High-Res Texture Pack and VRAM tweaks and tips

Post » Tue May 29, 2012 9:16 pm

Well, there's no harm in checking things out.
User avatar
celebrity
 
Posts: 3522
Joined: Mon Jul 02, 2007 12:53 pm

Post » Wed May 30, 2012 3:37 am

Since we're talking about VRAM.... :biggrin:

With the HD pack installed the game is finally using my 1gb VRAM completely (according to msi afterburner) but... no fps loss, no much more stuttering than usual, nothing strange happens!! Is it "normal"?

I expected the gfx to melt, the cpu to explode and myself to get killed by a fireball that once was my pc.. but no... :biggrin:
User avatar
gary lee
 
Posts: 3436
Joined: Tue Jul 03, 2007 7:49 pm

Post » Tue May 29, 2012 3:52 pm

High resolution textures eating performance is a myth. It's not been an issue really since S3 introduced S3 Texture Compression and then Microsoft brought it and named it DirectX texture Compression. S3 showcased a demo running 1024x1024 size textures over a decade ago on 32Mb of VRAM.
User avatar
lilmissparty
 
Posts: 3469
Joined: Sun Jul 23, 2006 7:51 pm

Post » Tue May 29, 2012 1:50 pm

Makes sense.
User avatar
Aliish Sheldonn
 
Posts: 3487
Joined: Fri Feb 16, 2007 3:19 am

Post » Wed May 30, 2012 2:58 am

If using high res textures, or increasing draw distances, or anything else increases the amount of VRAM used close to the amount physically available, that can have a dramatic impact on perceived performance.
User avatar
Amanda Leis
 
Posts: 3518
Joined: Sun Dec 24, 2006 1:57 am

Post » Tue May 29, 2012 4:44 pm

Yes but people think high resolution textures will kill performance even if you have the VRAM. As long as you have the VRAM and RAM, there should be no performance hit using such large textures. Unreal Tournament back in 1999 came with an extra disk with 500MB worth of high resolution textures that would put some of today's textures to shame. :)
User avatar
Brιonα Renae
 
Posts: 3430
Joined: Mon Oct 22, 2007 3:10 am

Post » Tue May 29, 2012 7:13 pm

Thanks for the replies guys!

Well I get some more stuttering while sprinting/riding horse, but fps is 60 rock solid.. with VRAM usage 1010mb :blink: Well maybe I'm just lucky :biggrin:
User avatar
Zoe Ratcliffe
 
Posts: 3370
Joined: Mon Feb 19, 2007 12:45 am

Post » Tue May 29, 2012 5:30 pm

High resolution textures eating performance is a myth. It's not been an issue really since S3 introduced S3 Texture Compression and then Microsoft brought it and named it DirectX texture Compression. S3 showcased a demo running 1024x1024 size textures over a decade ago on 32Mb of VRAM.

While partially true.... High resolution textures do not effect performance at all UNLESS vram is exhausted and it start having to swap like mad to try and keep up.. but usually when this happens with modern systems, you experiencing hitching or complete lack of FPS (dropping down to sub 10fps for example from 30-60 average).

Originally when demonstrating 1024x1024 S3 Textures, there demo wasn't using an excessive amount of them like we see today. For example in the unreal Tournament game, where S3 textures were first introduced in a HUGE game of the year release and only available via the GOTY eddition, and then only initially supported through using "tricks" and some hacking later to get running on later video cards that supported DXTC1 and newer..... there was a limited amout of texture required.... dxtc1 allowed for essentially 1024x1024 textures to consume the same amount as the standard maximum 256x256 textures that were being used for numerous years.

Actually i have the GOTY eddition of UT installed and running with both the S3 pack and additional "hd" textures that can be found to further replace more of the textures not covered by the official s3 pack.

Currently, I'm testing a raised cap of 4096MB (iMaxAllocatedMemoryBytes=4096000000 on skyrm.ini) as I've got 6GBs RAM on a Win7x64 machine. I'll see how it goes.

