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Posted

Some key posts on this and related threads (experts feel free to note any errors or insights):

Wiki article (draft)

 

Thanks,

STEP

 

OP follows


First of all I wanted to thank you all for the great work you have done with STEP. Skyrim is the first game I installed on this computer and you guys have made it an AMAZING game. That being said, I have an issue that I hope you can help me solve.

 

My setup:

Vanilla Skyrim

gtx670 w/ 4GB @1080p w/ latest driver

16GB Memory

3770K at about 4GHz

Windows 8 64bit

ENB 149

Ultra settings

Highest available texture/quality

Mod Organizer

Step 2.2.1 + Skyrim Revisited + others

 

I have noticed a post here and there saying that Skyrim can't really address more than about 3.1GB of memory without issues. This seems to jive with my experience, meaning I CTD every time my memory hits that mark, but I couldn't really find anything definitive on the topic. The issue with googling the topic is the pre 1.3 skyrim that couldn't address more than 2gb of memory.

 

My mod list is mostly based on STEP which is why I came here for help, with about ten mods added onto the end (Interesting NPCs, Detailed Cities, Economics, COT, and a couple others). The reason I haven't included my mod list is that it doesn't seem to matter. As long as I keep the memory usage below 3GB I can have pretty much any combination of mods.

 

What I have tried so far (in no particular order):

  • resetting ini files
  • removing enb
  • not using attklt
  • only using a new game
  • removing all mods and adding one by one until issue crops up
  • running as admin
  • watching the papyrus log - it seems relatively clean, no obvious errors right before CTD

Yes, I can run STEP just fine without any issues, but I also never get near 3GB of memory. I have tracked VRAM usage as well and have seen a max of 2.7GB/4GB.

 

As an example of where I might run into issues: I start a new character with Alternate Start. I start with Breezehome. Run out of Whiterun, past the Brewry, up the hill to the bandits. Enter the cave (watching memory usage with Elys MemInfo), and it dies right after I see 3GB. I have this same issue not using AS, sitting through the intro, and then running over to whiterun.

 

I'm sorry if this post is all over the place. I have spent more than a week trying to solve this issue, and the only solution I have found is to reduce memory usage. I have got to the point where I can exchange two texture packs and get into the cave without a CTD, but with both I get a CTD. I didn't even think texture packs should even affect CTDs, but I'm relatively new to Skyrim on the PC, so I could be wrong. I also found I could get a bit further with ENB turned off, but would still crash once I got above 3GB of memory. Finally, if I reload a game after a CTD, I can play just fine...until I reach 3GB of memory.

 

I really hope you guys can help. I more than willing to try anything at this point, besides just disabling all of the mods.

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Posted

Testing with Exterior Cell buffer=16 and bPreemptivelyUnloadCells=1. Skyrim does appear with these settings to be properly dumping memory during interior>interior and interior>exterior cell transfers - I'm monitoring Private bytes right now. Crashes seem to have stopped ... for now. *crosses fingers*

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Posted

My money is on the engine seeing that you are going to approach the 4GB limit and then it just shuts down before loading anymore assets into the VAS.

i'm with you on this a hundred percent
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Posted

Testing with Exterior Cell buffer=16 and bPreemptivelyUnloadCells=1. Skyrim does appear with these settings to be properly dumping memory during interior>interior and interior>exterior cell transfers - I'm monitoring Private bytes right now. Crashes seem to have stopped ... for now. *crosses fingers*

awesome. ive just set the same settings in my ini, except im trying out uExteriorCellBuffer=25 (5cells x 5cells)

 

ive also thought about tweaking iPreloadSizeLimit .. where in the past people have messed with it to increase preload size, we may be able to use it to our advantage by actually limiting the preload.

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Posted

as an ignorant person, how difficult would it be fore Bethesda to release a 64 bit version of skyrim? I am a DBA and the developers need to take a .net application(much simpler than skyrim) and convert to 64 bit. They just recompiled it with a different compiler.

 

is it possible to convert the game or a piece of the game to 64 bit without the source code (I figure the answer is no ,but Im ignorant).

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Posted

I guess it would be about as legal as the 4GB launcher mods. I think all the info we've gathered on this topic has now given us enough evidence to know where the problem comes from instead of just what the problem is.

 

I can't throw up my hands and proclaim that I'm sure I know the causes, but inference and deduction are the only tools we have, other than SPM logs.

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Posted

Posted by youtoo - Yesterday 03:14 PM

as an ignorant person, how difficult would it be fore Bethesda to release a 64 bit version of skyrim? I am a DBA and the developers need to take a .net application(much simpler than skyrim) and convert to 64 bit. They just recompiled it with a different compiler.

 

is it possible to convert the game or a piece of the game to 64 bit without the source code (I figure the answer is no ,but Im ignorant).

The problem is that Skyrim is based on the Gamebryo game engine, and the havok physics engine... all stuff that are individually made by other companties and may or may not have 64bit support. 

 

Bethesda could make what they have developed into 64bit but it would most likely not help a lot, since other parts of the game engine that they have no control over would not be. Also if the made a 64bit version they would have to support it, which from a corporate point of view is not a trivial matter either. Add that they would create an entirely different game on the PC and the console which would just add even more support issues. 

 

Even if someone not Bethesda could do it then as stated then it would be impossible to upload it without breaking some law even if you where to give it away, since Skyrim a bethesda IP. 

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Posted

Yeah it'd be a mess much as they've all said (I mentioned it a few days ago in the publicizing the 3.1GB thread). A large portion of the problems can be fixed by cutting back on your eye candy however some are more complex than just that. Chesko if he ever finishes that follower of his should hopefully release the optimized codes for Frostfall and Wearable Lanterns. Erroneous script code also contributes to the limit and also in general causes an increase of instability

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Posted

Apparently Boris (creator of ENB) is working on implementing a "fix" to the 3 GB RAM issue which supposedly alleviates bottlenecks as well. Head over to the nexus discussion thread for Gopher's 3.1 GB CTD video, to find the quote.

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Posted

Boris posted a new DLL. As for the how I imagine he is changing how the game calls directx functions? No clue really.

 

17 july 2013

Published ENBSeries 0.192 for TES Skyrim. Contain partial fix against game crashes (ctd), i don't recommend to use it when size of video memory is low, 1 gb or greater is fine. Optimized performance, added variable to use mod as speed hack patch without changes to graphics (for users with low end pc). There are other changes, check out readme file. Don't forget to report results on the forum, i don't have any issues and performance is better, but nobody knows yet.

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Posted

Interesting... apparently he actually flushes the RAM, which leads to "missing" textures, just as if you'ld reach your 3 GB RAM limitation...

 

What ever he did with his fix, it is definitely not ready yet. Black and purple textures everywhere even without coming close to 3 GB RAM. Also screen tearing and funky lighting... Doesn't bode well for a pseudo-64bit-skyrim...

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