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 Post subject: Re: TES Skyrim 0.245
PostPosted: 13 Jan 2014, 08:12 
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Joined: 07 Dec 2013, 08:33
Posts: 19
Location: Hungary
@Boris

Send me a PM with your versions that you want tested, and I will test them today as much as I can.

About the drivers; fair enough, but I can tell you I tried 13.11 Beta9.5 and B9.2, and they freeze too.

I've done stress testing with OCCT's VGA stress test, on advice of Oyama. ~40 minutes without issues. I'm running my VGA on 1Ghz since Day one I bought it, if it was unstable on those clocks, I would have seen problems in the last 1.5 years. Especially since I've been using ENB since longer than 1.5 years. :)

Edit: Tested 13.10B2, it's crashing too.


Last edited by Gabber on 13 Jan 2014, 09:52, edited 1 time in total.

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Tomoko
 Post subject: Re: TES Skyrim 0.245
PostPosted: 13 Jan 2014, 08:52 
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*blah-blah-blah maniac*
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Joined: 31 Mar 2012, 15:06
Posts: 1460
Location: France
Speaking about drivers, using latest Nvidia WHQL here, seems they have some issues.... nothing to do with ENB, happens even in web browsers.
Kernel not responding and all...
I always do clean installs, first time happening, GPUs are not OCed, temps are flawless (28° idle, 75° at full load).
If it ever happens to other users, ENB is not responsible for it.
Just saying.

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 Post subject: Re: TES Skyrim 0.245
PostPosted: 13 Jan 2014, 10:59 
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Joined: 11 Jan 2014, 12:31
Posts: 11
Location: Germany
Oyama
That sounds exactly like the problems I (and many other users of older 500 gtx cards) had with drivers between 314.22 and 332.21. Freezing for a few secs, Kernel driver not responding, complete freezes or BSODs and especially when using desktop 2D mode, like browsing the www and stuff. As I said before, I have no issues with the 332.21 drivers in any combination of game and ENB. But going through the Nvidia Forums, it looks like you are not the only one with problems. I just got lucky with the driver :P


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 Post subject: Re: TES Skyrim 0.245
PostPosted: 13 Jan 2014, 11:18 
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*sensei*

Joined: 02 Feb 2013, 22:02
Posts: 328
Location: Austria
ENBSeries wrote:
Found that with
AOType=0
UseComplexIndirectLighting=true
UseComplexAmbientOcclusion=true
UseIndirectLighting=true
performance is much lower when ssao supersampling enabled. It's because all registers are used. At least this happen to my videocard. I simplified some ops by compressing, so probably problem will go away.


Ha! Great, then that was the reason for my performance hit.

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 Post subject: Re: TES Skyrim 0.245
PostPosted: 13 Jan 2014, 17:36 
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*blah-blah-blah maniac*
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Joined: 27 Dec 2011, 08:53
Posts: 14816
Location: Russia
Omg, optimization process drive me crazy, haven't slept very long time. Shader compiler behave very strange when code is too much complex for it and i wasted several days only to experiment with different positions of parts of arithmetic, grouping it with other operations, measure performance and check assembly. Completely trials and errors method, my own optimization not work in many cases, simply broken by invalid compilation. Fortunately i found combination when less registers used (from 31 reduced to 25) and at same time it not generate additional useless operations. Also found one interesting thing when performance is much higher even if code is the same, but have several instructions added, of course it's NVidia specific, so i tried to find such areas and optimized at least supersampling mode of ambient occlusions. I don't know what is that exactly, only NVidia engineers can say for sure. Also did another code which reduce triangulation of ssao, you may see it when sampling range is low and camera is near player body, especially legs or some other low polygonal surfaces. This "detriangulation" also makes ssao more clear, it less darken for mostly flat surfaces which have normal maps. Spoilers in editor are closed, except few i thought important. I didn't separate window for save/load in weather properties, may be later, need to move all windows for that, write code for keeping their positions, etc. Fixed some bugs in ssao/ssil code and of course optimized it more.

Gabber
Try new release which i publish soon. Can't give you test files now, i'm very tired atm.

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 Post subject: Re: TES Skyrim 0.245
PostPosted: 13 Jan 2014, 17:44 
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Joined: 31 Mar 2012, 15:06
Posts: 1460
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Now go get some sleep, I hope you can.
I know exactly what it is, and the less you'll sleep, the more it'll get harder hitting the bed.

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 Post subject: Re: TES Skyrim 0.245
PostPosted: 13 Jan 2014, 17:52 
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*sensei*

Joined: 07 Mar 2013, 10:14
Posts: 373
Oyama wrote:
Now go get some sleep, I hope you can.
I know exactly what it is, and the less you'll sleep, the more it'll get harder hitting the bed.


And when you finally do hit the bed you go out with a flash, and wake up two days later wondering why you only slept 2 hours... until you check the calender! ;)


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 Post subject: Re: TES Skyrim 0.245
PostPosted: 13 Jan 2014, 17:58 
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Joined: 27 Dec 2011, 08:53
Posts: 14816
Location: Russia
Version updated, download again
Improved performance of ambient occlusions in general and NVidia specific for supersampling mode of this effect. Added ILType parameter to [SSAO_SSIL] category to toggle previous simplified and less noisy method vs proper but noisy (used in versions for other games). Fixed crashes for some users.

I'm curious what is performance impact now for ssao in supersampling on/off now, compared to previous version.

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 Post subject: Re: TES Skyrim 0.245
PostPosted: 13 Jan 2014, 18:31 
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*sensei*

Joined: 02 Feb 2013, 22:02
Posts: 328
Location: Austria
Same scene like before and with the same settings (you posted them above) with Supersampling my SSAO speed is all over the place ranging from 0.06sec to 0.005.
It was 0.008 on v0.244, 0.045 on v0.245 with SS.
Is there any way I could get the average over a defined time?

The profiler reads for SSAO are a lot 'spikier' than before somehow.
I'm sorry to say that Supersampling is still as slow as before the update.

Regarding general SSAO speed without SS I didn't notice much of a difference either, Profiler reports about the same times.
Maybe a frame more?

I hope someone else could share their results, I don't want to frustrate you.

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 Post subject: Re: TES Skyrim 0.245
PostPosted: 13 Jan 2014, 18:41 
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Joined: 06 Jan 2012, 06:00
Posts: 184
ENBSeries wrote:
This "detriangulation" also makes ssao more clear, it less darken for mostly flat surfaces which have normal maps.

Wow, I was waiting for this since you changed the code to this "per-pixel" ssao or wathever is called :P
Also thanks for consider the load-save thing.

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