TESV Acceleration Layer offers CPU optimization, massive pos

Post » Mon May 28, 2012 12:17 am

Original Mod Author: Arisu
Compiled by: ianpatt (SKSE)

I doubt ianpatt will post this here and I know a lot of people here have a lot of performance issues. People are already reporting serious performance increases, up to and beyond +20 FPS on High/Ultra in cities (people going from low 20s to high 40s, etc.), and can improve performance on both high-end and low-end machines This optimization is for your CPU as the now-famous Arisu explains:
This patch will improve your frame rate by up to 40% in all CPU-dependent situations, i.e. especially in cities.
It works mostly by rewriting some x87 FPU code and inlining a whole ton of useless getter functions along the critical paths because the developers at Bethesda, for some reason, compiled the game without using any of the optimization flags for release builds.
For those wary of downloading this plugin because it was made by an unknown author, don't worry, it was actually ianpatt (one of the main developers of SKSE) who actually compiled the plugin from source provided by the original author of the optimization code.

Thread with download link: http://www.gamesas.com/topic/1321575-rel-tesv-acceleration-layer/
Note: Do not download the original file in the Spoiler tag as it won't work, you want the one in the quote box. Direct link (may change): http://skse.silverlock.org/beta/TESVAL-1.3.10.0-2011-12-22-skseplugin.7z

SKSE Thread with download link: http://www.gamesas.com/topic/1321294-wipz-skyrim-script-extender-skse/

To use SKSE, just download it and place it in your main Skyrim folder, then run Skyrim using "skse_loader" which is included with SKSE. The plugin goes in Skyrim\Data\SKSE\plugins (a folder which won't exist if you've never used SKSE, so you'll have to make it).

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.

This has a good chance to fix/reduce people's problems with various "kill areas" which destroy their FPS.

Note: Currently must be compiled for a specific version of Skyrim, so only 1.3.10 compatible right now.

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

Edit: Added bold notes, added author credits (this is not my mod, don't thank me, thank them).
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Kim Kay
 
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Post » Sun May 27, 2012 5:59 pm

Duplicate
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Eibe Novy
 
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Post » Sun May 27, 2012 3:45 pm

initial reports on performance gains have been phenomenal.
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Max Van Morrison
 
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Post » Sun May 27, 2012 3:35 pm

I don't wanna sound mean but... Bethesda should fire their programmers and hire some... real programmers. Seriously.
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Louise
 
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Post » Sun May 27, 2012 3:48 pm

Wow.

I didn't know people still used x87. The 1980s called and they want their technology back.
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steve brewin
 
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Post » Sun May 27, 2012 9:54 am

I don't wanna sound mean but... Bethesda should fire their programmers and hire some... real programmers. Seriously.

I agree like how about these amazing modders that did such oustanding things with Obilivion and in the short time Skyrim has been out have made numerous improvements. I can image TESVI made by these guys with an advanced option menu with settings options a mile long. A dream come true for a new player like me. :D
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Richard
 
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Post » Mon May 28, 2012 1:13 am

I know this maybe daft but I'm gonna try this On my laptop this should work? Has anyone tried this does it work in problem cities?stutterin in whiterun etc etc.
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Doniesha World
 
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Post » Sun May 27, 2012 2:25 pm

I know this maybe daft but I'm gonna try this On my laptop this should work? Has anyone tried this does it work in problem cities?stutterin in whiterun etc etc.



I haven't used it long enough to know if it helps in any of the dungeons I've seen slowdowns in, but I did travel straight to Markarth after installing and it had improved considerably.
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Dina Boudreau
 
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Post » Sun May 27, 2012 5:01 pm

Wow.

I didn't know people still used x87. The 1980s called and they want their technology back.
Ahahahaha :biggrin:


BTW +5 fps! Nice work and thanks a lot!
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Marlo Stanfield
 
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Post » Sun May 27, 2012 5:49 pm

Wow fantastic, will get later today!!!! I'll let you know of any performance gains.
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A Dardzz
 
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Post » Sun May 27, 2012 10:22 pm

I know this maybe daft but I'm gonna try this On my laptop this should work? Has anyone tried this does it work in problem cities?stutterin in whiterun etc etc.

Yep, tried and tested in cities...I've tested Whiterun and received 25% increases...some users get 33% and above...depending on CPU.
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Catharine Krupinski
 
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Post » Sun May 27, 2012 3:51 pm

*raises hand* I just tried it based on this post and I will vouch for its abilities, it does indeed work as advertised and its impact was immediately felt and beneficial. I'm running the game with beyond ultra settings at this point with a 5922x1080 effective resolution using 3xGTX580/3GB edition cards and 4.5Ghz 2600K: That Whiterun Plateau looking at the tree scene typically rendered at about 30-35FPS for me but incorporating this script into things brought that up to 40-48FPS (night vs rainy mid-afternoon).

