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Found 23 results

  1. the Lusty Argonian Maid was originally meant to be a play that actors can perform, has anybody ever made a mod that lets someone watch a live performance of the play? it seems like such an obvious thing, yet I've never heard of such a thing being made yet.
  2. This is a catalogue of solutions for non-trivial problems: fixes for issues that can plague even experienced Skyrim modders. The guide assumes a certain level of competence and familiarity with modding the game and editing settings, and focuses on problems that can remain even after properly following the instructions of all the mods that are installed. This is primarily about general issues; if you are having problems with a particular mod, make sure to check its instructions and FAQ first. Q1. Lag when scripts equip items, mod initialization takes a long time in-game Not enough system resources are allocated to the Papyrus scripting system. Check if you have a [Papyrus] section in Skyrim.ini , and replace/add the following: Q2. Significant lag or low FPS outside, but decent performance in inside cells The most likely culprits are grass and tree mods. Uninstall mods that enhance the detail or add more trees or grass. Explicitly performance-focused mods that simplify or remove grass or trees can be okay to keep. Replace/add the following to SkyrimPrefs.ini : Replace/add the following to Skyrim.ini: If the issue persists, check your [LOD] settings in SkyrimPrefs.ini and lower them as needed. Q3. Some random textures appear to be missing (purple), even though other textures from the same mod appear just fine The most likely issue is running out of video memory: textures that are loaded later in-game may no longer fit in memory and a placeholder (purple) texture may be displayed instead. Some mods do not offer textures lower than 4k resolution; this can be an issue on weaker systems. The solution is to reduce the size of the textures using DDSopt or Ordenador (use just one of them after searching for and reading an up-to-date guide) to 2k, or if really necessary, to 1k. Make sure you are not immediately skipping to mipmaps in your in-game settings: if you are resizing textures using one of the tools above, you presumably want to use by default the size you optimized for, not a (half-sized) mipmap of it. So change/add the following line in SkyrimPrefs.ini : Q4. Some buildings abruptly change shape when getting closer to them Force-disabling mipmapping can have such an effect on a weaker system, as the computer struggles to load and display full-sized texture data even at a distance. This can be especially noticeable when approaching windmills and stables. The ideal is to use higher-level (lower-resolution) mipmaps for distant objects, and lower-level (higher-resolution) mipmaps for nearby objects. "iTexMipMapMinimum" controls how low-resolution to get when necessary (distant things), while "iTexMipMapSkip" controls how high-resolution to get when necessary (nearby things). Higher numbers mean lower resolution, with 0 being the highest resolution (full-size textures). To allow distant things to render more efficiently, change/add the following line in SkyrimPrefs.ini : Q5. Trees or buildings appear jarringly abruptly in the distance Mods that add new objects to the outside world tend to not include LODs. This means that such newly-added objects just suddenly appear when they are close enough to be loaded into the cell. With LODs, lower-resolution versions of such new objects can be seen even from a greater distance, which then change into their normal-resolution forms as you get closer. Use DynDOLOD (better) or TES5LODGen (simpler) to generate LODs. Q6. Eyes sometimes look weird after texture optimization Avoid mipmaps for eye textures; they tend to look terrible. Most mods that provide eye textures do not include mipmaps in those files for a reason. Replace your optimized eye textures with the original ones from the mods, or use a texture optimizer to remove mipmaps specifically from eye textures. Q7. NPCs struggle to climb stairs or get stuck while walking on uneven terrain This can happen with mods that adjust stairs or NPC walk speeds. Assuming the navmeshes are fine (they are heading in a direction that makes sense, just struggle to actually make progress), this can be fixed by using a speeds mod that slightly increases NPC walk speed, such as Movement Speeds Fixed. Use TES5Edit to check how your preferred speeds mod interacts with other mods that affect speed (e.g. if you use combat mods like Mortal Enemies), and make a patch to use the best parts of both mods if necessary. Q8. Lag or low FPS using ENB or ENBoost and Wine While most guides strongly recommend using at least ENBoost to get better performance, this can have a surprisingly detrimental effect on some setups under Wine. Try running Skyrim without any ENB (no d3d9.dll) and see if the performance improves - e.g. Elys Meminfo can be used to compare the FPS. Q9. Limiting FPS without ENB under Linux Limiting FPS can improve overall performance on weaker systems, with lower graphical demands resulting in less frequent and less severe stutters. Libstrangle can be used to effectively limit FPS under Linux. Q10. SKSE memory tweaks not recognizing Steam This can be an issue with Wine/Linux, and possibly on other systems too. To fix it, append a command line argument: skse_loader.exe -forcesteamloader Q11. Missing meshes or missing textures under Mac or Linux Filenames and folders are case-sensitive under Unix-like systems, but case-insensitive under Windows and Wine. This means that after installing mods under Mac or Linux one may end up with multiple folders or files that differ only in the letter case of their name. When starting Skyrim under Wine, it will (randomly?) pick one of the (from a case-insensitive perspective) "identically named" folders or files and ignore the others. With files split between folders that differ only in the letter case of their name, this can result in a large number of important files being effectively ignored by Skyrim under Wine, producing all kinds of weird errors. To check if you have this issue, run the following command in a OS terminal (outside of the game) when the current folder is your wine-prefix for Skyrim: This will list all files and folders that differ only in the letter case of their name. To then fix the issue, you will have to manually merge the "identical" folders and make sure that for each pair of files located in the same directory that only differ in the letter case of their name, you only keep the one you prefer. Q12. Unable to sell certain items to vendors Some mods include non-quest items that vanilla vendors do not buy, which may then accumulate endlessly in your inventory. To remove item category-based vendor restrictions (e.g. selling a weapon to an alchemist, etc), enter the following in the in-game console ("~"): Note that this command plays nice with mods and does not break things: untradeable/quest items will still be untradeable; vendors who refuse to buy stolen goods will still refuse to buy them; if a mod specifically prevents you from selling certain things to certain vendors, that restriction will still remain. Q13. Player or follower cannot draw weapon, stuck in an endless bleedout state Some mods that offer death alternative or surrender options may get you or your follower stuck in a bleedout state when that is not appropriate (e.g. you managed to flee from the attackers, no hostiles are nearby, but the character still refuses to recover). To fix this issue, open the in-game console ("~"), select the character in the inappropriate bleedout state as your target, and use the command: If it is your own character who is in the bleedout state, you can use "player.resethealth" instead. Close the console and wait a few seconds.
