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Aiyen

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Everything posted by Aiyen

  1. The main things in any scene rendering that cost performance is. A: Amount of stuff that needs to be rendered B: Shadow and lighting calculations. C: Animations movement etc. since it is a combination of the two above. If you have severe drops in FPS while looking in one direction then it is most likely due to some shadow or lighting issue, since those normally cause the largest hits in performance. Try to look in said direction and increase the ingame time via the console so the time of day goes faster. Make a note if the performance drop is only during a certain interval or all the time. If it is all the time then it is most likely because there are a lot of stuff that always needs to be rendered have lighting cast on it etc etc. If it is only during a certain period of time then it is most likely a shadow issue during certain hours. Also sometimes the game engine can just have failed to unload everything... if a light has failed to unload or the script that is supposed to turn it off has not done so then it will continue to be a part of computations and hence soak up CPU cycles.
  2. Hehe phazer11 ;) Yes I already use SweetFX since it does add a few extra Post Process features that is just pointless to add to ENB since they are already in SweetFX, and the addition is simple. As for performance, then obviously SweetFX will be able to outmatch only ENB in performance, since SweetFX essentially only adds color correction shaders (Not counting the AA ones). If you only use ENB to add color correction then it will also have a very good performance (50+ FPS on my GTX660). So to compare the performance of SweetFX and ENB is pointless since the basis for comparison is not even remotely the same. For comparison then my ENB preset which use SweetFX as well can do 30-40 FPS on my card with my ini changes etc. Also Sharpshooters ENB is old..... and is not optimized for the newer more optimized versions of ENB. The only reason it is suddenly so popular again is due to gophers video off it, then again everything he touches gets a lot of action due to the exposure. Currently I am working on an CoT ELFX version instead of an CoT RLO version. This mainly because with the recent update of ELFX then I do think it looks superior to RLO. Took me all day to make it compatible with my SR install.... man I hate Sounds of Skyrim! But I digress. RCRN... it is old by now, and I while I still think it works, then CoT 3.1 is just better imo. As for upcoming weather mods then I know JawZ is working on his own that is entirely optimized and made for ENB tweaking, but is only going to contain revised versions of the vanilla weathers and perhaps a few more. Really looking forward to seeing his work. But again there is no point in comparing this with ENB from a technical point of view, since it just does not make any sense. One could of course take this tweak and then simple add it to an ENB and use its color correction while still keeping the detailed shadows etc. Edit: Should not call it a mod, since it is essentially only a tweak. The mod would be SweetFX but alterations to it are tweaks. Need to start reminding myself of that when talking about ENB´s as well :S
  3. Now you are just reverting to "basics" Those points where the classic stability test points in early SR development! One could always produce a CTD or freeze there due to memory issues.
  4. The major issue with civil war mods boils down to this. They either add a lot of scripts or spawns, some both. No matter how optimized then this means that stability can only go one way. You might be able to run with them, but you might have to sacrifice something else in order to have a stable game. Just look at SkyTest, even in its optimized state it still makes the game more unstable and nothing can be done about it. Not to mention that odd issues with hearthfire homes that sneaked in somehow. In general then mods that add spawns are just going to be a pain due to game engine limitations. Either that or the mod author forgetting about key DLC issues, or even more likely other mods that also alter cells which now contain spawns. I do think that SFO would be the most likely candidate here. It adds alot of foilage around the world, if a mod decided to spawn an actor at a place where there is a tree already then issues will properly arise. That said then something light like making soldiers salute you etc should be doable.
  5. Since you have been to the ENB forums then you know the story. Until such a time that Boris thinks the issue is pressing then nothing can be done. Unless you really need a newer driver for much better performance in other games then just stick with 314.22.
  6. Screenshots please. It helps immensely when trying to decipher what is up. Especially when it comes to weird texture issues. Also are you using any ENB? With the wrong settings certain textures can "explode" in white, especially ones that involve fire and particle effects.
  7. No problem. Marked this as solved then! :)
  8. There is sadly bound to be some "legal" issues with that somewhere. Some authors do no care or like that their work is made compatible with certain other things, or at the very least that it happens outside of their control. Some of the changes we make do remove stuff from mods so that they might be replaced with entries from other mods. I am sure most mod authors would be happy to have more a more compatible mod, but I again do not think it wise that it happens in a 3rd party location. Since if problems do happen down the line people are going to come running to the respective mod pages with issues that the author has no control over.
  9. You need to use the latest particle patch from mindflux. It was a bug in his previous version. At least a very similar issue was up on his thread on the ENB forums.
  10. Most people here use MO by now. there are still a few WB veterans around. I personally only use it for making patches and some merging here and there. But in general it should not be required. When you make a patch file, you just need to move it to the directory where all your other .esp´s are and it should show up on WB´s list. When using MO then tes5edit creates the patches in the overwrite directory. If you do not use it then as I recall then tes5edit has a dir in the skyrim dir where it makes the files.
  11. Hectrol caves deluxe is pure 4k. The beauty of skyrim, caves and mines has some 4k textures but most are 2k. Snow and Rocks textures HD has some 4k textures but mostly 2k as well. Redefined dungeons is 2k. Ruins clutter improved is a mix of 1k and 2k. I am sure I forgot some but that is about the gist of it. Essentially anything that has \textures\dungeons\ or \textures\caves\ etc are only used in interiors. Some textures like the whiterun trellis is also 4k but this is again only used in the city which is also a closed off cell system that does not require as much as exteriors.
