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So I've hit the dreaded 4 GB RAM limit...


loopie

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Posted

My game is pretty optimized and mostly stable, but after about 30-60 minutes I start getting missing textures. Game is optimized for adult mods, bodies, so naturally I removed shadows, optimized or got rid of as much as possible leaves, pine needles, snowflakes, rain, interior fog, etc. etc. basically all the useless to me stuff I don't care about.

 

I also use the ENBoost 6.xx (latest version with ENBseries 3.08) SKSE memory patch and all other applicable stuff. 

 

Worked out all the bugs and its almost all ready for a complete playthrough once I lower with what else to disable or optimize. Now, of course I can lower stuff on bodies, such as remove HDT hairs, some of the outfits and all, but the point of this particular install is to have all that stuff in or as much as possible of it and remove or optimize/lower the terrain / interior and all the other stuff so I can remain under the 4 GB OS limit. Yes, I am on the dreaded Windows 10 with an 8 GB Vid Card, sigh....

 

So what else can I do, just need one or 2 more notches / things to optimize and that should pretty much do it. But I have combed through everything I could find. So hit me with ideas, ini tweaks, optimization mods, anything.

 

My entire Skyrim is backed up and all ini files and all saves, so I'm free to experiment without too much worry.

 

Naturally, this is the old 32 bit version and not SSE for obvious reasons which should not be brought up in this thread please, as that is its seperate discussion.

 

Thanks all !

Posted

Get rid of most of your 4k textures, go to 2k and 1k textures.

Use 1k or even 512 textures for small objects, 2k for buildings, etc. Just think about the size of the object ingame and use appropiate sizes.

 

We don't need a 4k texture for clutter objects.

Posted

 

 

Texture optimizer, works well for me

http://www.nexusmods.com/skyrim/mods/12801/?

 

Agreed, this does an excellent job.

Get rid of most of your 4k textures, go to 2k and 1k textures.

Use 1k or even 512 textures for small objects, 2k for buildings, etc. Just think about the size of the object ingame and use appropiate sizes.

 

We don't need a 4k texture for clutter objects.

 

For me, the only thing that needs high-resolution textures are stuff that you see a lot of, close-up. Faces and body textures, for example. Maybe weapons, armor, and clothing.

Far-away mountains? Low-res is just fine.

Posted

Get rid of most of your 4k textures, go to 2k and 1k textures.

Use 1k or even 512 textures for small objects, 2k for buildings, etc. Just think about the size of the object ingame and use appropiate sizes.

 

We don't need a 4k texture for clutter objects.

 

Thats all already done, down to the rock remover. 

 

I will go double check the ordinator stuff and post how it goes. There was some major reason why I didnt use it originally but I forgot what it was and since I am experimenting, worse that will happen if it messes up the game I'll just restore it from my backup.

Posted

dont get rid of 4k textures, they make your game look awesome.. try these inis, i run them very well on my setup..

chose the right enb will make big differences..

disable autosave!!!!!!!!!!!!!

use dyndolod

 

 

 

 

skyrim.ini

[General]
sLanguage=ENGLISH
sIntroSequence=			//disable Intro Video
fFlickeringLightDistance=8192		//prevents lightning pop-in

uExterior Cell Buffer=36

[Display]
fShadowLODMaxStartFade=1000.0
fSpecularLODMaxStartFade=2000.0
fSunShadowUpdateTime=0.25		//tweaked Sun Shadows
fSunUpdateThreshold=1.5		//tweaked Sun Shadows
fLightLODMaxStartFade=3500.0
iShadowMapResolutionPrimary=2048
bAllowScreenshot=0			//disable Screenshot
iPresentInterval=0			//enable VSync
fDefaultWorldFOV=70.59			//fov
fDefault1stPersonFOV=70.5900		//fov

[Audio]
fMusicDuckingSeconds=6.0
fMusicUnDuckingSeconds=8.0
fMenuModeFadeOutTime=3.0
fMenuModeFadeInTime=1.0

[Interface]
bShowTutorials=0			//disable Tutorials

[Grass]
iMaxGrassTypesPerTexure=7		//grass maxtextures
bAllowCreateGrass=1
bAllowLoadGrass=0
MinGrassSize=40			//grass density
iGrassCellRadius=2			//grass cell radius
bGrassPointLighting=1
b30GrassVS=0 
fGrassFadeRange=18000.000		//avoid grass pop in

[GeneralWarnings]
SGeneralMasterMismatchWarning=One or more plugins could not find the correct versions of the master files they depend on. Errors may occur during load or game play. Check the "Warnings.txt" file for more information.

