Ok so I redownloaded, did a clean fresh install and bloom now works, then copied my settings back over carefully and it still works, so I have no idea! but it works so all is well.
Testing the grass and turning ENB on and off in areas with no grass makes almost no difference to frame rate.
In grassy areas turning ENB on causes massive frame drop. If I set grass fade to lowest/off the perf between ENB on/off is fixed and no loss ( you must reload save to have grass truly be off and not just invisible ). This is with UseOrignalObjectProcessing on also.
Grass adds 200 draw calls on top of 2000, maybe it is the straw that breaks the camels back. I am clocked at 4ghz and no script heavy mods, 1 core does get close to 100% usage :-/ and with Asynchronous Spaceswap set to Disabled I get 100% GPU usage, so I think I am just hitting all the bottlenecks - in any case grass/trees hurt the perf way more with ENB on, with no grass/trees no diff between ENB on or off.
( note the fps drop is coming from EnablePostPassShader only, which is one from Natural View Tamriel v2.1c which I added dynamic scaling too, tested with original enbeffectpostpass.fx and the drop is present also, I think I am just on the limit of GPU's pixel pushing.. yup tested some more a little extra push and I go from 50% headroom to 0, time for a new GPU so I can be CPU bound instead )
TES Skyrim VR 0.342
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Re: TES Skyrim VR 0.342
Its hard to tell for sure without profiling. Most likely it's similar to having vsync enabled, if you have 61 fps without vsync, then it will be forced to 60, but if you have 59 fps, it will drop to next vsync interval, which is far less than 60. Maybe when you see grass on the screen, fillrate and texel rate from it make verymuch visible peformance loss from external shaders and memory copying, cause videocard is no longer have free time waiting of multithreading sync, dysplay sync or just cpu to finish job.
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Re: TES Skyrim VR 0.342
I tried moving back to release version 1.3.64.0 and time of day still doesn't work for me while outside, most often it just says game time is 12, when in loading screens it says 13, cant quite make sense of it as sometimes it does change time and then get stuck again. It works while in interiors and time changes.
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Re: TES Skyrim VR 0.342
Time of the day do not work if you have modified sun path by the mods or somehow manually.
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Re: TES Skyrim VR 0.342
Forgot to tell, when in old skyrim long time ago i heard complains about grass, found that engine wastin huge amount of cpu performance to prepare grass to drawing, even when grass itself not visible or i simply disable it's rendering at all. The only way to optimize this - create batched models of grass, not pain with brush individual grasses on terrain. This game have nothing special to be slow, it's all about bad coding practice inside engine.
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Re: TES Skyrim VR 0.342
There are with mod effects disabled two shots of Riverwood from the bridge, as example of draw call bottleneck area in this game. One screenshot is usual game, you can see framerate, another screenshot is drawing disabled (except editor of the mod), so videocard is not in use. As you can see, fps is about the same, so game is fucking waste all the cpu time to prepare objects to draw them. It is so low performance, like some beginners on gamedev forums do. This is just 5300 objects, damn it.
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Re: TES Skyrim VR 0.342
Hey !
Thanks Boris for the update.
It looks better: cloud shadows seems to be blocking only direct light now which looks right to me; not both direct and ambient like before and thus it looks better than in previous version. approved.
Also, with this lastest ENB 0.342 update i did some quick tests,
here is what i found:
[bug report]:
Cloud shadows on > lights computations are ok
Cloud shadows off > direct light gets lowered and [cloud shadow intensity] parameter is affecting direct light heavily !?
also,
ENB with skyrim 1.3.64.0 > time of the day is updated correctly in "realtime"
ENB with skyrim Beta 1.4 > time of the day is not updated correctly: "eratic" computation, not in synch as game time is changing.
[Some other questions]:
* volumetric clouds on mountains aren't generating cloud's shadows, right ?
* How can i change the amount of bi-directional "ambient" (fake indirect lighting / radiosity effect like seen in this picture below; look at the rocks). Was that an ENB feature or mod ?
Thanks
Thanks Boris for the update.
It looks better: cloud shadows seems to be blocking only direct light now which looks right to me; not both direct and ambient like before and thus it looks better than in previous version. approved.
