[REL] TESV Acceleration Layer, thread no 2

Post » Fri May 18, 2012 10:16 pm

Just tried, had the same problem. Without TESVAL.dll the sequence worked without problems. Damn, I knew it was too good to be true. But since it's only one sequence and the rest of the opening sequence worked perfectly I hope that it can be fixed somehow while still keeping most of the performance gain. I can hardly believe that getting some rare, random scripts to work costs 25% performance - like already mentioned the AI and most scripts work flawlessly.

Seems my fears were well placed. Wish I wasn't right.

Hopefully it can be fixed up. It's great to see such ambitious projects being undertaken from the get go. Hell, we have two 'script extenders' (SKSE and Script Dragon) already, and the CK isn't even out yet. You guys rock.
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Cartoon
 
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Post » Sat May 19, 2012 1:34 am

Just tried myself from fresh start, 1.3.10, SKSE, Script Dragon, SkyUI, and this. Everything worked just fine.
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Darian Ennels
 
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Post » Sat May 19, 2012 9:38 am

So far I have had zero problems with quests or scripts and I have at least 10 mods running alongside this plugin. I'm 113 hours in and started using this plugin at hour 106.
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louise fortin
 
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Post » Sat May 19, 2012 8:14 am

I just did a series of quests, and had no bad scripts or anything yet... 8-10 FPS gain. Some were turn-ins of quests I did before installing this, some I had but completed and with it, some I took and completed after adding it.
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ladyflames
 
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Post » Sat May 19, 2012 1:31 am

Ran a quick test myself. I ran a fresh start with TESVAL, followed Ralof, Ralof didn't hide when the Imperials came, and the Imperials didn't attack when they opened the gate. Fresh start without TESVAL, and the sequence went the way it's supposed to. /shrug
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The Time Car
 
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Post » Sat May 19, 2012 1:57 am

Ran a quick test myself. I ran a fresh start with TESVAL, followed Ralof, Ralof didn't hide when the Imperials came, and the Imperials didn't attack when they opened the gate. Fresh start without TESVAL, and the sequence went the way it's supposed to. /shrug

Same thing happened for me.
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Chloe Botham
 
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Post » Sat May 19, 2012 6:43 am

Ran a quick test myself. I ran a fresh start with TESVAL, followed Ralof, Ralof didn't hide when the Imperials came, and the Imperials didn't attack when they opened the gate. Fresh start without TESVAL, and the sequence went the way it's supposed to. /shrug
I can confirm the same observation.
Ralof didn't hide, imperials didn't attack. Ralof did attack though, but the imperials just kept standing there as target dummies.
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Antonio Gigliotta
 
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Post » Sat May 19, 2012 9:01 am

Ran a quick test myself. I ran a fresh start with TESVAL, followed Ralof, Ralof didn't hide when the Imperials came, and the Imperials didn't attack when they opened the gate. Fresh start without TESVAL, and the sequence went the way it's supposed to. /shrug
Confirmed twice for me here as well, although I played several hours earlier today on later saves and had no problems. I wonder what it could be about Helgen that's so picky?
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Marquis deVille
 
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Post » Sat May 19, 2012 2:53 am

Yeah, just tried the intro quest. Buggy. But I haven't had issues anywhere else..
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loste juliana
 
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Post » Sat May 19, 2012 2:08 am

Ran a quick test myself. I ran a fresh start with TESVAL, followed Ralof, Ralof didn't hide when the Imperials came, and the Imperials didn't attack when they opened the gate. Fresh start without TESVAL, and the sequence went the way it's supposed to. /shrug
Wild speculation here, but I wonder if it may have something to do with the SSE optimizations. Normal x87 FPU code uses 80 bits for working on floating-point values, while SSE only uses 32 bits. If some of the rewritten code relies on the extra precision, subtle issues could crop up.