[Archive]
sResourceArchiveList=Skyrim - Misc.bsa, Skyrim - Shaders.bsa, Skyrim - Textures.bsa, Skyrim - Interface.bsa, Skyrim - Animations.bsa, Skyrim - Meshes.bsa, Skyrim - Sounds.bsa
sResourceArchiveList2=Skyrim - Voices.bsa, Skyrim - VoicesExtra.bsa
bInvalidateOlderFiles=0
SInvalidationFile=ArchiveInvalidation.txt

[Combat]
fMagnetismStrafeHeadingMult=0.0
fMagnetismLookingMult=0.0

[Papyrus]
fPostLoadUpdateTimeMS=500.0
bEnableLogging=0
bEnableTrace=0
bLoadDebugInformation=0

[Water]
bReflectLODObjects=1
bReflectLODLand=1
bReflectSky=1
bReflectLODTrees=1

[MapMenu]
fMapWorldYawRange=400		//increase Map Menu rotation

skyrimprefs.ini

[General]
fBrightLightColorB=1.0000
fBrightLightColorG=1.0000
fBrightLightColorR=1.0000
iStoryManagerLoggingEvent=-1
bEnableStoryManagerLogging=0
fDefaultFOV=70.59			//fov

[Imagespace]
bDoDepthOfField=1
iRadialBlurLevel=0

[Display]
iBlurDeferredShadowMask=0
fInteriorShadowDistance=3000.0000
fShadowDistance=2000.0000
iShadowMapResolutionSecondary=1024
iShadowMapResolutionPrimary=2048
iShadowSplitCount=2
iMaxAnisotropy=1
fLeafAnimDampenDistEnd=4600.0000
fLeafAnimDampenDistStart=3600.0000
fTreesMidLODSwitchDist=3600.0000
fGamma=1.4000
fDecalLOD2=1500.0000
fDecalLOD1=1000.0000
fSpecularLODStartFade=2000.0000
fShadowLODStartFade=200.0000
fLightLODStartFade=3335.0000
iTexMipMapMinimum=0
iTexMipMapSkip=0
iWaterMultiSamples=0
iMultiSample=1
iShadowMode=3
bTreesReceiveShadows=1
bDrawLandShadows=1
bShadowsOnGrass=1
bFull Screen=0
iSize H=900
iSize W=1440
fMeshLODFadePercentDefault=1.2000
fMeshLODFadeBoundDefault=256.0000
fMeshLODLevel2FadeTreeDistance=4096.0000
fMeshLODLevel1FadeTreeDistance=6144.0000
fTreesMidLODSwitchDist=8192		//avoid tree pop in
fMeshLODLevel2FadeDist=3072.0000
fMeshLODLevel1FadeDist=4096.0000
iScreenShotIndex=2
bShadowMaskZPrepass=0
bMainZPrepass=0
iMaxSkinDecalsPerFrame=250
iMaxDecalsPerFrame=800
bDeferredShadows=1
bFloatPointRenderTarget=1
iShadowFilter=3
sD3DDevice="NVIDIA GeForce GTX 760"
iAdapter=0
iPresentInterval=0
bFXAAEnabled=0
iShadowMapResolution=512
fShadowBiasScale=1.5000
iShadowMaskQuarter=4
bTransparencyMultisampling=0
bDrawShadows=1

[Grass]
b30GrassVS=0
fGrassStartFadeDistance=17100.0000
fGrassMaxStartFadeDistance=18000.0000
fGrassMinStartFadeDistance=0.0000

[MAIN]
bGamepadEnable=0
bCrosshairEnabled=1
fHUDOpacity=0.0000
bSaveOnPause=0
bSaveOnTravel=0
bSaveOnWait=0
bSaveOnRest=0
fSkyCellRefFadeDistance=600000.0000

[GamePlay]
bShowFloatingQuestMarkers=1
bShowQuestMarkers=1
iDifficulty=0

[Interface]
bDialogueSubtitles=1
bGeneralSubtitles=1
fMouseCursorSpeed=1.0000
bShowCompass=1

