Greatest memory eaters among mods

Post » Fri Jul 16, 2010 8:16 am

I've recently installed FCOM plus some couple of hundred mods to my taste - only to face the infamous "2 Gb mem ceiling CTD bug". So perhaps someone could comment on my mod list and say which ones are the greatest memory eaters in it.

Подключенные моды:00  Oblivion.esm01  Jog_X_Mod.esm02  You Are Here.esm03  All Natural Base.esm  [версия 0.9.8]04  Francesco's Leveled Creatures-Items Mod.esm05  Francesco's Optional New Items Add-On.esm06  Cobl Main.esm  [версия 1.72]07  Oscuro's_Oblivion_Overhaul.esm  [версия 1.34]08  Mart's Monster Mod.esm  [версия 3.7b3p3]09  TamrielTravellers.esm  [версия 1.39c]0A  FCOM_Convergence.esm  [версия 0.9.9MB3]0B  Armamentarium.esm  [версия 1.35]0C  Artifacts.esm  [версия 1.1]0D  Open Cities Resources.esm  [версия 3.3.2]0E  BetterMusicSystem.esm0F  Progress.esm  [версия 2.2]10  HorseCombatMaster.esm11  ShieldOnBack.esm**  TNR ALL RACES FINAL.esp**  TNR - ShiveringIsles.esp12  Unofficial Oblivion Patch.esp  [версия 3.2.4]13  UOP Vampire Aging & Face Fix.esp  [версия 1.0.0]14  DLCShiveringIsles.esp15  Unofficial Shivering Isles Patch.esp  [версия 1.4.0]++  Shivering OOO.esp16  Francesco's Optional Chance of Stronger Bosses.esp17  Francesco's Optional Chance of Stronger Enemies.esp18  Francesco's Optional Chance of More Enemies.esp19  Francesco's Optional Leveled Guards.esp++  FCOM_Francescos.esp  [версия 0.9.9]++  FCOM_FrancescosItemsAddOn.esp  [версия 0.9.9]1A  FCOM_FrancescosNamedBosses.esp  [версия 0.9.9]1B  Fran_Lv30Item_Maltz.esp++  OMOBS_FRAN.esp**  LoadingScreens.esp1C  All Natural - Real Lights.esp  [версия 0.9.8]1D  All Natural.esp  [версия 0.9.8]1E  All Natural - SI.esp  [версия 0.9.8]++  All Natural - EW + NW + AWS.esp  [версия 0.9.6]1F  Better Bell Sounds.esp++  ln.esp++  Symphony of Violence.esp20  MIS Low Wind.esp21  MIS New Sounds Optional Part.esp22  Atmospheric Oblivion.esp23  Distant Chapel Bells.esp24  Soundscaper.esp25  Storms & Sound.esp26  Rainbows.esp27  WindowLightingSystem.esp**  Book Jackets Oblivion.esp28  aaaBorsBedrolls.esp29  ChaseCameraMod.esp++  CM_Better Wine.esp2A  diversegrasses.esp2B  DS Time Manager.esp  [версия 1.1]2C  ImprovedSigns.esp2D  kuerteeSittableRocks.esp2E  MM_TextLocks.esp2F  MM_AlchemyPotions.esp30  MM_Settings.esp31  MM_TextHorse.esp32  MM_TorchLight80.esp33  MM_TextLoading.esp34  Disease Immunity (Oblivion + Shivering Isles).esp35  BetterMusicSystem(SI).esp36  personality_idles4.esp37  P1DseeYouSleep.esp38  P1DlookHereYou.esp39  RAEVWD Cities.esp  [версия 1.7]3A  RAEVWD New Sheoth.esp  [версия 1.5]3B  RAEVWD Imperial City.esp  [версия 1.7]++  RealWalk.esp3C  Shield on Back 3.1.esp++  1HweaponOnBack.esp3D  Spell Delete.esp3E  Update My Statue.esp  [версия 1.30]++  VA_BetterGold.esp3F  Walk to Oblivion - OBSE.esp40  Enhanced Economy.esp  [версия 