TESV Acceleration Layer, thread 4

Post » Sat May 19, 2012 8:18 am

I decided to switch to Sky Boost to try it out and my game crashes when loading a save game. If I disable it then my game doesn't crash and I tested this a dozen times. The only time it doesn't crash is when I start a new game but then it crashes when you go into the keep in the beginning.
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Steven Hardman
 
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Post » Sat May 19, 2012 5:07 am

It is not unlike a mother bird kicking a chick out of the nest so the chick can learn to fly.
...for real? :lmao:

I don't think Alex. Blade or anything he represents so far here needs to learn how to fly. It looks to me they are fully capable of it already. But hey man, thanks for proving my point. :wink_smile:

@Psymon - they are both extremely easy to install, and use. So far SkyBoost has shown the best performance, even though my a marginal margin, so that's my personal choice atm.

I like Alex's approach to things though. His ScriptDragon is imho awesome. So many really useful plugins out for it already. I love SKSE too, them guys has made my games rock for
years now. So what's the harm of haveing both? Two different approaches, as long as they can co-exist, all is well, yes? This resentment I talked about, I can feel it in more threads
than just this one. It's like people see him and all he does as some sort of a 'threat' to SKSE and then they have to rush and 'defend' it. I dunno, I think it's silly, but whatever.

Merry Christmas...I'm going to go get another drink..brb...

:foodndrink:
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Sanctum
 
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Post » Sat May 19, 2012 11:30 am

Since I don't see any 'official' thread for Skyboost yet...gonna stick this here and hope for the best...

...gave Skyboost a try, and I'm pretty sure I was getting a few extra fps (1-5 maybe), which was nice...but I didn't do much testing because with SB running I was getting a SD critical error (in another SD script...XSO.asi) every time I would fast travel, either direct or by carriage.

...switched back to TESVAL, no crashes, no conflicts. For now it TESVAL for me...but I am encouraged that there are more eyes on this...hoping for even more improvements in performance and stability in the coming days/weeks.
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Cameron Garrod
 
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Post » Sat May 19, 2012 1:36 pm

I decided to switch to Sky Boost to try it out and my game crashes when loading a save game. If I disable it then my game doesn't crash and I tested this a dozen times. The only time it doesn't crash is when I start a new game but then it crashes when you go into the keep in the beginning.
Make sure when you switch to SkyBoost that you remove TESVAL.dll from the Data\SKSE\Plugins folder.
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CSar L
 
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Post » Sat May 19, 2012 1:16 pm

We're all going to be better off if the handful of people with the expertise needed to work on this stuff stay in communication with one another. Better to have all optimizations in one package than spread across a dozen splinter plugins.
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MARLON JOHNSON
 
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Post » Sat May 19, 2012 2:03 am

One last thing, I'm still getting the same message in SkyUI saying I don't have the correct version of SKSE and that it will not work correctly. However it seems to work just fine as far as I can tell. I removed the TESVAL plugin and everything... Any idea what's going on?
Make sure the version of TESVAL is current. I've been using version 3 now for quite some time, happily alongside SkyUI with no problems.
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Vicki Blondie
 
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Post » Sat May 19, 2012 10:31 am

This granted me additional 5-7 FPS when doing the "look at the tree in Whiterun" test. Had 28 FPS without and now have 35 FPS on the Whiterun Tree.

Does this conflict with script dragon?
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LuBiE LoU
 
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Post » Sat May 19, 2012 9:54 am

Incompatibility with SkyUI fixed , link is the same http://alexander.sannybuilder.com/Files/tes/SkyBoost_r1.zip
FWIW all of the versions of TESVAL have been compatible with SkyUI - we load plugins before applying SKSE's code patches so as long as a plugin doesn't trash the code too badly it'll still work. The latest TESVAL also fixed stuck scripts.
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neen
 
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Post » Sat May 19, 2012 9:06 am

Hm so now there is a skyboost too? Confusing.. why not work together instead?
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Becky Palmer
 
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Post » Sat May 19, 2012 1:19 am

We're all going to be better off if the handful of people with the expertise needed to work on this stuff stay in communication with one another. Better to have all optimizations in one package than spread across a dozen splinter plugins.

Agree with you
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Bellismydesi
 
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Post » Sat May 19, 2012 12:39 pm

I'm not sure why Alexander Blade renamed his version as it still seems largely based off Arisu's code...anyway, I would rather encourage development than stifle it.

