TESV Acceleration Layer offers massive possible performance

Post » Sun May 27, 2012 5:58 pm

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).


Is the folder called plugin or plugins? These instructions say plugins, however this is contradicted by the download which says 'plugin'...
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Krystal Wilson
 
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Post » Mon May 28, 2012 4:03 am

Is the folder called plugin or plugins? These instructions say plugins, however this is contradicted by the download which says 'plugin'...
Mine is "Plugins"
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Averielle Garcia
 
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Post » Sun May 27, 2012 11:36 pm

Mine is "Plugins"

Mine lacked the "S".

I added the S and SONOFA@(#*$!!!!! 25 FPS!! A 25% gain!!!! SKORE! :)

Thanks for your help man. :bunny:
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Pixie
 
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Post » Mon May 28, 2012 7:11 am

Mine lacked the "S".

I added the S and SONOFA@(#*$!!!!! 25 FPS!! A 25% gain!!!! SKORE! :smile:

Thanks for your help man. :bunny:
Ah, no problem! :D
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Paul Rice
 
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Post » Mon May 28, 2012 6:38 am

Just to note some issues reported that have yet to be confirmed (I can't duplicate them myself, neither can other people):

- Increased load times (at least two people reported this)

- Scripts broken (especially when making a new game, Imperials / Ralof won't move, initial cave never collapses, etc.)

If you have any of these issues, or would like to test and confirm if it's happening for you (like making a new game), report it here or in this thread: http://www.gamesas.com/topic/1322063-rel-tesv-acceleration-layer-thread-no-2/

What this plugin changes shouldn't be causing any issues, but it's best to get all the data we can since we're dealing with patching code at the lowest level.

Note: Usually these issues are caused by driver problems, which is why we need more data. (Often people change things and forget they made a change to their system)

People have reported "Delayed Actions and Scripts" since Patch 1.3 without this plugin -- http://www.gamesas.com/topic/1321635-delayed-actions/, so it's also important to know if you just updated from a previous patch to use this plugin.

I can think of one instance where increasing your performance can exacerbate an existing problem, and that's when threads are having sync issues. As in with increased performance, some threads are exiting faster than they should, causing scripts and/or rendering threads to become out of sync. Not sure if this would be actually an issue that's really the plugin's fault.
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Joey Avelar
 
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Post » Mon May 28, 2012 12:18 am

- Increased load times (at least two people reported this)
That's odd, my load times haven't changed.
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CORY
 
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Post » Mon May 28, 2012 2:46 am

Getting violent crashing with this. Crashes so hard it reboots my PC. I NEVER crash that hard. Have the newest patches, versions of SKSE files, etc.

It is happening when going into or out of cities, randomly.

Running an i7 950 @ 3.5 Ghz.
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Davorah Katz
 
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Post » Mon May 28, 2012 4:18 am

Getting violent crashing with this. Crashes so hard it reboots my PC. I NEVER crash that hard. Have the newest patches, versions of SKSE files, etc.

It is happening when going into or out of cities, randomly.

Running an i7 950 @ 3.5 Ghz.
Interesting...I can think of a few situations where this could actually stress your hardware more. Can you use SpeedFan or another program like MSI Afterburner to check your CPU and GPU temperatures with and without the plugin?

And game like this can't really reboot your PC by itself, there are safeguards against that. If anything's doing the rebooting it's a software problem elsewhere, like drivers working badly, even if you've never had an issue elsewhere (doing game tech support I've encountered this innumerable times).

Things for people to add to their report:
- What other mods, if any, you are using.
- System Specs (including Graphics card driver version)
- Are you using any INI Tweaks? Have you tried using default INIs?
- Were you playing fine on patch 1.3.10 before?
- Do you encounter any issues OTHER than in starting Helgen area?
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Liv Brown
 
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Post » Sun May 27, 2012 11:56 pm

Not seeing any extra load times here.

Opening sequence plays OK including the cave-in.

I've got a feeling that as users are updating to 1.3.10 to install Arisu's patch, and this could be borking a few installed mods which may be written for previous versions of Skyrim.

Anyone experiencing problems should check all their mods:

a ) Check the version of the mod against the version of the game (is the mod up-to-date).
b ) Play the same area without mods - but with this plugin.

I'm currently testing many areas and scripted events to destruction using the plugin - so far everything is working fine.
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Penny Flame
 
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Post » Mon May 28, 2012 12:23 am

I'd also like to see people upload their save files, even if it's a new game, so we can try them on our machines and see if we can reproduce the problem that way.
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Maria Leon
 
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Post » Mon May 28, 2012 7:49 am

I've never had delayed scripts/actions while I was running 1.1, but when I upgraded to 1.3 just recently these have occurred frequently in dialog & shopping w/ merchant inventory. I've had delayed scripts/actions before I added the plugin for acceleration layer and I still do. Hoping someone smart solves this :P
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quinnnn
 
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Post » Mon May 28, 2012 7:36 am

To verify myself if the plugin and the SKSE is running proper. I need to write in the game console "getskseversion" ?

