TESV Acceleration Layer, thread 4

Post » Sat May 19, 2012 4:10 pm

Thanks for looking into it. Going to use your asi file regardless, the search function is merely a perk, and not necessary to my playing.
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Facebook me
 
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Post » Sat May 19, 2012 4:00 am

I have tesval running and just installed skyui for the first time. Skyui appears to work fine but pops up a message telling me it's not working fine because I have the wrong version of SKSE installed. But I have the current version... And it appears fine.

Could it be because SkyUi is seeing Tesval in there and thinking there's an error?
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Bee Baby
 
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Post » Sat May 19, 2012 2:17 am

cebalrai
It is because tesval is chaning something in the executable what skyui uses
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Ian White
 
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Post » Sat May 19, 2012 12:06 am

Been using SkyUI alongside TESVAL and haven't had any problems, myself.
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Blessed DIVA
 
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Post » Sat May 19, 2012 11:28 am

Getting 43fps in Whiterun/Dragonsreach with both TESVAL and SkyBoost. So it's not working better than TEASVAL for me, but also not worse. I also get the warning in SkyUI, so for now I'm going to use TESVAL.
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lauren cleaves
 
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Post » Sat May 19, 2012 1:11 pm

I just tested thoroughly and I can confirm the SkyUI not working issue, and I get their warning message popping up as well.
I tested in many locations, several of which I use for pure FPS testing, and I definitely get 1-3 FPS more now with SkyBoost.
I had TesVal removed altogether while testing.
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Suzy Santana
 
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Post » Sat May 19, 2012 2:08 pm

do not mean to derail thread carry on..

Two things that may be a result of this mod...

1) I've been occasionally seeing those blowing tattered banners in Forts/Dungeons being frozen in place. They were blowing normally one minute then frozen in position (outward) after a while.

Banners frozen in place I have seen happen on both PC and Xbox360 has well. so perhaps general issue over all with them..
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Sophie Payne
 
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Post » Sat May 19, 2012 8:00 am

Never had a problem with SkyUI using TESVAL for SKSE. About to test with Alex's .asi. Just checking to make sure, it will work from the asi folder like other SD plugins?
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Scared humanity
 
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Post » Sat May 19, 2012 8:24 am

Incompatibility with SkyUI fixed , link is the same http://alexander.sannybuilder.com/Files/tes/SkyBoost_r1.zip

paladin181
yes it will
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Alkira rose Nankivell
 
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Post » Sat May 19, 2012 4:55 am

All fixed. Thank you very much Alex :banana:
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M!KkI
 
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Post » Sat May 19, 2012 10:33 am

DO NOT DISTRIBUTE THIS

Okay i did my conversion to c++ from asm so lets test :biggrin:

Differences from acceleration layer
- win8 compatible
- fixed bug with stucking scripts
- more improvements

Comparing to acceleration layer i was able to get ~ 3 additional fps , more improvements will be soon

Download (source included)
http://alexander.sannybuilder.com/Files/tes/SkyBoost_r1.zip


EDIT:
Forgot to say that u shud noticed (maybe when using fraps etc) that skyrim can set different fps limits dependent on view angle / settings / object count in frame , so for example if it shows u 30/40/50 fps (any divisible by 10 values) that doesn't means actual fps that ur pc capable of with current rendering scene , actual value can be bigger for 1-5 fps. For example my pc is capable to render 23 fps while looking down from one of the highest points in Markarth , vanilla game shows me 20 fps cuz of the limit , with SkyBoost fraps shows me 30 fps , with Acceleration layer 27-28 .

Works fine for me so far, thanks Alexander!

Markarth, worst FPS angle and location I could find:
Vanilla: 26 FPS
TESVAL: 34
SkyBoost: 36
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Jonathan Windmon
 
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Post » Sat May 19, 2012 11:02 am

I tested Skyboost in Whiterun and Markarth and, initially upon load, the FPS was the same as TESVAL. But then I wait a few seconds and the Skyboost FPS moves up another 1-2 FPS over the max TESVAL FPS observed.

