User:Kelmych/Benchmark Testing: Difference between revisions

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< [http://wiki.step-project.com/User:Kelmych User:Kelmych]
< [https://stepmodifications.org/wiki/User:Kelmych User:Kelmych]


[http://wiki.step-project.com/User:Kelmych/SystemSpecs Kelmych's System Specs]
[https://stepmodifications.org/wiki/User:Kelmych/OldSystemSpecs Kelmych's System Specs]
 
Benchmark conditions: [https://stepmodifications.org/wiki/STEP:2.2.1#1.D._Performance_Benchmarking STEP 2.2.1 Guide]


Benchmark conditions: STEP 2.2.1 Guide
The following table provides means ± standard deviations for 4 parameters being used for system benchmarking with STEP mods.:
The following table provides means ± standard deviations for 4 parameters being used for system benchmarking with STEP mods.:


GPU temperature
* GPU temperature
GPU load
* GPU load
Dedicated VRAM (on-card memory) - This caps at 2 Gb on my system.
* Dedicated VRAM (on-card memory) - This caps at 2 Gb on my system.  
System VRAM (swapped-to-system memory) - lower is better, > 300 MB produces moderate/severe stuttering (on my system)
* System VRAM (swapped-to-system memory) - lower is better, I am still determing the value at which moderate/severe stuttering on my system
FPS
* FPS
In addition, the table includes two additional parameters:
* maximum dedicated VRAM use, and
* maximum dynamic VRAM use.
The last two reported values are the maximum of a five second running average of dedicated and dynamic VRAM, and are provided since they assist in building conclusions about the test.
 
Prior to running the benchmark tests all of the Vanilla textures (textures in Skyrim - Textures.bsa) were optimized using DDSopt as discussed in the [https://stepmodifications.org/wiki/Guide:DDSopt_%26_Texture_Overhauls DDSopt Guide].  Selected STEP mods were also optimized prior to the test. The selection used the [https://stepmodifications.org/wiki/Guide:DDSopt_%26_Texture_Overhauls/Mod_Optimization STEP Mod Optimization table] from the DDSopt guide. For all mods used in the testing, any mod with at least one Yes in the first 4 columns was optimized using DDSopt. This includes the STEP mods, the mods from Skyrim Revisited, and other mods I use. Note that this criteria excluded all the large environment mods in the Conflicting Graphics section of the STEP guide; the authors of these mods have already done substantial optimization of their textures. The mods used were those in the Extreme STEP list with one exception. Instead of using only Skyrim HD and Serious HD in the Conflicting Graphics section of the list, a mix of textures selected from 5 mods were used to provide the textures that these two mods would have provided. The additional mods used are Skyrim Realistic Overhaul, Langleys Wood Metal and Stone Workshop, and Riften HQ. The specific textures included were the ones Cestral chose from these 5 mods for Texture Pack Combiner.
 
Previously, using Extreme STEP mods (constrained to 2Kx2K when needed), I found that I had stuttering and even CTD problems in areas of Skyrim known to cause high VRAM loading such as the road from the Brewery to Whiterun and the steps leading away from Dragonseach. I wanted to explore options for reducing VRAM use so I could use Skyrim without the problems I previously encountered.
 
Being fairly impatient, I was initially interested in the results from benchmark tests before any mods were loaded and then after all mods were loaded. I could then determine roughly how much work remained in reducing VRAM load while running the actual Skyrim game. I also wanted to investigate two options to get some reduction in VRAM usage:
* compressing normal maps on a selected set of textures since z929669 found this noticeably decreased his VRAM use - for this experiment I chose the normal maps from the environmental mod mix mentioned above along with those in Skyrim Floral Overhau;, and
* the effect, which I expected to be fairly small, in using cleaned up versions of the Skyrim bsa resource files other than just the Skyrim - Textures.bsa which had already been optimized. The description on the [https://skyrim.nexusmods.com/mods/247 BSAopt nexus page] shows that processing these other bsa files with BSAopt provides noticeable file size reduction through its removal of duplicates, and better read times since BSAopt uses better compression that takes less time in Skyrim to expand than the compression used by Bethesda. I did not use BSAopt on Skyrim - Sounds.bsa since there is a known problem with changing the compression on this file.
 
