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Is the engine bottlenecking script processing?


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Posted

Does there come a point, where my processor doesn't play a role anymore, when it comes to processing scripts smoothly?

Whenever I stock up on script heavy gameplay + sexlab mods, everything just updates and goes super slow. The game itself doesn't lag, but the time it takes between actions, like characters undressing and moving into animations etc. The text updates from survival and food mods go slower too.

Are there super major script user mods, that one should generally avoid? Are mods that don't involve scripts make the game go slower(realtime) or don't play a role?

Posted

The VM has only a limited time budget to execute the scripts.

If the budget is exceeded the game will NOT slow down. But not all scripts will complete in the budget.

So they will "slow down".

 

But keep in mind that the standard budget is quite large and can run thousand of scripts.

 

The problem is when you have a script that is not written in the correct way (for example doing active cycles to check something), in this case all the VM will be slowed down.

Sadly it is not easy to find what is the script (or scripts, they can be more than one) that is the culprit.

Posted
16 hours ago, CPU said:

The VM has only a limited time budget to execute the scripts.

If the budget is exceeded the game will NOT slow down. But not all scripts will complete in the budget.

So they will "slow down".

 

But keep in mind that the standard budget is quite large and can run thousand of scripts.

 

The problem is when you have a script that is not written in the correct way (for example doing active cycles to check something), in this case all the VM will be slowed down.

Sadly it is not easy to find what is the script (or scripts, they can be more than one) that is the culprit.

So basically, the engine can handle tons of scripted mods, as long as they are scripted correctly.

 

Are any popular mods(here or on nexus), poorly scripted and can potentially freeze the VM?

Posted
On 3/9/2019 at 7:42 AM, znaroks said:

So basically, the engine can handle tons of scripted mods, as long as they are scripted correctly.

 

Are any popular mods(here or on nexus), poorly scripted and can potentially freeze the VM?

Yes, we know some, for example Inmersive beds is a know mod that cause problems and break the game:

https://forums.nexusmods.com/index.php?/topic/985440-immersive-beds/?p=60338796

But seem not have SE version. 

 

Others users reporting problems with some Storms mods when use it with climatology or ilumination mods.

Some users reporting choppy game and constant stack dump with Being Female in some circunstances.

Others times the problems are caused by a bad installed mod with faulting compatibility patchs.

 

The most easy way for see if you have problems in the scripts is open any savegame with ReSaver and look the Active Scripts. Normally i have from 10 to 15. You can have 20 to 30. If you have 50 or 100 can be a normal and puntual spike caused by any action in the game.

 

But if you have thousand and thousand of scripts and all are the same script from the same mod that mean a problem in a mod that is giving problems to the game. Of course, you must ignore all the TERMINATED because are exacly that, scripts that have end but are waiting for the garbage collector.

Spoiler

Normal game with 67 scripts.

save1.png.66624d14541a26381242239791bca4d0.png

 

Problematic game with more than 26k scripts.

actives26k.png.930afa61dafc8ba62bae14b1d179284a.png

 

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