3.4.2]41  Crowded Roads.esp  [версия 2.0]42  Choices and Consequences.esp  [версия 2.02]43  Map Marker Overhaul.esp  [версия 3.4]44  Map Marker Overhaul - SI additions.esp  [версия 3.0.2]45  sr_super_hotkeys.esp46  DLCHorseArmor.esp47  DLCHorseArmor - Unofficial Patch.esp  [версия 1.0.5]48  DLCOrrery.esp49  DLCOrrery - Unofficial Patch.esp  [версия 1.0.3]4A  Choices and Consequences - SM Plugin Refurbish - Orrery.esp  [версия 2.0]4B  DLCVileLair.esp4C  DLCVileLair - Unofficial Patch.esp  [версия 1.0.5]4D  P1DseeYouSleep - DLCVileLair.esp4E  DLCMehrunesRazor.esp4F  DLCMehrunesRazor - Unofficial Patch.esp  [версия 1.0.4]50  DLCSpellTomes.esp++  DLCSpellTomes - Unofficial Patch.esp  [версия 1.0.1]51  ImpLegion Horse Armour.esp**  Book Jackets DLC.esp++  GrimbotsSpellTomes.esp++  MaleBodyReplacerV4.esp++  ArtifactsFemaleArmor.esp++  FineWeapons.esp++  RustyItems.esp52  Armamentium female.esp53  Command Mount.esp54  DLCThievesDen.esp55  DLCThievesDen - Unofficial Patch.esp  [версия 1.0.5]56  DLCThievesDen - Unofficial Patch - SSSB.esp  [версия 1.0.4]57  KDCircletsOOOOptimized - NPC Equip.esp  [версия 1.2]++  FCOM_KDCircletsOOOOptimizedNPCEquip.esp  [версия 0.9.9]58  Loth's Blunt Weapons for Npcs.esp++  FCOM_LothsBluntWeapons.esp  [версия 0.9.9]59  Oblivion WarCry EV.esp5A  FCOM_WarCry.esp  [версия 0.9.9MB3]5B  Oscuro's_Oblivion_Overhaul.esp  [версия 1.34]++  OMOBS_OOO_missing_Oblivion_Bow_Ammo.esp++  OMOBS.esp  [версия 1.0]++  OMOBS_SI.esp5C  OMOBS Optional Combat Settings.esp  [версия 1.0]5D  Choices and Consequences - OOO.esp  [версия 2.0]++  ArmamentariumLLVendors.esp  [версия 1.35]5E  ArmamentariumArtifacts.esp  [версия 1.35]++  Armamentarium SoB Patch.esp5F  Mart's Monster Mod - Additional Enemy NPC Vars.esp  [версия 3.7b3p3]60  FCOM_Convergence.esp  [версия 0.9.9Mb3]++  FCOM_EntropicOrderRebalance.esp  [версия 0.9.9beta2]61  FCOM_RealSwords.esp  [версия 0.9.9]++  FCOM_SpawnRatesReduced.esp  [версия 0.9.9Mb3]62  Mart's Monster Mod - More Wilderness Life.esp  [версия 3.7b3p3]++  Mart's Monster Mod - More Passive Wildlife.esp  [версия 3.7b3p3]++  FCOM_SaferRoads.esp  [версия 0.9.9]++  FCOM_LessRats.esp  [версия 0.9.9]++  FCOM_LessReaversInGates.esp  [версия 0.9.9]63  Mart's Monster Mod - Extra Wounding.esp  [версия 3.7b3p3]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [версия 3.7b3p3]++  Mart's Monster Mod - No Bone Loot.esp  [версия 3.7b3p3]++  Mart's Monster Mod - Less Reavers.esp  [версия 3.7b3p3]64  Mart's Monster Mod - Zombies for Body Meshes.esp  [версия 3.7b3p3]65  Mart's Monster Mod - Safer Quest Locations.esp  [версия 3.7b3p3]66  Mart's Monster Mod - Dungeons of MMM.esp  [версия 3.7b3p3]67  Mart's Monster Mod - Farm Animals.esp  [версия 3.7b3p3]68  Mart's Monster Mod - Diverse WaterLife.esp  [версия 3.7b3p3]++  Mart's Monster Mod - Slof Horses Complete.esp  [версия 3.7b3p3]++  