In my ruthless conservation of time, I found myself looking at the game in full-screen mode with an intensely annoying flickering edge around it. After about 30 minutes of ignoring the problem, I closed the interior cell editing window in
SkyCK, and the problem went away.
.
10 things come from this:
.
0. What the problem is if you come across it (Just mentioned)
1. A very reliable way to raise system stress and stress the resource management into the
[
BUG
ZONE
]
.
(DDT? Anyone?)
.
So I was able to get those mannequins really hopping and, this time, the unscheduled program terminations (UPTs) or "CTD"s were also triggered by other events - including a door teleport from one internal cell to another internal cell - which disappeared on reload. I also saw my first actual frame stutter since I got
Skyrim. That would be in addition to the frame transition blur - which I think is done with a little vision tunneling or increasing blur with attenuation (distance from the cross-hair). A suggestion from http://www.gamesas.com/user/766649-amethyst-deceiver/ made on my http://www.gamesas.com/topic/1358332-caught-mischievous-mannequin-monkey-business-on-camera/ actually made a really big difference as less lights per object model meant less monkey-business.
.
http://www.gamesas.com/user/764276-sluckyd/, those tri-count errors sound familiar. There used to be an http://forums.nexusmods.com/index.php?/topic/450979-what-in-dagons-name-is-the-significance-of-220-inter-grid-connections/page__p__3735423#entry3735423 which would be raised in the
Construction Set for
Oblivion. I honestly don't know if it's relevant, but you never know. I also used to just love making huge interior cells because of that open feel they have, but these can be, ah, "challenging" to optimize. I've since found that it is better to split an interior across multiple cells wherever:
- lighting behavior changes (i.e above ground interior transitioning below ground)
- architecture changes, especially between incompatible architecture
- access level changes (i.e when transitioning from silver key/pass zone to gold key/pass zone)
Etc.
Thankfully,
Roger the Donkey hasn't paid my plug-in a visit yet. Touch wood. Not that I'm superstitious. Touch lots of wood. In fact I'm not superstitious at all. Touch a whole pile of wood! The current version of
SkyCk running on my
Vista x64 system is 1.5.24.0 and the game is at 1.5.24.0.5 but the plug-in I'm currently working on began when
Skyrim and
SkyCk were in the 1.4s. I don't know if that means
Steam's delivered me the new
Beta yet but, as they say in Eire,
Wherever you go, there you are..
http://www.gamesas.com/user/766649-amethyst-deceiver/ also mentioned using large NavMesh triangles. I expect this would reduce tri-count and it does raise an interesting question of optimum size for NavMesh triangles. In my own experience it seems that if they are too small or too narrow, actors can have a hard time navigating with them.
.
So now I'm off to see what happens next...