[Controls]
fGamepadHeadingSensitivity=1.0000
fMouseHeadingSensitivity=0.0125
bAlwaysRunByDefault=1
bInvertYValues=0
bGamePadRumble=0
bMouseAcceleration=1
bUseKinect=0

[Particles]
iMaxDesired=20000

[SaveGame]
fAutosaveEveryXMins=60.0000

[AudioMenu]
fAudioMasterVolume=1.0000
fVal7=1.0000
uID7=537075893
fVal6=1.0000
uID6=537075890
fVal5=1.0000
uID5=537077272
fVal4=1.0000
uID4=537075894
fVal3=1.0000
uID3=94881
fVal2=0.3500
uID2=466532
fVal1=1.0000
uID1=554685
fVal0=0.8000
uID0=1007612

[Clouds]
fCloudLevel2Distance=262144.0000
fCloudLevel1Distance=32768.0000
fCloudLevel0Distance=16384.0000
fCloudNearFadeDistance=9000.0000

[TerrainManager]
fTreeLoadDistance=25000.0000
fBlockMaximumDistance=500000.0000
fBlockLevel1Distance=140000.0000
fBlockLevel0Distance=75000.0000
fSplitDistanceMult=4.0000
bShowLODInEditor=0

[NavMesh]
fObstacleAlpha=0.5000
fCoverSideHighAlpha=0.8000
fCoverSideLowAlpha=0.6500
fEdgeFullAlpha=1.0000
fEdgeHighAlpha=0.7500
fEdgeLowAlpha=0.5000
fTriangleFullAlpha=0.7000
fTriangleHighAlpha=0.3500
fTriangleLowAlpha=0.2000
fLedgeBoxHalfHeight=25.0000
fEdgeDistFromVert=10.0000
fEdgeThickness=10.0000
fPointSize=2.5000

[Trees]
bRenderSkinnedTrees=1
uiMaxSkinnedTreesToRender=200

[Decals]
uMaxDecals=100
bDecals=1
bSkinnedDecals=1
uMaxSkinDecals=35
uMaxSkinDecalsPerActor=20

[LOD]
fLODFadeOutMultObjects=12.9000
fLODFadeOutMultItems=15.0000
fLODFadeOutMultActors=15.0000
fLODFadeOutMultSkyCell=1.0000

[Water]
iWaterReflectHeight=2048
iWaterReflectWidth=2048
bUseWaterDisplacements=1
bUseWaterRefractions=1
bUseWaterReflections=1
bUseWaterDepth=1

[Launcher]
bEnableFileSelection=1
bShowAllResolutions=0
uLastAspectRatio=4
[BlurShaderHDR]
bDoHighDynamicRange=0
[BlurShader]
bUseBlurShader=0
Posted

 

dont get rid of 4k textures, they make your game look awesome.. try these inis, i run them very well on my setup..

 

or they waste ram for nothing since bigger texture don't mean better texture

170205112920137572.jpg

 

170205112913884855.jpg

 

170205112919404490.jpg

 

170205112947107138.jpg

 

how many 4k textures do you have anyway?

the ones i use, it's nothing compared to the rest

 

i have 286 files above 5 mo in textures folder (there's some uncompressed 2k msn and other stuff in that)

3256 files above 1.3mo

4963 file above 500 ko

12 521 files under 500 ko (about half it's tintmasks, the 256*256 warpaints that make your 4k head texture look so bad on npc^^)

Posted

Your bottleneck is win10, simple as.

 

Well dah, but I have to live with it, possibly for years as SSE is not worth playing in its current state of mod development for reasons well discussed in other topics. And am not going to run dedicated Win 7 just for one game. Would need yet another SSD or screw around with boot partitions on my biggest one, etc. etc. just a complete no go.

 

Not to mention Win 7 no longer plays nice with my brand new rig and brand new hardware combination. It is also at a point where certain features just plainly suffer because its got outdated. So there is no going back, there is only going forward.

