TESV Acceleration Layer offers massive possible performance

Post » Sun May 27, 2012 5:28 pm

I just tested the game without having TESVAL.dll in the plugin directory and the problem still occurs. Reliable hotspot to test? Riverwood's general goods merchant Lucan Valerius. Delayed scripts also occur at Whiteruns' Jarl, Jarl Balgruuf the Greater. Vampire feeding seems to be also plagued. Again these issues still reoccur without the Acceleration Layer active. I know that this all started happening to me when I finally re-downloaded the whole game/1.3 build. Non of these problems were present in the 1.1 build. The way I see it, it has to be one of my mods and there are only a few that are non texture/sound mods; which is SkyUI 1.1 or Lost Art of the Blacksmith 1.2. Since SkyUI wasn't the first mod on 1.3 build then it has to be Lost Art of the Blacksmith. You would think it would have to be something that we all have in common and I doubt all of us experiencing this have Lost Art of the Blacksmith enabled. I feel that those of use experiencing this are just boned.

If these symptoms happen to affect you and you found a way to resolve it, please let me know.
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k a t e
 
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Post » Sun May 27, 2012 6:38 pm

...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...

Maybe it's based on Geth technology? (Sorry, something about that statement really reminded me of Legion's quest in ME2.)
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chirsty aggas
 
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Post » Sun May 27, 2012 10:25 pm

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.

This is not a workable solution cause you would have to know in advance what is supposed to happen. Not everyone has completed every major (or side) quest.

It seems some are not affected by the "Helgen problem", but can anyone be certain that it won't affect something else later?
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^_^
 
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Post » Mon May 28, 2012 5:57 am

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.

A couple of thoughts:

1) Are you running with ipresent interval off? without an FPS limiter?

2) Maybe the game is littered with race conditions caused by multiple threads being incorrectly managed, the behaviour of which is being effected by the FPS increase. (Though given the predominantly single-threaded nature of this game, I doubt that's the cause)
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James Hate
 
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Post » Mon May 28, 2012 2:11 am

I tested it for seven hours last night, started a new game and I haven't seen a single issue, crash or broken script, it really is great work so far.
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Natalie J Webster
 
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Post » Sun May 27, 2012 5:47 pm

How do you roll back to 1.3.10?
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SiLa
 
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Post » Sun May 27, 2012 10:05 pm

How did you manage to roll forward to something beyond 1.3.10?
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Bereket Fekadu
 
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Post » Mon May 28, 2012 9:04 am

1) Are you running with ipresent interval off? without an FPS limiter?

No, only a few shadow related tweaks in the ini, nothing else.
Mod-wise I use Vurts Flora Overhaul, which is only textures so far and QD Inventory.

This is not a workable solution cause you would have to know in advance what is supposed to happen. Not everyone has completed every major (or side) quest.
True, but there are relatively frequent auto-saves. Of course, you still have to recognize it as a not-fired script.
Also it might work to save when the script hasn't fired yet and load without to trigger it, but I'm kinda doubtful about that.

I agree that this solution is far from perfect.

I just tested the game without having TESVAL.dll in the plugin directory and the problem still occurs. Reliable hotspot to test? Riverwood's general goods merchant Lucan Valerius. Delayed scripts also occur at Whiteruns' Jarl, Jarl Balgruuf the Greater.

What's the matter with Lucan Valerius?
At least in my case the Helgen bug only occured with AL loaded. Maybe though this script problems are linked to 1.3.10 and only accerbated by AL?
However, why that would be the case I have no idea. Probably something linked to the timing of scripts?
CS might also provide some insight into the scripts that are affected by thi bug once it's out.
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Claudia Cook
 
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Post » Sun May 27, 2012 11:41 pm

Could it be that the optimised scripts are having to wait for the un-optimised scripts to trigger an event.

If for instance the 'Imperials attacking script' is tied to an optimised script, the attack event might wait until another un-optimised script finishes before the Imperials attack.

Something along those lines?
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Veronica Martinez
 
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Post » Mon May 28, 2012 12:26 am

It's not the scripts that are optimized, it's the engine that runs them.
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Céline Rémy
 
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Post » Mon May 28, 2012 7:56 am

Could it be that the optimised scripts are having to wait for the un-optimised scripts to trigger an event.

If you understand what the fix does, then you realize that there is very very little chance that it causes additional problems. The change itself is really small and simple. So simple that Artificial Intelligence could do it. (In this case: the AI inside a compiler that does optimizations). I would dare to state that any new problems people see, are not caused by this plugin, but by something else.
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James Shaw
 
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Post » Sun May 27, 2012 7:49 pm

I would dare to state that any new problems people see, are not caused by this plugin, but by something else.