BAD... DO NOT TOUCH THIS value... the max allocated memory bytes solution was a modifiable value in oblivion and an argueable one that.... it was never intended to have a value that exceeded the 32bit limits let alone sat on that, it actually can increase CTDs or issues due to allocating memory it doesn't need at all.... with it removed it should automatically adjust depending on the requirements needed. Most likely the fuction doesn't do anything, but there are confused/mixed reports of it working/not working. If you feel you must have something don't exeed 1.8gb at most.... personally i run without it after having toyed with it for a few hours at different sizes and found without it was just better.
User avatar
Robyn Lena
 
Posts: 3338
Joined: Mon Jan 01, 2007 6:17 am

Post » Tue May 29, 2012 3:57 pm

Not really. It's called a placebo effect.
No its not a placebo effect, anyone who isn't too lazy to click a few buttons and download a program can see this for themselves.

Memory is complex, it's not as easy to just read what you see and take it as what that real memory is. Perhaps you should do a test and open loads of windows, run a game and see if all of those windows take up VRAM when in-game.
It is as easy as reading it though, VRAM has addressable space just like any other form of storage. If texture data or framebuffer data is occupying those addresses in the video card's memory, it needs to be flushed out of VRAM before new texture data is loaded. If you have free addressable space, you can move data to VRAM over the PCIe bus, then flush data without waiting. If you are maxed or close to max on VRAM, the graphics card needs to flush VRAM first before it loads new data, which can cause the kind of hitching/stuttering often complained about. If you don't have enough VRAM to cache all textures before they're needed, you're going to be flushing/caching textures far more often and also more susceptible to momentary drops in FPS as textures are loaded from disk to system RAM to VRAM.

But yes if you open a lot of windows and run Skyrim its very easy to see, you start with more VRAM used by roughly the same amount over your normal VRAM usage before you start Skyrim.
User avatar
Nitol Ahmed
 
Posts: 3321
Joined: Thu May 03, 2007 7:35 am

Post » Wed May 30, 2012 12:20 am

i'm finding windows and many vram reading programs are reporting vram usage incorrectly on crossfire/sli systems....

While i don't have BF3 on this machine currently.. i loaded up a few other programs to see how aero effected them, all produced the same results with aero vram usage being unloaded completely as the games went full screen.
User avatar
-__^
 
Posts: 3420
Joined: Mon Nov 20, 2006 4:48 pm

Post » Tue May 29, 2012 7:39 pm

While partially true.... High resolution textures do not effect performance at all UNLESS vram is exhausted and it start having to swap like mad to try and keep up.. but usually when this happens with modern systems, you experiencing hitching or complete lack of FPS (dropping down to sub 10fps for example from 30-60 average).


Yes exactly, there is a very slight hit in performance if you have 16xAF/HQ AF modes enabled from the additional filtering. But with modern video cards with such high bandwidth and PCIe bus speeds, you may only see stuttery movement or lack of smooth panning when you hit a VRAM wall instead of a complete drop in FPS. If you have crazy levels of SSAA also then its more likely for framerates to drop into the single digits or teens as every frame is dependent on VRAM being cleared.

GeForce.com does a comparison of performance with different texture quality for Skyrim and its pretty much the same and in-line with every other game. http://www.geforce.com/Optimize/Guides/the-elder-scrolls-v-skyrim-tweak-guide
User avatar
Sarah Unwin
 
Posts: 3413
Joined: Tue Aug 01, 2006 10:31 pm

Post » Tue May 29, 2012 3:01 pm

While partially true.... High resolution textures do not effect performance at all UNLESS vram is exhausted and it start having to swap like mad to try and keep up.. but usually when this happens with modern systems, you experiencing hitching or complete lack of FPS (dropping down to sub 10fps for example from 30-60 average).

Originally when demonstrating 1024x1024 S3 Textures, there demo wasn't using an excessive amount of them like we see today. For example in the unreal Tournament game, where S3 textures were first introduced in a HUGE game of the year release and only available via the GOTY eddition, and then only initially supported through using "tricks" and some hacking later to get running on later video cards that supported DXTC1 and newer..... there was a limited amout of texture required.... dxtc1 allowed for essentially 1024x1024 textures to consume the same amount as the standard maximum 256x256 textures that were being used for numerous years.