Posted

 

dont get rid of 4k textures, they make your game look awesome.. try these inis, i run them very well on my setup..

chose the right enb will make big differences..

disable autosave!!!!!!!!!!!!!

use dyndolod

 

 

 

 

skyrim.ini

[General]
sLanguage=ENGLISH
sIntroSequence=			//disable Intro Video
fFlickeringLightDistance=8192		//prevents lightning pop-in

uExterior Cell Buffer=36

[Display]
fShadowLODMaxStartFade=1000.0
fSpecularLODMaxStartFade=2000.0
fSunShadowUpdateTime=0.25		//tweaked Sun Shadows
fSunUpdateThreshold=1.5		//tweaked Sun Shadows
fLightLODMaxStartFade=3500.0
iShadowMapResolutionPrimary=2048
bAllowScreenshot=0			//disable Screenshot
iPresentInterval=0			//enable VSync
fDefaultWorldFOV=70.59			//fov
fDefault1stPersonFOV=70.5900		//fov

[Audio]
fMusicDuckingSeconds=6.0
fMusicUnDuckingSeconds=8.0
fMenuModeFadeOutTime=3.0
fMenuModeFadeInTime=1.0

[Interface]
bShowTutorials=0			//disable Tutorials

[Grass]
iMaxGrassTypesPerTexure=7		//grass maxtextures
bAllowCreateGrass=1
bAllowLoadGrass=0
MinGrassSize=40			//grass density
iGrassCellRadius=2			//grass cell radius
bGrassPointLighting=1
b30GrassVS=0 
fGrassFadeRange=18000.000		//avoid grass pop in

[GeneralWarnings]
SGeneralMasterMismatchWarning=One or more plugins could not find the correct versions of the master files they depend on. Errors may occur during load or game play. Check the "Warnings.txt" file for more information.

[Archive]
sResourceArchiveList=Skyrim - Misc.bsa, Skyrim - Shaders.bsa, Skyrim - Textures.bsa, Skyrim - Interface.bsa, Skyrim - Animations.bsa, Skyrim - Meshes.bsa, Skyrim - Sounds.bsa
sResourceArchiveList2=Skyrim - Voices.bsa, Skyrim - VoicesExtra.bsa
bInvalidateOlderFiles=0
SInvalidationFile=ArchiveInvalidation.txt

[Combat]
fMagnetismStrafeHeadingMult=0.0
fMagnetismLookingMult=0.0

[Papyrus]
fPostLoadUpdateTimeMS=500.0
bEnableLogging=0
bEnableTrace=0
bLoadDebugInformation=0

[Water]
bReflectLODObjects=1
bReflectLODLand=1
bReflectSky=1
bReflectLODTrees=1

[MapMenu]
fMapWorldYawRange=400		//increase Map Menu rotation

skyrimprefs.ini

[General]
fBrightLightColorB=1.0000
fBrightLightColorG=1.0000
fBrightLightColorR=1.0000
iStoryManagerLoggingEvent=-1
bEnableStoryManagerLogging=0
fDefaultFOV=70.59			//fov

[Imagespace]
bDoDepthOfField=1
iRadialBlurLevel=0

[Display]
iBlurDeferredShadowMask=0
fInteriorShadowDistance=3000.0000
fShadowDistance=2000.0000
iShadowMapResolutionSecondary=1024
iShadowMapResolutionPrimary=2048
iShadowSplitCount=2
iMaxAnisotropy=1
fLeafAnimDampenDistEnd=4600.0000
fLeafAnimDampenDistStart=3600.0000
fTreesMidLODSwitchDist=3600.0000
fGamma=1.4000
fDecalLOD2=1500.0000
fDecalLOD1=1000.0000
fSpecularLODStartFade=2000.0000
fShadowLODStartFade=200.0000
fLightLODStartFade=3335.0000
iTexMipMapMinimum=0
iTexMipMapSkip=0
iWaterMultiSamples=0
iMultiSample=1
iShadowMode=3
bTreesReceiveShadows=1
bDrawLandShadows=1
bShadowsOnGrass=1
bFull Screen=0
iSize H=900
iSize W=1440
fMeshLODFadePercentDefault=1.2000
fMeshLODFadeBoundDefault=256.0000
fMeshLODLevel2FadeTreeDistance=4096.0000
fMeshLODLevel1FadeTreeDistance=6144.0000
fTreesMidLODSwitchDist=8192		//avoid tree pop in
fMeshLODLevel2FadeDist=3072.0000
fMeshLODLevel1FadeDist=4096.0000
iScreenShotIndex=2
bShadowMaskZPrepass=0
bMainZPrepass=0
iMaxSkinDecalsPerFrame=250
iMaxDecalsPerFrame=800
bDeferredShadows=1
bFloatPointRenderTarget=1
iShadowFilter=3
sD3DDevice="NVIDIA GeForce GTX 760"
iAdapter=0
iPresentInterval=0
bFXAAEnabled=0
iShadowMapResolution=512
fShadowBiasScale=1.5000
iShadowMaskQuarter=4
bTransparencyMultisampling=0
bDrawShadows=1