Since the VRAM needs varied significantly over time during the benchmark, the standard deviation provides more information about the benchmark than the graphic card since during the test the maximum VRAM available on the card was not exceeded.


In addition, the table includes two additional parameters, the maximum dedicated VRAM use and maximum dynamic VRAM use during the benchmark test. These values are the maximum of a five second running average of dedicated and dynamic VRAM, and are provided since they assist in building conclusions about the test.
With the initial results shown below, it looks like reducing the size of normal maps on selected mods has significant potential to get VRAM use down on my system, and using the BSAopt-cleaned versions of the normal Skyrim resources had a small effect - I was actually surprised it had as much effect as it did since I expected the main effect of using these would be on CPU and RAM use and not on the graphic processing.


The data below are from my system, which is set up with Crossfire2X. This is important, because GPU-z includes RAM from both GPUs, which inflates the reported Dedicated VRAM by a factor of 2. Thus, it can be easily seen below that my card must be a 1 GB card, since my max VRAM below is nearly 2 GB. Notice below where the standard deviation (SD) is rather large for Dedicated VRAM when there the VRAM usage is at peak efficiency (operating at near maximum capacity). However, the SD quickly goes down as available VRAM shrinks. This is because VRAM from second to second has nowhere to go but down, when it previously had room to get much higher OR much lower. As Dedicated VRAM SD decreases, this should correspond to an increase in swapped (System) VRAM, which should beget stuttering or lag in gameplay.
There is still experimentation needed to determine which mods should have reduced size normal maps, and I want to add results for a few intermediate points in the STEP mod process. I also want to run some tests with more dynamics so I can get a better understanding of VRAM use in more stressing cases. I also felt that for my experiments the Maximum VRAM values were a little more useful than the mean/standard deviation pair. Comparing tests 2 and 3, for example, the mean dedicated VRAM was reduced in test 3 but the maximum was not.


However, this is not strictly true, as the data below indicate. I don't begin to see stuttering until System VRAM begins to consistently hold around 300 MB. Consistency is important here, because it is the frequency of swaps between Dedicated VRAM and System VRAM that will ultimately contribute to stuttering. The System VRAM SD is a handy indicator for assessing the swap frequency. As the mean increases, the standard deviation should steadily increase, which is exactly what can be seen happening below. Now, when even more VRAM is demanded even more frequently, the Mean System VRAM should peak and stableize at some max value, and the System VRAM SD will begin to decrease as this value is approached.


As the GPU becomes VRAM taxed:
{{AlertSmall‏‎|type=notice|text=The numbers in the first 4 columns of the table represent [mean] ± [standard deviation]. If a Normal  distribution statistical model is a good fit to this data then 67% of all measures would be within the range of M ± SD, 95% of all measures would be within M ± 2SD, and 99% would be within M ± 3SD. Because of the nature of the underlying physical processes, Normal distribution models are often reasonable for predicting values near the mean but poor models of extreme (very unlikely) values. Some care must be taken when using means and standard deviations to make inferences across multiple tests involving situations that happened infrequently during the test.}}
{| class="sitetable"
! Assessment
! GPU Temp. [?C]
! GPU Load [%]
! Dedicated VRAM [MB]
! System VRAM [MB]
! FPS
! Max GP VRAM [MB]
! Max Sys VRAM [MB]
|-
! style="text-align:left; background-color:#567;"| Windows background
| style="background-color:#aaa;"| 43 ± 0.2
| style="background-color:#aaa;"| 0 ± 0.2
| style="background-color:#aaa;"| 88 ± 0
| style="background-color:#aaa;"| 89 ± 0
| style="background-color:#aaa;"| n/a
| style="background-color:#aaa;"| 88
| style="background-color:#aaa;"| 89
|-
! style="color:#ccc; text-align:left;"| (1) Bench 1.F.2 INI Tweaks
| 58.5 ± 3.7||76.3 ± 17||692.2 ± 63.2||114.3 ± 0.5||59.9 ± 0.7||782||115
|-
! style="color:#ccc; text-align:left;"| (2) Bench 2.M Gameplay
| 61.1 ± 2.0||89.9 ± 11.9||1647.2 ± 169.5||115.8 ± 1.4||55.9 ± 4.4||1908||117
|-
! style="color:#ccc; text-align:left;"| (3) Bench 2.M Gameplay
| 58.9 ± 3.6||86.6 ± 18||1618.0 ± 179.1||116.5 ± 0.5||55.9 ± 4.6||1924.2||117
|-
! style="color:#ccc; text-align:left;"| (4) Bench 2.M Gameplay
| 58.7 ± 3.9||87.9 ± 13.9||1,445.6 ± 177.8||118.1 ± 0.8||55.5 ± 4.7||1736||119


