SkyBoost (topic 2)

Post » Sun May 20, 2012 6:36 am

http://www.gamesas.com/topic/1326816-skyboost-topic-3/

http://www.gamesas.com/topic/1324092-sky-boost-by-alexander-blade/

Description
Boosts your Skyrim via replacing most bottleneck code parts in the executable at runtime.

Changes
r3:
- More performance
r2:
- Fixed SkyUI compatibility bug
- Stability improvements
r1:
- First beta release based on Acceleration layer from Arisu
- Some code improvements comparing to Acceleration layer
- Fixed all Acceleration layer bugs

Installation
- Make sure that you are not using TESVAL (delete "Skyrim_dir\Data\SKSE\Plugins\TESVAL.dll")
- Copy "dinput8.dll" and "SkyBoost.asi" from "bin" folder to Skyrim dir (dinput8.dll is the same as in ScriptDragon)
- Play !

Compatibility
Fully compactible with TESV.exe version:
- 1.3.10.0 crypted steam
- 1.3.10.0 crypted steam rus

Notes
- In order to run SkyBoost your CPU must support SSE2
- Steam can make an update anytime so make the copy of TESV.exe to use SkyBoost after new patch outs because it will take a while to make SkyBoost update

Credits
- Arisu -- Acceleration layer developer
- Alexander Blade -- SkyBoost developer

Updating
You can always find the newest version of the SkyBoost here:
http://alexander.sannybuilder.com/?category=other&altname=skyrim_boost

Current release
r3 dl link http://alexander.sannybuilder.com/?category=other&altname=skyrim_boost
r3 dl mirror http://www.multiupload.com/HLCKZF30EG
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Adriana Lenzo
 
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Post » Sun May 20, 2012 7:54 am

Copied from previous thread

Game just doesn't clean up some lists after reloading saves
I've been saying this for a couple of weeks, apart from objects being duplicated(I've seen this with NPC's and horses), Nirnroot glows duplicate themselves until they look like supanovas, arrows are also accumulating if not collected, this also includes arrows fired by NPC's, I've gone back to one area and it's looked like a pin cushion, I also believe this accumulation of objects is the reason uGrids is so unstable, what's needed is a cleanup of all cells not occupied by the player just before a save, hopefully someone can write up a markfordelete script to get rid of useless clutter before a save is made.
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:)Colleenn
 
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Post » Sun May 20, 2012 8:08 am

Copied from previous thread
I've been saying this for a couple of weeks, apart from objects being duplicated(I've seen this with NPC's and horses), Nirnroot glows duplicate themselves until they look like supanovas, arrows are also accumulating if not collected, this also includes arrows fired by NPC's, I've gone back to one area and it's looked like a pin cushion, I also believe this accumulation of objects is the reason uGrids is so unstable, what's needed is a cleanup of all cells not occupied by the player just before a save, hopefully someone can write up a markfordelete script to get rid of useless clutter before a save is made.
I can't pick up a lot of arrows. For some reason, they show up (press E to take) and are physicked, but when I pick it up (if it is stuck in the ground or wood) it just drops to the ground, still with the take prompt on it. I can't pick it up, but I can move it (hold E). I wonder if anyone else has come across this or if it is a mod I'm using that's causing this?
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Michael Korkia
 
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Post » Sat May 19, 2012 10:12 pm

I can't pick up a lot of arrows. For some reason, they show up (press E to take) and are physicked, but when I pick it up (if it is stuck in the ground or wood) it just drops to the ground, still with the take prompt on it. I can't pick it up, but I can move it (hold E). I wonder if anyone else has come across this or if it is a mod I'm using that's causing this?
I get that in vanilla sometimes.
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Jennifer Munroe
 
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Post » Sat May 19, 2012 9:48 pm

r3 gave me a 3.7% FPS increase over r2. Very nice.

I'll do some more benching and I'll post the results.
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Laura-Lee Gerwing
 
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Post » Sun May 20, 2012 10:09 am

The d'load links for r3 don't seem to be working for me.

