UGridsToLoad and the official LAA

Post » Sun May 27, 2012 6:27 pm

Anyone have tried to tinker with this? Would it be more stable? I'm hoping for a official update to include higher UGrid, but maybe that is pushing my luck.

Otherwise, would modders be able to fix higher UGridsToLoad distance once they get a hold on the dev kit?
User avatar
Emily Jones
 
Posts: 3425
Joined: Mon Jul 17, 2006 3:33 pm

Post » Sun May 27, 2012 2:56 pm

If you were using 4GB mod before, I don't see how the new patch helps your uGrids stability.

Besides, what difference does an 'official' higher ugrid update do? Frankly, anybody playing with ugrids should know how to open up their ini files and fiddle properly...or else they shouldn't touch features that can easily mess up their stability (imagine all the users with less than minimum system requirements pressing a ugrid button, and then coming to the forums looking for help, fixing save games, etc....ug.).

What about higher uGrids needs fixing by modders that you can't do right now?
User avatar
christelle047
 
Posts: 3407
Joined: Mon Apr 09, 2007 12:50 pm

Post » Sun May 27, 2012 6:29 am

Grids at 7 appears to be stable for a large number of people. Raising it to 9 or higher has produced a lot of instability, even for sites that review the setting and have people that know what they are doing. There may be ways of helping to stabilize with 9+, but it has a big impact on performance to begin with.

Beth won't ever change an ini setting like grids, as they stand nothing to gain from it. :)

If you do raise grids to 7, remember to also raise the memory setting, and the exterior cells setting appropriately. It really does improve the look of the game.
User avatar
Richard Dixon
 
Posts: 3461
Joined: Thu Jun 07, 2007 1:29 pm

Post » Sun May 27, 2012 8:59 pm

Very spec limited I would say then, I have had ugrids at 9 since just about launch with no issues!
User avatar
jess hughes
 
Posts: 3382
Joined: Tue Oct 24, 2006 8:10 pm

Post » Sun May 27, 2012 5:01 pm

i know i can run 9 ugrids at a good framerate and stable with my 6 core cpu at a little overclock... seems to chew through it very well loading 4 threads as evenly as possible..

the ugrids seems to be mostly dictating raw CPU power limitations... i think for my system... 7 is a good balance. .9 seems to put more stress on the cpu.. while prior a intel i7 930 7 was a good balance and 9 would bottleneck at the cpu..
User avatar
lolli
 
Posts: 3485
Joined: Mon Jan 01, 2007 10:42 am

Post » Sun May 27, 2012 10:15 pm

Well i found that ugridstoload =7 was fine until i got to level 60+ with a large save file (19mb+). Then the game started crashing all over the place. To fix this i needed to put it back to =5.

I havn't crashed since. Seems Beth did test the game and this is why =5 is the default :smile:
User avatar
Alessandra Botham
 
Posts: 3440
Joined: Mon Nov 13, 2006 6:27 pm

Post » Sun May 27, 2012 7:09 am

If you were using 4GB mod before, I don't see how the new patch helps your uGrids stability.

Besides, what difference does an 'official' higher ugrid update do? Frankly, anybody playing with ugrids should know how to open up their ini files and fiddle properly...or else they shouldn't touch features that can easily mess up their stability (imagine all the users with less than minimum system requirements pressing a ugrid button, and then coming to the forums looking for help, fixing save games, etc....ug.).

What about higher uGrids needs fixing by modders that you can't do right now?

I didnt use the 4gb before, thats why I asked if it did

Bethesda can optimize their engine to actually make it stable to increase UGrids

As modders will get the same tools as the devs, if the devs wont optimize it maybe the modders can?
User avatar
Queen
 
Posts: 3480
Joined: Fri Dec 29, 2006 1:00 pm

Post » Sun May 27, 2012 5:10 pm

Bethesda can optimize their engine to actually make it stable to increase UGrids

As modders will get the same tools as the devs, if the devs wont optimize it maybe the modders can?

