TESV Acceleration Layer offers CPU optimization, massive pos

Post » Sun May 27, 2012 4:45 pm

Went from 27 to 32 in my normal benchmarking spots in Riften and Solitude. (i chose them because they both give roughly the same framerates). Optimization options are included in compilers for a reason. I love this game, but... they must have a new amateur coder on the payroll.

Doing a full benmark runthrough of Markarth, starting at the player owned house (min,max,avg):
Before: 18,88,49
After: 26,113,58

I am using GTX570 x2 in SLI, on a 120Hz LCD with VSync turned on, all quality settings maxed out, or in some cases overtweaked in the .ini's.

This fix is 100% win.
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Angelina Mayo
 
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Post » Sun May 27, 2012 11:04 pm

A certain spot in Markarth gave me 16 fps, same spot gives me 22 with the plugin. Great improvement overall, much smoother cities. Great job!
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Louise Dennis
 
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Post » Sun May 27, 2012 10:24 pm

Does anyone have any idea how I could get this to work with Simple Border-less Windows mod? Basically I need to execute two executables at once... SBW.exe and skse_loader.exe

I NEED sbw mod because it eliminates my micro-stutter.

Thanks.

Afaik sbw automatically starts skse_loader.exe if present. So starting only SBW should be enough (Sky UI works so SKSE seems to load for me^^)
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Ross
 
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Post » Sun May 27, 2012 10:16 am

Afaik sbw automatically starts skse_loader.exe if present. So starting only SBW should be enough (Sky UI works so SKSE seems to load for me^^)

Sure enough it does! Thanks! You saved me from one big headache.

Also this mod is amazing! Now getting 60fps on ultra looking down from dragon's reach. (i5-2500k clocked at 4.3ghz and only at 1366x768 res)
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naomi
 
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Post » Sun May 27, 2012 9:31 am

Didn't read any further than that quote, did you. Of course you didn't, else you wouldn't have spouted warm and fuzzy group think platitudes.

Hm, thought I did, but at least I appreciated your sense of humor. :biggrin:

So I went back and re-read the two posts, and all I see that you said to him was...

9/10 dentists think the 10th is an ass.

So not seeing any reason to change my comments. It was funny, which I stated, but wanted to make sure that in the process we're not alienating those who are posting their experiences that run contrary to the majority. Am I missing something? Always willing to admit when I'm wrong, which happens once or twice a year. :blink:

Wait, no. See! I was wrong! That was BumpInTheNight's comment, not yours, Sonoma. Soooo... why are we having this argument??

Regards,

-RMWChaos
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Austin Suggs
 
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Post » Sun May 27, 2012 8:03 pm

Didnt change anything, if so, it made the game go a little bit slower then running it through steam... the insall went flawless and no problem with launching, but i still have a minimum of 40 FPS, normal 45-50 FPS, highest 55-60 FPS. Still was the same after the install.

I guess maybe its just for stabelizing at parts where it useually would be low?

Well if it works for other, good job! ;P
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Pumpkin
 
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Post » Mon May 28, 2012 1:39 am

My god. I can run 7 ugrids smooth all the time. The lowest fps I see is 30. And that is the worst case scenario - in the swamps near Solitude and with two (or 3) spiders attacking. God bless the creator of this mod.
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HARDHEAD
 
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Post » Sun May 27, 2012 10:27 pm

This works amazingly, but no I am somewhat depressed that, with all their resources, Bethesda could not do this. They really didn't even try.
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Leah
 
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Post » Sun May 27, 2012 1:28 pm

This works amazingly, but no I am somewhat depressed that, with all their resources, Bethesda could not do this. They really didn't even try.

Don't be so quick to judge. I didn't look at the code but what I heard is that Arisu (mod creator) saved CPU cycles by using a compiler that executes out-of-order instructions. If this is true, then don't blame the programmers: They were doing it by the books. In-order instructions are considered safe, even if they eat cycles. Out-of-order instructions are not safe, since you might need to change a variable later that you are trying to change out of order. All in all it probably did not even occur to them to try to use out-of-order instructions, especially since the PS3 and the 360 can't handle that.

Edit: I'd hate to say it but it was probably because of simply porting the game instead of making it wholly for the PC. This is really never a good option, but i would prefer this over: TES V: Only on the 360!
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^_^
 
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Post » Sun May 27, 2012 6:39 pm

I thought I'd offer my impression. This is hardly extensive testing, but there is a clear improvement.

2560x1600, Ultra settings, Ambient Occlusion set to Performance, FXAA, Antialiasing - Transparency set to 2x, Texture Filtering (Anistropic Filtering) set to High Quality

Lowest observed framerate in Whiterun was from the top of the steps at Dragonsreach looking down at the tree in the plaza. Without the mod, I get a steady 26.2 FPS (42-60 elsewhere). With the mod, from the same viewpoint, I get 32.2.