FPS goes down
|-
Mean-dedicated VRAM consumption increases
! style="color:#ccc; text-align:left;"| (5) Bench 2.M Gameplay
Mean-dedicated VRAM SD increases at first and then decreases as if fills to capacity
| 58.7 ± 3.9||88.3 ± 13.0||1,412.4 ± 182.1||112.7 ± 0.5||55.7 ± 4.8||1720.4||113
Mean-system VRAM increases
|-
Mean-system VRAM SD increases rapidly as it is relied upon in varying degrees and then decreases as it fills to capacity (or the swap capacity of the GPU)
! style="color:#ccc; text-align:left;"| (6) Bench 2.M plus
At the point that the System VRAM SD begins to noticeably decrease, stuttering should become significant, as this indicates a very high swap frequency.
| 59.3 ± 3.8||89.4 ± 12.7||1,482.3 ± 196.9||110.5 ± 0.6||54.7 ± 5.2||1818||112


      Notice:The numbers in the table represent [mean] ± [standard deviation]. This means that 67% of all measures are within the range of M ± SD, and 95% of all measures are within M ± 2SD, and 99% are within M ± 3SD.
|}
Assessment GPU Temp. [?C] GPU Load [%] Dedicated VRAM [MB] System VRAM [MB] FPS
Note that the windows background numbers are included in the first row. This should be subtracted from all of the data following as a proxy for resources consumed only by Skyrim.  
Windows background 52.5 ± 0.7 0.5 ± 0.9 85.4 ± 8.6 32.6 ± 0.5 n/a
(1) Bench 1.F.2 INI Tweaks 60.4 ± 1.6 65.9 ± 7.5 1,961.3 ± 21.6 89.7 ± 12.6 51.5 ± 8.6
(2) Bench 2.D Fixes 1 61.1 ± 1.4 66.6 ± 7.6 1,876.6 ± 64.6 85.2 ± 8.0 52.7 ± 7.7
(3) Bench 2.D Fixes 2 60.2 ± 1.7 66.1 ± 7.6 1,854.1 ± 78.0 91.2 ± 10.3 52.5 ± 8.1
(4) Bench 2.E Interface 61.0 ± 1.5 65.7 ± 7.7 1,868.4 ± 75.8 88.9 ± 7.7 52.6 ± 7.5
(5) Bench 2.F Conflicting Graphics 1 61.8 ± 1.3 67.5 ± 5.9 1,918.3 ± 37.8 83.7 ± 6.7 49.9 ± 8.3
(6) Bench 2.F Conflicting Graphics 2 61.0 ± 1.6 66.8 ± 6.1 1,970.0 ± 18.1 93.8 ± 11.2 49.0 ± 8.5
(7) Bench 2.G Landscape & Environment 1 59.6 ± 1.5 69.1 ± 6.8 1,975.5 ± 14.8 208.0 ± 34.2 35.4 ± 11.2
(8) Bench 2.G Landscape & Environment 2 59.9 ± 1.6 75.7 ± 7.6 1,974.9 ± 18.6 236.2 ± 35.5 32.4 ± 11.3
(9) Bench 2.G Landscape & Environment 3 60.0 ± 1.7 76.1 ± 7.1 1,976.7 ± 16.2 231.3 ± 32.7 33.6 ± 10.6
(10) Bench 2.G Landscape & Environment 4 59.9 ± 1.5 76.4 ± 6.6 1,972.8 ± 20.2 203.0 ± 32.8 36.7 ± 10.7
(11) Bench 2.H Characters & Creatures 59.5 ± 1.6 71.0 ± 8.4 1,982.8 ± 11.1 273.8 ± 62.6 33.5 ± 12.0
(12) Bench 2.I Clothing & Equipment 59.4 ± 1.7 75.2 ± 7.6 1,979.8 ± 12.6 308.9 ± 75.2 30.8 ± 10.6
(13) Bench 2.J Animation & Effects 59.3 ± 1.6 69.5 ± 8.8 1,979.7 ± 12.0 323.4 ± 94.2 29.8 ± 11.3
Note that the windows background numbers are included in the first rows. This should be subtracted from all of the data following as a proxy for resources consumed only by Skyrim.


