TO BETHESDA - BSODs fix tech info

Post » Tue May 29, 2012 2:45 am

Hi
I'm working on patches for Skyrim, so want to share some info for future official fixes, because some of them almost impossible to fix without engine source code.

BSODs in NVidia display driver (not tested how is it with ATI):
The problem appear for users when video memory size is not enough to keep all managed resources in it, for me it's 512 mb, so when i set everything to max and antialiasing to x8 samples, BSOD appear very fast. First i thought it's something wrong in driver, when it doesn't have enough video memory for internal operations or may be dynamically created render targets in default pool are failed, but when i forced video memory to be in use only 384 mb for managed textures and vb, ib (128 local video memory free, 500+ non local free), bug still the same and of course appear almost at the beginning of gameplay. When i forcing a lot critical sections for calling d3d functions (not all tested, but the most useful with low overhead vecause of not frequent calls), BSOD gone away, but not far, now i can with such stress test (managed resources loading/unloading) run about 5-10 minutes in the map with player.setav speedmult 1000, BSOD happens when time for loading resources to video memory is too big. Also, if device initialization is forced to disable driver management, locking threads give no result, almost. As i told before, it was bad idea to init and use d3d in multithreading mode, it slower than single thread mode for d3d9. I don't want to corrupt my hard drive any more with developing a bugfix for this problem, so giving this information for you. Just remove multithreading code and make all d3d functions to be called from same thread as initialisation, reset and testcooperativelevel (last one also calling from not thread of device creation, wtf???).

And remove that damn reserved VirtualAlloc calls, use HeapAlloc or implemet third party memory manager, modders can't fix that and you limiting available memory for nothing.
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Oyuki Manson Lavey
 
Posts: 3438
Joined: Mon Aug 28, 2006 2:47 am

Post » Tue May 29, 2012 5:23 am

Hi
I'm working on patches for Skyrim, so want to share some info for future official fixes, because some of them almost impossible to fix without engine source code.

BSODs in NVidia display driver (not tested how is it with ATI):
The problem appear for users when video memory size is not enough to keep all managed resources in it, for me it's 512 mb, so when i set everything to max and antialiasing to x8 samples, BSOD appear very fast. First i thought it's something wrong in driver, when it doesn't have enough video memory for internal operations or may be dynamically created render targets in default pool are failed, but when i forced video memory to be in use only 384 mb for managed textures and vb, ib (128 local video memory free, 500+ non local free), bug still the same and of course appear almost at the beginning of gameplay. When i forcing a lot critical sections for calling d3d functions (not all tested, but the most useful with low overhead vecause of not frequent calls), BSOD gone away, but not far, now i can with such stress test (managed resources loading/unloading) run about 5-10 minutes in the map with player.setav speedmult 1000, BSOD happens when time for loading resources to video memory is too big. Also, if device initialization is forced to disable driver management, locking threads give no result, almost. As i told before, it was bad idea to init and use d3d in multithreading mode, it slower than single thread mode for d3d9. I don't want to corrupt my hard drive any more with developing a bugfix for this problem, so giving this information for you. Just remove multithreading code and make all d3d functions to be called from same thread as initialisation, reset and testcooperativelevel (last one also calling from not thread of device creation, wtf???).

And remove that damn reserved VirtualAlloc calls, use HeapAlloc or implemet third party memory manager, modders can't fix that and you limiting available memory for nothing.

Id say look on Nexus for the Nvidia direct3d Patch.. There one for ATI, and helps my Laptop run smoother.
There is a few modified .Dll (directX) ones for both ATI and Nvidia GPU that prob help you.., Good luck.

http://www.skyrimnexus.com/index.php

Lol Oh Hi ENB. Lol never mind, I have used some your version in past.. Ignore my post then lol, I never even looked at name when I replyed.
sorry lol
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LittleMiss
 
Posts: 3412
Joined: Wed Nov 29, 2006 6:22 am

Post » Tue May 29, 2012 8:04 am

Hi
I'm working on patches for Skyrim, so want to share some info for future official fixes, because some of them almost impossible to fix without engine source code.