Thanks for sharing this mod with the rest of us and especially your methods for investigating it. I hope Bethesda is reading this thread.
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Nancy RIP
 
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Post » Sun May 27, 2012 9:39 am

This guy is my hero, I improved from 16 to 24fps while looking down from Dragonsreach. That's a 50% increace in framerate, Download this mod and install it, and use SkyUI, for which I was already using SKSE. Right-click on Skyrim and select Properties, Updating so you don't have to wait for an update after Skyrim updates.
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Nina Mccormick
 
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Post » Sun May 27, 2012 6:20 pm

I can confirm FPS increase...not much but noticeable ( using FRAPs )
My only FPS problem area were the cities and am getting 5 to 10 more...I still get weird dips for no reason looking in certain directions in certain areas...aka look in one direction drops it down into the 20 or 30s...look everywhere else 50 to 60...take 5 steps backward or forward and looking in that certain direction FPS is normal again. ( There is nothing on the screen that would indicate a reason for such a large drop...no battles, NPCs etc, sometimes it's just a wall or stone fence ...weird...had this in FO3 and NV also ) Oh well. Happens rarely and always in the same place.

Again noticeable increase in FPS. Not finished testing all areas but what what I have seen ...so far so good.

Good job guys ( and or gals )

If people can fix the game up so much faster and better then Betheseda can .....without the complete set of tools ! I can't wait to see the performance tweaks when the editor is released.

First the 4 G LAA thingee....and now this.

Definitely renewed my interest in continuing to play.

Bring it on !
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Jennifer May
 
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Post » Sun May 27, 2012 9:20 pm

Don't be so quick to judge. I didn't look at the code but what I heard is that Arisu (mod creator) saved CPU cycles by using a compiler that executes out-of-order instructions.
I didn't use any compiler at all. It all was hand-written. Compilers can't execute out-of-order, compilers only can generate code which CPUs can execute. The generated code can be and always is executed out-of-order as fast as possible, so the CPU execution modelling has been one of the standard optimizations for any compiler, including the GNU C Compiler (may be known as --march to some), for ages.

If this is true, then don't blame the programmers: They were doing it by the books. In-order instructions are considered safe, even if they eat cycles. Out-of-order instructions are not safe, since you might need to change a variable later that you are trying to change out of order.
Sorry, but that isn't true. What the compiler generates hasn't directly to do with what the programmers wrote, except that it retains the semantics. Out-of-order execution is not unsafe, it's actually something different than what you mean. What you are describing here is deliberate elimination of mutexes or other synchronization primitives. Yes, that'd be unsafe, but nothing of this kind has been done and can easily be verified by looking at the source code.

Edit: If you wish to read more about OoOE as it is commonly understood, https://en.wikipedia.org/wiki/Out-of-order_execution might be a good place to start.
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Bethany Watkin
 
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Post » Sun May 27, 2012 11:13 pm

I didn't use any compiler at all. It all was hand-written. Compilers can't execute out-of-order, compilers only can generate code which CPUs can execute. The generated code can be and always is executed out-of-order as fast as possible, so the CPU execution modelling has been one of the standard optimizations for any compiler, including the GNU C Compiler (may be known as --march to some), for ages.


Sorry, but that isn't true. What the compiler generates hasn't directly to do with what the programmers wrote, except that it retains the semantics. Out-of-order execution is not unsafe, it's actually something different than what you mean. What you are describing here is deliberate elimination of mutexes or other synchronization primitives. Yes, that'd be unsafe, but nothing of this kind has been done and can easily be verified by looking at the source code.

Edit: If you wish to read more about OoOE as it is commonly understood, https://en.wikipedia.org/wiki/Out-of-order_execution might be a good place to start.

Okay, thanks for clearing that up. I have nothing more to say then, it was obviously an overlook/laziness/incompetence on their part. I can't think why they would not do it the way you did it.
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Ownie Zuliana
 
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Post » Sun May 27, 2012 8:57 pm

I posted in the original thread but it got closed. I was getting much longer load times for some reason, I then took the TESVAL.dll out of skyrims root folder and the long load times went away. someone was asking about this.
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Nomee
 
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Post » Sun May 27, 2012 10:10 pm

Okay, thanks for clearing that up. I have nothing more to say then, it was...
You could say "Thank you, Arisu, for this great mod, and pardon my ignorance." :cool:
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Jessie Butterfield
 
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Post » Sun May 27, 2012 6:55 pm

You could say "Thank you, Arisu, for this great mod, and pardon my ignorance." :cool:

Hah, true. I still won't be putting the mod on until i get back from the family Christmas, but installing it after that. No point in not doing. I just wonder if Arisu has a job in the industry. If not he should.
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Laurenn Doylee
 
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Post » Mon May 28, 2012 12:22 am

100$ that Bethesda will steal all Arisu's work and claim they did it.

its pretty obvious.. the original maker of the LAA patch wasnt even mentioned by Bethesda.
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Juan Cerda
 
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Post » Sun May 27, 2012 6:43 pm

Bethesda, for some reason, compiled the game without using any of the optimization flags for release builds.