[Grass]
b30GrassVS=0
fGrassStartFadeDistance=17100.0000
fGrassMaxStartFadeDistance=18000.0000
fGrassMinStartFadeDistance=0.0000

[MAIN]
bGamepadEnable=0
bCrosshairEnabled=1
fHUDOpacity=0.0000
bSaveOnPause=0
bSaveOnTravel=0
bSaveOnWait=0
bSaveOnRest=0
fSkyCellRefFadeDistance=600000.0000

[GamePlay]
bShowFloatingQuestMarkers=1
bShowQuestMarkers=1
iDifficulty=0

[Interface]
bDialogueSubtitles=1
bGeneralSubtitles=1
fMouseCursorSpeed=1.0000
bShowCompass=1

[Controls]
fGamepadHeadingSensitivity=1.0000
fMouseHeadingSensitivity=0.0125
bAlwaysRunByDefault=1
bInvertYValues=0
bGamePadRumble=0
bMouseAcceleration=1
bUseKinect=0

[Particles]
iMaxDesired=20000

[SaveGame]
fAutosaveEveryXMins=60.0000

[AudioMenu]
fAudioMasterVolume=1.0000
fVal7=1.0000
uID7=537075893
fVal6=1.0000
uID6=537075890
fVal5=1.0000
uID5=537077272
fVal4=1.0000
uID4=537075894
fVal3=1.0000
uID3=94881
fVal2=0.3500
uID2=466532
fVal1=1.0000
uID1=554685
fVal0=0.8000
uID0=1007612

[Clouds]
fCloudLevel2Distance=262144.0000
fCloudLevel1Distance=32768.0000
fCloudLevel0Distance=16384.0000
fCloudNearFadeDistance=9000.0000

[TerrainManager]
fTreeLoadDistance=25000.0000
fBlockMaximumDistance=500000.0000
fBlockLevel1Distance=140000.0000
fBlockLevel0Distance=75000.0000
fSplitDistanceMult=4.0000
bShowLODInEditor=0

[NavMesh]
fObstacleAlpha=0.5000
fCoverSideHighAlpha=0.8000
fCoverSideLowAlpha=0.6500
fEdgeFullAlpha=1.0000
fEdgeHighAlpha=0.7500
fEdgeLowAlpha=0.5000
fTriangleFullAlpha=0.7000
fTriangleHighAlpha=0.3500
fTriangleLowAlpha=0.2000
fLedgeBoxHalfHeight=25.0000
fEdgeDistFromVert=10.0000
fEdgeThickness=10.0000
fPointSize=2.5000

[Trees]
bRenderSkinnedTrees=1
uiMaxSkinnedTreesToRender=200

[Decals]
uMaxDecals=100
bDecals=1
bSkinnedDecals=1
uMaxSkinDecals=35
uMaxSkinDecalsPerActor=20

[LOD]
fLODFadeOutMultObjects=12.9000
fLODFadeOutMultItems=15.0000
fLODFadeOutMultActors=15.0000
fLODFadeOutMultSkyCell=1.0000

[Water]
iWaterReflectHeight=2048
iWaterReflectWidth=2048
bUseWaterDisplacements=1
bUseWaterRefractions=1
bUseWaterReflections=1
bUseWaterDepth=1

[Launcher]
bEnableFileSelection=1
bShowAllResolutions=0
uLastAspectRatio=4
[BlurShaderHDR]
bDoHighDynamicRange=0
[BlurShader]
bUseBlurShader=0

 

Thanks, though replacing entire ini files is a gigantic no go in my case due to the fact that it would break half the stuff I already have, I will take a good look at the individual settings for comparison, maybe something will jump out at me. LOD is something I also do not want to even touch as it caused me nothing but drama in the past.

 

Also, just to re-iterate, the point is to get rid of useless stuff such as water refects, extra tree leaves, extra fog, all that extra terrain and view distance stuff is null and void. Bodies and sex take priority.

