SkyBoost (topic 2)

Post » Sat May 19, 2012 9:47 pm

it seems that when i launch skyrim via launcher every one of my mods are fine (except skyUI which is fine but shows an error message if not loaded with skse) but when i launch via skse (through NMM) theres a small hit on fps.

Any ideas?

also overclocking the cpu from 2.8Ghz to 3.8Ghz seemed to help quite a bit
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SWagg KId
 
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Post » Sun May 20, 2012 9:51 am

So I was walking down the stairs at Dragonsreach looking back and forth at the big tree and the fps counter...and I tripped and fell...and died.

No, but really, I went out to my garage (IRL) and my car wouldn't start. I can't be sure that this mod is causing it but I deleted the files from my hard drive just to be safe...you know, I don't want to risk this mod ruining my life somewhere down the line when I'm at level [age] 40, bald and pot-bellied. Nothing bad has happened since so I'm keeping my fingers crossed but you can never be too safe, within reason...

:meh:
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Alan Whiston
 
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Post » Sun May 20, 2012 3:49 am

Is this compatible with SKSE b/c I ue that laucher for SKY UI
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Mason Nevitt
 
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Post » Sat May 19, 2012 11:17 pm

Since r3 I get 60 FPS! looking at the tree in Dragonsreach! Wow Alexander is a genious. I more or less stopped carring about FPS cause for me its not an issue any more cause my game is so smooth now! Thanks mate!
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Cody Banks
 
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Post » Sat May 19, 2012 9:52 pm

reKTa: I don't know about SkyBoost affecting your real life, but since you're erasing mods, you should definitely erase any nvde mods you have too, cause those definitely affect real life. Staring too hard at naked pixels tend to have negative effects on your relationship with the opposite six (I'm assuming you're male) :tongue:

Sorry for the off-topic post, couldn't resist to reply.
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yermom
 
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Post » Sun May 20, 2012 6:43 am

Oh just wanted to add as it seems you are rewriting bottlenecks. For me worst bottleneck is the little bridge when you enter Riften and the market there in the center.
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Philip Lyon
 
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Post » Sun May 20, 2012 2:31 am

Is this compatible with SKSE b/c I ue that laucher for SKY UI
Yes, it's compatible with SKSE. I use them both on my laptop without issue.
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Susan
 
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Post » Sun May 20, 2012 4:16 am

I do have a question though, does the script have problems with fast travel? When I load my game inside a city, I can definitely feel the improvements. But if I leave the city, do some quests, and then come back an hour or so later (real time) via fast travel, the improvements I felt before isn't so noticeable (sometimes I feel like the optimizations aren't working at all). The only other script dragon mod I have is the XSO game customizer. I was wondering if anyone else have this problem? Thanks
Dunno, it's working as expected here. I travelled a bit, fast travelled to Riften, then back to Whiterun and it's same 24 fps on Dragonreach overlooking the city.
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Travis
 
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Post » Sun May 20, 2012 1:46 am

@Alexander Blade well the r3 is faster gives me 5-8 more fps overall in towns out side i never had to much problems but i guess little boost is welcome everywhere :)

My mobo is laptop AMD Phenom II X4 N970 2.2Ghz,AMD Radeon 6650M,4GB DDR3.

From what i remember from topic 1 you did wrote it's mostly optimised(compiled) for intel cpu's right? i just hope you find time and write version for amd but that's your choice the r3 is working great for me so thank you and Happy New Year :)
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NeverStopThe
 
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Post » Sun May 20, 2012 5:29 am

Skyboost isn't meant to work with FXAA injector or ENB is it? Those two are meant to work with TESVAL plugin for SKSE, which I presume is basically a patch to work with SKSE's code and not Skyboost.

Or maybe I'm talking out of my ass. Anyone care to fill me in?

Even with the ENB and Injector settings completely off, it lowers FPS big time. I did not test the ENB/FXAA with TESVAL because I didn't want to remove Skyboost, but was just curious.

{edit} I've kept ENB/FXAA uninstalled anyways. Skyboost's improvement is amazing.
:turned:

Do you know if I changed the ENB.ini settings to use my graphics card instead of "ENB" that it will work better? or does ENB not work at all that way...

I use Skyboost together with ENB, SKSE and Dragon Script, all work perfectly together for me.

If you set the skyrim.ini to use your graphiccard instead of ENB, ENB won't work correctly. If you use ENB <0.97 it will only fix bugs, but don't hit fps or do better graphics. If you use ENB 0.97 - 0.100, you can set your graphiccard's vendorID and modelID in the enbsettings.ini to get a bit smoother performance. If you use ENB 0.101, i assume it is not necessary to set your IDs in the .ini anymore. All versions of ENB >= 0.97 enhance your graphics, with a very little hit on fps, but i prefer ENB's SSAO over those few fps.