I don't have time right now to do a test playthrough, but if all's well, I think Alexander's version will take off cause it doesn't need a script extender. The simpler the install and execution, the more people will try it.
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Anthony Santillan
 
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Post » Sat May 19, 2012 6:53 am

I don't have time right now to do a test playthrough, but if all's well, I think Alexander's version will take off cause it doesn't need a script extender. The simpler the install and execution, the more people will try it.
No it needs script dragon, so install is about the same in complexity.

half dozen of one and six of the other.

Same diff.
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TWITTER.COM
 
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Post » Sat May 19, 2012 8:49 am

cebalrai
It is because tesval is chaning something in the executable what skyui uses

So is this a problem?
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Brandon Wilson
 
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Post » Sat May 19, 2012 11:59 am

So is this a problem?

No, SkyUI should work just fine with TESVAL.
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Samantha Jane Adams
 
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Post » Sat May 19, 2012 11:23 am

Skyboost and SkyUI plays nicely now, and with even more FPS gain. Thanks Alexander.
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Katie Pollard
 
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Post » Sat May 19, 2012 1:09 am

Nice to see people building on this :)
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Haley Merkley
 
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Post » Sat May 19, 2012 12:13 am

So there are now two versions out of this mod, this one for SKSE and another that needs scriptdragon that is called Skyboost?
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BlackaneseB
 
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Post » Sat May 19, 2012 8:49 am

No need for Script Dragon , as i said , asi doesn't mean that Script Dragon must be used , asi is a dll and nothing more
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Francesca
 
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Post » Sat May 19, 2012 10:54 am

Using TESV Acceleration Layer: http://img526.imageshack.us/img526/5969/tesv2011122517392268.png
Using Skyboost: http://img706.imageshack.us/img706/3594/tesv2011122517470461.png

I think I might just stick to using TESV Acceleration Layer. I've been getting no issues with SkyUI.
What issues am I supposed to be facing with that?
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LADONA
 
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Post » Sat May 19, 2012 8:42 am

I got a pm on nexus from Naratzul over on Nexus seeking permission to translate this into Russian and host it on his site. He is going to make sure everyone gets credit and source file is uploaded too.
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A Lo RIkIton'ton
 
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Post » Sat May 19, 2012 4:00 am

DO NOT DISTRIBUTE THIS

Okay i did my conversion to c++ from asm so lets test :biggrin:

Differences from acceleration layer
- win8 compatible
- fixed bug with stucking scripts
- more improvements

Comparing to acceleration layer i was able to get ~ 3 additional fps , more improvements will be soon

Download (source included)
http://alexander.sannybuilder.com/Files/tes/SkyBoost_r1.zip


EDIT:
Forgot to say that u shud noticed (maybe when using fraps etc) that skyrim can set different fps limits dependent on view angle / settings / object count in frame , so for example if it shows u 30/40/50 fps (any divisible by 10 values) that doesn't means actual fps that ur pc capable of with current rendering scene , actual value can be bigger for 1-5 fps. For example my pc is capable to render 23 fps while looking down from one of the highest points in Markarth , vanilla game shows me 20 fps cuz of the limit , with SkyBoost fraps shows me 30 fps , with Acceleration layer 27-28 .

So how can I tell this loaded? It's not on the SKSE log anymore.
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Harry-James Payne
 
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Post » Sat May 19, 2012 2:46 am

No need for Script Dragon , as i said , asi doesn't mean that Script Dragon must be used , asi is a dll and nothing more

So what you are saying is that SkyBoost works without SKSE, and doesn't need Script Dragon? What does that mean for this mod?
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John Moore
 
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Post » Sat May 19, 2012 1:46 am

It still needs an input DLL to tell it to load, so in essence it needs something akin to SD or SKSE. Basically, Alexander provided the dinput8.dll (same one used by SD) to direct the game to load this asi. If users use SD, they can ignore the dinput8.dll included with Alexander's DL, because SD already tells the game to load the asi. BASICALLY there's a version that requires SKSE and a version compatible with SD..
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darnell waddington
 
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Post » Sat May 19, 2012 8:08 am

Does anything else use dinput8.dll? Like, is there a potential incompatibility?
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helliehexx
 
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