 

I am currently running the ordinator optimizer, its been over an hour now and its about 3/4 done. I used the mid preset. From what I see though from the logs, while I did have some huge outfit textures remaining (5MB+) and this is doing an excellent job downscaling those (roughly in half or less), it also made some of the textures actually larger, I had a whole bunch that were 32k which have been upscaled to 48k.

 

Also, its not just doing the terrain, buildings, cave walls etc. but its rescaling body and face, hair, eyes and all that stuff, which is what I wanted to avoid as they were all already at 2k or lower. I will see how things look like and how the game performs at around hour or 2 of playtime, but if the bodies become too ugly or sex scenes are affected too much I will have to revert it all. We'll see.

Posted

OK, just an update. The ordinator texture optimizer is a very nice tool, but it did bork bodies pretty badly as I already had 2k optimized textures. Had to re-install body, skins, follower mods etc. to get them looking normal again. it also messed up lighting, its now not smooth but has these sort of gradients and its jittery when I am in/near those.

 

So after this, some re-installs, the game is up and running again. I do see a definite use for it on my future installs though, simply install the extended structures and outfits 1st, then run this optimizer, then install bodies, followers, NPCs, lighting etc. after this tool has been ran. That way all the useless terrain crap will stay low end like I want it to while the parts of the game I want to stay decent looking, will do exactly that.

 

Anything else that can be done ?

 

Posted

OK, just an update. The ordinator texture optimizer is a very nice tool, but it did bork bodies pretty badly as I already had 2k optimized textures. Had to re-install body, skins, follower mods etc. to get them looking normal again. it also messed up lighting, its now not smooth but has these sort of gradients and its jittery when I am in/near those.

 

So after this, some re-installs, the game is up and running again. I do see a definite use for it on my future installs though, simply install the extended structures and outfits 1st, then run this optimizer, then install bodies, followers, NPCs, lighting etc. after this tool has been ran. That way all the useless terrain crap will stay low end like I want it to while the parts of the game I want to stay decent looking, will do exactly that.

 

Anything else that can be done ?

 

That's how I do it - install everything except bodies, then run texture optimizer, then install bodies. You probably didn't need to reinstall everything though, it should have created a backup of your old textures (IIRC in C:\Textures Backup). ;)

Try different settings in ordenador too, like compressing to DTX1/3/5 or turning off mipmaps, or compressing BSA files (if some of your texture mods use BSA instead of loose files).

 

 

 

it also made some of the textures actually larger, I had a whole bunch that were 32k which have been upscaled to 48k.

 

You probably selected the "make mipmaps" option. It's not a bad thing to do, though, particularly when it only upscales from 32 to 48.

 

 

I wish I could be of some help, though. At the point where the game is messed up like that, I usually go for the nuclear option and reinstall from scratch, only installing those mods I want right now, and leaving everything else for later if I want to add it in. It's not an easy or fun thing to do, but it does work. :(

Posted

 

 turning off mipmaps

 

 

Not a good idea.

 

compressing BSA files

 

 

Also not a good idea.

 

 

While I tend to agree about turning off mipmaps - the cost to memory is negligible compared to the increase - why not compress the BSA? It doesn't actually touch the BSA file, right? Just extracts the files and compresses them, placing them as loose files? If the problem is VRAM, that can only help...?

Posted

 

 turning off mipmaps

 

 

Not a good idea.

 

compressing BSA files

 

 

Also not a good idea.

 

 

useless post

 

game render textures at 100% near you, then 75%, 50%, 25%, mipmaps it's that

+ less ram usage

+ reduced harddrive load

- more stuff to do for cpu

- game generate mipmaps for all textures that don't have mipmaps

 

as for your blabla about bsa, whatever have to be done depend on the harddrive

 

cold boot

HDD L 92.5395 90.6946 93.7892

HDD z 5.4664 5.4246 5.4064

SSD L 3.7257 3.7292 3.7200

SSD z 5.1564 5.1884 5.1570

 

=> loose files in SSD was the best. zipfile in HDD was about 17 times faster than loose files in HDD.

 

after cached

HDD L 0.5387 0.5383 0.5439

HDD z 3.7878 3.7912 3.7899

SSD L 0.5418 0.5443 0.5425

SSD z 3.8041 3.7941 3.7983

 

=> loose files was 7 times faster when cached, regardless of being HDD or SSD.