- Alexander Blade is obviously more comfortable with ScriptDragon as he created it. This way he has control over the most variables while testing the code he added.

- From that big DO NOT DISTRIBUTE sign, it's obvious he released "SkyBoost" for TESTING ONLY.

- As SkyBoost is mostly based off "TESV Acceleration Layer"; it makes sense to talk about it in the same thread. Especially since SkyBoost is distributed with full source. It's credited to Arisu in the source.

In a previous thread he was worried about releasing anything at all without Arisu's permission, but I made the point that Arisu said "you can do whatever with it." As well as other people encouraging him to make the plugin. And now you all seem like you're attacking him.

In the past Alexander has released his source so I don't see why everyone seems so upset. If people want to remake the plugin into a SKSE plugin they can do so using the source. It's entirely relevant to TESVAL.

However, with all of that in mind, if Alexander intends the "SkyBoost" plugin to be a fork of TESVAL that he alone updates regardless of TESVAL's status than it should indeed have its own thread. But I think it was his intention this code would go back into the main TESVAL project once it's deemed stable.

Going forward, I think converting parts of TESVAL to C/C++ would be a good thing, as more people are familiar with those languages than assembly. And I think SKSE can use that too.

Edit: Just came to my attention one good reason for renaming his project is because he wants ONLY people willing to actually test his version, and not confuse people who are just here looking for a framerate boost.
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tegan fiamengo
 
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Post » Sat May 19, 2012 4:00 pm

Going forward, I think converting parts of TESVAL to C/C++ would be a good thing, as more people are familiar with those languages than assembly. And I think SKSE can use that too.

Well those that have difficulties to understand *how* TESVAL modifies the exe, will be completely puzzled by *what* it does. The actual optimisations can't be written in C, and anyone wanting the source to cooperate on one of the project (or start his own), needs to understand the *what*.


Edit: Just came to my attention one good reason for renaming his project is because he wants ONLY people willing to actually test his version, and not confuse people who are just here looking for a framerate boost.

Isn't the confusion perfect now?

So what are the adverse effects of either version? Why use one, why the other?

"stuck scripts" sound very severe to me, and should not happen with a tool that pretends just to replace obsolete far calls with inline code.

Anyway, whether SD, SKSE, or a one-hit unwrap & optimize tool, development and release should be discussed in different threads.
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Laura Wilson
 
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Post » Sat May 19, 2012 11:15 am

ianpatt
ah ..
only one skse used addr that was rewritten by my plugin is "WriteRelCall(0x00BF2A09, GetFnAddr(&GFxMovieViewSafePtr::Get_Hooked));" , i removed it from patch list and SkyUI started working fine for me (doesn't show skse warning)
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Nicole Mark
 
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Post » Sat May 19, 2012 9:40 am

I did delete tesval and I even checked to see if any of my mods were causing it but nothing helped. If I have Sky Boost installed in my Skyrim folder the game crashes and without it doesn't which doesn't happen if I have tesval installed. I checked all of the logs and didn't see any issues reported in them.

PS. Has anyone used this with Enbseries 101 since that is the only thing I haven't tried without yet since it is the whole reason for me to use Sky Boost/Tesval.
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Mark Churchman
 
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Post » Sat May 19, 2012 3:43 am

Just finished a test playthrough with Skyboost. Did one mages guild side quest, one thieves guild main quest and 2 side quests, and one daedric quest (sanguine). No script problems or odd NPC behavior observed.

I really don't care which version goes forward, SB or TV. What matters to me is performance, stability, and support.
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Prohibited
 
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Post » Sat May 19, 2012 4:05 am

I wonder if this will motivate Bethesda to do some official optimization...

Not that I really know much about the innards, but how much of the increases are in-line function related, and how much are from the SSE re-writes? And how difficult is an SSE re-write?
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keri seymour
 
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Post » Sat May 19, 2012 4:38 am

Well those that have difficulties to understand *how* TESVAL modifies the exe, will be completely puzzled by *what* it does. The actual optimisations can't be written in C, and anyone wanting the source to cooperate on one of the project (or start his own), needs to understand the *what*.
I agree with this - I found the original asm code much easier to read than the C conversion. If we had to write large portions of SKSE in assembly I would probably be using an external assembler to generate static libraries for those sections of code; the current patches are annoying enough to deal with.