OMOBS_MMM.esp++  TamrielTravellerAdvscript.esp  [версия 1.40Alpha]69  TamrielTravellers4OOO.esp  [версия 1.39c]6A  ShiveringIsleTravellers.esp  [версия 1.39c]++  FCOM_TamrielTravelers.esp  [версия 0.9.9]6B  kuerteeWanderingEncounters.esp++  FCOM_DiverseGuardUnity.esp  [версия 0.9.9]++  FCOM_HungersUnitySI.esp  [версия 0.9.9]++  FCOM_FriendlierFactions.esp  [версия 0.9.9]++  Mart's Monster Mod - Shivering Isles.esp  [версия 3.7b3p3]++  ArmamentariumLL4OOO.esp  [версия 2.01]++  ArmamentariumLLMagicOOO.esp  [версия 1.35]**  LoadingScreens-OOO.esp6C  KDCircletsOOOOptimized - Loot Only.esp  [версия 1.2]6D  SSEE-OOO.esp6E  OOO-WaterFish.esp  [версия 1.34]++  EVE_StockEquipmentReplacer4FCOM.esp6F  Artifacts.esp  [версия 1.1]++  Artifacts - ArmaCompleteAddon.esp  [версия 1.0]++  Artifacts SoB Patch.esp70  LetThePeopleDrink.esp  [версия 2.5]71  Elder Council Plugin 1.1.esp72  thievery.esp73  thievery - EE patch.esp  [версия 1.0]74  DLCBattlehornCastle.esp75  DLCBattlehornCastle - Unofficial Patch.esp  [версия 1.0.4]76  Lynges_Thieves_Highway-10256.esp77  DLCFrostcrag.esp78  DLCFrostcrag - Unofficial Patch.esp  [версия 1.0.4]79  Knights.esp7A  Knights - Unofficial Patch.esp  [версия 1.0.9]++  EVE_KnightsoftheNine.esp7B  SM Plugin Refurbish(Merged).esp  [версия 1.21]7C  OCC-KOTN-Patch.esp  [версия 2.1]7D  Consequences.esp7E  Consequences_Vile.esp7F  The Lost Spires.esp80  OCC-Lost Spires-Patch.esp  [версия 2.0]81  Mart's Monster Mod - City Defences.esp  [версия 3.7b3p3]++  FCOM_Knights.esp  [версия 0.9.9Mb3]82  xuldarkforest.esp  [версия 1.0.4]83  LostSpires-DarkForest patch.esp84  xulStendarrValley.esp  [версия 1.2.2]85  xulTheHeath.esp86  MMMMWL-TheHeath patch.esp87  XulEntiusGorge.esp88  xulFallenleafEverglade.esp  [версия 1.3.1]89  LostSpires-Everglade patch.esp  [версия 1.2]8A  xulColovianHighlands_EV.esp  [версия 1.2.1]8B  xulChorrolHinterland.esp  [версия 1.2.2]8C  xulBeachesOfCyrodiilLostCoast.esp  [версия 1.6.3]8D  xulBravilBarrowfields.esp  [версия 1.3.2]8E  xulLushWoodlands.esp  [версия 1.3]8F  xulAncientYews.esp  [версия 1.4.2]90  xulAncientRedwoods.esp  [версия 1.6]91  xulCloudtopMountains.esp  [версия 1.0.3]92  xulArriusCreek.esp  [версия 1.1.3]93  xulRollingHills_EV.esp  [версия 1.3.2]94  MMMMWL-RollingHills patch.esp95  xulPantherRiver.esp96  xulRiverEthe.esp  [версия 1.0.2]97  xulBrenaRiverRavine.esp  [версия 1.0.2]98  xulImperialIsle.esp  [версия 1.6.3]99  xulBlackwoodForest.esp9A  xulCheydinhalFalls.esp  [версия 1.0.1]9B  xulAspenWood.esp  [версия 1.0.1]9C  xulSkingradOutskirts.esp9D  Open Cities New Sheoth.esp  [версия 1.1]9E  Open Cities Outer Districts.esp  [версия 3.3.2]9F  Open Cities Full + Leyawiin Reborn.esp  [версия 3.3.3]A0  OCC-ULCH-Patch.esp  [версия 2.2]A1  OCC-OOO-Patch.esp  [версия 2.3]A2  OCLR+ULBWForest Patch.espA3  OC+Cheydinhal Falls Patch.esp  [версия 1.0]A4  