TES Skyrim 0.201

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TES Skyrim 0.201

The Elder Scrolls Skyrim (TES Skyrim, Скурим Свитки)

Graphic mod / patch ENBSeries 0.201

Added dynamic reallocation to memory reducing code. New parameter DisablePreloadToVRAM allow to skip some issues with loading game when not enough video memory available. Added hotkey to free video memory (by default it's not set, modify [INPUT] category). Memory handling code is new and require statistics to be retrived, so i'll do updates to it from time to time. Report issues here and difference between previos version and this one (but don't use unsafe memory hack, it use old code as before).
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Re: TES Skyrim 0.201

201 d3d9.dll is ~60kb smaller then 200. Why i wonder...
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Re: TES Skyrim 0.201

You're a genius! Before I cannot load more than 2 big saves, and now I have tried 10+ loading without a problem! It's great! I had one hangout.

I have an AMD card with 3Gb of VRAM, what do you recommend in the settings of the enblocal.ini ?

ExpandSystemMemoryX64=true
ReduceSystemMemoryUsage=false
DisableDriverMemoryManager=true
ReservedMemorySizeMb=2048
EnableUnsafeMemoryHacks=false
DisablePreloadToVRAM=TRUE

Thanks a lot for your work!
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Re: TES Skyrim 0.201

Hi Boris

Done some initial tests with 0.201:

Highly modded Skyrim 200 plus mods and lots of HD textures. Game running very smooth and stable with v0.200, was just having some issues with infinite loading and CTDs when entering large interiors when VRAM maxed.

First test

ExpandSystemMemoryX64=true
ReduceSystemMemoryUsage=true
DisableDriverMemoryManager=false (doesn't seam to make much difference to me)
DisablePreloadToVRAM=false
ReservedMemorySizeMb=1024
EnableUnsafeMemoryHacks=false

Walk through Whiterun entering most interiors, used Free Video Memory just before entering Dragonsreach (which has previously caused CTD when trying to enter if VRAM high.) After pause VRAM is reduced but CTD still occurred upon trying to load Dragonsreach.

Image


2nd Test

ExpandSystemMemoryX64=true
ReduceSystemMemoryUsage=true
DisableDriverMemoryManager=true
DisablePreloadToVRAM=true
ReservedMemorySizeMb=512
EnableUnsafeMemoryHacks=false

Image

Huge lags when you first try to move after loading (some 2 seconds plus) same run as test one didn't use free memory key, CTD in same place.

With any setting on v0.201 I get worse FPS, a lot of scenes rendering at 30fps or less that with 0.200 were 50-60 fps (changing fps limiter of physics fix made no difference.)

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Last edited by electricsheep26354 on 11 Aug 2013, 10:05, edited 1 time in total.

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Re: TES Skyrim 0.201

I had GPU-Z in second monitor to check temps and there you also can see the vram used. When save is loading the vram used goes to 300mb with all false to 450mb with ExpandSystemMemoryX64 and ReduceSystemMemoryUsage true. After save load my 1gb vram is always full. Dont know if this can help.

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Re: TES Skyrim 0.201

Boris
Did some tests with 0.201. It have alittle stutter (0.200 almost had none) but same time seem to load cells longer away. But had one go where one cell didnt load until I was on it, this has happen before :>
Another run at the end while moving fast on horse the cell load didnt manage to keep up until I stopped alittle, seen this happen sometimes at 4k but not 1080p (atleast not lately).
But it only happen ones and when I did the vsync off run cell loads was perfect and way ahead :>
Added entering Whiterun and Breezehome to run, for some reason I cant replicate the fps drop bug I had before even with v-sync and so on set to true :>
Set DisablePreloadToVRAM to true on all 0.201 runs and clicked it ones each run even thou I didnt have bug, freeze for a sec or two (I could hear the gfx cards slow down) then back to normal.
Hopefully it help people with trouble now and me if it return somehow later :)
0.200 (1.2/1.0 SSAO scale) Vsync on /// 0.201 (1.2/1.0 SSAO scale) Vsync on
ImageImage
0.201 (1.5/1.0 SSAO scale) Vsync on (run with the weird cell loads at the end) /// 0.201 (1.5/1.0 SSAO scale) Vsync off
ImageImage
ExpandSystemMemoryX64=true
ReduceSystemMemoryUsage=true
DisableDriverMemoryManager=true
DisablePreloadToVRAM=true
ReservedMemorySizeMb=768
EnableUnsafeMemoryHacks=false
WaitBusyRenderer=false
EnableFPSLimit=true
FPSLimit=60.0

Vsync off still work best for me, but I can have FPS Limiter on :)
Just 1 fps average difference between SSAO scale 1.2 and 1.5, is that normal? (Reason I posted the xtra tests at SSAO1.5, saw similar on 0.200) :>
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Re: TES Skyrim 0.201

Well this works nicely. I went to a location where i know loading save will exceed VRAM. Saved there and loaded it.
There is some big stutter after loaded is complete, just as expected. After that everything is same like before.

Somehow i have even less CTD now in extreme conditions.

There is some big fps drop when roaming in exterior open world. Specially when i focus camera in a certain way. Almost feels like that the previous cell is not unloading properly and when i focus camera back to that location fps goes down below 15. As soon as change camera focus fps goes back to normal. I tested this situation 3 times in 3 different places.

No other bugs found for now.

Edit: DERP, i should try using the unload memory key in this situations. Be right back testing again.
Edit 2 : Ya it fixes the mega fps drops. Lets see what other users report
Last edited by DigitalPrinceX on 11 Aug 2013, 11:05, edited 1 time in total.
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Re: TES Skyrim 0.201

Yersinia79;

Does the "cell loading not being able to keep up" involve ground textures not being updated from LOD to full detail in your case?

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Re: TES Skyrim 0.201

I hope this can fix a issue im currently experience with a test scene im currently working with i can't load it with ENB it allways CTDs but if i disable ENB that savegame loads perfectly but im still on 0.200 start testing 0.201 now
Actually i think this happens a lot more often with Savegames i just now can pinpoint this behavior and reproduce it each run with this test scene i was currently working on.
Last edited by CruNcher on 11 Aug 2013, 11:45, edited 5 times in total.
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Re: TES Skyrim 0.201

JawZ
Actually ground textures and tree textures looked fine, but grass/bushes/logs and similar didnt load until I stopped for a half sec. Maybe it would done that if I didnt stop but this happen only ones, so might be hard to replicate it :>
Seen textures/cells do like you mention, but it has been awhile since that happen last time (around time when I joined here I think) :)
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