  3. I am playing Skyrim at 4k with OrganicENB+Vivid Weathers+ELFX, as well as tons of sexlab mods/DD mods (slaverun, sexlab survival, spank that ass, cursed loot, milk mod), essentially assume my game is as bogged down with scripts as a game possibly could be. My PC Specs are as follows: CPU: Ryzen 5 3600 4.2Ghz OC CPU Cooler: Hyper 212 Evo Black Edition Mobo: Asus B450-F Gaming RAM: 32gb (4x8gb) 3200Mhz Corsair Vengeance GPU: Gigabyte RTX2080 Gaming OC Drive running Skyrim: 500gb Samsung 860 Evo I would've thought that an RTX2080 would've been enough to run such an old game at 4k60fps, but I'm only getting 60fps in interiors, inconsistently. Generally in cities my performance tanks the highest, I don't have JK's Skyrim or anything like that but I do have Populated Cities (the new devious one by Corsec), getting around 20fps when standing in the middle of Whiterun. Turning off the ENB does not seem to improve fps, which seems to indicate I'm CPU-bound, but what I've left out is I've just upgraded from an old i7-4790(non-k), and my fps was virtually the same! Please someone tell me what I can throw money at to get 60fps
  4. Did you ever wonder why SMP physics in Skyrim is so performance intensive? Surprisingly, it could be because it is not set up to take full advantage of your hardware. OpenCL is extremely good at performing the kind of calculations used by a physics engine which runs on dozens or hundreds of paralell entities, but the way HDT-SMP is set up by default is not tuned to make use of it. <configs> <opencl> <!--warning : not finish yet--> <!--warning : this can be slower because of the bad PCI-E transfer and bad schedule--> <enable>false</enable> <platformID>0</platformID> <numQueue>16</numQueue> </opencl> <solver> <numIterations>20</numIterations> <groupIterations>1</groupIterations> <groupEnableMLCP>true</groupEnableMLCP> <erp>0.2</erp> <min-fps>60</min-fps> </solver> </configs> This is the default config for HDT-SMP that would be found in your skse\hdtSkinnedMeshConfigs folder. As you can see, the openCL section is commented with warnings. After messing around with it in my spare time I have discovered a couple of things. 1. These numbers are no where near what OpenCL should be run at. 2. This is probably 99% of the reason why OpenCL seems to have bad performance. So how can you tweak this to fully make use of OpenCL? For starters, you are going to need a tool that lets you see the OpenCL profile for your CPU/GPU, called "GPU caps viewer". You can find the link to it on this page When you download and install it, open it up and you will see a screen that looks like this Click over to the tab marked "OpenCL" and you will see a screen that looks like this Depending on your CPU, GPU, motherboard, and bios, you may have multiple entries here. For this example, you can see that I have my GPU listed, a Nvidia RTX 2080 TI I also have the "intel HD graphics" platform profile, which is essentially the on-board display portion of my CPU chipset. A lot of skylake/coffeelake or newer CPUs will have this. You may want to come back and try this platform later, but for right now, let's stick with the GPU platform. There are a few things we want to know from the profiler. The first is the platformID. Take a look at the default config again, and you should notice this line. <enable>false</enable> <platformID>0</platformID> The platformID, 0, actually denotes NOT using an OpenCL capable platform on my device, and the OpenCL capable platforms are 1: GPU, and 2: CPU graphics. If you enable OpenCL but don't select the correct platformID, you will almost certainly see a drop in performance. This may explain the commented section. Since my GPU is platform 1, I will change my config to look like this <enable>true</enable> <platformID>1</platformID> Right away this gave me a pretty sizable performance boost. It actually gets better though. Next you want to determine the maximum number of queues you can scale up to. One of the biggest bottlenecks for HDT-SMP is actually not how quickly it can perform the calculations, but the fact that physics engines are designed to calculate in real time! If the physics calculations are not completed for whatever reason before the GPU completes a given frame, the frametime render may actually be throttled until the physics solver can keep up. This means that even if your system can easily handle the calculations, if the solver is not able to process enough calculations simultaneously, it will create a bottleneck! And due to how world physics seems to work, this bottleneck may actually throttle your FPS down to keep the time-based physics calculations accurate. Note: This is my own speculation, however, I am not 100% certain that the implementation of SMP works the same way, but it certainly seems to be the case. Back in GPU caps viewer on the OpenCL screen, you want to find the value for maximum parallel work-item/work-group sizes As you can see from my GPU, it is capable of 1024 x 1024 x 64 array calculations with a max workgroup size of 1024. I'm not exactly a programmer, nor particularly familiar with multi-threaded architecture, but I think this may be where some of the confusion originally came from. Intel describes the maximum workgroup per slice of 16, and the calculation to determine maximum necessary work groups as ( work items ) / (work items / work group). However, this is per slice of CPU graphics, NOT the total, which Intel recommends as 256. When I went back to look at my CPU HD graphics platform, this is exactly the max work group size listed, 256. So going on that value, and using my GPU max work group size value of 1024, I changed my config to look like this now <opencl> <!--warning : not finish yet--> <!--warning : this can be slower because of the bad PCI-E transfer and bad schedule--> <enable>true</enable> <platformID>1</platformID> <numQueue>1024</numQueue> </opencl> The first time I tried this I was sure this would cause a crash. After all, the default value for queues is 16, and this is 64 times larger. Not only did it not crash, but it ran absolutely flawlessly! I even stress-tested it a bit by loading up a huge number of NPCs in a single cell, all of which were wearing HDT-SMP outfits that required calculations. Previously this would drop my framerate considerably, but not so anymore! You may want to experiment with this a bit, but there are two things to keep in mind. You shouldn't set your numQueue higher than your maximum workgroup size, and whatever value you do set needs to be a power of 2. Let's go back to the intel CPU platform for a second. If you run a very demanding ENB, you might already have your GPU close to maxxed out with just post-processing enhancements. In which case, you might find more benefit out of using your CPU to perform the calculations, since skyrim LE almost never taxes modern CPUs anywhere close to what they are capable of. If I wanted to use my CPU instead, I would go to the OpenCL tab back in GPU Caps viewer Based on these values, I would then set my config like this <opencl> <!