Actually i have the GOTY eddition of UT installed and running with both the S3 pack and additional "hd" textures that can be found to further replace more of the textures not covered by the official s3 pack.



We're on the same wave length here. :)
User avatar
victoria johnstone
 
Posts: 3424
Joined: Sat Oct 14, 2006 9:56 am

Post » Tue May 29, 2012 5:21 pm

I suspect that many of the people having performance / stability issues with the high-res texture pack are suffering from either VRAM shortage or else a general lack of system resources; I doubt that a texture pack can - in itself - cause code errors!
User avatar
jennie xhx
 
Posts: 3429
Joined: Wed Jun 21, 2006 10:28 am

Post » Wed May 30, 2012 1:40 am

nope.... textures cannot cause code errors unless physical resources are stretched thin and they are fighting over each other.
User avatar
Lory Da Costa
 
Posts: 3463
Joined: Fri Dec 15, 2006 12:30 pm

Post » Tue May 29, 2012 3:55 pm

We're on the same wave length here. :smile:
You are :tongue:

And to state the rather obvious, I can confirm that a 512mb card is not enough to run the high res textures at 1920x1080 with 4xadAA and 8xAF :blush: The only difference being the high res textures.

No stability issues mind you, just sluggish frame rates and a regular hitching as it pages.
User avatar
Sylvia Luciani
 
Posts: 3380
Joined: Sun Feb 11, 2007 2:31 am

Post » Tue May 29, 2012 3:06 pm

Hmmm...what about the Pre-Rendered Frames setting in nVidia control panel? The default is 3. Would lowering or raising this impact VRAM and possibly smooth out stuttering for some? The HD pack runs fine on my card (GTX560 1GB) so far so I don't need to fiddle with it. Just curious if it would have an effect though.
User avatar
sophie
 
Posts: 3482
Joined: Fri Apr 20, 2007 7:31 pm

Post » Tue May 29, 2012 11:31 pm

Hmmm...what about the Pre-Rendered Frames setting in nVidia control panel? The default is 3. Would lowering or raising this impact VRAM and possibly smooth out stuttering for some? The HD pack runs fine on my card (GTX560 1GB) so far so I don't need to fiddle with it. Just curious if it would have an effect though.

Lowering this should free up some VRAM, however, it will only free up the amount of memory one frame takes up, i.e. not very much. Worth a try though if you're sitting near the limits of your VRAM.

On the subject, I'm running GTX460 786MB in SLi, and am having trouble with the high res texture pack.

I've maxed out every box/slider in the settings plus a few .ini tweaks, uGrids=7, and am using 2xMSAA and 16xAF (high quality through nVidia control panel). When I switch on the texture pack I get brief stuttering when turning around quickly and entering new areas. Since I refuse to lower any of the settings, I have concluded that 786MB of VRAM is not enough for the texture pack. I will make sure to get 2GB graphics cards next time I upgrade! But for now, sadly I will have to go back to the original textures.
User avatar
Emma Parkinson
 
Posts: 3401
Joined: Wed Jul 26, 2006 5:53 pm

Post » Tue May 29, 2012 1:57 pm

If you're experiencing stuttering issues and using 16xAF, you can also reduce memory usage by lowering AF to 8x. I got a notable performance increase with this trick, and the quality difference is not that huge in my opinion. I'm not suggesting Manehead should do this, just a tip to those wanting to sacrifice some image quality for performance.
User avatar
Del Arte
 
Posts: 3543
Joined: Tue Aug 01, 2006 8:40 pm

Post » Wed May 30, 2012 12:10 am

Lowering this should free up some VRAM, however, it will only free up the amount of memory one frame takes up, i.e. not very much. Worth a try though if you're sitting near the limits of your VRAM.

On the subject, I'm running GTX460 786MB in SLi, and am having trouble with the high res texture pack.

