TES Skyrim 0.214

Forum rules
new topics are not allowed in this subsection, only replies.
  • Author
  • Message
Offline
Posts: 10
Joined: 05 Sep 2013, 19:36

Re: TES Skyrim 0.214

Hi Boris,

You should REALLY tweak your inis and add some texture mods.
This is how it looks at Ugrid=7 and your latest ENB :
http://imagebam.com/image/b2d0be274272075
(PS : antispam feature wont let me post without this trick)

Thanks for your outstanding mod !

Offline
User avatar
*blah-blah-blah maniac*
Posts: 17559
Joined: 27 Dec 2011, 08:53
Location: Rather not to say

Re: TES Skyrim 0.214

May be i choosed wrong area for testing errors with ugrid=11, but all the times it's multithreading deadlock problem, such error hard to fix and many times harder without sources of game. I don't want absolutely to fix such problems even for applications with open source, one of the most complex task in modern programming, so tried to find all hidden variables for skyrimprefs.ini and skyrim.ini to disable most threads (no extra threads - no deadlocks), but in some cases game freeze at the end of loading or there is no affect at all. When i modified such parameters, got what you see on screenshot and first reaction was LOL!, but few seconds later "this game making fool from me". Sorry guys, i'm not in good mood last time and this issue require a lot of attention, also i don't have experience with fixing multithreading bugs without sources (i'm rarely disassemble anything, mostly to work on optimizations), so i'll drop the idea to fix this. Sometime later will try to turn off different parts of code like no geometry, no textures creation, no dinput, may be this will help to localize bug. I can't just turn off code where threads stuck in waiting, this is huge risk to broke everything, not in current moment, but kind of timebomb also.

Image

dricks2222
For me your screenshot is crap also, only bigger distance of drawing some objects and nothing else.
_________________
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7

Offline
Posts: 25
Joined: 20 Aug 2013, 16:26

Re: TES Skyrim 0.214

Thank you for investigation, Boris. Do not bother yourself with such terrible things (stupid bethesda). The other guy is also looking into it, so we still have the hope.

Offline
User avatar
Posts: 41
Joined: 11 Jul 2013, 15:08
Location: Paraguay, the real life RPG

Re: TES Skyrim 0.214

ENBSeries wrote: dricks2222
For me your screenshot is crap also, only bigger distance of drawing some objects and nothing else.
That's the point. I have yet to see ANY screenshot that really makes Skyrim distant terrain worth looking at, no matter what uGrid...

I prefer to use stuff like EDT/Trudgement Day and Distant Detail, so it looks a bit more grainy and "not totally dead", and let Somber gracefully blur out the fact that this is Skyrim ;-)

Roughly same perspective: http://d.pr/i/4RmF

Anyways, the things at hand are way more intriguing, why look far away - every bar wench in Dawnstar is more enjoyable to look at than Skyrim Engine LoDs at uGrid 500 - and I doubt even Boris could fix that. ;-)
_________________
Laptop-Gamer ;-) - Lenovo Y500, i7 3630QM, 2x GT650M SLI 2GB VRAM, 8GB, Win 8.1 64bit, Driver 347.52
ENBs: Somber 3, Grim & Somber Jyggalag
Screenshots on my Nexus profile and Flickr

Offline
User avatar
*blah-blah-blah maniac*
Posts: 17559
Joined: 27 Dec 2011, 08:53
Location: Rather not to say

Re: TES Skyrim 0.214

Tried one trick with antialiasing for grass and bushes, seems work in most cases, but at cost of performance. Not sure yet, add it as new type of antialiasing or group together with hardware transparency antialiasing in enblocal.ini.
_________________
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7

Offline
Posts: 8
Joined: 04 Sep 2013, 19:54

Re: TES Skyrim 0.214

uGridsToLoad 21: http://i.imgur.com/qtJh1tg.jpg
Extra contrast to show distant terrain: http://i.imgur.com/i8tLHNo.jpg

I have a rudimentary fix for the threading deadlock, but I'm not convinced it's stable right now.

Offline
Posts: 25
Joined: 20 Aug 2013, 16:26

Re: TES Skyrim 0.214

Altimor wrote:uGridsToLoad 21: http://i.imgur.com/qtJh1tg.jpg
Extra contrast to show distant terrain: http://i.imgur.com/i8tLHNo.jpg

I have a rudimentary fix for the threading deadlock, but I'm not convinced it's stable right now.
My PC is available for tests ;)

Offline
User avatar
*blah-blah-blah maniac*
Posts: 17559
Joined: 27 Dec 2011, 08:53
Location: Rather not to say

Re: TES Skyrim 0.214

Altimor
I hope you didn't changes to functions of critical sections or other similar as it's not solution, rather new bug. Please confirm or users will corrupt their saves.

I was wrong with that antialiasing trick, even for grass only it's very slow, at 1152*864 frame rate changed from 44 to 35 when enabled and when staying in grass field near whiterun, grass is already slow for modified games. Hardware transparency supersampling on NVidia and alpha to coverage multisampling on AMD have same performance drop, but they of course only when MSAA enabled in game.
_________________
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7

Offline
User avatar
*blah-blah-blah maniac*
Posts: 17559
Joined: 27 Dec 2011, 08:53
Location: Rather not to say

Re: TES Skyrim 0.214

Hmm, just thought that replacing thread sync functions can be good idea, if to bypass only specific threads. Gonna try myself, but such simplest tricks require heavy testing.
_________________
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7

Offline
Posts: 8
Joined: 04 Sep 2013, 19:54

Re: TES Skyrim 0.214

I stop a specific WaitForSingleObject several calls deep in CellRefLockEnter, I'm aware it's probably not safe and that's why I'm not releasing it yet.
Post Reply