--warning : not finish yet--> <!--warning : this can be slower because of the bad PCI-E transfer and bad schedule--> <enable>true</enable> <platformID>2</platformID> <numQueue>256</numQueue> </opencl> You may need to experiment a little to see which option gives you better performance. In my case, my GPU is powerful enough to be able to handle both ENB and physics, but your results may differ. With that set up, you can either be satisfied with the performance improvements, or you can try and tweak the solver calculations too. The default values for these vary from what I have seen, but generally it looks like this <solver> <numIterations>20</numIterations> <groupIterations>1</groupIterations> <groupEnableMLCP>true</groupEnableMLCP> <erp>0.2</erp> <min-fps>60</min-fps> </solver> There are a few things we can try changing here. The first one is the ERP value. What is ERP? It is the error reduction parameter, and it represents the % of error that is corrected with each frame of time that is calculated by the physics solver. When Physics engines run a calculation on a joint of two connected bodies(bones), there is a natural divergence from the imposed constraints that happens to occur. This is a good reference It ranges from 0.1 to 1.0 (in theory), but most references I have found say 1.0 is impossible, and 0.9 is the limit. It is how quickly (closer to 1.0) or how smoothly (closer to 0.1) the error is corrected. This is relevant for outfits and hair that has a long chain made out of multiple joints. I have found that I prefer setting this a bit higher, so errors are corrected quicker, and I set mine to 0.4. Setting it to 0.5 or higher introduced some instability that made my game start crashing, although you may get different results. Next you can try increasing the iterations. Most of the physics engine references I have found suggest that 20 is already on the high end of iterations, but what about the group iterations? What I have found suggests this is performed on a connected group (such as every joint in a strand of cloth, a tail, or hair, for example) that is performed in addition to the total quick-step world iterations. So, since using OpenCL allowed for a huge expansion of the number of calculations that can be performed, I changed it to match the total iterations (which may be overkill) and now my config looks like this <solver> <numIterations>20</numIterations> <groupIterations>20</groupIterations> <groupEnableMLCP>true</groupEnableMLCP> <erp>0.4</erp> <min-fps>60</min-fps> </solver> This worked pretty well! I decided to push the total iterations up a little until I started getting stability/performance issues, and ended up with the final values of num 32 and group 20 and adding the previous section, my overall configs.xml is now <configs> <opencl> <!--warning : not finish yet--> <!--warning : this can be slower because of the bad PCI-E transfer and bad schedule--> <enable>true</enable> <platformID>1</platformID> <numQueue>1024</numQueue> </opencl> <solver> <numIterations>32</numIterations> <groupIterations>20</groupIterations> <groupEnableMLCP>true</groupEnableMLCP> <erp>0.4</erp> <min-fps>60</min-fps> </solver> </configs> This has not only given me a SIGNIFICANT performance boost, especially when surrounded by many actors all wearing HDT-SMP outfits, but it has also improved the accuracy (ie realism) of the physics quite a bit. Give it a try and let me know what you think. It may take some experimenting to find the ideal values if your system is already strained by other parts of your Skyrim build, but hopefully this will make SMP physics more appealing and minimize whatever performance impacts it may have on your system. If you experience problems or have stability issues and need to undo any changes, the default settings are shown in the first box.
  5. Hello, Suddenly i got this XPMSEWeaponStyleScaleEffect loop in save game (checking with FallrimTools), last time i had over 5k undefined elements, i cleared the save, but after some time it went to 2k or even more... and scripts got noticeably slow (even SL animations starts slower than before), even tho my system is very much capable.... How can i fix this, i mean i don't really wanna start over from 0, any solutions?
  6. FPS goes down from 144 to between 5 and 15 and stays there when either there are multiple actors with SMP-enabled clothing that are in a SexLab scene or randomly after a period of time. Restarting the game fixes the issue until one of the causing factors happens again. Opening any kind of menu or the console temporarily fixes the issue until I close that menu or the console. I've tried locking the game to 60 FPS, thinking that the problem may be caused by the high FPS but I ran into the same problem. I've tried both (not at the same time) the ini edit fMaxTime=0.0069 and the Havok Fix mod for the FPS, thinking that maybe one would be better over the other but I get the lag with either one. I've also noticed that if I encounter multiple naked actors (dead or alive), after spending some time in-game, certain body parts start stretching all over the place at very high speeds. Again, I was able to reproduce this at both 144 and 60 FPS so that is not the cause. Mod list and loadorder: modlist.txt loadorder.txt On another note, but maybe somewhat related, I am using Mannequins Revamped AB and whenever I go into a cell with a lot of mannequins I get the same FPS drop.
  7. Help my modded Skyrim (newest version) is running at like 20fps with huge frame dips i understand that modded skyrim is unoptimized and demanding but i would like to reach a stable 30fps atleast. My gpu is being used about 50% and my cpu around 60% and my vram isn't maxing out either so i dont understand why it is running so poorly... Here is a video with fps, cpu+gpu usage, vram+ram usage: https://www.youtube.com/watch?v=cUHwTiXJcvY&feature=youtu.be Some mods and settings i have: SSEengine fixes, TAA, ugrids=5, large refgridsize=13, imingrasssize=60, bethINI ultra with no vsync, 4k-2k textures, 2k shadows, custom optimized enb + amd cas reshade, rustic weathers, unbelivable grass 2 redux, smim, high poly project, hdt physics, unpb, skysight, fair skin, 3d trees, rw2, sselodgen, etc. (edit: i forgot i use skse 2017, mo2, loot to fix the load order + some manually, i use project optimization, tkdodge, elfx+ele, lanterns of skyrim 2, papyrus, uiextensions,skyui, animation mods + fnis. Game is located in g: drive (G:\SteamLibraryG\steamapps\common\Skyrim Special Edition) and a lot of free space. (I can post modlist if needed!) PC specs: 1080p/1920x1080 144hz monitor I have an rtx 2060 super overclocked at 133% powerlimit, +70mhz core, +700mhz memory and an i7-4770k constantly running at 5ghz (i know it's old) with 16gb 2000mhz ram the game is being played on a samsung evo ssd. (Driver: 445.87 + newest enb binary, ultra performance windows + maximum performance in nvidia settings) My main suspicion is the old cpu is bottlenecking my gpu but if you know some performance tweaks for skyrim se or what the problem is please comment.
