TES Skyrim 0.201
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Re: TES Skyrim 0.201
I only have the ground problem, but it's not related to ENB but the game engine itself, just thought it might the thing you where seeing.
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Re: TES Skyrim 0.201
@Boris
replaced the enbseries.dll so now 0.201
left the old enblocal.ini
no CTD for that test scene anymore loads without issues now absolutely great
loaded another test scene (helgeen keep) far away from the other (skyrim riverwood) so the other half memory loaded scene would eventually get overwritten in memory and then reloaded that test scene obviously now took longer to load but still no ctd
Damnit it seems to be still a random thing
Exiting Game restarting Game
loading from Save Game Menu (CTD)
replaced the enbseries.dll so now 0.201
left the old enblocal.ini
no CTD for that test scene anymore loads without issues now absolutely great
loaded another test scene (helgeen keep) far away from the other (skyrim riverwood) so the other half memory loaded scene would eventually get overwritten in memory and then reloaded that test scene obviously now took longer to load but still no ctd
Damnit it seems to be still a random thing
Exiting Game restarting Game
loading from Save Game Menu (CTD)
Last edited by CruNcher on 11 Aug 2013, 12:14, edited 5 times in total.
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Re: TES Skyrim 0.201
Uriel24
Because of bug in Afterburner (it not work if size of d3d9 is bigger than some limit) i tried to compress some of internal mod data and compiled GUI with preference of smaller code size instead of performance. But this will not help much, just till bug will be fixed by MSI.
gallen0
ReduceSystemMemoryUsage=true must be set, you don't have memory reducing feature working at all.
electricsheep26354
Enbhost.exe not working for you, because i don't see any better ram usage, it should be in limits of 2.0 gb for skyrim process. Or may be it's drivers (DisableDriverMemoryManager), if second screenshot is from exactly same benchmarking path.
Yersinia79
DigitalPrinceX
Such fps drop appear because too many huge textures are visible in one direction (bad texture pack authors or no lods forced). Such situations require a lot of time to tweak on my side, which textures to delete and when, if video memory is full. When such slow down occur this basically means that textures stored in RAM by driver and loading/unloading to/from video memory too frequently. In first versions of dynamic unloading i had 3-5 fps, later increased to 15-18, but without memory manager was 28 fps, so there is a lot of things to tweak for me. Try to modify ReservedMemorySizeMb, it's now much more important than before.
--JawZ--
If i understand properly, you have too much textures of big size, they can't fit in to video memory and part of them must be unloaded and recreated on use each frame. Try to change ReservedMemorySizeMb.
Are there any issues with enbhost.exe and alt+tab? Or may be corrupted textures, flickering, dissapearing? This can happen because of multithreading.
Because of bug in Afterburner (it not work if size of d3d9 is bigger than some limit) i tried to compress some of internal mod data and compiled GUI with preference of smaller code size instead of performance. But this will not help much, just till bug will be fixed by MSI.
gallen0
ReduceSystemMemoryUsage=true must be set, you don't have memory reducing feature working at all.
electricsheep26354
Enbhost.exe not working for you, because i don't see any better ram usage, it should be in limits of 2.0 gb for skyrim process. Or may be it's drivers (DisableDriverMemoryManager), if second screenshot is from exactly same benchmarking path.
Yersinia79
If you have adaptive quality enabled, then yes.Just 1 fps average difference between SSAO scale 1.2 and 1.5, is that normal?
DigitalPrinceX
Such fps drop appear because too many huge textures are visible in one direction (bad texture pack authors or no lods forced). Such situations require a lot of time to tweak on my side, which textures to delete and when, if video memory is full. When such slow down occur this basically means that textures stored in RAM by driver and loading/unloading to/from video memory too frequently. In first versions of dynamic unloading i had 3-5 fps, later increased to 15-18, but without memory manager was 28 fps, so there is a lot of things to tweak for me. Try to modify ReservedMemorySizeMb, it's now much more important than before.
--JawZ--
If i understand properly, you have too much textures of big size, they can't fit in to video memory and part of them must be unloaded and recreated on use each frame. Try to change ReservedMemorySizeMb.
Are there any issues with enbhost.exe and alt+tab? Or may be corrupted textures, flickering, dissapearing? This can happen because of multithreading.
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Re: TES Skyrim 0.201
I just wanted to report that I'm getting huge fps drops with every version after 0.199 (tested the various 0.200 versions and now 0.201)
Latest test: indoor area, same ENB settings
0.199: ~44 fps (ranges from 42 to 46 or so) http://i.imgur.com/IoP4Ao9.png
0.201: 29.5-30 fps http://i.imgur.com/iZVd41A.png
In outdoor areas I sometimes get a little below 25 fps with 0.199 in Falkreath or smaller settlements with lots of trees and other plants around them. With 0.200 or 0.201 it's barely playable.
Endless loading in 0.201 seems to be fixed.
Latest test: indoor area, same ENB settings
0.199: ~44 fps (ranges from 42 to 46 or so) http://i.imgur.com/IoP4Ao9.png
0.201: 29.5-30 fps http://i.imgur.com/iZVd41A.png
In outdoor areas I sometimes get a little below 25 fps with 0.199 in Falkreath or smaller settlements with lots of trees and other plants around them. With 0.200 or 0.201 it's barely playable.