I've done that and it sais the version of the script extender, and in the skse log it sais the plugin was founded in the SKSE/Plugins folder, and is loaded correcly. I assume i've done everything right ?
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Nikki Lawrence
 
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Post » Sun May 27, 2012 7:35 pm

[img]http://img717.imageshack.us/img717/650/screenshot2vgd.png[/img]
Without the mod i get 30-30.5 FPS at this place..

WITH the mod i get 36.5-37 FPS

I
<3
U

i tried to find some place in Markanth that dropped me bellow 30, couldnt find any!
Thanks! thanks a lot for this!

P.S also using HD pack
I really hope you can make it even higher! :biggrin:
P.S.S: Loading times are about 10 sec longer.. hmh :|
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Justin Hankins
 
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Post » Mon May 28, 2012 7:01 am

I tried two new games, one with this SKSE + AL and one normal. I got the passive guards at the gate in Helgen using SKSE +AL and they acted normally during a normal launch. I also get longer loadtimes on my normal game but its still worth it due to the fps increase.
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Niisha
 
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Post » Mon May 28, 2012 3:33 am

I got a freeze which I never got before using this mod.

I also noticed, however, that my CPU is getting hotter (65 to 70) and probably slightly more load somehow, so that could very well be related. I'm using a really old CPU (E6600 OCed to 3ghz) and I am trying to push everything out of it and this mods really helps. I get 23 FPS in the worst place in Whiterun (up from 16) and 20 FPS in the worst place Mararth (up from 15). Generally the cities are completely playable (30+ FPS) now except in a rare few views like those in Whiterun and Markarth.
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joeK
 
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Post » Mon May 28, 2012 2:37 am

I got a freeze which I never got before using this mod.

I also noticed, however, that my CPU is getting hotter (65 to 70) and probably slightly more load somehow, so that could very well be related. I'm using a really old CPU (E6600 OCed to 3ghz) and I am trying to push everything out of it and this mods really helps. I get 23 FPS in the worst place in Whiterun (up from 16) and 20 FPS in the worst place Mararth (up from 15). Generally the cities are completely playable (30+ FPS) now except in a rare few views like those in Whiterun and Markarth.
Looking at the mod's source code, the fixes it makes replace several completely useless calls to functions containing one CPU instruction, with the instruction itself. Also, one heavily used math function is replaced with one that uses a modern CPU's vector instructions properly to do the same math in a couple of instructions instead of a dozen. Yes, the resulting code is more dense and will make a CPU get more work done in the same time, so a little extra heating is to be expected.

However, a correctly functioning system should not crash from being run at 100% CPU load for any amount of time. Your CPU is really hot -- I have a Core 2 Duo E8400 clocked from 3.0 GHz to 3.6 GHz and it doesn't even reach 48 C at max load.
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SUck MYdIck
 
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Post » Mon May 28, 2012 9:29 am

Awesome!

I've tried a few things before, like changing iNum(HW)Threads values in the ini files. That actually did slightly increase my framerates in some cities with version 1.1 but doesn't seem to have an effect with versions 1.3.x any more.

This mod helps a lot in CPU limited areas. In the areas I tested before, it increases my framerates by at least 7 fps:
Steps of Dragonreach overlooking Whiterun: 20-22 -> 27-29
Dragonreach dungeon exit looking over the lavender plant toward the city center: 18 -> 25
In front of the player house door overlooking Markath: 18-19 -> 25-26
"Prison exit" left of the Markath palace, looking over the city: 20 -> 27-28

System specs:
AMD Phenom II X4 @3400MHz
8GB RAM
nVidia GTX 275 (1.7GB RAM, factory overclocked)
Windows 7 x64

Being a developer myself I will NOT blame Bethesda for not implementing this so far. Big projects are often bound to have problems with compiler optimizations. A mod like this also might work for many people but might cause problems for others. The authors can simply release it as it is, without guarantees. Bethesda can't do that, they have to be a lot more cautious and have to test changes like this thoroughly on a lot of different configurations. Still, I'd urge them to try and incorporate this into one of the next updates as not everyone might be comfortable with a mod like this.

I found no problems with this so far but I've only tested it a few minutes. I didn't experience any load time changes but small changes would be impossible to detect for me as I have both Windows and the game on an SSD.
I'm looking forward to test it more while playing the game as soon as I have time for that. (after x-mas :smile:)

Thanks a lot to everyone involved in providing this, especially to Arisu!
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Stephanie Kemp
 
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Post » Mon May 28, 2012 12:44 am

How is the best way to follow the progression of this mod? ... other than to keep an eye out for any annoucements.
Since after reading up through these, and hearing it from the mod author himself, he has only just scratched the surface on the improvements that could be done.
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Nadia Nad
 
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Post » Mon May 28, 2012 3:46 am

Kudos to Arisu. This works!