  8. This is a trivial little hack that stops HDT HH overloading your Papyrus with its crazy 0.3 second interval updates. You might see a bit more lag on heel height updates, but overall I don't notice any difference. hdtHighHeel-performance-patch.7z Overwrite files in your existing HDT HH to install.
  9. Hi, Last time I was trying to optimize skyrim because my procesor is bottleneck for my GPU. I figured out that reducing draw distance is good for extra fps. The problem is that I can't see npc far away. This isn't a problem in cities but in dungeons , world etc. And then I started to thinking about mod that would allow to dynamically change draw/fade distance according to location. I tried to fing if anybody tried or made that kind of mod but unfortunately not. I come across only this thread from 2014 . I Have no experience in modding (I can only do some minor tweaks in TesVedit) so I wanted to ask if somebody from this site could do something like that or answer if this is possible.
  10. so SSME looks great but is there a chance i'm gonna CTD my saves/skyrim if i already have mods installed (listed below)? -Crash fixes - Crash Fixes v12 -Skyrim Stuttering 64hz Bug Fix - Skyrim Stutter Fix -Bethesda Performance Textures - Animals and Creatures - BPT_AC_SKYRIM_1_2 -Skyrim Performance PLUS - Pine Needles FX -Interior and Dungeon Fog Remover - Fog Mesh Remover -Remove Underwater Grass - A Performance Mod -Unofficial Skyrim Patch - Unofficial Skyrim Patch
  11. Recently I have been trying to figure out how different types of mods affect performance, I have a good idea of most types of mods, but I don't fully understand what affect animation mods have on performance. I mean I know that, say, 500 animations won't have too much of an affect but what about having something like 3000-5000 animations? Will it severely increase load times, cause stuttering, lag(of any kind) etc. etc. Thanks in advance for any responses, I am very curious to find out.
  12. I previously posted here, and comments b @Frankfranky , @donttouchmethere and @RW311 were very helpful. However, after making more improvements I was somehow getting more stutter than I was 3 days ago. So I've now reinstalled and will be building my way back up to a ~240 mod build. 4th time's the charm I guess. I'm sticking to this guide for now. Did the Crash Fixes allocation. I set all skyrim settings to low on launcher, then combined this awesome video with the STEP guide. Loot and Bashed Patch applied, Merged Patch after I hit 150 mods I guess. ENB after 30-40 mods more. I'm making this post because even now, at 44 mods and optmisations, there are small stutters (~18 fps few times a minute) during combat. It's mostly playable, but I fear what will happen after npc overhauls, npc AIs and UNP bodies. Optmizer Textures (Ordenador) also applied and resized to 1024. Whiterun market is mostly perfect, riften market stutters more than in the combat, somewhat manageable. Before this reinstall I think GPU was causing stutters, now it seems to be CPU (For now). My PC specs: Modwatch (also incl skyrim and skyrimprefs.ini): https://modwat.ch/u/RedRicker/plugins skse manually placed in skyrim folder, in data/skse/skse.ini: defaultHeapInitialAllocMB=512 Performance Monitor: I'd appreciate pointers on what's wrong right now AND any advice for as I continue adding mods
  13. Update: I'm putting this at the top to let any new viewers know what I'm narrowing down my problem to be. I get constant GPU spikes, causing my FPS to go up and down with my GPU. My VRAM is unusually high, where SPM reports it to be over 4GB most of the time, despite the 4GB limit on VRAM that DirectX9 has. Even when taking off my ENB, my GPU usage goes to even lower numbers (10-20%, despite the fact that if my GPU usage was higher I would be getting higher frames. This may be an indication that my VRAM is a bottleneck for my GPU, but I shouldn't be using up to 4GB of VRAM anyways so this confuses me. To top it off, my particular model of laptop has a battery drain issue, where it tries to take in more power than my PSU can supply me with, which may also contribute to stuttering. I am still conducting tests, although anyone with knowledge of these issues or knowledge about how to help with this using tools such as Nvidia Inspector, MSI Afterburner, and Intel XTU is encouraged to shed some light on these issues. I would be extremely appreciative. Second Update: My VRAM limit issues have been resolved. I am getting less stuttering, but my GPU still has very low usage, giving me low FPS. Additionally, if anyone has a DSR mesh pack for Lost Longswords or knows how to fix an issue where the nocked arrow in first person moves up and down along the bow shaft when looking up and down (while using Archery Gameplay Overhaul), please let me know. ^This is the TLDR for all four posts I have done; if you do not want to read everything, please, at least read this. Thank you to all that have helped so far. This will be a fairly detailed post, and I'll be putting a lot of information related to my ini files and my setup in spoiler blocks down below. I don't expect any of you to read all of it, but to any who were generous enough to give me their time in doing so, I am so so grateful to you. Anyways, a bit of info: I've been searching for mods, checking compatibility, updates, whether mods are dangerous or not and so-on so-on for a massively long amount of time now and I've finally got in game after doing so. Hip-hip-hooray. The game looks beautiful, most (see note down below) of my mods are working perfectly so far, and I'm happy. But, as soon as I step out of the starting dungeon in Alternate Start, I begin getting some massive lag. In outdoor environments, I usually get a decent 40 frames, which is honestly enough for me. Or, it would be, if it was stable. Lag spikes are pretty frequent and whenever a decent sized battle breaks out, the game gets choppy as all hell. In the alternate start dungeon, I got around 50-60 fps, whereas in Whiterun I get a pretty stable 25fps which occasional lag spikes. Dragonsreach gave me a mixture of 20-40. I've made the recommended ini tweaks and read about what they do, I have some software running to help with stability, I've stayed pretty clear of dangerous mods (although do have a few intensive ones), and I'm honestly not sure what to do now. I'm not the most advanced user by any means in these areas, but I have tried to search far and wide for what might help. I'd like to preserve the look and feel of my game while also focusing on the experience it can give me while playing (meaning graphics, gameplay mechanics, much-needed extra enemies, overhauls, quest mods, etc), and I've already taken about 20 mods out of my game, so I would prefer not to trim it further if I can manage that. From the more experienced, advanced users, I wanted to ask you this: based on my hardware, software, setup, load order, ini files, anything related to my game, is there anything I can do to increase my framerate and stability? If removing mods is my only choice, given my hardware, what mods would give me the biggest increase in stability and performance were I to remove them? Hardware: Software: Load Order: skyrim.ini: skyrimprefs.ini: skse.ini: enblocal.ini: Additional Notes: And lastly, I have not been experiencing any compatibility or buggy-mod-related issues so far, except for one: there are lots of neck seams (not to mention the horrendous non-Bijin faces) on my Bijin women, and I'm not quite sure why: For those of you who have made it this far, and to those of you who didn't but will offer me advice anyways: you have my deepest gratitude. I've literally been working on this mod list for over the course of about 15 months (busy periods included), so your help is so, so deeply appreciated. Edit: Please excuse potential typos. <3
  14. Hello everyone! Could you help me with one thing? The point is i've reinstalled Skyrim recently and installed some of my mods i've used before. And now, during the main quest i have huge FPS drop from 60 to 20 and it never comes back to normal. Drops happen when Jarl Balgruf gives me an Elven Armor and stands up to lead me to Faerengar. Up to this moment the FPS is stable 50-60, but after he gives me the armor - it drops to 30 and then to 20. I've tried to test my performance both on PC and my laptop - drops are the same, so it doesn't really depends on PC. Here's my load order: I also use Skyrim Memory Patch. Could it cause the problem? Any advice would be appreciated. Thank you in advance.