I can't talk about fxaa injector, i stopped using this, because ENB does a much better job for me. And afaik ENB 0.101 is not compatible with fxaa injector atm.

@Topic: Skyboost r3 is really great, i love it, the improvement is absolutely surprising. Even if i get moving corpses and other little glitches, the improved performance is worth ignoring some unwanted sideeffects.
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Julie Serebrekoff
 
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Post » Sun May 20, 2012 4:02 am

I use Skyboost together with ENB, SKSE and Dragon Script, all work perfectly together for me.

If you set the skyrim.ini to use your graphiccard instead of ENB, ENB won't work correctly. If you use ENB <0.97 it will only fix bugs, but don't hit fps or do better graphics. If you use ENB 0.97 - 0.100, you can set your graphiccard's vendorID and modelID in the enbsettings.ini to get a bit smoother performance. If you use ENB 0.101, i assume it is not necessary to set your IDs in the .ini anymore. All versions of ENB >= 0.97 enhance your graphics, with a very little hit on fps, but i prefer ENB's SSAO over those few fps.

I can't talk about fxaa injector, i stopped using this, because ENB does a much better job for me. And afaik ENB 0.101 is not compatible with fxaa injector atm.

@Topic: Skyboost r3 is really great, i love it, the improvement is absolutely surprising. Even if i get moving corpses and other little glitches, the improved performance is worth ignoring some unwanted sideeffects.
:twirl:

Skyrim.ini or SkyrimPref.ini? I see my video card under SkyrimPref.

I normally edit SkyrimPref the most, but I still never knew why there's two of these things. :blush:
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Damned_Queen
 
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Post » Sat May 19, 2012 9:39 pm

Ultra settings (1920x1200)

Mods: 2K HD, serious HD retexture, Flora, HD mountains/rocks.... and many others, cant remember..

Top of Dragonreach overlooking the big tree:

Vanilla: 29 FPS
R2: 37 FPS
R3: 44 FPS!!!!!!!

Thank you Mr. Bale :smile:

System:

I7 980
Nvidia 580
12 GB RAM
SSD 256
Windows 7 ultimate

Edit: Any plans for R4??!! :tongue:
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LADONA
 
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Post » Sun May 20, 2012 8:03 am

FPS is normal or better than normal. I'm capped at 35fps anyway because I much prefer a constant, lower FPS than a higher but fluctuating FPS.

I mean by turning the camera around. Sometimes I'll get really stuttery camera movement for a minute or two that doesn't happen when this mod is disabled. Doesn't stop me from using it, but just a little issue I'm having.

use 40 or 45 fps cap, most games feel stuttery when being limited lower than 40.
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Sarah Knight
 
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Post » Sun May 20, 2012 6:43 am

tarikko
First i need to make few r3 builds (fpu/sse/sse2/etc) to determinate faster one
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Elina
 
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Post » Sun May 20, 2012 4:38 am

Could you write SSE1 code for these processors ?
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Princess Johnson
 
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Post » Sun May 20, 2012 1:15 am

as i said i will , but no time for skyboost development cuz of ny
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Captian Caveman
 
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Post » Sun May 20, 2012 2:27 am

Hm question im no expert i don't got actually any idea but what's point of writing the see1 version?

sse1 was in year 1999 and sse2 in 2000 so i quess everyone can use sse3 shoulden't we use new one insted off old one if someone could explain thank you.

And again Happy New Year to everyone let's give break to Alex he already gived us so much... :)
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Rachel Briere
 
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Post » Sun May 20, 2012 12:30 am

Could you write SSE1 code for these processors ?
Hm question im no expert i don't got actually any idea but what's point of writing the see1 version?

sse1 was in year 1999 and sse2 in 2000 so i quess everyone can use sse3 shoulden't we use new one insted off old one if someone could explain thank you.

And again Happy New Year to everyone let's give break to Alex he already gived us so much... :smile:
Please correct me, if I am wrong, but I think I saw somebody somewhere state, that there is SSE2 code in the Skyrim executable, only not in those places that SkyBoost (and TESVAL) are optimizing.

If that is true, then using SSE1 in SkyBoost could be pointless, because you still need a processor capable of handling SSE2 anyway.

