TESV Acceleration Layer offers CPU optimization, massive pos

Post » Mon May 28, 2012 12:13 am

It says the command is not found? Did I not install it right? I followed the readmes for both files.
Load the game via skse_loader.exe, ensuring SKSE is installed properly (skse_loader.exe should be right next to TESV.exe). Either way, TESVAL.dll wasn't loading which might just account for why you noticed no difference.
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Hayley Bristow
 
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Post » Sun May 27, 2012 2:09 pm

I'll wait a while with this mod and see if it breaks anything. I don't like programs on the Machine Level set, it can pretty much destroy your computer if it's not handled carefully.

Can someone help clarify this. I am not computer savy so it's worrisome to see someone say that.
Is it okay to use this mod?
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!beef
 
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Post » Sun May 27, 2012 3:01 pm

Can you blame Bethesda?
Yes.

The fact that they were in a rush to deliver the game on time is not a valid excuse, not at all! Especially because the only version of the game that truly works as it should is the 360 one, PC and especially PS3 versions are a pile of crap...
Even if the pc ver. for me works fine (and thanks to modder gets better every day) I'm still not satisfied, bad optimization, no better graphics or new features than the console version and so on....




Added -- Note: If using the skse_loader crashes for you on WIndows Vista/7, right-click it and use "Run as Administrator". Works for some, even when it shouldn't. Possibly to do with certain virus scanners.
Exactly, I have to run it as admin or it crashes... my AV is the microsoft free one, don't know if it's his fault...
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Len swann
 
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Post » Sun May 27, 2012 12:37 pm

I guess in about a month or so we will get an official Bethesda patch doing the same thing :biggrin:
This wouldn't be a bad thing. It would provide us with a supported solution, built into the game and not requiring SKSE updates whenever a patch is released.

It shouldn't be surprising that the modding user base is making discoveries like this. The TES modding community has been the most innovative and fastest-growing group of people supporting any game. This has to do with the modding tools that have been available (for past games - no CK yet) and the appeal of the TES games. Bethesda should certainly recognize and capitalize upon this fact by investigating whether something like that can be added to an official build of the game for a future update.

You can attribute this to the fact that Skyrim was developed on 7-year old console hardware and the scope of their developers' priorities didn't include optimizing for modern PC hardware, but the sheer numbers of people who love these games that are trying to make Skyrim better will always overpower whatever focus Bethesda can bring to bear. Their response, however, can not be replaced by the mod community, so let's hope they recognize the benefits and implement them. Or at the very least, they should have someone comment on the issue. If this is a plus for Skyrim, with no serious risks, then they should provide additional technical details to facilitate the furtherance of this mod. They've done this previously with regard to UI modding.
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kelly thomson
 
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Post » Sun May 27, 2012 10:51 pm

Load the game via skse_loader.exe, ensuring SKSE is installed properly (skse_loader.exe should be right next to TESV.exe). Either way, TESVAL.dll wasn't loading which might just account for why you noticed no difference.

In my game dir, I have this text file that was created:

skse loader 01040020 01CCC0CFC96533B1
procPath = D:\Program Files (x86)\Steam\SteamApps\common\skyrim\TESV.exe
launching: TESV.exe (D:\Program Files (x86)\Steam\SteamApps\common\skyrim\TESV.exe)
dwSignature = FEEF04BD
dwStrucVersion = 00010000
dwFileVersionMS = 00010003
dwFileVersionLS = 000A0000
dwProductVersionMS = 00010003
dwProductVersionLS = 000A0000
dwFileFlagsMask = 00000017
dwFileFlags = 00000000
dwFileOS = 00000004
dwFileType = 00000001
dwFileSubtype = 00000000
dwFileDateMS = 00000000
dwFileDateLS = 00000000
version = 00010003000A0000
steam exe
hook call addr = 011125DB
load lib addr = 0120E0B4
dll = D:\Program Files (x86)\Steam\SteamApps\common\skyrim\skse_1_3_10.dll
main thread id = 1468
hookBase = 001C0000
loadLibraryAAddr = 74C649A7
hook thread complete
launching

All the files are in the right place. WTF is going on?
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Annick Charron
 
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Post » Sun May 27, 2012 9:23 pm

Can someone help clarify this. I am not computer savy so it's worrisome to see someone say that.
Is it okay to use this mod?