  15. Hello everyone, for some time now, I have a pretty frustrating dysfunction with my ENB, Elder Blood Redux. When I start my save, my game plays at 35-45 FPS with 50-60% usage for the GPU, but a bit later, it gows below 30 FPS with an GPU usage of less than 45 %, sometimes it gows below 20% usage. I didn't had that issue since recently and I use this beautifule ENB for 6 months now. Before that my game was mostly at 45-60 FPS with an GPU usage of 75-95%. Also the thing that's the most weird it,s that when I do TFC 1 on my console command to stop time and do free cam, my game boost FPS and the GPU is used at more than 70%. Can anyone help me please ? For info, I have a AMD R5 1600, GTX 1070, 8GB RAM. Thank you very much for your help ! Here's my enblocal.ini Here's my recent mod installation P.S. : Excuse my bad English
  16. Hey there, so i played Skyrim over a year now with no Graphic Mods and i finally decided to make changes. But i need Tips. The Only time i worked with ENB´s etc. was when i modded my Fallout 4. I want a very Pure and colorful Skyrim (I don´t want a fantasy world where everything is super shiny and Friendly). I just want to make some good Screenshots and enjoy the atmosphere. ( I love watching around me and enjoying the Landscape) I also need to get better Performance (My PC can handle it fine but with 200+ Mods including Graphic Mods, my PC will suffer big time). Well yea. I basically need some Links to Mods,Tutorials and Guides how to make my Skyrim Beautiful, while still keeping my frames. The Only Mod i found so far is : True Storms. I use it in Fallout 4 and i really liked it. Just a little Side Note: I found a Loading Screen Guide with really nice looking Pictures. I just want you guys to have a little example of how i want it to look. (Very Pure and Colorful) (These pictures have been converted to 8k so it doesn´t have to look this good. I just want a decent Skyrim) Here it is: Load Screen Maker By Glev 3-03 (The Pictures) -Aki Thanks for reading. Have a Great Day Fellow Adventurer!
  17. Hey, so a few months ago, when I was figuring out how to mod NPCs, I made the switch to Enhanced Character Edit from RaceMenu. While there are several features from RaceMenu I prefer (it being much easier to run on my low-end PC being one), I just can't use it without the ECEE/ ECE Enhanced Sliders . Everyone says use RaceMenu because it's more compatible with things and has overlays and has ECE sliders anyway, but ECEE sliders are amazing. They make creating anime-style characters so much easier. I saw on the outdated Chargen Extension (which is included in RaceMenu, apparently) that you can add more sliders somehow and I tried, but I guess I got too frustrated with it and gave up... Has anyone figured this out? Thanks for any help!