Endless loading in 0.201 seems to be fixed.
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Re: TES Skyrim 0.201
@Boris
i guess it's not possible to find out whats happening it's a random effect
it sometimes work to load with ENB and sometimes it doesn't
But it always works to load without ENB and that's really interesting
i tried both now
EnableUnsafeMemoryHacks=false and true it's the same randomness
Maybe i can pinpoint it anyways
[MEMORY]
ExpandSystemMemoryX64=false
ReduceSystemMemoryUsage=false
DisableDriverMemoryManager=false
ReservedMemorySizeMb=512
EnableUnsafeMemoryHacks=false
DisablePreloadToVRAM=false
doesnt crash with the test scene and it's reproducible
ehh no forget that not reproducible each run 2 runs success 3rd ctd grrrr these random crashes are the hardest on earth to understand
i guess it's not possible to find out whats happening it's a random effect
it sometimes work to load with ENB and sometimes it doesn't
But it always works to load without ENB and that's really interesting
i tried both now
EnableUnsafeMemoryHacks=false and true it's the same randomness
Maybe i can pinpoint it anyways
[MEMORY]
ExpandSystemMemoryX64=false
ReduceSystemMemoryUsage=false
DisableDriverMemoryManager=false
ReservedMemorySizeMb=512
EnableUnsafeMemoryHacks=false
DisablePreloadToVRAM=false
doesnt crash with the test scene and it's reproducible
ehh no forget that not reproducible each run 2 runs success 3rd ctd grrrr these random crashes are the hardest on earth to understand
Last edited by CruNcher on 11 Aug 2013, 12:51, edited 4 times in total.
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Re: TES Skyrim 0.201
dukefx
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Re: TES Skyrim 0.201
ENBSeries the Moon is in Aries now, so it's 286 imo.
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Re: TES Skyrim 0.201
Boris
lol^^
I have AdaptiveQuality set to false, should I make some test runs with 1.0/1.0 SSAO scale and 0.7/0.7 SSAO scale using 0.201 and post result? :>
Edit:
[SSAO_SSIL]
UseIndirectLighting=true
UseComplexIndirectLighting=true
UseComplexAmbientOcclusion=true
UseAmbientIndirectLighting=true
SamplingQuality=-1
SamplingPrecision=-1
SamplingRange=0.1
FadeFogRange=8.0
SizeScale=1.5
SourceTexturesScale=1.0
FilterQuality=1
FilterType=2
AOAmount=0.75
AOAmountInterior=0.75
ILAmount=1.0
ILAmountInterior=1.0
AOIntensity=0.85
AOIntensityInterior=0.85
AOType=1
AOMixingType=2
AOMixingTypeInterior=2
UseOldType=false
lol^^
I have AdaptiveQuality set to false, should I make some test runs with 1.0/1.0 SSAO scale and 0.7/0.7 SSAO scale using 0.201 and post result? :>
Edit:
[SSAO_SSIL]
UseIndirectLighting=true
UseComplexIndirectLighting=true
UseComplexAmbientOcclusion=true
UseAmbientIndirectLighting=true
SamplingQuality=-1
SamplingPrecision=-1
SamplingRange=0.1
FadeFogRange=8.0
SizeScale=1.5
SourceTexturesScale=1.0
FilterQuality=1
FilterType=2
AOAmount=0.75
AOAmountInterior=0.75
ILAmount=1.0
ILAmountInterior=1.0
AOIntensity=0.85
AOIntensityInterior=0.85
AOType=1
AOMixingType=2
AOMixingTypeInterior=2
UseOldType=false
Last edited by Yersinia79 on 11 Aug 2013, 13:07, edited 1 time in total.
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Re: TES Skyrim 0.201
@Boris
i guess it goes much deeper down and is a Skyrim 1.8 issue because the stability each run changed into random ctd as well guess i have to live with that for now least the save can load @ all for now and i just have to push a little harder to get it loaded hehe
i guess it goes much deeper down and is a Skyrim 1.8 issue because the stability each run changed into random ctd as well guess i have to live with that for now least the save can load @ all for now and i just have to push a little harder to get it loaded hehe
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85% of graphics research is about who can finally make Sponza look good.
Jasper Bekkers EA/DICE
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Jorge Jimenez Activision Blizzard
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Re: TES Skyrim 0.201
Yersinia79
No, adaptive quality=false give correct results. I don't remember what did to ssao, may be because converted scaling to discrete sizes of 4 pixels step, like 1024, 1028, 1032 instead of 1024, 1025, 1034.
CruNcher
Will be better if you find out why this happen. Set quality of textures in video options to low and try again.
No, adaptive quality=false give correct results. I don't remember what did to ssao, may be because converted scaling to discrete sizes of 4 pixels step, like 1024, 1028, 1032 instead of 1024, 1025, 1034.
CruNcher
Will be better if you find out why this happen. Set quality of textures in video options to low and try again.
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