OC+ULSkingradOutskirts Patch.esp  [версия 1.0]A5  Harvest [Flora].esp  [версия 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [версия 3.0.0]++  Harvest [Flora] - DLCVileLair.esp  [версия 3.0.0]A6  Harvest [Flora] - DLCFrostcrag.esp  [версия 3.0.0]A7  Cliff_BetterLetters.esp  [версия 1.1]A8  Dousing The Flames.esp  [версия 1.10]A9  Drop Lit Torches Weight.esp  [версия 1.6]AA  DS Less Predictable Respawn.esp  [версия 1.1]AB  EVE_ShiveringIslesEasterEggs.espAC  Dungeon Actors Have Torches 1.6 DT.espAD  Exterior Actors Have Torches 1.3 DT.espAE  Finite Ammo.esp++  Hurt Me Traps.espAF  ImprovedSoulgems.esp  [версия 1.11]B0  ReneerNPCNameMod.esp++  Short Grass V3.espB1  Storms & Sound - The Lost Spires.espB2  talkwithyourhands PI4.espB3  Toggleable Quantity Prompt.esp  [версия 3.1.1]B4  ATakesAll.esp++  vendorchest-fix Shivering Isles.espB5  Quest Award Leveller.esp++  Quest Award Leveller - Battlehorn Castle.esp++  Quest Award Leveller - Vile Lair.esp++  Quest Award Leveller - Mehrunes Razor.esp++  Quest Award Leveller - Knights of the Nine.espB6  RealHungerv1.4.espB7  RealisticFatigue.espB8  RealisticHealth.espB9  RealisticForceMedium.espBA  RealisticMagicForceLow.espBB  RealSleepExtended.esp  [версия 2.3.4]++  Jjiinx_Enhanced Disease.espBC  StealthyAbsorbsAndDrains.espBD  Alchemy_Economy_Fix_and_lighter_potion.espBE  Alchemical Formulas.espBF  SM Combat Hide.esp  [версия 1.2]C0  attack and hide medium v2.1.espC1  StealthOverhaul.espC2  Deadlier Sneaking 1.1.espC3  DD_ProximitySneakPenalty.espC4  Enhanced Grabbing.esp  [версия 0.4]C5  Deadly Reflex 5 - Timed Block with no damage or durability changes.espC6  DeadlyReflex 5 - Combat Moves.espC7  Duke Patricks - Near Miss Magic And Arrows Alert The Target.espC8  Duke Patricks - Actors Can Miss Now.espC9  Duke Patricks - Fresh Kills Now Alert The NPCs.espCA  SniperSneakSkillup.espCB  nGCD.espCC  nGCD Oghma Infinium.esp++  nGCD Skeleton Key.espCD  ProgressMBSP.esp  [версия 2.0]CE  ProgressSBSP.esp  [версия 1.0]CF  ProgressRBSP.esp  [версия 1.0]D0  ProgressRacial.espD1  ProgressArmorer.esp  [версия 1.0]++  Mart's Monster Mod - Resized Races.esp  [версия 3.7b3p3]D2  TRAP.esp++  EVE_KhajiitFix.espD3  Disable Tutorial Text.espD4  Francesco's 10 days respawn time - 1-20 day lenght rescale.espD5  SPAWN.esp  [версия 0.2]++  [GFX]_Initial_Glow-all.esp++  BeastTongue_NoEffect.espD6  Get Wet Dark.espD7  BubbleFx.esp++  KoldornsImprovedLava2.esp++  Summon_Bear.esp++  X-Ray Detect.espD8  SnArrowEffects.espD9  Shining Creatures.espDA  Shining Creatures_AtronachFlame.espDB  Shining Creatures_AtronachFrost.espDC  Shining Creatures_WillOWisp.esp++  Shining Creatures_DLCFrostcrag.esp**  All Natural - Indoor Weather Filter For Mods.esp  [версия 0.9.8]DD  Bashed Patch, 0.espDE  Duke Patricks - Combat Archery.esp  [версия 1.9.1]DF  FormID Finder4.espE0  Streamline 3.1.esp