  18. Hello guys, so I'm having a issue with my game since reinstalled it. 1 week ago i did my first install.My game was running super smooth with a permanent 60 fps using only enboost, vivid all in one performance, and bilago's fallout 4 tweaker to optimize my ini's to my taste. Then I uninstalled the game and reinstalled it with (enboost, vivid, bilago's) but now my fps doesnt go higher than 40... So my question is what ini setting make a huge difference in fps that I might have stupidly forgot to set correctly or what could make my game perform 20 fps under what it used to be one week ago. Thx in advance. (also posted this thread on nexus forum, but i usually got better answers in LL ^^) fallout4.ini [Archive] bInvalidateOlderFiles=1 sResourceDataDirsFinal= [Camera] fMouseWheelZoomSpeed=3.00 f3rdPersonAimFOV=70 [Controls] fMouseHeadingSensitivityMax=0.0800 fMouseHeadingXScale=0.0210 fMouseHeadingYScale=0.0420 bInvertYValues=0 fEnterWorkshopDelay=1.5000 fPipboyLightDelay=0.3000 fZKeyDelay=0.2000 fThrowDelay=0.3000 fPowerArmorExitDelay=0.4000 [Display] fSunShadowUpdateTime=1 fSunUpdateThreshold=0.5 bNvGodraysEnable=0 iPresentInterval=0 fDefaultWorldFOV=70 fDefault1stPersonFOV=80 fDecalLifetime=30.0000 fDecalLOD0=800.0000 fPipboyScreenEmitIntensity=1.2500 fPipboyScreenDiffuseIntensity=0.150 fPipboyScreenEmitIntensityPA=3.000 fPipboyScreenDiffuseIntensityPA=1.0000 [Gameplay] fPlayerDisableSprintingLoadingCellDistance=0 bHealthBarShowing=0 [General] fChancesToPlayAlternateIntro=0 fEncumberedReminderTimer=3600 sIntroSequence=0 uExterior Cell Buffer=36 uMainMenuDelayBeforeAllowSkip=1 sIntroMovie= bAllowConsole=1 bPlayMainmenuMusic=1 uGridsToLoad=5 bForceUpdateDiffuseOnly=1 iTextureDegradeDistance0=800 iTextureDegradeDistance1=1500 iTextureUpgradeDistance0=600 iTextureUpgradeDistance1=1200 bDisableAllGore=0 bBorderRegionsEnabled=0 iNumHWThreads=4 [Grass] bAllowLoadGrass=0 fGrassFadeRange=2625 iMaxGrassTypesPerTexure=2 iMinGrassSize=120 [LOD] fDistanceMultiplier=1.00 [Papyrus] bEnableLogging=0 bEnableProfiling=0 bEnableTrace=0 bLoadDebugInformation=0 [Imagespace] bDoRadialBlur=1 [Decals] uMaxSkinDecals=100 uMaxSkinDecalPerActor=25 bDecals=1 bSkinnedDecals=1 [Interface] fSafeZoneYWide=36 fSafeZoneY=36 fSafeZoneYWide16x10=36 fSafeZoneXWide=64 fSafeZoneX=64 fSafeZoneXWide16x10=64 fCrosshairAlphaPercent=100 [ScreenSplatter] bBloodSplatterEnabled=1 [Combat] bForceNPCsUseAmmo=0 [VATS] fVATSRangedLongDistance=2500 [Workshop] bWorkshopEnableGridBasedSnapping=0 fallout4prefs.ini [Controls] fMouseHeadingSensitivity=0.0300 fGamepadHeadingSensitivity=0.6667 bGamePadRumble=0 bAlwaysRunByDefault=0 bInvertYValues=0 [Display] iSize H=1080 iSize W=1920 sD3DDevice="Radeon Pro 560" bBorderless=0 bMaximizeWindow=0 bTopMostWindow=0 bFull Screen=1 iShadowMapResolution=1024 fShadowDistance=1500.0000 fBlendSplitDirShadow=48.0000 fDirShadowDistance=1500.0000 iVolumetricLightingQuality=-1 bVolumetricLightingEnable=0 sAntiAliasing= iMaxAnisotropy=16 iPresentInterval=0 bSAOEnable=1 bEnableWetnessMaterials=1 bEnableRainOcclusion=1 bAllowShadowcasterNPCLights=0 iTexMipMapSkip=-1 iMaxDecalsPerFrame=40 uPipboyTargetWidth=876 uPipboyTargetHeight=700 flocalShadowMapHalveEveryXUnit=750.0000 focusShadowMapDoubleEveryXUnit=450.0000 fShadowBiasScale=1.0000 uiOrthoShadowFilter=3 uiShadowFilter=3 iDirShadowSplits=2 bVolumetricLightingForceCasters=0 iTiledLightingMinLights=40 bComputeShaderDeferredTiledLighting=1 iMaxFocusShadowsDialogue=4 iMaxFocusShadows=1 bForceIgnoreSmoothness=0 bSinglePassDirShadow=1 fTessFactorMaxDistanceScale=100.0000 fLeafAnimDampenDistEnd=4600.0000 fLeafAnimDampenDistStart=3600.0000 fMeshLODFadePercentDefault=1.2000 fMeshLODFadeBoundDefault=256.0000 fMeshLODFadeScalar=1.0000 fMeshLODLevel2FadeTreeDistance=2048.0000 fMeshLODLevel1FadeTreeDistance=2844.0000 fInteriorMeshLODLevel2FadeDist=1950.0000 fInteriorMeshLODLevel1FadeDist=2600.0000 fMeshLODLevel2FadeDist=2000.0000 fMeshLODLevel1FadeDist=3500.0000 iScreenShotIndex=0 fMaxFocusShadowMapDistance=450.0000 bPrecipitationOcclusion=1 iMaxSkinDecalsPerFrame=8 [General] uGridsToLoad=5 SIntroSequence=0 bGamepadEnable=0 bPlayMainmenuMusic=1 uExterior Cell Buffer=36 bPipboyCompanionEnabled=0 iNumHWThreads=4 iStoryManagerLoggingEvent=-1 bEnableStoryManagerLogging=0 [Grass] fGrassMaxStartFadeDistance=4875.0000 fGrassMinStartFadeDistance=0.0000 fGrassStartFadeDistance=875 [Launcher] bEnableFileSelection=1 [LOD] fLODFadeOutMultActors=6 fLODFadeOutMultItems=2.5 fLODFadeOutMultObjects=4.5 fLODFadeOutMultSkyCell=1.0000 [TerrainManager] fBlockLevel0Distance=14336.0000 fBlockLevel1Distance=27876.0000 fBlockLevel2Distance=83232.0000 fBlockMaximumDistance=100000.0000 fSplitDistanceMult=0.7500 fTreeLoadDistance=25000.0000 bShowLODInEditor=0 [MAIN] fHUDOpacity=1.000 fSkyCellRefFadeDistance=150000.0000 bCrosshairEnabled=1 bSaveOnPause=1 bSaveOnTravel=1 bSaveOnWait=1 bSaveOnRest=1 [Imagespace] bDoDepthOfField=0 bScreenSpaceBokeh=0 bLensFlare=1 bMBEnable=0 [Particles] iMaxDesired=550 [LightingShader] bScreenSpaceReflections=0 bScreenSpaceSubsurfaceScattering=1 [Water] bUseWaterReflections=1 bUseWaterDisplacements=1 bUseWaterRefractions=1 bUseWaterDepth=1 [Decals] uMaxDecals=100 [Pipboy] fPipboyEffectColorR=0.0800 fPipboyEffectColorG=1.0000 fPipboyEffectColorB=0.0900 [Interface] iHUDColorG=255 iHUDColorB=21 iHUDColorR=18 bDialogueSubtitles=1 bGeneralSubtitles=1 bDialogueCameraEnable=1 bShowCompass=1 uHUDActiveEffectWidget=2 [VATS] fModMenuEffectColorR=0.4200 fModMenuEffectColorG=0.9900 fModMenuEffectColorB=0.4900 fModMenuEffectHighlightColorR=0.0706 fModMenuEffectHighlightColorG=1.0000 fModMenuEffectHighlightColorB=0.0824 fModMenuEffectHighlightPAColorR=1.0000 fModMenuEffectHighlightPAColorG=0.8200 fModMenuEffectHighlightPAColorB=0.4100 fModMenuEffectPAColorB=0.4100 fModMenuEffectPAColorG=0.8200 fModMenuEffectPAColorR=1.0000 [GamePlay] iDifficulty=2 bShowFloatingQuestMarkers=1 bShowQuestMarkers=1 [SaveGame] fAutosaveEveryXMins=10.0000 [AudioMenu] fAudioMasterVolume=1 fVal1=1 fVal2=1 fVal0=1 fVal4=1 fVal3=1 fVal7=1.0000 uID7=0 fVal6=1.0000 uID6=0 fVal5=1.0000 uID5=0 uID4=0 uID3=0 uID2=0 uID1=0 uID0=0 [Bethesda.net] uPersistentUuidData3=3334752784 uPersistentUuidData2=2538096531 uPersistentUuidData1=759057319 uPersistentUuidData0=3709368366 [NVHBAO] fBackgroundAOViewDepth=750.0000 bBackgroundAOEnable=1 fDepthThresholdSharpness=100.0000 fDepthThresholdMaxViewDepth=500.0000 bDepthThresholdEnable=0 iDepthClampModeEnum=0 fCoarseAO=1.0000 fDetailAO=0.6500 fBlurSharpnessProfileBackgroundViewDepth=1.0000 fBlurSharpnessProfileForegroundViewDepth=0.0000 fBlurSharpnessProfileForegroundSharpnessScale=4.0000 bBlurSharpnessProfileEnable=0 fBlurSharpness=16.0000 iBlurRadiusEnum=1 bBlurEnable=1 fPowerExponent=2.5000 fBias=0.1000 fRadius=0.6500 bEnable=0 [NVFlex] iMaxNeighbors2=64 iMaxNeighbors1=48 iMaxNeighbors0=32 iMaxParticles2=32768 iMaxParticles1=16000 iMaxParticles0=6000 fKillRadius2=4000.0000 fKillRadius1=3000.0000 fKillRadius0=2000.0000 iQuality=2 bNVFlexEnable=0 bNVFlexInstanceDebris=1 bNVFlexDrawDebris=1
