Boris
@1080p Can prbly do Ugrid9 with a rare freeze at loadscreen. Ugrid7 seem safe thou.^^
@2160p Ugrid7 might have a rare freeze, but none yet at that setting. Default UGrid safe. :>
I´m amazed that I can run UGrid7 with little impact on fps compared to UGrid5 even at 2160p. Ugrid9 or higher seem to create a lot stutter when turning @2160p and some @1080p, Ugrid7 is similar to Ugrid5. :>
Tried increase tree LOD distance, but that gave noticeable stutter. So I set it back to default.
Thank you for another awesome version ^^
TES Skyrim 0.214
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- *sensei*
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Re: TES Skyrim 0.214
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Re: TES Skyrim 0.214
Thanks for the new version Boris.
About the Stable uGridsToLoad plugin. Do you think it's compatible with your fixes?
An explanation on issue it fixes from Nexus:
About the Stable uGridsToLoad plugin. Do you think it's compatible with your fixes?
An explanation on issue it fixes from Nexus:
Also, looks like "Stable uGridsToLoad" will get an update soon because AltimorFP said he found an infinite loop bug in cell loading code.A recursive cell rendering function. Due to an unused logging function after the recursive call, the compiler used a CALL rather than a JMP- this caused a new call stack to be created, when rendering too many cells the game would eventually exceed the CPU's stack size limit.
I doubt it uses any scripts. It's a single SKSE plugin after all.DaemonWhite wrote:And to assist in heavy draw, the uGrids mod is out. Uses scripts and SKSE to fix a function allowing safer and much more stable uGrids results.
http://skyrim.nexusmods.com/mods/41592/?
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Re: TES Skyrim 0.214
@Boris
Currently im analyzing this test scene with my 460 GTX will try if the newer versions lower the pressure here
Btw could you add the Temporal AA Frametimes to the Profiler ?
The Profiler Overhead is @ -3 FPS here
Since i fixed some system overhead issues now im in a very stable ENB situation no Savegame load CTDs either anymore 20 load runs all stable
What should be the outcome in such situations more stable, higher framerates or lower memory consumption ?Did changes which may help to fix some game issues. Test please game in heavy modes like huge draw with full lods.
Currently im analyzing this test scene with my 460 GTX will try if the newer versions lower the pressure here
Btw could you add the Temporal AA Frametimes to the Profiler ?
The Profiler Overhead is @ -3 FPS here
Since i fixed some system overhead issues now im in a very stable ENB situation no Savegame load CTDs either anymore 20 load runs all stable
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- *master*
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Re: TES Skyrim 0.214
I know ENB helps with uGrids, but was thinking the uGrids mod would help out as well.
Some more news about it too:
Some more news about it too:
Looks like SKSE can do quite a bit more than I thought it could. I'm nowhere near being a coding genius like Altimor, or yourself, Boris. Does ENB enable more multithreading than the default game? I don't remember seeing anything about it.Altimor on Facepunch.com wrote:Turns out there's another bug w high ugrids, an infinite loop in cell loading code. I hope to fix it tomorrow. I'm working on multithreaded cell loading atm.
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Re: TES Skyrim 0.214
You're perfectly right. I try to avoid heavy scripting mods as much as possible, since it always screwed my game to the bones from the first days I started modding it.Aiyen wrote:From what I gather then Oyama mainly has texture packs installed. Not many gameplay altering mods which add excessive amounts of extra spawns and scripts to the game. (Also he took care to install them correctly!) Please do correct me if I am entirely wrong here!
I use a few, and I try to use them wisely, if one can say.
On the other hand, textures are an obsession to me
I'm currently using 210 + esms and esps, and tons of textures/meshes.
But scripts, a few.
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Re: TES Skyrim 0.214
Uriel24
I don't use SKSE, so can't test compatibility, it's on users side.
CruNcher
Changes not to fps, not to memory, but to crashes.
TemporalAA profiler not required for users as it's not configurable by quality/performance.
I don't use SKSE, so can't test compatibility, it's on users side.
CruNcher
Changes not to fps, not to memory, but to crashes.
TemporalAA profiler not required for users as it's not configurable by quality/performance.
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Re: TES Skyrim 0.214
@Oyama: Could you please share your inis and mod list? I have everything working ok with vanila inis, but a little trouble here and there when I mess with the inis. I've found good resources to study "what does what" on it but it would be great to have an "model default" to compare. If you could be so kind and share I'd be greatly thankful.
thx's
thx's
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Re: TES Skyrim 0.214
.214 works just fine. I can't tell the difference between it and .213. Stable at 234 mods and the latest Unreal Cinema version.
Have some issues with stability in the major cities, whiterun, markarth, and solitude, but I attribute that to the body replacer textures rather than the enb mod.
I'll test ugrids next and see how they go.
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Have some issues with stability in the major cities, whiterun, markarth, and solitude, but I attribute that to the body replacer textures rather than the enb mod.
I'll test ugrids next and see how they go.
i5 3.30GHz
16.0 GB RAM
Crucial SSD 238gb
Nvidia ASUS GeForce GTX 690
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Re: TES Skyrim 0.214
I have Skyrim stable with 150 .esp and .esms that add a stupid amount of actors, over the top ini edits, ugrids=7, running Oyama's Kountervibe tweaked to .214, etc. This is beauty Boris, pure beauty! No problems, very minor stutter which I think is engine related and not ENB at all, and I've never had such stable play! This is magic Boris! I never would have dreamed ENB would move from graphics madness to being a full-on Skyrim fixer! Madness! Awesome madness!
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Re: TES Skyrim 0.214
.214 working great..
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