  12. Sounds odd that bethesda would leave a bug like that on the console version.... Considering that it would kinda make the whole DLC more or less unplayable. But never seen the issue before so let us know what you dig up!
  13. Unless it is really REALLY immersion breaking for you (Which I doubt since you say you use non lore freindly mods) then just play on. Carry weight is easy enough to get silly large amounts of. If you really want to solve it then you have to try to reproduce said error. If it is like this from the start of a fresh game then you have a mod error somewhere. However if it happened during the game at some point then it might be a weird bug etc, that would be rather hard to track down. All depends on how happy you are with your current play-through. If you really want the issue solved then we do need your load order, and total mod list. Most mod managers can produce them. Just put them in a post using spoiler tags (Search for "BBcode spoiler" and you will get helpful sites).
  14. Going to mention it here as well since not all are going to read through several rock threads in the future. You can get away with higher resolutions for the interior walls and stuff that is ONLY in interiors. The amount of memory required to load in even the larger dungeons is petty compared to the outside world. Also most wall textures etc. are reused through the entire dungeons so it is like 20Mb for one texture that is most likely going to make up like 50% of a cave etc.
  15. For interiors you can get away with 2k and even 4k textures. At least I am running with plenty of 4k textures in my interiors... never had an issue in an interior at all. Even the barrows, which is one of the larger dungeons. Mainly this is because most textures are reused throughout any dungeon/cave.
  16. Skytest has been updated to remedy said issue. At least the author claims that the issue should be fixed in the latest version.
  17. Marked as solved
  18. The waterfall color is due to the ENB you are using, along with CoT if you use that. Since the color of it depends on the time of day, weather (imagespace lighting) etc. The texture seam is due to a switch from a low res texture to a higher res one it seems. The rocks is again properly due to your ENB settings. More specifically the specular settings since they are near water.
  19. The mod list orders are pretty much only made in a given way so that a given set of textures overwrite another. It is true that SR is somewhat alphabetical, however it is also divided up into sections. But again it is not really set in stone. However if you for example put the HDDLC mods from SR in the bottom then you will overwrite all the textures with vanilla ones which might be counter productive. As for CTD´s. Try to start out with 1k resolution texture packs and the HDDLC ones and it should remove the worst of it.
  20. Only if I manually select that size in the character creation using RaceMenu. Strange if it does it by itself. You can always try to use the console to get the character creation window up again and then try to lower the height again. It is showracemenu in the console if I recall correctly.
  21. Vanilla, Hearthfire, Dawnguard, Dragonborn. HDDLC1, HDDLC 2, HDDLC 3. The above would be the order in which they should be on the mod list. That way the HDDLC ones will overwrite the original files, and they will in turn get overwritten by other textures etc.
  22. 1: The Fnis warning can be ignored. The colors in Tes5edit can sometimes go from green to red, remember that it just compares values, it has no intelligent way of telling if a change you are making is sound or not. Never play on old saves, it is just a bad practice to get into. Make your mod profile in MO and start a game using it. If you want to make alterations then make a new profile. Pure texture and mesh mods are the exception, those you can change and alter to your hearts content. 2. Perhaps. In general then what you have done is counter productive since the point in using MO is to keep the vanilla install clean of mod file data. However the longer your mod list the longer the load times. This is inevitable no matter what you do. 3. You have installed Skyrim Immersive Creatures with the external FOMOD installer and as such it has not installed all the textures and meshes etc. Install using the integrated FOMOD installer in MO. After this verify that there is indeed a textures folder etc present in the mod directory. 4. ASIS is getting really old by now, and most of its features will bring about more instability to the game. If you just want the AI then you might as well use another of the AI mods out there since they essentially do the same thing. Otherwise the only thing in a pure SR install you need to add to its block list are the other Skyproc patchers. Especially the AV one or you will not see certain textures inside the game at all. Weapons and armor: The more stuff you add to the game the more unstable it gets. By adding all those weapon and armor mods then you also allow them to spawn at will, which will cause more memory to be used. If you cannot live without them, but still get an unstable game experience then make sure the textures are only 1k in resolution etc.
  23. And some people with a really high DPI mouse can also open anything in a split second if they have setup their start menu accordingly! ;) The whole start menu debate is pointless as it comes down to personal preference. Just like how many people use Stardocks products to alter how you start programs etc. As I see it there was no point in upgrading to win8 since it is at best just a minor update over win7. The boot times is not that vital to me. I mean I do not care if my computer can start in 30 seconds, or 20 seconds etc. Mainly because my monitor has a malfunction so it takes about 20 mins to warm up before it can show a picture! ;)
  24. If you have set the constraints to 1024 x 1024 then obviously you would solve most of your memory issues since this would both resize all textures into 1k resolution, and save them into DXT5 compression. Assuming you used the default recommended settings.
  25. Guess I really should make that "ENB do it yourself" sticky post I have in the works... It saddens me that so many people think that ENB´s performance is set in stone from preset to preset.
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