 

after flushed

HDD L 88.6588 89.9364 96.7789

HDD z 5.4158 5.4082 5.4385

SSD L 3.5461 3.4610 3.5147

SSD z 5.1802 5.1620 5.1692

 

=> I think I can safely tell that RAMMap is working as intended.

 

well... it's more complicated than that but i am lazy

if someone want to check, put your grass folder in a compressed bsa and compare

 

 

and there's a readme with texture optimiser...

because the ones that do stuff randomly fail

Set_NoResize = *\actors*

Set_NoResize = *\landscape*

Set_NoResize = *\dungeons*

Set_ARGB = *\*_msn.dds

Set_MaxSize1024= *_m.*

Set_MaxSize1024= *_p.*

Set_MaxSize2048 = *_n.*

Set_MaxSize2048 = *_nrm.*

Set_dxt5 = *_n.*

 

 

Posted

 

 

 turning off mipmaps

 

 

Not a good idea.

 

compressing BSA files

 

 

Also not a good idea.

 

 

useless post

 

game render textures at 100% near you, then 75%, 50%, 25%, mipmaps it's that

+ less ram usage

+ reduced harddrive load

- more stuff to do for cpu

- game generate mipmaps for all textures that don't have mipmaps

 

as for your blabla about bsa, whatever have to be done depend on the harddrive

 

cold boot

HDD L 92.5395 90.6946 93.7892

HDD z 5.4664 5.4246 5.4064

SSD L 3.7257 3.7292 3.7200

SSD z 5.1564 5.1884 5.1570

 

=> loose files in SSD was the best. zipfile in HDD was about 17 times faster than loose files in HDD.

 

after cached

HDD L 0.5387 0.5383 0.5439

HDD z 3.7878 3.7912 3.7899

SSD L 0.5418 0.5443 0.5425

SSD z 3.8041 3.7941 3.7983

 

=> loose files was 7 times faster when cached, regardless of being HDD or SSD.

 

after flushed

HDD L 88.6588 89.9364 96.7789

HDD z 5.4158 5.4082 5.4385

SSD L 3.5461 3.4610 3.5147

SSD z 5.1802 5.1620 5.1692

 

=> I think I can safely tell that RAMMap is working as intended.

 

well... it's more complicated than that but i am lazy

if someone want to check, put your grass folder in a compressed bsa and compare

 

 

and there's a readme with texture optimiser...

because the ones that do stuff randomly fail

Set_NoResize = *\actors*

Set_NoResize = *\landscape*

Set_NoResize = *\dungeons*

Set_ARGB = *\*_msn.dds

Set_MaxSize1024= *_m.*

Set_MaxSize1024= *_p.*

Set_MaxSize2048 = *_n.*

Set_MaxSize2048 = *_nrm.*

Set_dxt5 = *_n.*

 

 

So with regards to some of these options, since I do not understand any of them, which are best to use for max VRAM optimization ? I dont care about CPU or HDD use, got a pretty beast rig so those are not the issues. If there are any trade offs to be made, I need to go for the VRAM.

 

With mipmaps for example, if I tell it not to make mipmaps game makes its own, but are the ones the game makes smaller or better then the ones this makes ? Also, does the game only require them when not at point blank range and otherwise doesnt use them or make them ?

 

And the compression ? Which one yields the smallest file sizes and is it worth it ? If all the textures are extemely compressed wont the game need to decompress thus cause lag and possible issues from that ? 

 

I initially chose mid for some hope of a balanced approach as I know nothing about this sort of stuff, especially the DX compressions etc. so no idea really which I should or shouldn't use.

Posted

game render textures at 100% near you, then 75%, 50%, 25%, mipmaps it's that

+ less ram usage

+ reduced harddrive load

- more stuff to do for cpu

- game generate mipmaps for all textures that don't have mipmaps

 

Really? The game auto-generates mipmaps anyway? So all generating the mipmaps for textures (using ordenador or otherwise) does is save a bit of CPU (or I guess GPU) processing then?

 

So with regards to some of these options, since I do not understand any of them, which are best to use for max VRAM optimization ? I dont care about CPU or HDD use, got a pretty beast rig so those are not the issues. If there are any trade offs to be made, I need to go for the VRAM.

