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SKSE plugin limit? "Failed to initialize renderer error"


taffy

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Posted
4 hours ago, taffy said:

 

It's clearly a problem with SKSE because that's what causes the problem. I'm sure sure how else to say it. When I have lots of SKSE plugins this happens, and when I disable a few it stops. So it's basically a hard limit on number of SKSE plugins.

 

I spoke to someone from the SKSE team and they said it was possible but there was nothing they could do about it, so I'm basically resigned to this limit.

The problem is not directly related to the number of SKSE plugins. The problem is related to memory.

If we inject 3 dll's that consume a lot of memory we will have the same problem as if we injected 70 dll's that consume little memory.

 

32-bit executables can only access 3.5 gb of memory because the operating system reserves 512 kb for itself and for buffers. In games that limit is further reduced because more buffers are needed for graphics and sound and the limit is set between 3.1 and 3.3 gb.

 

When a dll is injected into an executable it uses the same 3.1 gb memory block because it needs to access the data of the main executable that is in that memory block.

But the dll needs its own memory zone to store its own data. Since the dll are using the same block of memory as the main executable, the dll are actually using a free memory area within the 3.1 gb block of the main executable.

 

If we inject a lot of dll's, each one of them needs its own memory space, which is taken from the free memory of the main executable within the 3.1 gb block. If the dll's eat all the memory the game can not be initialized, because it does not have enough free memory in the 3.1 gb block, and we have those strange errors that say "Failed to initialize renderer"

 

Is a memory problem and is caused because the dlls, effectively, reduce the available memory for the game. Of course, at more dll's we injectect, less REAL memory have the game and that can affect performance and stability.

Posted
23 minutes ago, GenioMaestro said:

When a dll is injected into an executable it uses the same 3.1 gb memory block because it needs to access the data of the main executable that is in that memory block.

 

did you took a look at those dll before writing that?

190503044354764517.jpg

have everything in double because have copy paste in _ folder (in case i download x dll that is so much better, try it in game, it suck, back to.... wops i have overwrite what i was using and i don't know what i am using)

 

the biggest dll it's hdt, that's just 10mb, it's nothing, that's an iron armor (1mb nif + 5mb diffuse + 5 mb _n)

no idea how you can eat most of your ram with that

 

the error message say what is the problem anyway

" Failed to initialize renderer. Your display doesn't support the selected resolution. Please set a different resolution in Skyrim's Launcher under "Display Settings". "

 

whatever resolution is in skyrim ini, enb ini or whatever ini, isn't supported by his screen, so that don't work

 

 

 

Posted
30 minutes ago, yatol said:

the biggest dll it's hdt, that's just 10mb, it's nothing, that's an iron armor (1mb nif + 5mb diffuse + 5 mb _n)

no idea how you can eat most of your ram with that

Surely that is the file size and not the amount of memory it uses?

Posted

I have had that error show up when I accidently double clicked skse in Nmm. It started 2 instances of skse and only one can control the renderer. That error shows when the second "unintentional" instance of skse tries to initialize an already running renderer. Not sure if this helps any but this has been my experience and the only time I've seen this error. Running out of memory before the renderer can initialize will most probably show the same error.

Posted
34 minutes ago, Grey Cloud said:

Surely that is the file size and not the amount of memory it uses?

iron armor need more than 10mb of memory in game?

follower x that come with custom texture that are 200mb, and 2mb of nif, need more than 200mb of memory in game?

music y that is 5 mb, need more than 5 mb of memory in game?

 

you use enb? you have never alt tab, and check how much memory  skyrim.exe use?

most of that it's the load order (200 mb of skyrim.esm, 100-200 mb of dlc esm, 20-100 mb of mods esp, plus 50 mb of sound maybe, plus 20 mb of interface, plus the save that is nothing unless yours is 300 mb of infinite loop that load useless stuff, plus whatever else there is in there)

Posted
9 minutes ago, yatol said:

iron armor need more than 10mb of memory in game?

follower x that come with custom texture that are 200mb, and 2mb of nif, need more than 200mb of memory in game?

music y that is 5 mb, need more than 5 mb of memory in game?

 

you use enb? you have never alt tab, and check how much memory  skyrim.exe use?

most of that it's the load order (200 mb of skyrim.esm, 100-200 mb of dlc esm, 20-100 mb of mods esp, plus 50 mb of sound maybe, plus 20 mb of interface, plus the save that is nothing unless yours is 300 mb of infinite loop that load useless stuff, plus whatever else there is in there)

I'm talking about the size of the HDTPE dll file.

 

10 minutes ago, yatol said:

you use enb? you have never alt tab, and check how much memory  skyrim.exe use?

Yes. No.

Posted
13 hours ago, yatol said:

 

whatever resolution is in skyrim ini, enb ini or whatever ini, isn't supported by his screen, so that don't work

 

I'm glad that people are discussing this and there's been some very interesting info but I can tell you this is absolutely not true. It makes no sense for why the game starts fine with a couple of SKSE plugins disabled (with the same ini settings). I've also literally spoken to someone from the SKSE team who said that this may be caused by too many SKSE plugins. So please stop spreading this solution when it's not correct.

 

The explanation offered by GenioMaestro makes the most sense, although unfortunately there doesn't appear to be a solution!

Posted
On 5/3/2019 at 11:37 AM, Grey Cloud said:

Surely that is the file size and not the amount of memory it uses?

yeah...i could be wrong here, and correct me if i am, but i don't think the size of the dll file in a folder equates to how much memory it's using ingame

Posted
3 hours ago, Mookeylama said:

sorry, but does anyone know if my above assumption is correct; that the file size does not equate to memory used in-game? thanks

On 4/3/2019 at 2:48 AM, GenioMaestro said:

The size of the executable have none relation to the memory ussage.

The size of the DLL have none relation to the memory ussage.

 

The executable TesV.exe can use from 2 to 3 GB of memory and have 15 mb of size... Where is the relation???

Each executable and each dll have a memory requeriments and are fixed by developer. If the dll need more or less memory only depend about how the developer desing it. And of course, some zones of memory are totally privated and can not be shared in any way.

 

The memory space RESERVED by a dll and be use only and exclusively for THAT dll and is not shared.

For that the game can works with 1500 mods but make CTD with 72 dll's.

 

The minimum memory required to start the executable and the maximum usable memory have no relation to the size of the executable or dll. The first is the sum of static memory allocation not shared and the second is limited by 32 or 64 bit technology.

 

Executable files and dll files are like any other file on the computer. Its size is related to the data encoded inside it. Some parts are pure executable code, but other parts are pure data. Normally, the process does not read all the data because it does not always need all the encoded data. If the executable or the dll uses more or less memory, is only related to the amount of data it handles.

 

The use of memory, normally, is dynamic because the things that make the executable or the dll change. If the process always does the same and runs constantly, it can have a stable and constant use of memory. But it is strange because, normally, an executable or a dll do many different things.
How the memory is managed, it is defined by the programmer and it is he who decides what the DLL should have in the memory at each moment. And, of course, that has nothing to do with the size of the file.

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