Also, I want to thank you a lot for your work... i'm using an i5 760 OC to 4.0 ghz with a gtx 460 768mb and with your mod (r2) I went from 30 fps to 40 fps at the top of Whiterun. I have everything on ultra (except 4X AA, FXAA on) and ugrids at 7. Keep up the good work please!
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Jesus Sanchez
 
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Post » Sat May 19, 2012 8:19 pm

Ysne58
Not sure what i need to post there cuz i can't name such things like bugs , hh = ) Suggestions are welcome .

nugikun
If it was made for latest CPUs I would use SSE4 but not SSE2 . All smoother or not smoother things in most cases are random and depend on many things , the only reason I see about bad smoothing is that fps difference between moving and not moving cam is more than in vanilla or tesval game , probably I should try to find bottlenecks while moving cam .
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Multi Multi
 
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Post » Sun May 20, 2012 9:34 am

Top of stairs @ Dragon Reach looking down:
Vanilla: 24
TESVAL: 32
R2: 32/33
R3: 37

Smooth 55-60fps throughout most of the rest of town.
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marie breen
 
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Post » Sun May 20, 2012 12:37 am

Copied from previous thread
I've been saying this for a couple of weeks, apart from objects being duplicated(I've seen this with NPC's and horses), Nirnroot glows duplicate themselves until they look like supanovas, arrows are also accumulating if not collected, this also includes arrows fired by NPC's, I've gone back to one area and it's looked like a pin cushion, I also believe this accumulation of objects is the reason uGrids is so unstable, what's needed is a cleanup of all cells not occupied by the player just before a save, hopefully someone can write up a markfordelete script to get rid of useless clutter before a save is made.

yeah this sounds like a good idea, a beth dev said on the ps3 issue that sleeping for 30 days does this, and said it could help with the stuttering, 30 days is a LONG ass time
[added Morgan's reply from last thread before it was locked]

The Beth dev didn't explain it well if that's your understanding. Sleeping for 30 days (or 1 day, if you change the cell respawn timer to be 1 day) resets a cell. Any cells that have been reset clear away any references that are deletable (Ash piles, and perhaps a few other elements, are exceptions but there are fixes for this once we get the CK) -- but only once you enter that particular cell again and then save your game.

Further the clearing process isn't so much a deletion of data, but rather that the current data in your savegame for those references is no longer saved when you next save your game. They're deleted by omission. Importantly if you visit 100 cells, sleep to reset the cell timer, re-visit a cell and then save your game, the data from the other 99 cells still remains in your save. Hence, this is not a solution. Finally, the cell reset timer isn't global, it's a threshold relative to each cell, but that's by the by.

As above Ash piles, Nirnroot glows and any other glitches can be fixed within a few minutes once the CK is out (I wrote a script to do just this in MMM). However, while this will properly remove these objects when saving after cell resets, it won't change the fundamental design that previously visited cell data is stored in your save, and forever will be until you re-visit a cell that has been reset. This is why your save games grow :smile:
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Cat
 
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Post » Sat May 19, 2012 7:46 pm

Alright, intro sequence results [mouse was untouched, so i saw the exact same thing every time] (60 seconds average, results were synced)

Setup
Radeon 5870 (12.1 Preview drivers)
Phenom II X 4 Black Edition @ 3.4 GHz

Some hi-res texture mods (Skyrim HD Lite)
ENBSeries (with no SSAO, but with ShadowFix)

Settings = Beyond Ultra for the most part, no AA
Res=1920x1080
uGridstoLoad=7

Vanilla - 18.51 FPS
TESVAL - 20.63 FPS (11% increase)
SB r2 - 20.75 FPS (12% increase)
SB r3 - 21.93 FPS (18% increase)

[img]http://img46.imageshack.us/img46/4227/newbitmapimagex.jpg[/img]
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Joanne Crump
 
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Post » Sun May 20, 2012 9:18 am

Ysne58
Not sure what i need to post there cuz i can't name such things like bugs , hh = ) Suggestions are welcome .