Concerning SSE3, if vanilla Skyrim does not go beyond SSE2, then using anything higher than that might restrict the applicability of the mod to a subsegment of processors capable of otherwise running Skyrim, (unless it is a fair assumption, that all those would support SSE3). I wonder if anybody has thoroughly checked what is the highest generation of SSE instructions contained in the Skyrim executable. (Checking that is beyond my capabilities)
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OnlyDumazzapplyhere
 
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Post » Sun May 20, 2012 9:52 am

With TESVAL I had zero improvement in framerates, don't know why, but then thought I'd try this one out after noticing FPS drops in places like Markarth. FPS increase in cities of 10-12 fps. In front of Dragonsreach an increase from 40 to 48-50 fps. In Markarth, in front of Understone Keep I now have an increase from 36 to 48 fps.

Now if only somebody could do something about this nasty save game bloating...but that's another thread altogether.
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Jessica Stokes
 
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Post » Sun May 20, 2012 12:07 am

Please correct me, if I am wrong, but I think I saw somebody somewhere state, that there is SSE2 code in the Skyrim executable, only not in those places that SkyBoost (and TESVAL) are optimizing.

If that is true, then using SSE1 in SkyBoost could be pointless, because you still need a processor capable of handling SSE2 anyway.

Concerning SSE3, if vanilla Skyrim does not go beyond SSE2, then using anything higher than that might restrict the applicability of the mod to a subsegment of processors capable of otherwise running Skyrim, (unless it is a fair assumption, that all those would support SSE3). I wonder if anybody has thoroughly checked what is the highest generation of SSE instructions contained in the Skyrim executable. (Checking that is beyond my capabilities)

^ this

skyrim's minimum requirements are a dual core Athlon64 or pentium D (though pentium d's were just 2 slow netburst cores slapped together)
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Ludivine Dupuy
 
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Post » Sun May 20, 2012 10:07 am

tarikko
First i need to make few r3 builds (fpu/sse/sse2/etc) to determinate faster one

Ok mate, best of luck :)
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Sammygirl500
 
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Post » Sun May 20, 2012 9:39 am

Just to let you know they have had sse3 in every processor since 2004 and every processor that is within the minimum specs for Skyrim came out after that. Anyone that has a processor without sse3 probably wouldn't even be able to play Skyrim at all even with things similar to Oldblivion.

PS. Sse3 will pretty much always be the fastest and I have tested this long ago. (there may be a few circumstances where it may not be but they are few)
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Richard Thompson
 
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Post » Sun May 20, 2012 10:15 am

SSE3 is mainly media extensions, its actually fairly useless for the kind of operations used in game.

SSSE3 and 4.2 however have a couple of useful extensions.....
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Joie Perez
 
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Post » Sat May 19, 2012 6:28 pm

After looking over the code i'd say that most low hanging fruit is already eaten with this mod, there are some gains to be made by moving to let's say SSE4.x for some functions beeing injected, but without seeing profile of the exe it is hard to say...

You need to balance two things:

1) Creating SSE4 version will fragment efforts and create confusion. While it's easy to do cpu capabilities detection in dll load to throw a warning or sth if it's not supported - it's still a different version to maintain.
2) Some of the SSE4+ gains are valid only for Intel Nehalem+ CPUs that are already brutally powerfull

For example dot product and visibility calculations can benefit greatly from SSE4 instructions ( especially dpps ), but that instruction gives proper speed improvements for Nehalem+ CPUs ( it was implemented in 45nm Core2 shrink Penryn, but was kinda meh ). Question is what share of cpu time is taken by those functions?


One more thing to consider - we should think about possibility of Bethesda backporting some of these changes back to Skyrim code base and mass of users benefiting from them. With Arisu's assembler work it was quite doable - some functions in original source code were easily replaceable with __asm { } blocks. Currently Alexander appears to be doing the following - dissasembling some hot functions with IDA, using resulting source code to build custom functions with ICC compiler and injecting generated code back - Bethesda can't really backport any of this work.

P.S. This mod community is amazing, 40-50% FPS gains are unheard of :)
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renee Duhamel
 
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Post » Sun May 20, 2012 2:33 am

The first dual-core processer (which is a minimum skyrim requirement) was the AMD Athlon X2 series which came out in 2006, and it supports SSE3.
(Source: http://en.wikipedia.org/wiki/Athlon_64_X2)

What worries me is the Intel C++ Compiler, remember http://downloadsquad.switched.com/2010/01/04/intel-forced-to-provide-a-compiler-that-isnt-crippled-for-amd-processors/?
Well, http://www.engadget.com/2009/11/12/intel-shells-out-1-25-billion-to-settle-all-amd-litigation/ but theres http://www.agner.org/optimize/blog/read.php?i=49. Now that refers to the previous Compiler version, current one is 12.1, this is the one Alexander is using.

So is it still crippling non Intel CPUs and if so, is there a working workaround?
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SaVino GοΜ
 
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