Also, with this lastest ENB 0.342 update i did some quick tests,
here is what i found:
[bug report]:
Cloud shadows on > lights computations are ok
Cloud shadows off > direct light gets lowered and [cloud shadow intensity] parameter is affecting direct light heavily !?
also,
ENB with skyrim 1.3.64.0 > time of the day is updated correctly in "realtime"
ENB with skyrim Beta 1.4 > time of the day is not updated correctly: "eratic" computation, not in synch as game time is changing.
[Some other questions]:
* volumetric clouds on mountains aren't generating cloud's shadows, right ?
* How can i change the amount of bi-directional "ambient" (fake indirect lighting / radiosity effect like seen in this picture below; look at the rocks). Was that an ENB feature or mod ?
Thanks
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IRRADIANCE - The SkyrimVR's Immersive Natural Realizm ENB
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IRRADIANCE - The SkyrimVR's Immersive Natural Realizm ENB
SkyrimVR's Steam gallery
Skyrim Natural Realizm - The 3Dvision Immersive ENB Hub page
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Re: TES Skyrim VR 0.342
Skyrim engine is dragged kicking and screaming from the past, a horrible past before GPU compute shaders, now tortured to do high frame rate low latency VR just to see if it could as a commercial litmus test for future projects. Still yesterday I spent 2 hours clearing one dungeon way above my level and it was the most fun/torture I have had in a long time.
ENBSeries wrote:
There are with mod effects disabled two shots of Riverwood from the bridge, as example of draw call bottleneck area in this game. One screenshot is usual game, you can see framerate, another screenshot is drawing disabled (except editor of the mod), so videocard is not in use. As you can see, fps is about the same, so game is fucking waste all the cpu time to prepare objects to draw them. It is so low performance, like some beginners on gamedev forums do. This is just 5300 objects, damn it.
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Re: TES Skyrim VR 0.342
I had a good hunt for why my time of day was broken/erratic ( in beta and release ), and it came down to a couple of ini settings, I recommend wiping your skyrimVR.ini, it was objecting to some very arbitrary settings, such as:
[VR]
bImmediatelyGrabObjectOnActivate=0
fQuestMarkerBaseScaleDistance=0.1
Removing both of those and it works fine now.. for me!
[VR]
bImmediatelyGrabObjectOnActivate=0
fQuestMarkerBaseScaleDistance=0.1
Removing both of those and it works fine now.. for me!
Ghanth wrote:Hey !
Thanks Boris for the update.
It looks better: cloud shadows seems to be blocking only direct light now which looks right to me; not both direct and ambient like before and thus it looks better than in previous version. approved.
Also, with this lastest ENB 0.342 update i did some quick tests,
here is what i found:
[bug report]:
Cloud shadows on > lights computations are ok
Cloud shadows off > direct light gets lowered and [cloud shadow intensity] parameter is affecting direct light heavily !?
also,
ENB with skyrim 1.3.64.0 > time of the day is updated correctly in "realtime"
ENB with skyrim Beta 1.4 > time of the day is not updated correctly: "eratic" computation, not in synch as game time is changing.
[Some other questions]:
* volumetric clouds on mountains aren't generating cloud's shadows, right ?
* How can i change the amount of bi-directional "ambient" (fake indirect lighting / radiosity effect like seen in this picture below; look at the rocks). Was that an ENB feature or mod ?
Thanks
Last edited by HeliosDoubleSix on 14 May 2018, 20:17, edited 1 time in total.
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Re: TES Skyrim VR 0.342
Ghanth
Cloud shadows still the same, not applied to sun light only, but to everything.
I do not use beta version and not interested to make anything for it, unless it will be official.
Volumetric fog do not receive shadows and i doubt it worth to make the code, because in some areas (with crazy guy for example) there are too many such objects and adding to them additional computation will decrease performance much. Maybe as some optional, but nobody bother to understand how mod work and just deinstall it and tell shit about it, i can see this very well.
You can't change that directional ambient colors, this is not performance friendly tweak, so i don't bother to implement it soon.
Cloud shadows still the same, not applied to sun light only, but to everything.
I do not use beta version and not interested to make anything for it, unless it will be official.
Volumetric fog do not receive shadows and i doubt it worth to make the code, because in some areas (with crazy guy for example) there are too many such objects and adding to them additional computation will decrease performance much. Maybe as some optional, but nobody bother to understand how mod work and just deinstall it and tell shit about it, i can see this very well.
You can't change that directional ambient colors, this is not performance friendly tweak, so i don't bother to implement it soon.
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