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enkephalin07

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  1. This is the configuration the 'saveini' command spits out when there is no Skyrim.ini, a launcher-generated SkyrimPrefs.ini, a completely clean install directory, and nothing enabled except Skyrim.esm and Update.esm. Note a few empty settings; I can't be sure whether the game engine uses them at all, uses them only if they're configured externally, or just ***** itself in surprise when they're set.
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  2. Those don't have to be in the default ini, every value has a default already in the engine or other data files. If you don't see them, they're there. If you want to see them, enter 'saveini' into the console and read the ini that appears in your Data/ dir; it'll be named after the last esp in your load order. As I said above, I have never set them. and wouldn't have known about them without reading the settings dumped. Without any results of experimentation, any advice would have limited credence. Is anyone familiar with these settings at all? EDIT: Alright, I tried setting these to the supposed "best", a configuration I've seen copied on several forums: uWaterMemoryInterior=20971520uTextureMemoryInterior=20971520uGeometryMemoryInterior=20971520uWaterMemory=10485760uTextureMemory=20971520uGeometryMemory=10485760Subjectively I think performance improved, smoother frames and fewer freezes, but nothing in SPM's objective output stood out. Then I tried setting them all to 0 to see whether the memory would be dynamically allocated (as it should have been in the first place!) or no memory would be allocated at all. The game launched fine, and I saw absolutely no difference in performance, subjectively or objectively. Skyrim is still hitting the page files when plenty of RAM is available, and ENB still isn't getting all the VRAM it should.
  3. uWaterMemory=5242880uTextureMemory=20971520uGeometryMemory=5242880uWaterMemoryInterior=10485760uTextureMemoryInterior=104857600uGeometryMemoryInterior=10485760These appear in the Configurator's settings and the saveini dump. I haven't set them, so those are the defaults.
  4. I don't know if I understand correctly what these values do. The amounts for geometry and texture memory seem far too low to make use of even the minimum system specs required for the game. Will increasing these put more into VRAM and less in page files? If ENB has disabled Skyrim's rendering, does it manage these values anyway?
  5. I'm afraid this really isn't working anymore. I'm back to getting irregular CTD's, under-utilized memory resources and persistent disk activity causing constant freezes in cells that should already be loaded. Now I'm seeing textures that loaded fine before rendered as solid blue. How do I make Skyrim use the full RAM/VRAM available and quit over-taxing my HD? How do I end these CTD's? Edit: My mistake; the CTD and missing textures were from .bsa's getting deselected after updates. I'll open a different thread for the performance issue.
  6. Are there any presets that don't require SweetFX? I'm reluctant to try that because of the clean-up if I decide not to keep it. SweetFX also doesn't work without turning off my card's AA, and imo it already does an excellent job at that; I've tried Sweet with other games and don't find it to be better.
  7. It would still be better to launch SPM from MO. I keep MO open before, after and the entire time I'm running Skyrim, so I shouldn't need to shut it down to find a program I have less use for. It's better to have it accessible in MO's executable list than to dedicate shortcuts to it outside the context I'll actually want it. And it does work, just launch from MO and set SPM's launcher to SKSE (or just Skyrim.exe, if that's the kind of thing you want to do...) A drawback is that you have to specify one .ini, so it won't switch with you to another profile. A minor drawback for now, since the ini tools don't appear to be very developed.
  8. Ah, that was it. I don't use Steam, so I don't even let their service start. Frrk, if the devs had documented anything, I would've found this ages ago. Where it usually hangs, I get this: 255 185260 185255 185271 185275 185275 186275 187291 187 Some pauses, but it continues. Thanks, DoubleYou.
  9. Um, any source I've seen has states that memory patch 3.0 is deprecated since its function has been integrated into SKSE. As of 1.7.1, it's not even disabled by default anymore, it's configured in the ini in the installation zip. I haven't changed the memory settings: [Display]iTintTextureResolution=2048 [General]ClearInvalidRegistrations=1 [Memory]DefaultHeapInitialAllocMB=768ScrapHeapSizeMB=256 [Debug]WriteMinidumps=1I know TintTextureResolution works and WriteMinidumps works, so what between them isn't working?
  10. I'm not using 3.0 (is anyone still using that?) I'm talking about the mem patch integrated into SKSE 1.7.1, using the preset ini. Memory Logs Block looks like it works with it, though. Before trying this, I set ENB's VRAM down to 2GB, my actual VRAM, set your ini's MaxOnly to false, and recorded until the game and SPM's stat display froze. If there was a timestamp on these, I'd be able to match it up with what I'm looking at in in SPM. Approximately at the freeze time, RAM had been >2GB for a few seconds, and VRAM spiked up to ~1.1GB. GPU also spiked, but not to its maximum. EDIT: Wtf, I tried setting Scrap Heap to 512 and got an identical result. If the first block is supposed to be Initial Alloc, it's not even close to the 768 it's set for. Now I know this ini is getting read, because SKSE didn't start generating minidumps until I added the line for it. So what sorcery must be done to get SKSE to perform to promise?
  11. Performance monitoring shows that my CTDs, ILS and freezes occur when RAM usage spikes over 2GB and VRAM over 1G. The problem is that both are well within available resources. With SKSE's memory patch, TESV should be able to manage up to 4GB of memory. The ENB guide here recommends setting VideoMemorySize to VRAM+RAM-2GB, but I've left it to autodetect and it settles on 4GB -- put together, this is still less than available resources and far less than anything TESV has demanded. But does the guide take into account SKSE's memory patch? Does ENB take over memory management completely, do SKSE and ENB divide memory management, or do they conflict with each other? My system specs don't explain why this memory usage would be a burden to TESV, so there has to be a problem with the way memory is handled. Minidumps indicate TESV is trying to access memory beyond the stack limit, so there's some memory allocation errors going on.
  12. As far as I can tell, increasing fUpdateBudgetMS and fExtraTaskletBudgetMS may have diminishing gains, but never hurts. 1.6 may be a little better than 1.2, 2.0 is slightly better than 1.6, 200.0 isn't any better or worse than 2.0. I've never seen it reduce framerates, possibly because it has a hardcoded cap too low to make a significant difference. Since I just got Performance Monitor running, I put it to the test. My budgets were at 800 because I set them to test earlier and hadn't noticed they were still there. So just to be absurd I increased them to 8000, launched, verified in the console they were indeed 8000, and played through ~1.3k data samples, and compared to an earlier. I had higher maximum RAM/VRAM usage in this, lower maximum CPU/GPU, but they were close in averages. But I was also doing different things in each test, the first was sneaking and fighting through dwemer/falmer ruins, the second was strolling and chatting through highly populated cities. This didn't get a record of FPS, but subjectively I couldn't say there was a difference. fPostLoadUpdateTimeMS adds seconds to your load times, but would you notice the seconds of difference? If you often enter to script initialization clusterfks, seems like it would be worth a few seconds wait, but I couldn't tell whether it ever prevents ILS.
  13. Yes. That only happens every time Skyrim runs, unless something else has gone terribly wrong.
  14. ENB Host, maybe? It wasn't running either of the times I caught this, but it's not unusual for it to hang around doing clean-up before closing.
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