P.S. I have a 1 Gb VRAM card which should be enough for all my texture replacers, so I'm interested in RAM figures only.
P.P.S. So far I've only been to Vilverin and the Imperial City. So I suppose it is some global mods that overload my RAM, the ones that kick in right from the start and not in some particular location.
User avatar
alyssa ALYSSA
 
Posts: 3382
Joined: Mon Sep 25, 2006 8:36 pm

Post » Fri Jul 16, 2010 6:29 pm

Are you sure you're experiencing that particular CTD?
User avatar
Bryanna Vacchiano
 
Posts: 3425
Joined: Wed Jan 31, 2007 9:54 pm

Post » Fri Jul 16, 2010 2:12 pm

Just off the top of my head here at first glance...

RAEVWD and Open Cities.... I know, the two you probably want most, right?

EDIT- After a more detailed overview... UL mods and any texture replacers will be your next largest memory hogs.

EDIT - If you check the OP of my signature, you can get some good pointers
for testing if you are crashing because of a memory ceiling.
User avatar
jaideep singh
 
Posts: 3357
Joined: Sun Jul 08, 2007 8:45 pm

Post » Fri Jul 16, 2010 9:59 pm

Are you sure you're experiencing that particular CTD?

No hard facts except I have a regular CTD once every half an hour for no apparent reason. Seemed the most likely cause.
User avatar
Dan Endacott
 
Posts: 3419
Joined: Fri Jul 06, 2007 9:12 am

Post » Fri Jul 16, 2010 10:06 am

...Open Cities....

Are you sure you don't mean Better Cities?
User avatar
HARDHEAD
 
Posts: 3499
Joined: Sun Aug 19, 2007 5:49 am

Post » Fri Jul 16, 2010 9:44 pm

Are you sure you don't mean Better Cities?

I didn't see Better Cities in his LO. OC still uses a good amount of memory because of all the new objects that are moved into the world cell. Though, BC would be much heavier on memory use.

@Elenhil -
No hard facts except I have a regular CTD once every half an hour for no apparent reason. Seemed the most likely cause.

Although you make a good assumption based on the timing of the crash, I would take the steps necessary to pinpoint the cause of the the crash. Only way to do that would be to monitor the memory usage of your Oblivion.exe process in your task manager while running Oblivion in windowed mode.

Many people max out there allocated memory for Oblivion by creating hundreds of PC clones in game. Try this while hanging around Anvil Docks or The Waterfront.

I think the command is player.createfullactorcopy

EDIT - Actually, in your case it would be better to play the game normally since you need to identify if you crash is happening because of a memory ceiling or because of other factors.
User avatar
Daniel Lozano
 
Posts: 3452
Joined: Fri Aug 24, 2007 7:42 am

Post » Fri Jul 16, 2010 8:28 am

Are you sure you don't mean Better Cities?


Open Cities would have an impact on memory usage. What it shouldn't impact on is FPS.
User avatar
Ana
 
Posts: 3445
Joined: Sat Jul 01, 2006 4:29 am

Post » Fri Jul 16, 2010 1:32 pm

Open Cities would have an impact on memory usage. What it shouldn't impact on is FPS.


What? I would think that Open Cities would impact FPS, since it moves whole cities into the world, thats alot more AI to process and bog down the CPU.
User avatar
Princess Johnson
 
Posts: 3435
Joined: Wed Feb 07, 2007 5:44 pm

Post » Fri Jul 16, 2010 9:50 pm

What? I would think that Open Cities would impact FPS, since it moves whole cities into the world, thats alot more AI to process and bog down the CPU.


Yeah, but its still the same amount of AI that is in the vanilla worldspaces, so you get the same performance you would get inside each city's worldspace.
User avatar
Roanne Bardsley
 
Posts: 3414
Joined: Wed Nov 08, 2006 9:57 am

Post » Fri Jul 16, 2010 9:51 am

Does in make a difference if I use OC or not if I'm still in IC (which is not open)?
User avatar
Lexy Dick
 
Posts: 3459
Joined: Mon Feb 12, 2007 12:15 pm

Post » Fri Jul 16, 2010 12:35 pm

@Elenhil -
Although you make a good assumption based on the timing of the crash, I would take the steps necessary to pinpoint the cause of the the crash. Only way to do that would be to monitor the memory usage of your Oblivion.exe process in your task manager while running Oblivion in windowed mode.

I did. It crashed at 1.4 Gb (the remaining ~0.6 being used by my OS and other programs).

The weird thing is that Streamline does not help a bit even with Streampurge set to 1 (most frequent purges). I thought it could save tons of memory! Could its functioning be affected by OSR?
User avatar
Jessie
 
Posts: 3343
Joined: Sat Oct 14, 2006 2:54 am

Post » Fri Jul 16, 2010 11:13 pm

Does in make a difference if I use OC or not if I'm still in IC (which is not open)?


Not unless you're visiting the Arcane University or Prison Districts.

I did. It crashed at 1.4 Gb (the remaining ~0.6 being used by my OS and other programs).

The weird thing is that Streamline does not help a bit even with Streampurge set to 1 (most frequent purges). I thought it could save tons of memory! Could its functioning be affected by OSR?


Doesn't Streampurge conflict with OSR, causing crashes?
User avatar
Sunnii Bebiieh
 
Posts: 3454
Joined: Wed Apr 11, 2007 7:57 pm

Post » Fri Jul 16, 2010 9:58 am

Not that I've heard of, purging should be safe to use, you should disable FPSsmoothing, which will convict with OSR's FPS manager and slow motion clamp.