Bench 1.F.2 INI Tweaks - Performed after 1.F.2, 2.2.1 Guide, Pure Vanilla HD, no modifications
# {{Fc|#e6b69e|'''Bench 1.F.2 INI Tweaks'''}} - Performed after 1.F.2, 2.2.1 Guide, Optimized vanilla Skyrim - Textures (not HD), no modifications
Bench 2.D Fixes 1 - Performed after 2.D Fixes , DDSopt, Vanilla HD Textures, 1k-constrained, no "Optimized HRDLC" (Vano89)
# {{Fc|#e6b69e|'''Bench 2.M Gameplay'''}} - Performed after 2.M Gameplay , Optimized vanilla textures including HRDLC, Optimized selected mods, 2k-constrained
Bench 2.D Fixes 2 - Performed after 2.D Fixes , DDSopt, Vanilla HD Textures, 1k-constrained, including "Optimized HRDLC" (Vano89)
# {{Fc|#e6b69e|'''Bench 2.M Gameplay'''}} - Performed after 2.M Gameplay , Optimized vanilla textures including HRDLC, BSAopt optimized Skyrim vanilla resources, Optimized selected mods, 2k-constrained,  
Bench 2.E Interface - Performed after 2.E Interface , DDSopt, Vanilla HD Textures, 1k-constrained, including "Optimized HRDLC" (Vano89)
# {{Fc|#e6b69e|'''Bench 2.M Gameplay'''}} - Performed after 2.M Gameplay , Optimized vanilla textures including HRDLC, Optimized selected mods, 2k-constrained, normal maps reduced to 50% for environment mod mix plus Skyrim Flora Overhaul
Bench 2.F Conflicting Graphics 1 - Performed after 2.F Conflicting Graphics , DDSopt, Vanilla HD Textures, 1k-constrained, including "Optimized HRDLC" (Vano89)
# {{Fc|#e6b69e|'''Bench 2.M Gameplay'''}} - Performed after 2.M Gameplay , Optimized vanilla textures including HRDLC, BSAopt optimized Skyrim vanilla resources, optimized selected mods, 2k-constrained, normal maps reduced to 50% for environment mod mix plus Skyrim Flora Overhaul
Bench 2.F Conflicting Graphics 2 - Performed after 2.F Conflicting Graphics , DDSopt, Vanilla HD Textures, 1k-constrained, including "Optimized HRDLC" (Vano89) (also includes my own tweaked 2k overhauls, which is the 2k DDSOpted version of both Skyrim HD & Serious HD with 1k-constrained normal maps for non-dungeion textures).
# {{Fc|#e6b69e|'''Bench 2.M plus'''}} - Performed after 2.M Gameplay , Optimized vanilla textures including HRDLC, BSAopt optimized Skyrim vanilla resources, Optimized selected mods, 2k-constrained, normal maps reduced to 50% for environment mod mix plus Skyrim Flora Overhaul, almost all the mods in [https://stepmodifications.org/wiki/User:Neovalen/Skyrim_Revisited Neovalen's Skyrim Revisited], plus additional mods that I use; selective optimization was used for all the additional mods that were not in the previous test
Bench 2.G Landscape & Environment 1 - Identical to Bench (6) but including L&E
Bench 2.G Landscape & Environment 2 - Identical to Bench (7), but SFO is DDSoptimized, without constraints
Bench 2.G Landscape & Environment 3 - Identical to Bench (8), but SFO is DDSoptimized and 1k-constrained NM
Bench 2.G Landscape & Environment 4 - Identical to Bench (8), but SFO is DDSoptimized and 1k-constrained NM (disabled Diverse Trees)
Bench 2.H Characters & Creatures 4 - Consistent with previous
Bench 2.I Clothing & Equipment - Consistent with previous, Armor and weapons packages DDSoptimized with 1k-constrained NM.
Bench 2.J Animation & Effects - Consistent with previous