Seriously now, how long did these guys spend on the PC port? Like a whole day maybe? :down:

Many thanks to Arisu and ianpatt!
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Amanda savory
 
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Post » Sun May 27, 2012 9:53 am

http://dl.dropbox.com/u/3485341/Screenshots/Skyrim/whiterun1.jpg
http://dl.dropbox.com/u/3485341/Screenshots/Skyrim/whiterun2.jpg
http://dl.dropbox.com/u/3485341/Screenshots/Skyrim/outside%20whiterun.jpg
http://dl.dropbox.com/u/3485341/Screenshots/Skyrim/markath.jpg

Another happy camper! Thank you for this awesome mod! :) I got an improvement up to almost 20% (i5 750 OC to 3,70ghz).
As mentioned by the op performance gain won't apply everywhere.
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Brooke Turner
 
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Post » Sun May 27, 2012 2:06 pm

100$ that Bethesda will steal all Arisu's work and claim they did it. its pretty obvious.. the original maker of the LAA patch wasnt even mentioned by Bethesda.
The author stated from the onset that their hope was to see Beth implement these optimizations and LAA is just ticking a flag if the .exe isn't encrypted... They "stole" nothing. *collects $100* Nonetheless, I do hope Beth integrates these optimizations. The only reason I could see them not doing so is if M$ has candidly paid Beth to hobble Skyrim for PC in a misguided effort to artificially extend the lifespan of the box.
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Portions
 
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Post » Sun May 27, 2012 1:40 pm

I posted in the original thread but it got closed. I was getting much longer load times for some reason, I then took the TESVAL.dll out of skyrims root folder and the long load times went away. someone was asking about this.

Where did you put the .dll to speed up load times?
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Ebony Lawson
 
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Post » Sun May 27, 2012 3:59 pm

I can confirm FPS increase...not much but noticeable ( using FRAPs )
My only FPS problem area were the cities and am getting 5 to 10 more...I still get weird dips for no reason looking in certain directions in certain areas...aka look in one direction drops it down into the 20 or 30s...look everywhere else 50 to 60...take 5 steps backward or forward and looking in that certain direction FPS is normal again. ( There is nothing on the screen that would indicate a reason for such a large drop...no battles, NPCs etc, sometimes it's just a wall or stone fence ...weird...had this in FO3 and NV also ) Oh well. Happens rarely and always in the same place.

Again noticeable increase in FPS. Not finished testing all areas but what what I have seen ...so far so good.

Good job guys ( and or gals )

If people can fix the game up so much faster and better then Betheseda can .....without the complete set of tools ! I can't wait to see the performance tweaks when the editor is released.

First the 4 G LAA thingee....and now this.

Definitely renewed my interest in continuing to play.

Bring it on !

Not much? I guess we have different perspectives on that because 5-10 FPS is huge to me. It can mean the difference between playable and not to many. But, you seem to be happy with the improvements, and that's what counts.

Now I did see in some posts elsewhere by folks who are far more experienced than I with optimizing textures and nifs and such, and these smart folks stated that the occassional dips in FPS you experience when there is no obvious activity going on to account for it is in all likelihood due to unoptimized models ... or was it textures ... or both? Anyway, something in the graphics area is not optimized, which we saw in Oblivion as well. Eventually, a modder out there, probably the one who said this to begin with, is going to go through it all and optimize them, meaning not only should it get rid of those FPS valleys, but we also should be able to load higher-res textures to boot with less of an impact to FPS as we get trying that currently!

So ... cheers!

-RMWChaos
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Erin S
 
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Post » Sun May 27, 2012 4:15 pm

100$ that Bethesda will steal all Arisu's work and claim they did it.

its pretty obvious.. the original maker of the LAA patch wasnt even mentioned by Bethesda.
They would not steal as JustinOther said, and also, legally they would not steal even without their permission. If I remember correctly, there are laws and conventions saying that computer programs can be examined and its ideas can functions can be taken from it, and the original creator's permission is not needed.
A programmer only gets copyright protection for that specific code written exactly like that, and not the idea or function behind it.
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Damned_Queen
 
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Post » Sun May 27, 2012 10:23 am

Another positive report here also.

Testing using my set of FPS area saves, I am getting quite a significant boost. SkyForge looking down from 30 to 39, Standing at the bottom steps of Whiterun looking across the tree and up to Dragonsreach 44 to 50, out of Dragonsreach at the top of the stairs looking down the stairs at the tree 26 to 36, across the river down from the sawmill looking up through River-whatever 30 to 38, At Riften as soon as you enter after a fast travel at high noon full sun from 34 to 43, In Markarth standing at the Ruins entrance looking out over the mine area and city high noon full sun from 28 to 33.

I haven't played extensively, but did some quick loads in dungeons and some runnning around and saw no weird graphical effects (wonkier shadows, missing textures, missing geometry, etc), I did not experience any longer load times, and no crashes.

Pretty impressive is putting it midly.

Specs:
AMD 1090t @3.6
ATI 6950 Unlocked to 6970shaders @880/1330 (Clck/Mem) with 12.1 Drivers
Win7 64 w/16Gigs DDR3
4xMSAA via Skyrim settings
FXAA Injector (Low Level FXAA +Sharpening and Tonemap)
Skyrim @ 1920x1080

Again, impressive work.

Bats
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Olga Xx
 
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