Though I also wouldn't doubt that the engine is a buggy mess, and simply improving the performance of certain bits of code just exposes pre-existing problems.
Bob: "Hey, it looks like we're getting a crash in some odd piece of code, but I can't figure it out. It goes away when I turn off optimizations."
Joe: "Then just leave optimizations off."
Bob: "So when do you want to fix it?"
Joe: "Who said anything about fixing it?"
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REVLUTIN
 
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Post » Fri May 18, 2012 9:14 pm

Hmm, well one thing that comes to mind with the intro quest that differentiates it from other quests is the limited user features (ie unable to access inventory, put up arms, change camera).
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John N
 
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Post » Sat May 19, 2012 10:42 am

As a vampire feeding on victims while they sleep seems to be consistent for me delayed action/script 10+ seconds.
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Justin Hankins
 
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Post » Sat May 19, 2012 3:36 am

New character/intro quest worked fine for me with this patch installed.
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Solina971
 
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Post » Sat May 19, 2012 9:42 am

Are we saying that following Hadvar is working fine, but Ralof never makes it to the keep?
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IsAiah AkA figgy
 
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Post » Sat May 19, 2012 7:50 am

Is everyone here using version 1.3.10?

Also it might be good to list system specs (ie 64-bit operating system or 32-bit). This could help us narrow down the issue.
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Alyesha Neufeld
 
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Post » Sat May 19, 2012 11:34 am

That Helgen thing with the Stormcloak guy happened to me too, on three separate tries. However the Imperial worked correctly.
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Rich O'Brien
 
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Post » Sat May 19, 2012 7:02 am

Is everyone here using version 1.3.10?

Also it might be good to list system specs (ie 64-bit operating system or 32-bit). This could help us narrow down the issue.
Same thing happened for me.

Using 1.3.10, Windows 7 x64, SKSE (obv), TESVAL, ENBSeries.
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Becky Palmer
 
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Post » Sat May 19, 2012 3:03 am

Version 1.3.10, Win7x64, SKSE, TESVAL, SkyUI 1.1. A couple of minor texture mods.
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Jason Rice
 
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Post » Sat May 19, 2012 12:08 pm

Ok, two people with 64-bit are having issues. Anyone with 32-bit or 64-bit not having issues?
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Rachel Cafferty
 
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Post » Sat May 19, 2012 2:26 am

I have no problems at all running Windows 7 x64, nvidia gtx 460se, 4gb ram, amd dual core x2 240, latest version of skyrim.
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Daddy Cool!
 
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Post » Fri May 18, 2012 11:21 pm

64bit here no issue at all.
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Samantha Mitchell
 
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Post » Fri May 18, 2012 9:27 pm

Kudos to Arisu. This works!

There is a spot in Riverwood that I would see 21-22 fps. Saved my game standing in that spot and tried with and without this mod......

Without mod - 21-22 fps

With mod - 29-30 fps.

This is excellent work!!


I am running an i7 860 with 8G of Ram and a 5850 GPU @ 1920x1200 with the HD 2K texture mod and the Skyrim UI mod.

Just started messing with mods and such last nite. The SKSE and the NMM are very helpful. Tried running windowed for a while with the SBW mod but it didn't seem to improve anything so I went back to fullscreen. Still trying to decide if I should try the FXAA mods, but I don't think I can take the performance hit. Maybe this performance mod will put me over the edge now!

edit: just catching up on the last page here re: scripting problems with some quests. Sure hope these things can be fixed!
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LuBiE LoU
 
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Post » Sat May 19, 2012 6:51 am

Okay, the issue appears to be architecture independent, then. Thanks.
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Juliet
 
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Post » Sat May 19, 2012 4:38 am

1.3.10, Windows 7 x64, SKSE. Ralof went inside but never went beyond the first battle with the imperials.

Edit: He wasn't moving or saying anything but I grabbed the key and went down myself, and that triggered him. Seems to be working now..
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Jon O
 
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Post » Sat May 19, 2012 12:09 pm

I will try this mod when I wake up tomorrow if nothing is found out by then. I am very anxious for this mod to work. Good luck everyone!
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marina
 
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