Thank you, this is impressive.
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Phillip Brunyee
 
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Post » Sun May 27, 2012 11:21 am

In Markarth, looking from the worst FPS angle/location I could find (up near the guard tower):
Vanilla: 27 FPS
Tweak: 36 FPS

Decent increase in performance. I noticed that Riverwood was constant 60 too whereas I used to drop to high 40s - low 50s. Very impressed. Here's hoping Bethesda patch the game to include this.
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des lynam
 
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Post » Sun May 27, 2012 4:48 pm

It works mostly by rewriting some x87 FPU code and inlining a whole ton of useless getter functions along the critical paths because the developers at Bethesda, for some reason, compiled the game without using any of the optimization flags for release builds.

http://www.youtube.com/watch?v=BNsrK6P9QvI

Seriously I don't know what to say
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Annika Marziniak
 
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Post » Sun May 27, 2012 11:46 am

I know this maybe daft but I'm gonna try this On my laptop this should work? Has anyone tried this does it work in problem cities?stutterin in whiterun etc etc.
Basic answer: Yes.

Long Answer: it will work quite well for laptops, which generally have slightly modified desktop processors for reduced power consumption at the cost of reduced performance. Even for the ones that aren't designed this way, this will work with any processor that Windows can be installed on, and further improvements with any processor that supports SSE (which includes almost all x86-compatible desktop, laptop, and netbook processors made in the 21st century -- Intel, AMD, Via, etc.) Part of the acceleration is changing un-optimized FPU code from basic x87 instructions (mid 1990s) to SSE (1999), which was introduced with the Pentium III, and which modern compilers generally optimize for you unless you specifically tell them not to.

Any computer that meets the minimum requirements will generally have support for at least SSE3, which is 3 versions newer than the original SSE, and probably support for SSE4 (2007 and later).
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MISS KEEP UR
 
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Post » Sun May 27, 2012 10:48 am

I'm desperate totry this out.
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Dragonz Dancer
 
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Post » Sun May 27, 2012 6:02 pm

Well I guess since the 360 does not use an x86 processor (much less the ps3) they simply never considered to use sse and similar stuff for pc (which is kinda sad actually)
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Kristian Perez
 
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Post » Mon May 28, 2012 1:12 am

So i need to download the SKSE, copy the .dll and .exe files in my skyrim folder, and then put the TESVAL.dll in Data/SKSE/Plugins ?

That's all ? And start the game through skse_loader.exe ??
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Kitana Lucas
 
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Post » Sun May 27, 2012 7:06 pm

Well I guess since the 360 does not use an x86 processor (much less the ps3) they simply never considered to use sse and similar stuff for pc (which is kinda sad actually)
I am seriously hoping this was a cross-compiler oversight. Just like the LAA flag might have been, despite it being a very common addition to PC users of Oblivion, FO3, and FO:NV using third-party patching tools.




So i need to download the SKSE, copy the .dll and .exe files in my skyrim folder, and then put the TESVAL.dll in Data/SKSE/Plugins ?

That's all ? And start the game through skse_loader.exe ??
Yes. That's all.
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Marie
 
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Post » Sun May 27, 2012 10:15 am

So i need to download the SKSE, copy the .dll and .exe files in my skyrim folder, and then put the TESVAL.dll in Data/SKSE/Plugins ?

That's all ? And start the game through skse_loader.exe ??
Yup that's it.
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Khamaji Taylor
 
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Post » Sun May 27, 2012 9:44 am

@generalnmx: And what is the thing about in the SKSE readme.txt ?

"Scripts written with these new commands must be created via the editor after it is launched via skse_loader. Open a command prompt window, navigate to your Skyrim directory, and type "skse_loader -editor". Alternately you can create a shortcut to skse_loader.exe, open the properties window and add "-editor" to the Target field. The normal editor can open plugins with these extended scripts, but it cannot recompile them and will give errors if you try."


And in both SKSE and TESVAL Skse Plugin are some folders named "src". What are those for ?
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Lory Da Costa
 
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Post » Sun May 27, 2012 10:36 pm

I can confirm a definite performance improvement varying with the player position in game. E.g. Looking down from Whiterun Dragonreach I get a 25% improvement in fps. Thank you so much! This makes for a great christmas present :biggrin:
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Jeff Tingler
 
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Post » Sun May 27, 2012 6:26 pm

Yah I gotta admit the nature of this particular improver is starting to make me understand how those people calling out about "Its not optimized for the PC" have some truth to their words, many of them likely don't understand what they're saying but that doesn't matter much when something like this shows up. Bethesda, I am disappoint.
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Richus Dude
 
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Post » Sun May 27, 2012 11:42 am

@generalnmx: And what is the thing about in the SKSE readme.txt ?

"Scripts written with these new commands must be created via the editor after it is launched via skse_loader. Open a command prompt window, navigate to your Skyrim directory, and type "skse_loader -editor". Alternately you can create a shortcut to skse_loader.exe, open the properties window and add "-editor" to the Target field. The normal editor can open plugins with these extended scripts, but it cannot recompile them and will give errors if you try."
That's only for people who want to create SKSE plugins and SKSE-compatible mods. Specifically the "-editor" flag doesn't work right now as there's no editor to run (no Creation Kit). In short, don't worry about this.
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Tanya
 
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Post » Sun May 27, 2012 3:16 pm

Ok, thanks man for the accurate answers. :)
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Louise Andrew
 
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