I've maxed out every box/slider in the settings plus a few .ini tweaks, uGrids=7, and am using 2xMSAA and 16xAF (high quality through nVidia control panel). When I switch on the texture pack I get brief stuttering when turning around quickly and entering new areas. Since I refuse to lower any of the settings, I have concluded that 786MB of VRAM is not enough for the texture pack. I will make sure to get 2GB graphics cards next time I upgrade! But for now, sadly I will have to go back to the original textures.

Or you could just revert back to uGrids = 5 and have no problems using the HD textures. :P
User avatar
Shannon Lockwood
 
Posts: 3373
Joined: Wed Aug 08, 2007 12:38 pm

Post » Wed May 30, 2012 6:06 am



Or you could just revert back to uGrids = 5 and have no problems using the HD textures. :P

Yes, I could, but it's a choice of either seeing more of the world or seeing less of the world but slightly sharper. I choose the former.

However, I will try lowering af to 8x, but I fear that even if I switch af + aa off completely it will not be enough to overcome my VRAM shortcomings.
User avatar
Far'ed K.G.h.m
 
Posts: 3464
Joined: Sat Jul 14, 2007 11:03 pm

Post » Tue May 29, 2012 4:08 pm

However, I will try lowering af to 8x, but I fear that even if I switch af + aa off completely it will not be enough to overcome my VRAM shortcomings.
Quite possible, because lowering AF is only of any help when you're on the brink of running out of memory. Furthermore, the impact will vary from situation to situation.

Also, if you're using user made texture mods, have you gone through the textures to make sure all of them are of sensible size? DDSopt is a great tool when optimising textures.

I ended up extracting the HD texture files and handpicking the textures I consider to have some impact in general gameplay in order to keep VRAM in check.
User avatar
Mistress trades Melissa
 
Posts: 3464
Joined: Mon Jun 19, 2006 9:28 pm

Post » Tue May 29, 2012 9:04 pm

Yes, I could, but it's a choice of either seeing more of the world or seeing less of the world but slightly sharper. I choose the former. However, I will try lowering af to 8x, but I fear that even if I switch af + aa off completely it will not be enough to overcome my VRAM shortcomings.

Another possible option, is to keep FXAA/AF 16x and reduce AA to 2x. You can also just disable AA, as FXAA seems to be doing a very good job -at least on 1080p. You won't get entirely rid of the hickups in heavy areas, but it should make them much more tolerable.
User avatar
Nicholas C
 
Posts: 3489
Joined: Tue Aug 07, 2007 8:20 am

Post » Tue May 29, 2012 9:53 pm

FXAA => blurry image => no point in using high resolution textures.
User avatar
Amanda savory
 
Posts: 3332
Joined: Mon Nov 27, 2006 10:37 am

Post » Wed May 30, 2012 4:32 am

FXAA => blurry image => no point in using high resolution textures.
Sorry that's not at all accurate. You do get some blurring but the textures are still much more detailed using the high-res textures. Also, FXAA (and any other form of FSAA) can actually help reduce the texture aliasing/shimmering in movement caused by very fine details in high-res textures since MSAA/TAA dont' touch them at all.
User avatar
Marie
 
Posts: 3405
Joined: Thu Jun 29, 2006 12:05 am

Post » Tue May 29, 2012 8:03 pm

You do get some blurring but the textures are still more detailed using the high-res textures.

At *very* high screen resolutions you'd be right, but given that the point of this thread is help reduce VRAM usage...

Also, FXAA (and any other form of FSAA) can actually help reduce the texture aliasing/shimmering in movement...

Some kinds of shimmer can be reduced by FXAA, other kinds of shimmer are actually made worse by FXAA. FXAA is a post processing effect, and one that doesn't use any information from additional buffers (such as the depth buffer). Such a PP effect cannot add any information to an image, it can only take information away.
User avatar
Frank Firefly
 
Posts: 3429
Joined: Sun Aug 19, 2007 9:34 am

PreviousNext

Return to V - Skyrim