Latest revision as of 00:22, February 17, 2021

< User:Kelmych

Kelmych's System Specs

Benchmark conditions: STEP 2.2.1 Guide

The following table provides means ± standard deviations for 4 parameters being used for system benchmarking with STEP mods.:

  • GPU temperature
  • GPU load
  • Dedicated VRAM (on-card memory) - This caps at 2 Gb on my system.
  • System VRAM (swapped-to-system memory) - lower is better, I am still determing the value at which moderate/severe stuttering on my system
  • FPS

In addition, the table includes two additional parameters:

  • maximum dedicated VRAM use, and
  • maximum dynamic VRAM use.

The last two reported values are the maximum of a five second running average of dedicated and dynamic VRAM, and are provided since they assist in building conclusions about the test.

Prior to running the benchmark tests all of the Vanilla textures (textures in Skyrim - Textures.bsa) were optimized using DDSopt as discussed in the DDSopt Guide. Selected STEP mods were also optimized prior to the test. The selection used the STEP Mod Optimization table from the DDSopt guide. For all mods used in the testing, any mod with at least one Yes in the first 4 columns was optimized using DDSopt. This includes the STEP mods, the mods from Skyrim Revisited, and other mods I use. Note that this criteria excluded all the large environment mods in the Conflicting Graphics section of the STEP guide; the authors of these mods have already done substantial optimization of their textures. The mods used were those in the Extreme STEP list with one exception. Instead of using only Skyrim HD and Serious HD in the Conflicting Graphics section of the list, a mix of textures selected from 5 mods were used to provide the textures that these two mods would have provided. The additional mods used are Skyrim Realistic Overhaul, Langleys Wood Metal and Stone Workshop, and Riften HQ. The specific textures included were the ones Cestral chose from these 5 mods for Texture Pack Combiner.

Previously, using Extreme STEP mods (constrained to 2Kx2K when needed), I found that I had stuttering and even CTD problems in areas of Skyrim known to cause high VRAM loading such as the road from the Brewery to Whiterun and the steps leading away from Dragonseach. I wanted to explore options for reducing VRAM use so I could use Skyrim without the problems I previously encountered.

Being fairly impatient, I was initially interested in the results from benchmark tests before any mods were loaded and then after all mods were loaded. I could then determine roughly how much work remained in reducing VRAM load while running the actual Skyrim game. I also wanted to investigate two options to get some reduction in VRAM usage:

  • compressing normal maps on a selected set of textures since z929669 found this noticeably decreased his VRAM use - for this experiment I chose the normal maps from the environmental mod mix mentioned above along with those in Skyrim Floral Overhau;, and
  • the effect, which I expected to be fairly small, in using cleaned up versions of the Skyrim bsa resource files other than just the Skyrim - Textures.bsa which had already been optimized. The description on the BSAopt nexus page shows that processing these other bsa files with BSAopt provides noticeable file size reduction through its removal of duplicates, and better read times since BSAopt uses better compression that takes less time in Skyrim to expand than the compression used by Bethesda. I did not use BSAopt on Skyrim - Sounds.bsa since there is a known problem with changing the compression on this file.

Since the VRAM needs varied significantly over time during the benchmark, the standard deviation provides more information about the benchmark than the graphic card since during the test the maximum VRAM available on the card was not exceeded.

With the initial results shown below, it looks like reducing the size of normal maps on selected mods has significant potential to get VRAM use down on my system, and using the BSAopt-cleaned versions of the normal Skyrim resources had a small effect - I was actually surprised it had as much effect as it did since I expected the main effect of using these would be on CPU and RAM use and not on the graphic processing.

