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BBP lag?


Passerby

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Posted

So...I'm running an i7 with my trusty little gtx 460 humming along, and while not ideal it's been doing great so far, keeping above (usually well above) 40 fps on ultra settings.

 

I'd originally just gone for the xp32 maximum compatibility skeleton and cbbe, along with the hdt10-24 physics extension to cover my bases. Somewhere along the line I picked up another skeleton for node scaling to make sure I was compatible with Estrus Chaurus and the like. By the end I had bottom physics but no breast physics, so looked into it and it seemed like the cbbe body meshes didn't actually have any inherent bbp support.

 

So I went down the route of installing CHSBHC (What does that even stand for?), followed by cbbe (with some shady overriding) combined with an animation pack or two to taking advantage of them and see if they're working. After a bodyslide revamp I got bbp working on skeletons, but ever since then my framerate dies down to single digits when I enter towns or approach NPCs, when it was going fine at 40+ fps before.

 

What I find weird about this is that I haven't gotten around to directly replacing the vanilla armors and clothing meshes with anything that would be bbp enabled yet, so I feel like none of them should've been affected by any of the changes I just made...and yet it seems to get exponentially worse when other NPCs are around.

I'm also surprised because my initial skeleton/mesh setup actually did have bottom physics (for some reason), it just seemed to be lacking breast physics of any kind. But the point is those physics were there before, so even they aren't something that new afaik.

 

...so what exactly happened? Is this actually just me going overboard on mods or did I mangle their installation so much that the game doesn't know what to do with it?

 

(And on a related note, is there a nice simple way to have bodyslide, node scaling, and bbp in just one neat little package?)

Posted

Hmm, most likely not an HDT problem, but your CPU might be getting bogged down by a particular script heavy mod.

 

Run some diagnostic tests and see CPU usage in control panel and GPU usage using GPU-Z or Nvidia Inspector.

If it's your gpu bogging you down, easy fix is to slightly OC it with Nvidia Inspector and see if framerates go back up.

 

If it's your CPU bogging you down, you have few choices, get rid of some script-heavy mods or use a perfomance patch like enboost or SSME

 

As for your wish of an easy All-In-One package, also read it's description for a link to customized HDT jiggle file: (Shameless Plug)

http://www.loverslab.com/topic/25750-hdt-body-weights-7base-bombshell-alpha-added-testers-wanted/

which requires this skeleton:

http://www.loverslab.com/topic/25971-xp32-maximum-skeleton-extended/

 

Try that, It's what I use and I gotta say it's pretty optimized for HDT jiggling effects :blush:

Of course feedback to improve the body is always welcome :P

Posted

Well I'd only swapped out the bodies, so I didn't think there was a huge scripting component really inherent in that. It might be my gpu showing its limitations, that's really what I'm worried about...but it's a good point, that can be overclocked (it definitely has the means) and there are performance patches to consider.

I'm still a bit mystified as to why that would be the case though, since the armors themselves are entirely different meshes from the bodies, right? So even if a new mesh with new physics was installed and running on every NPC, it still shouldn't create any extra burden unless they were all naked.

Then again, if it were GPU based there would probably be draw errors along with rendering lag, like breasts stretched out over the horizon. So I guess it's some script interaction...somewhere. :/

 

And I actually had looked at that before when I was trying to piece all this together and backed out because I figured HDT was probably more trouble than it's worth without the animations to back it up, so didn't go through with it. But when you make it sound so simple how can I not? Plug successful.

 

EDIT: So I did just go and pop out the old ones and put that one in real quick, and I'm really impressed. It gave me all the same effects (Smoother in fact, glad I picked up the differently weighted hdt xml you had up there) but without shady overwrite interactions between the mod with the long acronym and CBBE...and all at a nice stable 55-60 fps, so thank you!

 

Now I just need to be brave enough to get something that'll give NPC bodies more variety like the "Realistic Body System"...and then get all THOSE using the HDT body. And then, animations. And maybe then I'll try actually playing the game. Maybe.

Posted

Hehe, ty

 

HDT doesn't *need* animation support (unless your going for breast collision stuff with your own hands/other NPC hands)

 

Actually the armors themselves contain the body within them (as far as BodySlide conversions go) the physics is ALWAYS running, even if you don't see a visible effect.

The only time it won't run/calculate/east up cpu clock cycles is if there is no breast weights for the NPC's armor (which also contains the Body if your using BodySlide)

 

Regardless, I hope you enjoy your newfound pleasure in Jigglyness!

Posted

Aaah, so that's the difference. Here I was still thinking it was like oblivion where everything you put on was just a different body mesh, so your choice of body was largely irrelevant.

If that's the case, I'm really looking forward to seeing body-outfit interactions that might make the tedious individual sizing of one to the other irrelevant/automatic. I actually had thought that's what scalable armor was, now I'm not so sure

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