TES Skyrim 0.201

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Re: TES Skyrim 0.201

ENBSeries wrote:Found what's the problem with iTexMipMapSkip (lower than 1 quality of textures), this happen because data for some textures is wrong, the size of texture passed to creation of it is less than size of allocated buffer of it's data. If i remove most mods, amount of this errors also decreasing (but i not deleted all mods), may be it's because of compression programs used to save images by modders. Don't know yet how to make workaround.
Yes, DDSOpt has default setting in which some of the mipmap layers are discarded, and some just don't bother even generating mipmaps.
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Re: TES Skyrim 0.201

Boris,
I just tried the latest 0.201, and I noticed the load CTD I previous experienced is now pause and load. When I saw a few seconds of pause (smoke and load object stopped), I almost did the 3 finger salute to kill Skyrim. However, I left it alone and it recovered. I have the following settings, and your magic touch is working for my load CTD I've been having. Thanks for your hard work and effort you have done for Skyrim.
ExpandSystemMemoryX64=true
ReduceSystemMemoryUsage=true
DisableDriverMemoryManager=true
DisablePreloadToVRAM=false
ReservedMemorySizeMb=512
EnableUnsafeMemoryHacks=false
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Re: TES Skyrim 0.201

So if we process all textures with the correct settings in ddsopt this will fix the bug? I ask because my mod RBS is making Skyrim very unstable at cell loading or savegame loading. It change all females body textures and their hair, by using other mods textures. If "Hair deployment" is checked NPCs get more than 150 new hairstyles that come with new textures. If these textures of "Apachii Hair" or the other Hair mods are generated in the wrong way, its clear why skyrim hangs much more often.

If there is no other way of a workaround should generating the textures by ddsopt fix the problem?
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Re: TES Skyrim 0.201

VadersApp
I found that fails happen only for some modded textures (with official hd texture pack seems not happen), so my first guess it's because of very huge size of textures seems wrong (because one of textures is small). But when i did deeper logging, issue is more generic for the game engine, all dumped textures have wrong size if they are scaled via quality in video options, the difference is that buffer for them is not allocated the same size as parameter. I "fixed" that, so don't bother doing any changes to mods, i can't remove new slower fixed code in hope that users don't have buggy textures. For those who know programming a little< here is explanation, kind of:
This is how it work when texture quality set to high

Code: Select all

int sizeoftexture=GetImageSize();
BYTE *buffer=allocatememory(sizeoftexture);
buffer=LoadImageFromFile(sizeoftexture);
CreateTexture(buffer, sizeoftexture);
And this is how it work when texture quality not set to high

Code: Select all

int sizeoftexture=GetImageSize();
int buffersize=_skyrimcomputelowertextureresolutionsize(sizeoftexture);//f.e. 1/4 of original
BYTE *buffer=allocatememory(buffersize);
buffer=LoadImageFromFile(buffersize);
CreateTexture(buffer, sizeoftexture);//and here the bug, sizeoftexture>buffersize


Version updated, download mod again
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Re: TES Skyrim 0.201

Seems you fixed one of the nastiest bug Skyrim had!

I started at Riverwood, made my char immortal with "tgm" and used "player.setav speedmult 500" making the char 5 times the normal speed. Then i ran from Riverwood to Markath and after that randomly around the map of Skyrim. Sometimes it hang one or two seconds after cellloading, but that is of course of the faster movement, textures have to be loaded much faster. So that is no problem of ENB. But it never crashed. My Mod was active with all features on, a lot of Texture mods, and a lot of Mods that enhance gameplay or Objects.

I think Skyrim now will be much more stable for all other users, too.

Edit: If i activate one feature of my mod, that makes npc use different body textures, game is again unstable, but i think that is on my end to fix.
Last edited by VadersApp on 14 Aug 2013, 06:51, edited 1 time in total.
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Re: TES Skyrim 0.201

MOTOSXORPIO wrote:
ENBSeries wrote:Found what's the problem with iTexMipMapSkip (lower than 1 quality of textures), this happen because data for some textures is wrong, the size of texture passed to creation of it is less than size of allocated buffer of it's data. If i remove most mods, amount of this errors also decreasing (but i not deleted all mods), may be it's because of compression programs used to save images by modders. Don't know yet how to make workaround.
Yes, DDSOpt has default setting in which some of the mipmap layers are discarded, and some just don't bother even generating mipmaps.
I can confirm that, tried it out and had texture loading problems after it.

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Re: TES Skyrim 0.201

Yep latest dll produce average 35 fps. No slowdowns.
Did not need to purge vram. Did not need to lower any quality settings. Did not need to remove mods.

Have not seen any buggy texture YET. Only playing more will say about that.
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Re: TES Skyrim 0.201

Sadly some texture artists do not know or think about proper compression or even mip map generation.
If you get anything that texturewise is looking strange then it can most likely be fixed in an editing program that can read .dds files (gimp, photoshop etc.) or for large amounts of textures, DDSopt.
If you do not know how to use DDSopt there are other simpler programs, that do the same. However they do not give you much control in case something messes up.

I have not seen any texture issues I could track back to ENB being the cause of yet... All of mine have been run through DDSopt. at least once. And a select few have been manually edited via. gimp when issues showed themselves.

Edit: Also about ini tweaks..... general rule of thumb. Do not add any ini tweak where you cannot either or both.
A: See any visual improvement.
B: Measure any meaningful increase in average FPS.

All those weird extra CPU tweaks, extra texture mip map tweaks... etc. etc. etc. All they do is add extra stress to the game engine for extremely little to no gain! It might be a bit harsh to call it a placebo effect, but most of the time it is.

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Re: TES Skyrim 0.201

Just did some try out's with the current version:

impressive, boris! textures are loading very fast, I even only get less stutters if moving with speedmult 500, with normal speed, I dont see any performance drop/texture loading problems anymore. TAA enabled.

[MEMORY]
ExpandSystemMemoryX64=true
ReduceSystemMemoryUsage=true
DisableDriverMemoryManager=false
DisablePreloadToVRAM=false
ReservedMemorySizeMb=256
EnableUnsafeMemoryHacks=false

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Re: TES Skyrim 0.201

HALLELUIAH! The sun has come out in Skyrim again!!
Image
Boris
If you mean that 0.171 start to look buggy with sun, this could be not just because of drivers. I did a lot of changes in 0.169, including detection of sun by it's path on the sky (otherwise it's very hard to understand if it's not moons). Probably somehow your sun move by not same path or may be it's distance from camera differ from vanilla game. Guess it's because of some mods, i know some of them somehow can move sun by distance from camera. I can make test versions, but only if you first will try vanilla game without any mods.
It was a mod issue, I had a mod called Bigger Better Suns which was causing the issue, I had previously disabled this with no effect but to complicate matters Wrye bash had flagged it as a mergeable mod so it was in my bashed patch as well - was the last thing I thought to check!

Thanks for pointing me in the right direction - problem fixed!

BTW - new 0.201 version works great - no issues

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