This mod injects code into TESV.exe to optimize the framerate. While the intentions are good, this method could have some unintended effects due to bugs in code. These could corrupt your savefile, erase your documents while trying to save, put bad sectors on your hard disk, etc. Are any of these things likely, probably not. The mod however was released just today, so it has not been tested under all circumstances. Whether the risks justify the rewards is up to you. I am going to install it as soon as I get home, because to me the risk is small and rewards are big. But that's my personal tolerance level.
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ladyflames
 
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Post » Mon May 28, 2012 12:36 am

Hopefully Bethesda will learn something from this source and release their own patch by the end of 2012!

I hope you meant 2011 :biggrin:

Thank you guys. I always got drops in several dungeons/ruins/whatever and wondered where the drops came from. Some complex scences where rendered with 70 fps but when i looked in a specific direction (maybe a wall with something behind) it may dropped to 25!
I really appreciate your work.

regards
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Spooky Angel
 
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Post » Sun May 27, 2012 9:06 pm

Can someone help clarify this. I am not computer savy so it's worrisome to see someone say that.
Is it okay to use this mod?
ianpatt looked over the code made by Arisu and compiled it himself. I believe ianpatt has been with Script Extender team since the Morrowind days. Multiple people have since gone over this code and found nothing wrong. Really the code isn't very large at all.

It's not like you can easily make a mistake when optimizing in this specific manner that could make a computer explode. You'd basically have to do it deliberately, which is not the case here.

However what rajendra82 says is true and we can't 100% guarantee this won't make your computer explode. (Nor can really most any software developer guarantee this)


I hope you meant 2011 :biggrin:
It's December 22nd and I'm being realistic :smile:
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ruCkii
 
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Post » Sun May 27, 2012 4:47 pm

Here is a good way to check if it's really running as intended:
  • start skyrim
  • exit skyrim
  • find the file "skse.log" in the skyrim folder
  • check the date of the file, make sure it was modified just a moment ago (when you started skyrim)
  • open it in text editor
  • find the line "plugin \Data\SKSE\Plugins\\TESVAL.dll loaded correctly".
if the file is not there, or the file date is not recent, or the line is not there, then you did something wrong.
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Vickytoria Vasquez
 
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Post » Sun May 27, 2012 10:31 pm

This mod injects code into TESV.exe to optimize the framerate. While the intentions are good, this method could have some unintended effects due to bugs in code. These could corrupt your savefile, erase your documents while trying to save, put bad sectors on your hard disk, etc. Are any of these things likely, probably not. The mod however was released just today, so it has not been tested under all circumstances. Whether the risks justify the rewards is up to you. I am going to install it as soon as I get home, because to me the risk is small and rewards are big. But that's my personal tolerance level.
Unless I'm very much mistaken, it doesn't inject code into the executable, it injects it into the process. Nothing on the hard disk should be modified.
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Stephy Beck
 
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Post » Sun May 27, 2012 11:14 am

Went from 25 fps in Markarth to 35, 30 to 40 in Whiterun.

It still blows my mind that Bethesda did not use optimization flags when compiling...
I guess they didn't want to use the features of a modern CPU? :facepalm:
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Jesus Sanchez
 
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Post » Sun May 27, 2012 2:26 pm

Went from 25 fps in Markarth to 35, 30 to 40 in Whiterun.

It still blows my mind that Bethesda did not use optimization flags when compiling...
I guess they didn't want to use the features of a modern CPU? :facepalm:
Yes, probably to create the hype...
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Antony Holdsworth
 
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Post » Sun May 27, 2012 9:21 am

Unless I'm very much mistaken, it doesn't inject code into the executable, it injects it into the process. Nothing on the hard disk should be modified.

No no you're right, but for example what if this thing accidentally remaps the auto save feature's destination string vs the game exe's location self reference? Wouldn't that be fun? :P Either way I really don't think there is much risk and meh its just gaming and yah the pay off as the original response mentions is very worthwhile.
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Janette Segura
 
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Post » Sun May 27, 2012 10:18 am

It says the command is not found? Did I not install it right? I followed the readmes for both files.

Try runnign skse_loader as an administrator.
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krystal sowten
 
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Post » Sun May 27, 2012 5:21 pm

Is there any hardware reasons why someone would NOT apply this mod? Any CPU that does not/can not appreciate the optimisations?
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Ymani Hood
 
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Post » Sun May 27, 2012 11:28 pm

Thanks to both rajendra82 and generalnmx for explaining it to me.
I am very pleased at the performance and wanted to continue to use the mod.
Just wanted to be able to play the game this way while remaining relatively worry-free.
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Tasha Clifford
 
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Post » Sun May 27, 2012 9:47 am

Is there any hardware reasons why someone would NOT apply this mod? Any CPU that does not/can not appreciate the optimisations?
Not any CPU that's capable of running Skyrim at more than 5 FPS in the first place.
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Roanne Bardsley
 
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Post » Sun May 27, 2012 7:05 pm

Unless I'm very much mistaken, it doesn't inject code into the executable, it injects it into the process. Nothing on the hard disk should be modified.

