everything. Looks like time to cool down after every new finding is much longer than expected, so please sorry for longer development, don't have anything else to do right now, but each time i have inspiration it brokes fast and i just sitting in front of display doing nothing for hours.

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