BSODs in NVidia display driver (not tested how is it with ATI):
The problem appear for users when video memory size is not enough to keep all managed resources in it, for me it's 512 mb, so when i set everything to max and antialiasing to x8 samples, BSOD appear very fast. First i thought it's something wrong in driver, when it doesn't have enough video memory for internal operations or may be dynamically created render targets in default pool are failed, but when i forced video memory to be in use only 384 mb for managed textures and vb, ib (128 local video memory free, 500+ non local free), bug still the same and of course appear almost at the beginning of gameplay. When i forcing a lot critical sections for calling d3d functions (not all tested, but the most useful with low overhead vecause of not frequent calls), BSOD gone away, but not far, now i can with such stress test (managed resources loading/unloading) run about 5-10 minutes in the map with player.setav speedmult 1000, BSOD happens when time for loading resources to video memory is too big. Also, if device initialization is forced to disable driver management, locking threads give no result, almost. As i told before, it was bad idea to init and use d3d in multithreading mode, it slower than single thread mode for d3d9. I don't want to corrupt my hard drive any more with developing a bugfix for this problem, so giving this information for you. Just remove multithreading code and make all d3d functions to be called from same thread as initialisation, reset and testcooperativelevel (last one also calling from not thread of device creation, wtf???).

And remove that damn reserved VirtualAlloc calls, use HeapAlloc or implemet third party memory manager, modders can't fix that and you limiting available memory for nothing.

For all the work you do in on the enb series and your obvious technical knowledge, Bethesda should just hire you already and get it over with. You seem to be ahead of their curve most of the time lol..
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Miragel Ginza
 
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Post » Mon May 28, 2012 9:47 pm

could someone...force bethesda's employees to read this thread???!
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Cool Man Sam
 
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Post » Mon May 28, 2012 7:57 pm

They aren't reading nothing, notice the changelog in the 1.2 patch.
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Jodie Bardgett
 
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Joined: Sat Jul 29, 2006 9:38 pm

Post » Mon May 28, 2012 10:26 pm

Yeah, somebody, please, give the link to this thread to developers, this is very important bug and i can't even make another memory manager because of it (as slooow version, of course no one need it).
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Natalie Harvey
 
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Joined: Fri Aug 18, 2006 12:15 pm

Post » Tue May 29, 2012 7:49 am

Hey someone must hear this ok we don't have hardware problem it's the game that causing it...So many people have this particular problem do something about it bethesda come on
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Kieren Thomson
 
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Joined: Sat Jul 21, 2007 3:28 am

Post » Tue May 29, 2012 11:22 am

Yeah, somebody, please, give the link to this thread to developers, this is very important bug and i can't even make another memory manager because of it (as slooow version, of course no one need it).
Are you serious man? :facepalm:
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Lou
 
Posts: 3518
Joined: Wed Aug 23, 2006 6:56 pm

Post » Tue May 29, 2012 9:47 am

Yeah, somebody, please, give the link to this thread to developers, this is very important bug and i can't even make another memory manager because of it (as slooow version, of course no one need it).
You could try sending a PM to GStaff.
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Dale Johnson
 
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Post » Mon May 28, 2012 10:29 pm

i just send a pm with this thread to gstaff i hope somebody reads it...this game is pushing me to my limits :flame:
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Emily Shackleton
 
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Post » Tue May 29, 2012 1:16 am

The Bethesda team has removed their eyes, aren't reading nothing.

Nothing regarding performance will be fixed by them. Let's hope we will have at least the creation kit, to let the modders optimize the game some way.

I just really hope when Ivy Bridge CPU comes in Q2 2012, i will crack it to 5ghz and be able to play the game proper. :(
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Avril Louise
 
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Post » Tue May 29, 2012 7:28 am

i just send a pm with this thread to gstaff i hope somebody reads it...this game is pushing me to my limits :flame:

stick the game in the back of the cupboard and forget about it for a few months,try AC revelations.

sanity is more important than a silly game ;)



and btw,no bethesda dev has ever spoken with the unwashed,they dont read the forums,even less the tech section.
until these bug reports start appearing on a bethesda email by the hundreds of thousands nothing will be done.

they are sat on thier rears taking for granted the CK will be used to do thier jobs for them,but as the OIP says,its not possible to fix the big blinding holes and mess ups in the game without access to the source.
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Isabella X
 
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Post » Mon May 28, 2012 9:38 pm

If Bethesda "isn't reading nothing" then they're reading something ;)

Have some faith. Tweet the deets to Todd or Pete?
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KRistina Karlsson
 
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Post » Tue May 29, 2012 8:01 am

link to the topix with fix http://www.gamesas.com/index.php?/topic/1302450-antibsod-antifreeze-patch-7/
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Czar Kahchi
 
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Post » Tue May 29, 2012 10:36 am

Did Bethesda ever read this thread?
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Joanne
 
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