There is a bug on https://unofficialskyrimpatch.16bugs.com/projects/7078/bugs/211084, your description of what is happening would probably fit best there. I see discusion of the glowing nirnroot and other stuff in the comments for that one and you are able to describe why this is happening.
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Rachie Stout
 
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Post » Sun May 20, 2012 4:07 am

nugikun
If it was made for latest CPUs I would use SSE4 but not SSE2 . All smoother or not smoother things in most cases are random and depend on many things , the only reason I see about bad smoothing is that fps difference between moving and not moving cam is more than in vanilla or tesval game , probably I should try to find bottlenecks while moving cam .
Hi Alexander, thanks for an excellent mod. Any chance you can compile it for SSE4.2 ? I bet there are a lot of these out there.
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Roy Harris
 
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Post » Sun May 20, 2012 3:57 am

how do i get this to work with enb anti freeze 9 ? do i need enb anti freeze anymore ? it seemed to help with pauses outdoors . Ive changed the enb.ini to
[PROXY]
EnableProxyLibrary=true
InitProxyFunctions=true
ProxyLibrary=dinput8.dll and now the game wont load at all .. does the proxy library only work for a d3d9.dll and if so will the skboost r3 work without using the proxy settings set to true ? skyboost works , game loads after removing the enb stuff .
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Everardo Montano
 
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Post » Sat May 19, 2012 7:50 pm

It works with ENBSeries out of the box. No need for any special tweaks.
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sas
 
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Post » Sat May 19, 2012 11:16 pm

The Beth dev didn't explain it well if that's your understanding. Sleeping for 30 days (or 1 day, if you change the cell respawn timer to be 1 day) resets a cell. Any cells that have been reset clear away any references that are deletable (Ash piles, and perhaps a few other elements, are exceptions but there are fixes for this once we get the CK) -- but only once you enter that particular cell again and then save your game.

Further the clearing process isn't so much a deletion of data, but rather that the current data in your savegame for those references is no longer saved when you next save your game. They're deleted by omission. Importantly if you visit 100 cells, sleep to reset the cell timer, re-visit a cell and then save your game, the data from the other 99 cells still remains in your save. Hence, this is not a solution. Finally, the cell reset timer isn't global, it's a threshold relative to each cell, but that's by the by.
Wouldn't it be possible to make a tool that could scan a save file, check if the individual cells' last visited time exceeds a defined threshold, and manually strip out the data related to the deletable references? Maybe even a SKSE plugin to do it automatically if you could hook the Load Save function.

Of course that would need knowledge of what the saved data actually is, and I don't know what's known of that.
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Imy Davies
 
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Post » Sun May 20, 2012 2:26 am

This is unbelieveable!At the...notorious step in Dragonsreach i used to have about 28-29 fps.With skyboost version 3 i have 44-45.Does this thing cause anything..bad i should know?
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Wanda Maximoff
 
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Post » Sun May 20, 2012 6:38 am

just want to post my results, i was using vanilla, tesval3 and skyboost3. location whiterun, dragonsreach. close to top stairs where the fire bowl is, looking to the tree (center of screen).

vanilla 21,

tesval3 31-32,

skyboost3 36-37.

no other mods, 1920 x 1080, everything on high ultra, but shadows on medium. fxaa on, 8x af

awesome! overall outside performance feels smoother now, inside i have the feeling of more micro stutters, maybe because i constantly hit the "60/61" now. could it be the 64hz bug?

tested it with fraps on asus g73jh, intel i7 q720, amd 5870m, 8 gb ddr3, win7 64bit, 12.1 ccc, uk version of skyrim.

thx for the nice fps boost.
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Leonie Connor
 
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Post » Sun May 20, 2012 9:22 am

Oh dear god it works even better than tesval. Is there a limit to the amount of optimization that can be done to help cpus? It seems like every new version of this glorious mod has added fps.