We get access to the "Data", not access to the "Core Engine"... That requires source-code, and removal from the Steam Umbilical-cord. Not something they are willing to surrender to the public.

However, we can fix all the poorly optimized scripts, and objects, which are causing some of the uGrids limitations. But the game is designed around that setting, and not intended to be changed.

To get more detail, we have to shrink the player-size and world-scale, so 5 grids in the world are equal to the size of 7. (Easy-enough to do once the creation kit comes-out.) The result will be less land detail and texture over-sizing, and lots of floating objects that have to be hand-moved back onto the ground. As if there are not enough floating things in the game already!
User avatar
Dona BlackHeart
 
Posts: 3405
Joined: Fri Dec 22, 2006 4:05 pm

Post » Sun May 27, 2012 6:47 am

Aren't there ancillary settings to match/pair up with uGridsToLoad, like:

uGridsToLoad=x
uExterior Cell Buffer=x
iPreloadSizeLimit=x
etc

This is where I hesitate on tinkering with uGrids. I've read additional accounts where users have increased this above 5 and enjoyed some initial stability, but then eventually the CTDs begin, and they have to back it down to 5. $%@# I wish we were passed this by now.
User avatar
Carlitos Avila
 
Posts: 3438
Joined: Fri Sep 21, 2007 3:05 pm

Post » Sun May 27, 2012 5:41 pm

uGridsToLoad is really experimental. It completely broke things in Oblivion, and it had issues in Fallout. In Skyrim it can cause instability, and we're not sure if there are any long term effects from it.
User avatar
Kortknee Bell
 
Posts: 3345
Joined: Tue Jan 30, 2007 5:05 pm

Post » Sun May 27, 2012 9:04 am

I have used ugridstoload = 7 for most of my time playing skyrim with no problems.

However ,since my character got into the 60's the game started crashing(level 65 at the moment) . My save file was at 18 MB.Since reverting back to ugridstoload=5 i have no crashing (at the moment atleast).

If you start to crash to desktop the first thing you need to do is run the game at default. No mods and no ini tweaks.
User avatar
Life long Observer
 
Posts: 3476
Joined: Fri Sep 08, 2006 7:07 pm

Post » Sun May 27, 2012 6:18 pm

i have been using ugrids 7 at the moment due to installing large texture mods , but im testing ugridstoload 9 at the moment and i do get a little stuttering but no crash so far , i may stick with ugrids 9 to see how it fairs after a couple of hours.
User avatar
carla
 
Posts: 3345
Joined: Wed Aug 23, 2006 8:36 am

Post » Sun May 27, 2012 2:37 pm

like i posted in the original ugrids thread i made that has tons of posts in it...

using ugrids 7 is for higher end machines.... using ugrids 9 requires a VERY beefy computer and ugrids higher then 9 just is really pushing it requiring some super high overclocks just to push it decently.
User avatar
Josh Dagreat
 
Posts: 3438
Joined: Fri Oct 19, 2007 3:07 am

Post » Sun May 27, 2012 7:51 pm

I didnt use the 4gb before, thats why I asked if it did

Bethesda can optimize their engine to actually make it stable to increase UGrids

As modders will get the same tools as the devs, if the devs wont optimize it maybe the modders can?
We get access to the "Data", not access to the "Core Engine"... That requires source-code, and removal from the Steam Umbilical-cord. Not something they are willing to surrender to the public.

However, we can fix all the poorly optimized scripts, and objects, which are causing some of the uGrids limitations. But the game is designed around that setting, and not intended to be changed.

To get more detail, we have to shrink the player-size and world-scale, so 5 grids in the world are equal to the size of 7. (Easy-enough to do once the creation kit comes-out.) The result will be less land detail and texture over-sizing, and lots of floating objects that have to be hand-moved back onto the ground. As if there are not enough floating things in the game already!

Ah, I see, thank you for explaining :)
User avatar
Mizz.Jayy
 
Posts: 3483
Joined: Sat Mar 03, 2007 5:56 pm


Return to V - Skyrim