  19. Getting good performance out or Special Edition or not? Post your rig and results here and compare notes/recommend upgrades. System specs: * CPU: AMD FX-4300 Quad Core * RAM: 8GB * GPU: GeForce 730 2GB * OS: Windows 7 Results: Playable FPS on minimum settings. Any attempts at higher settings is a very pretty slideshow.
  20. PART I: Concepts. _________________ Much has been said about "script heavy" mods and how they can break your game. But over the years, the notion that scripts can break your game has become less and less of an understood phenomenon, and more of a creepy boogeyman to scare children away from using scripted mods. I'm here to shed some light on this matter, not because I'm an expert nor because "I know it all", but instead, because I've investigated this phenomenon, I've witnessed how it works with my own eyes, and I've learnt to take measures on how to solve it most of the times. This article may be of beginner level to some, but I intend it both, to help beginner modders learn something, and to attempt to make normal users understand a bit more about why their game could be "broken" and why it's not because of "script heavy mods' fault". First of all I have to say one very important thing: THERE ARE NO SCRIPT-HEAVY MODS. - "But Myst, everyone knows if you install mods with scripts, you can break your game" Lies. Scripts won't break your game. Bad coding, however, can, and it poses a real danger, but that's not something that happens because of "scripts being scripts", it happens because a modder makes a mistake and publishes a mod with bad coding. Second, we should clarify what does people understand by "breaking one's game". Because this notion may seem generic and common, but it may be different for everyone. Some people says it relates to having frequent CTDs, while others, such as myself think it relates to when the game's scripts seemingly stop working and you can't do anything because scripts dont do what they're supposed to do. I have experienced this kind of "broken game" myself as well, and I also fought to understand the reasons for it, and ultimately, fix them. Script lag, is one thing, but CTDs and broken quests are a completely different one, and it's usually related to stuff such as a bad load order, mod incompatibilities, corrupt assets (IE missing textures or broken nifs) or bad graphic settings but neither of these has anything to do with scripting. Alternatively, some scripts can cause CTDs, but that's a rare thing and it's usually related to other types of bad coding which I wont refer to on this article. Third, there is another misconception on what a "script heavy mod" even is. Because it can be A mod with many scripts. A mod with LONG scripts. A mod with complex scripts that interact with many things A mod with scripts that never stop running in the background And here's the shocker, because NONE of the above constitutes ANY kind of danger to the game. A friend developed an entire mod to test the effects of scripts on the game and try to pinpoint an exact cause of script issues, it was designed to overload the game in every possible way as described by the "script heavy" myth, and his results concluded that the game can candle thousands and thousands of instances of scripts simultaneously in the background, and keep running without even coming close such a thing a s "limit". The mod was designed to push Skyrim's script engine's limits beyond what any combination of mods can ever achieve. PART II: How It Happens ________________________ What was found after such testing, however, is that there is a situation that DOES exist, and can be mistaken for a "broken game" because in practice, it is. I will not describe every possible case of "bad code", because I'm certain there's more than one screw up that can cause game issues, but I will talk about one of the most frequent ones which is by far, one, if not the most common reason of script issues. And now, I'm referring to something I call "script saturation" although I'm not sure if that's the correct term. This phenomenon, occurs when the game is receiving lots and lots of simultaneous script calls per second. As a result, a chain of events begins to occur. First,you'll notice the game can start lagging in terms of scripted events. If something was supposed to happen when you get hit, you'll notice it happens later, if you use a scripted spell, the effect will also come with a delay. This lag can be something tolerable, or it can be massive and you end up seeing the effects of a script, as far as 5 minutes later, or more. Second, if you have enabled the log in your Skyrim.ini, you'll notice the existence of the infamous stack dumps. Stack dumps, arent a problem per-se, but they are warning you of the current script saturation you're experiencing. Script saturation, in the internal mechanics of the game, means you're getting too many script calls and the game isn't capable of answering them all in time, so it stores pendant calls for the next frame in hope it can finish in time, so as described by the wiki (somewhere I can't recall), the game delays the execution of scripts. The visual result was evident since you started seeing script lag occur and stuff happening seconds, to minutes after they were supposed to. PART III: Why it Happens - Section A): Fundaments of Script Lag ________________________ - "I knew it!, I knew script heavy mods existed, you're just trying to confuse me!" Technically, a form of "script heavy" mod can exist, but I just call that BAD CODE. See, the thing is, it doesnt happen because "a mod has many scripts" or because "the scripts run in the background" or "are too long". It doesnt happen either because "you have too many mods" or "you combined more than 2 or 3 script-heavy mods in one install". It happens EXCLUSIVELY for the action of a single, lone script, which can come from anywhere, at any time. Any script can have bad coding, and size doesnt matter. If you want an example, here is one: The pevious script, has only 2 events, and does absolutely nothing in practice. But what it does do, is cause an event to get locked on processing as soon as it arrives. Now, during a battle, a concentration