Probably, and I would certainly like it to be that way.
Still, for me the tested script reproducably worked without the plugin and didn't work with it.
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Laura-Lee Gerwing
 
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Post » Mon May 28, 2012 6:50 am

I would dare to state that any new problems people see, are not caused by this plugin, but by something else.

Nope, definitely not. The script/AI problems are caused by this plugin. I hope it can be fixed since the performance gain is fantastic plus only a few scripts don't seem to trigger. So all is not lost, but the plugin definitely causes problems right now - how serious or game breaking they are only a longer play time will tell when people play through all kind of quests with the plugin loaded. Personally I could only confirm the 'Helgen bug' that other people reported as well, but there is no doubt that this bug only happens with the plugin loaded.
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naomi
 
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Post » Mon May 28, 2012 1:56 am

I'm not seeing a problem personally - but there seems to be a number of people logging the same problem.

Arisu stated that he has touched about 1% of the code.

My question theorised that maybe the 1% of optimized code is 'waiting' for the 99% of unoptimized code.

...I'm guessing really...I don't know what Arisu did, because he's the genius...I'm just good in bed. ;)
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Rudi Carter
 
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Post » Mon May 28, 2012 4:21 am

I am getting the intro sequence bug as well, with the imperials just standing around and not attacking so it must be related to this I guess since others reported the exact same thing.. hope it can be fixes.. great mod!
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Racheal Robertson
 
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Post » Mon May 28, 2012 4:28 am

To everyone who gets the "passive guards" in a new game.
Did you uninstall the mod, and start a new game, and check if the guards are now not passive anymore ?
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Liv Staff
 
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Post » Mon May 28, 2012 12:05 am

To everyone who gets the "passive guards" in a new game.
Did you uninstall the mod, and start a new game, and check if the guards are now not passive anymore ?

Of course, you don't even need to start a new game. Just save before the sequence starts and play with and without the mod loaded. With the mod the guards and the Nord will just stand there doing nothing (no matter how long you wait, but the Nord will attack once you move past him, the guards won't fight back though no matter what). Without the mod everything works like intended - the Nord takes cover and attacks the guards and the guards fight back. Tested this twice with and without the mod so it's not just a coincidence.
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Logan Greenwood
 
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Post » Mon May 28, 2012 5:27 am

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.
same as here for me.

What's the matter with Lucan Valerius?
At least in my case the Helgen bug only occured with AL loaded. Maybe though this script problems are linked to 1.3.10 and only accerbated by AL?
However, why that would be the case I have no idea. Probably something linked to the timing of scripts?
CS might also provide some insight into the scripts that are affected by thi bug once it's out.
If the bug already existed before the 1.3 and 1.3.1 patches, then maybe AL either kills off the fix or shows that the so-called fix is more of a spit&mud workaround.

I tested it for seven hours last night, started a new game and I haven't seen a single issue, crash or broken script, it really is great work so far.
i assume you're talking about using the latest versions of the game and skse?

I just tested the game without having TESVAL.dll in the plugin directory and the problem still occurs. Reliable hotspot to test? Riverwood's general goods merchant Lucan Valerius. Delayed scripts also occur at Whiteruns' Jarl, Jarl Balgruuf the Greater. Vampire feeding seems to be also plagued. Again these issues still reoccur without the Acceleration Layer active. I know that this all started happening to me when I finally re-downloaded the whole game/1.3 build. Non of these problems were present in the 1.1 build. The way I see it, it has to be one of my mods and there are only a few that are non texture/sound mods; which is SkyUI 1.1 or Lost Art of the Blacksmith 1.2. Since SkyUI wasn't the first mod on 1.3 build then it has to be Lost Art of the Blacksmith. You would think it would have to be something that we all have in common and I doubt all of us experiencing this have Lost Art of the Blacksmith enabled. I feel that those of use experiencing this are just boned.

If these symptoms happen to affect you and you found a way to resolve it, please let me know.
I for one haven't had these problems with the latest patch, without the .dll. Will try now with the plugin and see what happens, since i also have Lost Art.
edti: tried Lucan and the Jarl, both with and without the lost art mod and they both work fine for me.
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Monika
 
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Post » Mon May 28, 2012 6:07 am

Of course, you don't even need to start a new game. Just save before the sequence starts and play with and without the mod loaded. With the mod the guards and the Nord will just stand there doing nothing (no matter how long you wait, but the Nord will attack once you move past him, the guards won't fight back though no matter what). Without the mod everything works like intended - the Nord takes cover and attacks the guards and the guards fight back. Tested this twice with and without the mod so it's not just a coincidence.

OK, thanks for testing it.
I just started a new game myself, and had no problems. I could get out of Helgen, just like during my first play through, many weeks ago.