There is still experimentation needed to determine which mods should have reduced size normal maps, and I want to add results for a few intermediate points in the STEP mod process. I also want to run some tests with more dynamics so I can get a better understanding of VRAM use in more stressing cases. I also felt that for my experiments the Maximum VRAM values were a little more useful than the mean/standard deviation pair. Comparing tests 2 and 3, for example, the mean dedicated VRAM was reduced in test 3 but the maximum was not.


Info-Logo.png
NOTE:
The numbers in the first 4 columns of the table represent [mean] ± [standard deviation]. If a Normal distribution statistical model is a good fit to this data then 67% of all measures would be within the range of M ± SD, 95% of all measures would be within M ± 2SD, and 99% would be within M ± 3SD. Because of the nature of the underlying physical processes, Normal distribution models are often reasonable for predicting values near the mean but poor models of extreme (very unlikely) values. Some care must be taken when using means and standard deviations to make inferences across multiple tests involving situations that happened infrequently during the test.
Assessment GPU Temp. [?C] GPU Load [%] Dedicated VRAM [MB] System VRAM [MB] FPS Max GP VRAM [MB] Max Sys VRAM [MB]
Windows background 43 ± 0.2 0 ± 0.2 88 ± 0 89 ± 0 n/a 88 89
(1) Bench 1.F.2 INI Tweaks 58.5 ± 3.7 76.3 ± 17 692.2 ± 63.2 114.3 ± 0.5 59.9 ± 0.7 782 115
(2) Bench 2.M Gameplay 61.1 ± 2.0 89.9 ± 11.9 1647.2 ± 169.5 115.8 ± 1.4 55.9 ± 4.4 1908 117
(3) Bench 2.M Gameplay 58.9 ± 3.6 86.6 ± 18 1618.0 ± 179.1 116.5 ± 0.5 55.9 ± 4.6 1924.2 117
(4) Bench 2.M Gameplay 58.7 ± 3.9 87.9 ± 13.9 1,445.6 ± 177.8 118.1 ± 0.8 55.5 ± 4.7 1736 119
(5) Bench 2.M Gameplay 58.7 ± 3.9 88.3 ± 13.0 1,412.4 ± 182.1 112.7 ± 0.5 55.7 ± 4.8 1720.4 113
(6) Bench 2.M plus 59.3 ± 3.8 89.4 ± 12.7 1,482.3 ± 196.9 110.5 ± 0.6 54.7 ± 5.2 1818 112

Note that the windows background numbers are included in the first row. This should be subtracted from all of the data following as a proxy for resources consumed only by Skyrim.

  1. Bench 1.F.2 INI Tweaks - Performed after 1.F.2, 2.2.1 Guide, Optimized vanilla Skyrim - Textures (not HD), no modifications
  2. Bench 2.M Gameplay - Performed after 2.M Gameplay , Optimized vanilla textures including HRDLC, Optimized selected mods, 2k-constrained
  3. Bench 2.M Gameplay - Performed after 2.M Gameplay , Optimized vanilla textures including HRDLC, BSAopt optimized Skyrim vanilla resources, Optimized selected mods, 2k-constrained,
  4. Bench 2.M Gameplay - Performed after 2.M Gameplay , Optimized vanilla textures including HRDLC, Optimized selected mods, 2k-constrained, normal maps reduced to 50% for environment mod mix plus Skyrim Flora Overhaul
  5. Bench 2.M Gameplay - Performed after 2.M Gameplay , Optimized vanilla textures including HRDLC, BSAopt optimized Skyrim vanilla resources, optimized selected mods, 2k-constrained, normal maps reduced to 50% for environment mod mix plus Skyrim Flora Overhaul
  6. Bench 2.M plus - Performed after 2.M Gameplay , Optimized vanilla textures including HRDLC, BSAopt optimized Skyrim vanilla resources, Optimized selected mods, 2k-constrained, normal maps reduced to 50% for environment mod mix plus Skyrim Flora Overhaul, almost all the mods in Neovalen's Skyrim Revisited, plus additional mods that I use; selective optimization was used for all the additional mods that were not in the previous test