spell can spam these events dozens of times each frame, and the longer such concentration spell is held on the bearer of this script, the more script calls that begin to accumulate on them, until at a given moment, the barrier will be breached and your papyrus log will generate a stack dump. When that happens, if you were expecting something to happen with the script, say a shader apply, you'd notice shaders begin being applied later. And this is how a single script with 2 spammy events and no precaution, can generate script spam and slow down your script engine. Notice it's not long, it's not complex, it doesnt even do anything it just spams events. The probem is that the more events that get spammed, the more likely the game gets saturated, and other scripted mods will suffer the script lag as well. PART III: Why it Happens - Section B): "A Broken Game" ______________________ The game, can normally recover from these kinds of situations, after all, no mod is going to have a concentration spell casted on an actor during the entire game... right?... Wrong. Some mods, use mechanics that do apply constant effects on the player, ALL the time. And if you have a mod that's set to respond to these events, if it's not set correctly, there's a chance it will get saturated. The first part was correct, the game DOES try to recover from stressful scripting situations, and it does this by simply finishing answering all the script calls untill the demand is back to what it can answer on a single frame, AKA a relaxed environment. It's simple, the stress rises up, the game deals with it as best as it can, then the stress ends and the engine can relax again. But what if it never relaxes? This is when the real danger of event spammers comes into play. It happens when you have a stressful situation that generates enough script calls to saturate the engine, and you dont ever get to the moment when it finishes answering them all. I dont know the exact number, but as a mental exercise, lets say the game can answer 100 script calls per second, from a single concentration magic effect. Now, picture that you have a combination of mods, that allows an event spammer as described above, coupled with a stressful situation, say a dragon, 2 companions and 6 mages. Suddenly, you're no longer receiving 100 script calls or less per second but 400 instead. The game will queue 300 to be answered on the next time, but when that time comes, we will get another 400 By the third time it checks, you will be getting a total sum of 900 delayed calls because it can only answer 100 each time. And the lower your framerate, the less actual execution time the script engine has to catch up with the increasing demand. Now imagine the "battle" never ends, and you get this eternal event spam. You're never ever going to see scripts working again because the lag is infinite. This is close to what happens when you have an event spammer mod combined with a mod that creates a concentration, or cloak effect, being permanently applied to the player, since more than a few mods apply unseen effects on the player. This is the reason why scripts stop working and people say their game is "broken". PART IV. How to Fix It ________________________ The solution, for mod makers, is simple, for mod users, not so much as they have yet to learn to identify a troublesome mod and either fix it or remove it. But for modders, it begins by knowing the first rule, which is: BEWARE of event spammers. Try not to use those kinds of events at all, avoid effects that cause repeated calls such as cloaks or concentration type effects if possible, but if you absolutely MUST use those kinds of events/effects, you should always use an EVENT FILTER, like this: The above example is a State filter, and it will ensure only one event is processed at a time, and when it's done, the gate will be opened for another event. Alternatively, a Bool filter also works The second example is not as effective as the first one since it still has code inside, but it will reduce script spam. Note that none of these methods is flawless. Even when using them, mods are still likely to get a stack dump or two every once in a while, but by reducing their capacity to spam, you will ensure that the game's load can be overcome more than 90% of the times. So you see, scripts are not evil, but we have to be careful about how we design our mods because it's very easy to screw up and end up regretting it later. Most people never bothers to understand the mechanic of this phenomenon, and when their game malfunctions, they look for the causes of it on myths such as "scripts being evil" when it's not about having many scripts, or complicated scripting. A single mod is more than capable of "breaking" one's game under certain circumstances.
  21. I recently upgraded my PC, with a new CPU, mobo & HDD. As a result, I had to jump from Windows 7 to 10 and reinstall Skyrim, SMO and my mods. In game, I keep a bunch of followers in certain modded locations and since the reinstall, I've wound up with massive stutter in those high-NPC areas that wasn't present before my upgrade. The ENB doesn't appear to be the issue as I turned it off in-game and it didn't resolve the problem. I found that when I disabled the NPC mods, the problem eased. Given that the mods were working properly before the reinstall, I'm trying to work out what I need to change to get my game performance back to the previous levels (let along getting more performance out of my upgrade) without disabling the mods I previously enjoyed. Can anyone provide any guidance on to how I can overcome this issue? Are there .ini settings should I be tweaking? Could the NVIDIA setting be causing the issue?
  22. Helloooow i have some issues comrades, with mods that edits npc's or leveled list. I uninstalled all the mods and re-installed them 1 by 1. i tried with, the mods below,loaded still 1 by 1 : LMSE ( lots more settlers and ennemies) or varied raiders or Better locationnal damages or any mod similars. That's really wierd and i heard about something similar happened to some people on the internet. In the same period as me. Without any fixes. Could it be, because of the last update ? Does anyone has an idea,plz ?
  23. It occurs every time when fps under 50. It doesn't happens with high FPS like 50-60. I don't know what causing it even I have high-end machine for Skyrim. I have 2GB VRAM(gtx680mx) and I am using enb with 2k textures for most of the things but it does not pass the VRAM capacity. Game uses around 1900-2030MB of VRAM,
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