 

With mipmaps for example, if I tell it not to make mipmaps game makes its own, but are the ones the game makes smaller or better then the ones this makes ? Also, does the game only require them when not at point blank range and otherwise doesnt use them or make them ?

 

And the compression ? Which one yields the smallest file sizes and is it worth it ? If all the textures are extemely compressed wont the game need to decompress thus cause lag and possible issues from that ? 

 

I initially chose mid for some hope of a balanced approach as I know nothing about this sort of stuff, especially the DX compressions etc. so no idea really which I should or shouldn't use.

As I understand it:

When compressing textures using ordenador, go ahead and make mipmaps. As you've seen, it will actually increase the file size a bit, but it doesn't impact your VRAM at all negatively. In fact, you might notice an overall improvement. But make sure to reinstall the body textures afterward, or use that command line argument yatol pointed out (thanks BTW, I never actually read the readme, because I'm a scrub ;) ).

 

I have no idea if these auto-generated mipmaps are any better or worse than those Ordenador does. My guess would be exactly the same.

 

IIRC there's no real difference between DTX3 and DTX5 size-wise. The difference is in how it deals with the alpha channel (transparency) I think. I don't think it really matters which one you pick, but I do believe DTX1 is overall worse.

Compressing these textures doesn't actually "compress" them in the sense of putting them in a BSA or .zip file or anything - in this case, "compression" basically means reducing texture quality to save on texture size (and thus vram size). If you "compress" them using ordenador, the game won't "uncompress" them because there's nothing to uncompress. It basically will take (for example) a 2048x2048 texture and reduce it in size to a 1024x1024 texture. Blowing it back up again would be pointless and actually degrade visual quality. :)

Posted

 

 

Really? The game auto-generates mipmaps anyway? So all generating the mipmaps for textures (using ordenador or otherwise) does is save a bit of CPU (or I guess GPU) processing then?

 

why don't you just check in game?

 

turn off mipmap, coc whiterun speedmult500 tfc tgm and run to riften

try again with mipmap on

try again after removing mipmaps from textures of landscape and architecture folders

 

 

I dont care about CPU or HDD use, got a pretty beast rig so those are not the issues.

 

 

you have a pc from 2060?

http://www.fastestssd.com/featured/ssd-rankings-the-fastest-solid-state-drives/

 

and compressing, it's that

17020601061917113.jpg

most of grass textures are nothing

the nothing there, it's the same as that nothing there

as loose files you load all nothing

compressed, nothing2 is a link to nothing1, nothing3 a link to nothing1, nothing4...

 

you will load my grass folder in 2 seconds

you will load the compressed bsa in 0.4 seconds, plus the nothing1 from ram copy paste to nothing2, nothing3, nothing4

unless your ram isn't faster than your hdd, loose files can't be more performance friendly

 

so all those ones that are unpacking bsa for performance, euh.... well... you are supposed to repack everything after optimisation... that part got lost in oblivion^^

Posted

Oh there's useless post, but it isn't mine. Guess you're still mad about being wrong in the citrus thread as well virtually any other thread you post in.

 

Black textures come from either no mipmaps or exceeded vram, period. Bethbryo doesn't autogenerate anything. Any memory timing tool will show this definitively.

 

Compressing or not compressing BSAs is irrelevant on modern hardware, the issue is stability. Compressing a BSA with fuz, pex or string files is stupid, and there are pages and pages on various forums since Oblivion on why it's stupid.

Posted

Compressing or not compressing BSAs is irrelevant on modern hardware, the issue is stability. Compressing a BSA with fuz, pex or string files is stupid, and there are pages and pages on various forums since Oblivion on why it's stupid.

 

and where do you see fuz or strings in my textures bsa?

 

and since i make such an impression on you, you know what i think of those custom race npc mods, of course i have a problem with your way of messing with npcs, tooks me hours 2 years agro to delete all that crap

Posted

Would be kinda nice if there were a bit less arguments and a bit more facts about how to save on RAM usage in this post ....

Posted

BSA compression is done at your own risk even the disclaimer says so. the mod author even advices against using bsa compression. So compressing bsa is a bad idea.

Posted

and what's that risk you are talking about?

i was supposed to have problems when i was playing enderal? (their bsa are compressed)

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