There is a spot in Riverwood that I would see 21-22 fps. Saved my game standing in that spot and tried with and without this mod......

Without mod - 21-22 fps

With mod - 29-30 fps.

This is excellent work!!


I am running an i7 860 with 8G of Ram and a 5850 GPU @ 1920x1200 with the HD 2K texture mod and the Skyrim UI mod.

Just started messing with mods and such last nite. The SKSE and the NMM are very helpful. Tried running windowed for a while with the SBW mod but it didn't seem to improve anything so I went back to fullscreen. Still trying to decide if I should try the FXAA mods, but I don't think I can take the performance hit. Maybe this performance mod will put me over the edge now!
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Miss K
 
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Post » Mon May 28, 2012 3:18 am

Not seeing any extra load times here.

Opening sequence plays OK including the cave-in.

so far everything is working fine.

Same here this mod is not breaking anything it's safe and improves fps.

As a matter of fact i had two problems with scripts on patch 1.1 so it's not 1.3 or mod related.

But considering i did play 100+ hours i really don't care it runs 100x more stable than oblivion or fallout for that matter...
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benjamin corsini
 
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Post » Sun May 27, 2012 7:19 pm

Quick question: is this plugin in it's final form or will it get future updates?
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Maddy Paul
 
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Post » Sun May 27, 2012 8:49 pm

So, I just tested the script issues reported here by starting a new game and following the Nord.

My results:
Vanilla: everything works
SKSE alone: everything works
SKSE + AL: some scripts don't fire

Right after entering Fortress Helgen, when you get your first armor/weapon, two imperials appear.
They should say something and your Nord Buddy and you go into hiding to ambush them.
With AL active the Nord just stands in front of the door, the imperials run towards it, silently, open it and then stand there, too.
Nothing happens. If I get close enough the Nord will attack them, but the Imperials stay completely passive.

I tested multiple times. I can't completely rule out it's happening by chance, but the probability is low that it's not connected to starting with AL.
Who knows, maybe this was one of the reasons why they compiled without optimization flags?

With the script issues, if you don't want to go without AL, I guess the best thing is to exit the game if you encounter any issue and restart it without AL, play through the part in question and restart again with AL.

I do get a nice fps boost, btw.
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Rhiannon Jones
 
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Post » Sun May 27, 2012 6:55 pm

Quick question: is this plugin in it's final form or will it get future updates?

Arisu said in the thread in the mods forum-

'To answer your question: I don't even know that myself, yet. It highly depends on what Bethesda will do with their next patch, when exactly it will be released, and so on.

While it's also possible to continue adding more patch locations to the current version, the fact that all the simple stuff has already been eliminated means that a point has been reached where it becomes increasingly time-intensive to reverse-engineer code with smaller potential performance gains. I must realistically say that I most likely can't add much during the Christmas and New Year holidays.

Also, considering that the LAA-patch just arrived shortly ago and the holidays begin now, I kinda expect the game to stay at this version for the next few weeks at least. The future will tell what the best options for proceeding from here will be.'

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OJY
 
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Post » Sun May 27, 2012 11:04 pm

So, I just tested the script issues reported here by starting a new game and following the Nord.

My results:
Vanilla: everything works
SKSE alone: everything works
SKSE + AL: some scripts don't fire

Right after entering Fortress Helgen, when you get your first armor/weapon, two imperials appear.
They should say something and your Nord Buddy and you go into hiding to ambush them.
With AL active the Nord just stands in front of the door, the imperials run towards it, silently, open it and then stand there, too.
Nothing happens. If I get close enough the Nord will attack them, but the Imperials stay completely passive.

I tested multiple times. I can't completely rule out it's happening by chance, but the probability is low that it's not connected to starting with AL.
Who knows, maybe this was one of the reasons why they compiled without optimization flags?

With the script issues, if you don't want to go without AL, I guess the best thing is to exit the game if you encounter any issue and restart it without AL, play through the part in question and restart again with AL.

I do get a nice fps boost, btw.
I really can't think of any good reason that inlining an accessor method should cause any change in behaviour, and SSE and x87 should return the exact same results unless for some reason the program actually cares about a full 80-bit precision in the case in question. If there is an issue with the plugin, I'd be inclined to suspect a mistake on Arisu's part and not a flaw in the concept itself.
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Kortniie Dumont
 
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Post » Sun May 27, 2012 6:38 pm

If it's a pure setter that has been inlined, it should not be a problem, but if the setter also contained a value dependent trigger, that might now be missing. But then again, I fully expect Arisu will have taken this into account.

Are there compiler options to optimize these get/set methods? From a source code point of view using them is actually a good way to prevent bugs and keep code maintainable and reusable. Performance... that's something else.
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Rachyroo
 
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