But that process then accesses savegame files on your hard disk inside My Documents folder. If the process is bugged (again not likely), this could affect the saves.
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latrina
 
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Post » Sun May 27, 2012 10:53 pm

Once you install it. Go ahead and install SkyUi too. Man what a difference that mod makes in playability.


Tempting, but I'll wait till it's alittle more refined, but I have been looking at that mod very closely it is coming along very well.

Concerning the Performance Mod:

I found the lowest FPS spot I could find (16-17 fps), while still smooth to play, as it doesn't feel laggy. It is just used as an example.
Quick saved, reloaded a few times and did a few things ingame to see if I could find a better one. Confirming each time that spot will always load in at 16-17fps. It did.
Installed SKSE and before loading the mod tried again, still 16-17fps. So at this point any improvement is definitely the mod.
Installed the mod and it went to that quicksave, the fps was 22-23fps and I never saw a single drop below that, most the time it was 30+ where ever I went searching for laggy areas. My best fps areas was 45 before, but this went to 50+ a few times.

So it has made a significant improvement in my mind. Kudos to the programmer(s) behind this mod.
Seriously if this just took a day of just making sure a few instructions were active that 99.9% of processors can use, then wow, this should of been done by Beth.
So well done.
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Alessandra Botham
 
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Post » Sun May 27, 2012 4:07 pm

Try runnign skse_loader as an administrator.

Tried that. All 3 files from SKSE are in the right place. The dll is in Data/SKSE/Plugins. This is a vanilla install, no mods. The getskseversion command in console still returns not found.
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Charlotte Lloyd-Jones
 
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Post » Sun May 27, 2012 2:08 pm

Tried that. All 3 files from SKSE are in the right place. The dll is in Data/SKSE/Plugins. This is a vanilla install, no mods. The getskseversion command in console still returns not found.

You might want to email this to the SKSE team. They can tell you better how to troubleshoot it.
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Catherine N
 
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Post » Mon May 28, 2012 1:05 am

Tried that. All 3 files from SKSE are in the right place. The dll is in Data/SKSE/Plugins. This is a vanilla install, no mods. The getskseversion command in console still returns not found.

Last option then is to add skse_loader to your anti-virus white list. :D
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QuinDINGDONGcey
 
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Post » Mon May 28, 2012 12:48 am

Will the TESVAL.dll need to be recompiled each time there is an update to SKSE that corresponds with a Skyrim update, and if so will there be a dedicate page on either Silverclock.org or even Nexus?
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Michelle Smith
 
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Post » Sun May 27, 2012 4:59 pm

Tried that. All 3 files from SKSE are in the right place. The dll is in Data/SKSE/Plugins. This is a vanilla install, no mods. The getskseversion command in console still returns not found.
Very odd...I suggest the main SKSE thread as that's what they check the most -- http://www.gamesas.com/topic/1321294-wipz-skyrim-script-extender-skse/



Will the TESVAL.dll need to be recompiled each time there is an update to SKSE that corresponds with a Skyrim update, and if so will there be a dedicate page on either Silverclock.org or even Nexus?
Yes, and probably. Specifically TESVAL.dll doesn't need to be recompiled with SKSE updates, it needs to be recompiled with Skyrim updates, in its current state. SKSE itself normally has a build out within a day of a new Skyrim patch (English). If they're handling it, it'll probably be recompiled then. But no one's yet taken responsibility for it. This is very new; we'll see.
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Rebekah Rebekah Nicole
 
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Post » Sun May 27, 2012 4:17 pm

Tried that. All 3 files from SKSE are in the right place. The dll is in Data/SKSE/Plugins. This is a vanilla install, no mods. The getskseversion command in console still returns not found.
What does your skse.log file say?

Will the TESVAL.dll need to be recompiled each time there is an update to SKSE that corresponds with a Skyrim update, and if so will there be a dedicate page on either Silverclock.org or even Nexus?
Updated is required when Skyrim gets patched.
It only needs an update for SKSE if the plugin API changes.
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Alyesha Neufeld
 
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