Maybe it's not the change itself, but the way it is packed in a plugin ? Maybe that interferes with another plugin or change ? With a plugin that you have installed, but I have not ? I have no experience with development on a Windows-platform, so I can't comment much myself, sorry.
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natalie mccormick
 
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Post » Sun May 27, 2012 11:07 pm

OK, thanks for testing it.
I just started a new game myself, and had no problems. I could get out of Helgen, just like during my first play through, many weeks ago.

Maybe it's not the change itself, but the way it is packed in a plugin ? Maybe that interferes with another plugin or change ? With a plugin that you have installed, but I have not ? I have no experience with development on a Windows-platform, so I can't comment much myself, sorry.

I could get out of Helgen as well, the script bug doesn't cause the quest to fail. It just causes the weird actor behavior I mentioned. After the Imperials are dead the quest goes on like normal. Did you play the scene mentioned with the plugin loaded and did you look at the actor behavior (make sure you don't run through the gate as fast as possible, just stand back and watch what they do)?

My game is pretty much vanilla right now, the only SKSE plugin I have installed is the one used by SkyUI, other than that I only have some minor esp based GMST fixes and a simple texture mod (no more blocky faces) installed. So I doubt it's a mod compatibility issue.
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Samantha Wood
 
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Post » Sun May 27, 2012 6:39 pm

I could get out of Helgen as well, the script bug doesn't cause the quest to fail. It just causes the weird actor behavior I mentioned. After the Imperials are dead the quest goes on like normal. Did you play the scene mentioned with the plugin loaded and did you look at the actor behavior (make sure you don't run through the gate as fast as possible, just stand back and watch what they do)?

My game is pretty much vanilla right now, the only SKSE plugin I have installed is the one used by SkyUI, other than that I only have some minor esp based GMST fixes and a simple texture mod (no more blocky faces) installed. So I doubt it's a mod compatibility issue.
I tried it too earlier and I even got as far as killing the torturers and Rolof was still standing in front of that door. Only after i went back through that door, past the now dead imperial captain and aide and got to the imperial choice room did Rolof continue his scripts, skipping the crouch part.
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Amy Cooper
 
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Post » Mon May 28, 2012 1:57 am

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.

Yeah my (stock) cooler isn't the best anymore and I'm just pushing my system to its limits at the moment. And 2.4-3.0ghz is a slightly heavier overclock that 3.0-3.6ghz but that's marginal. I never planned to overclock this system when I purchased it 5 years back, but as it's on it's last legs I decided to give it a try and was quite surprised with the results.

It usually doesn't get over 63 degrees which is well within the safe margain of an E-series Core 2 Duo. The slight decrease in stability caused by this mod (although I haven't been able to test it long enough to tell the extent) for me is acceptabel for the noticable gain in performance. And I fully realise it's my system that causes instability, not the mod itself, so kudos to the maker.
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Patrick Gordon
 
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Post » Mon May 28, 2012 3:51 am

I just tested this by starting a new game.
As far as I can tell everything works as it should. Helgen, the escape, the cave in, everything happened, but the cave-in might have been a little late. I took the second entrance to the keep this time and was accompanied by an imperial soldier, not the Stromcloak. I think the cave-in happened just shortly AFTER he commented about it.
After escaping I went to Riverwood. Entering the shop the conversation about the break-in started right away, I talked to the trader, offered help and his sister followed me out, showing me the way.
Everything seems fine. I'll see about the Jarl scripts in Whiterun later as I don't have time for that right now.

Because tweaks and mods were mentioned as a possible source for problems: I use many ini tweaks (land shadows, tree shadows, arrow tweaks, iNum(HW)Threads, tree distance, cloud distance), some texture mods and a lockpick mod. I have vsync turned OFF in the ini files but I use a framerate-limiter and also lately force vsync back on through the nVidia driver. (Game feels more responsive this way, less mouse lag.)
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Juan Suarez
 
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Post » Mon May 28, 2012 7:42 am

I'm getting the same outcome, ralof and the captain guard just freeze in position. I've tried it with and without other mods. I also tried it by renaming this plugin. Same outcome, I'm guessing that its not specifically this mod its the SKSE that is causing the problem.
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Emily Shackleton
 
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Post » Mon May 28, 2012 7:17 am

One user previously mentioned and this is true for me to. The forge inside the Understone Keep in Markarth is invisible. There's also a large section of invisible water directly south of goldenglow estate near Riften. This and I also had some minor scripting issues the rest are talking about that resolved itself eventually, but missing game objects are a bit bigger detail to gloss over. I'm going to continue playing with the plug-in because I enjoy the increased performance over the occasional oddity but there are definitely some as-yet undiscovered complications.
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Daniel Lozano
 
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