2500k 3.3 stock:
vanilla:22.6
tesval:28.1
sb2:28.1

overclocking 2500k to 4.3 ghz:
vanilla:27.6
tesval: 32.5 fps
SB3: 38


over vanilla: 38% boost
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Chloé
 
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Post » Sat May 19, 2012 11:26 pm

Thornar
I can try to compile for 4.2 but i can't test , seems like I need to create few versions of the skyboost for testing anyway

lendial
Ofcourse there is a limit for optimization but the limit before this one is my time :biggrin:
I don't want to rewrite each bottleneck until i see the last patch from beth
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Colton Idonthavealastna
 
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Post » Sun May 20, 2012 1:44 am

Here's my benchmark looking down from Dragonsreach, and this is no lie:

none 16
r2 38
r3 42

Simply amazing. But I'm actually more worried about why I'm getting 16 fps with vanilla when it had never been so slow before. I could usually count on the mid-20s there. I was tinkering in the ini last night and maybe I did something I shouldn't have, though I only recall messing with settings I understood. Will have to investigate.

EDIT: Oh well gee that explains it. I left my settings on high-ultra on a system that should be running Skyrim at medium-high at best. I suppose that's even more of an endorsemant for this mod.
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Melanie Steinberg
 
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Post » Sun May 20, 2012 2:58 am

This is unbelieveable!At the...notorious step in Dragonsreach i used to have about 28-29 fps.With skyboost version 3 i have 44-45.Does this thing cause anything..bad i should know?
If there are any, I've not noticed with r3, but the code does have some cpu dependency, this particular one has been compiled and optimized for Intel processors, it works for AMD processors but the author states 1fps gain on Intel over AMD.
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Adriana Lenzo
 
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Post » Sun May 20, 2012 12:11 am

I am Getting 2 fps extra in R3 compared to R2 in Riften at some fps killer spot, its good enough... SkyBoostR3 is 3fps faster than any TESVAL version i have tried, and i love SkyBoost because i can run the original Launcher and its easier to install.

My setup is:

AMD PhenomII x4 810 (OC 3.1Ghz)
6GB DDR3
HD5770 1Gb
Win7x64
My Skyrim Resolution is 1280x1024
AA/AF 4x
Ultra Detail, except for Shadows which are on High
Installed Mods - Skyrim HD Lite, Skyrim Flora Overhaul, Hugh Quality Eyes, Serious HD Retexture LandScape, Enhanced Distant Terrain, Realistic Smoke&Embers, Detailed Lips, Skyrim Sunglare V3, Coverwomen, LushGrass, LushTrees.


Riften, looking down from the Jarl Place to the Market:

Default 20fps
TESVAL 26fps
SkyBoostR2 27fps
SkyBoostR3 29fps

48% more performance than Default Skyrim.

Great Job Alexander, is it possible to even squeeze any more performance for SkyBoost in further versions? since using it i can raise the shadows to High with no issues where i used to play in Low Shadows.
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Cool Man Sam
 
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Post » Sat May 19, 2012 11:06 pm

EtaYorius
Read my post above
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Killer McCracken
 
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Post » Sun May 20, 2012 1:51 am

Hi Alexander, thanks for an excellent mod. Any chance you can compile it for SSE4.2 ? I bet there are a lot of these out there.

Hmm i dont know much about codes, languagues and stuff like that... but i do know my CPU does not Support SSE4, only SSE1,2,3,4A so i assume doing SSE4 wont help the AMD people, like i said i know nothing about that... so i may be wrong... so why not support codes that both AMD/Intel use?

(Edit)
Why not host SkyBoost in SkyrimNexus? it could make SkyBoost more known.
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Lauren Denman
 
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Post » Sun May 20, 2012 3:53 am

i forgot to say that i have an amdx6 1075T oc to 3.5.Thanks again!
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Love iz not
 
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