So what are the adverse effects of either version? Why use one, why the other?
TESVAL uses SKSE to load and provides versioning information so if problems are found with one version it's possible to disable older versions and give the user update information. SkyBoost uses an ASI loader to load and patches slightly more. AFAIK those are the only differences.

edit: was wrong about how SkyBoost loads, fixed

"stuck scripts" sound very severe to me, and should not happen with a tool that pretends just to replace obsolete far calls with inline code.
That was due to a typo in the original code. None of the currently distributed versions have that problem.
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A Dardzz
 
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Post » Sat May 19, 2012 10:45 am

I'm about to try this on an old system: Athlon 64 x2 4200+. Does anyone dare to predict if it will have any effect on such classic hardware? It runs at the moment, but it can use all the help it can get.
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Nicole Coucopoulos
 
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Post » Sat May 19, 2012 3:16 pm

I'm about to try this on an old system: Athlon 64 x2 4200+. Does anyone dare to predict if it will have any effect on such classic hardware? It runs at the moment, but it can use all the help it can get.

Why not just try the mod, and then post if it has helped your speed or not?
It's easy to install/uninstall, and you don't even have to save your game, just report what your fps increase (if any) was.
I think we'd all be interested to hear the results from a bunch of different systems.
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-__^
 
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Post » Sat May 19, 2012 3:46 pm

Why not just try the mod, and then post if it has helped your speed or not?
It's easy to install/uninstall, and you don't even have to save your game, just report what your fps increase (if any) was.
I think we'd all be interested to hear the results from a bunch of different systems.

Will report. Won't be for another 4 hours or something though.
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loste juliana
 
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Post » Sat May 19, 2012 6:58 am

ianpatt
SkyBoost doesn't use SD :wink: Just an asi loader .

yinx88
It shud help

@

Anyway im not sure that Arisu is going to continue development :dry:
Okay i need more reports regarding SkyBoost + SKSE + SkyUI , new build is here http://alexander.sannybuilder.com/Files/tes/SkyBoost_r2.zip
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Robert Devlin
 
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Post » Sat May 19, 2012 11:35 am

Okay i need more reports regarding SkyBoost + SKSE + SkyUI , new build is here http://alexander.sannybuilder.com/Files/tes/SkyBoost_r2.zip

I'll play a bit with it now. What changes have you made since the first SkyBoost release?
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Catherine N
 
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Post » Sat May 19, 2012 5:02 am

Tryn' to find out what causing troubles for SkyBoost + SKSE + SkyUI cuz for me it works as it shud
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Lexy Dick
 
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Post » Sat May 19, 2012 1:23 am

Works very well on my system. I've tested Skyboost AND TESV. 4-6 FPS compared to before. i7 920@3,8ghz, 6gb RAM, AMD 5870.

As i already use SKSE for other mods (and lets face it, it WILL be mandatory for many more complex mods in the future), i prefer TESV.

Between the 2 versions, Skyboost does increase 1-2 FPS on most places over TESV but i find the FPS on it a little more "jumpy". It does have a better max value but it takes a couple of seconds to stabilize and go over TESV, while TESV seems quicker to achieve the stabilized FPS while moving slowly and stoping camera.


As i gone testing the only thing that i find "fishy" about scripts is that sometimes when i kill an NPC, his body now sometimes disapears and only leaves the main hand weapon behind. The i find him a few meters apart from the place i've killed him. This didnt happen before i installed this mod, and now it happened 3 times already.

I'm in the process of reloading an older game and unistalling the mod and see if it happens again for testing purposes.
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Nikki Morse
 
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Post » Sat May 19, 2012 12:46 pm

As i gone testing the only thing that i find "fishy" about scripts is that sometimes when i kill an NPC, his body now sometimes disapears and only leaves the main hand weapon behind. The i find him a few meters apart from the place i've killed him. This didnt happen before i installed this mod, and now it happened 3 times already.

I'm in the process of reloading an older game and unistalling the mod and see if it happens again for testing purposes.

OK, I reported this same problem earlier in the thread as well, teleporting corpses, or the corpse disappearing entirely.
Do you experience this using Either Mod, or with only one of them?

I experienced this with the SKSE version.
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Kit Marsden
 
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