@Elenhil, you could try loading the purge mode to lower number to make Streamline purge more often, or you can force a manual purge with Ctrl + Del
User avatar
Marcus Jordan
 
Posts: 3474
Joined: Fri Jun 29, 2007 1:16 am

Post » Fri Jul 16, 2010 4:07 pm

I did. It crashed at 1.4 Gb (the remaining ~0.6 being used by my OS and other programs).

The weird thing is that Streamline does not help a bit even with Streampurge set to 1 (most frequent purges). I thought it could save tons of memory! Could its functioning be affected by OSR?


1.4gb sounds about right if you know for a fact you OS and programs are svcking 600mb of memory. It would do you well to optimize the amout of memory your OS uses and stop any services used by background running programs. There are countless guides on how to do this. Just for a quick fix that may help free up some memory try GAME BOOSTER.

Purging memory keeps your memory usage under control within a cell. However, there are certain cells such as Anvil Docks, and the IC Waterfront that can simply fill your memory up so quickly that Streampurge can't keep up. This is especially true because you are using UL and Open Cities. So Anvil Docks for instance is a major memory hog now with UL and OC enabled. It wouldn't surprise me if you are capping out your memory usage within minutes of hanging around Anvil Docks.

Where are you experiencing your crashes? What cell are you in, or what towns are you near? Based on the amount of mods you have loaded, it wouldn't surprise me if you crash anywhere within the world space.

EDIT - If you haven't already done so... Try lowering your uGridDistantTreeRange and uGridDistantCount. Lowering uGridDistantCount help reduce the major memory usage hit from RAWVWD. Try playing with the fog settings within Streamline's .ini file. You can still balance out your game to look realistic by getting creative with the fog distance amount in Streamline and the amount of visible distnat LOD trees. I don't have a link for it off hand, but Arthmoor and Tommy_H had some handy tips for this. I will try to dig up that thread.
User avatar
Kira! :)))
 
Posts: 3496
Joined: Fri Mar 02, 2007 1:07 pm

Post » Fri Jul 16, 2010 9:51 am

you should disable FPSsmoothing, which will convict with OSR's FPS manager and slow motion clamp.

Strangely, OSR thread does not mention it, only recommends to set Streamsmooth threshholds at least 10% higher that OSR ones. By the look of it, it works - Streamsmooth handles most of FPS stuff via game settings and when it still drops below its lowest margin OSR kicks in with slow motion etc, working by entirely different ways.

@Elenhil, you could try loading the purge mode to lower number to make Streamline purge more often

I already set it to 1, that's the thing that surprises me.
User avatar
Siobhan Thompson
 
Posts: 3443
Joined: Sun Nov 12, 2006 10:40 am

Post » Fri Jul 16, 2010 5:44 pm

RAEVWD and Open Cities.... I know, the two you probably want most, right?


If the problem is VRAM related, then you'd have something here, though RAEVWD's impact on VRAM isn't much more than about 50MB additional space.

Open Cities will be even less of an impact on that because it uses vanilla assets and would only be an issue in combination with texture packs. Otherwise it uses the same amount of resources as the vanilla game. Unless you're in the new Leyawiin, but even then, you're going to have far more influence from FCOM and other AI heavy mods on the system RAM pool.

Open Cities would have an impact on memory usage. What it shouldn't impact on is FPS.

What? I would think that Open Cities would impact FPS, since it moves whole cities into the world, thats alot more AI to process and bog down the CPU.


The impact on memory usage is negligible. The FPS hit is a phantom which I really shouldn't still need to keep addressing :)

As far as AI, there aren't any more AI's than normal. The game is tracking the same amount of NPCs it always has so that's not a factor.
User avatar
kasia
 
Posts: 3427
Joined: Sun Jun 18, 2006 10:46 pm

Post » Sat Jul 17, 2010 12:43 am

Where are you experiencing your crashes? What cell are you in, or what towns are you near? Based on the amount of mods you have loaded, it wouldn't surprise me if you crash anywhere within the world space.

Pretty much so. Especially in Waterfront :)

EDIT - If you haven't already done so... Try lowering your uGridDistantTreeRange and uGridDistantCount.

Already. Currently trying to see what difference removing OC does.
User avatar
No Name
 
Posts: 3456
Joined: Mon Dec 03, 2007 2:30 am

Post » Fri Jul 16, 2010 11:56 pm

If the problem is VRAM related, then you'd have something here, though RAEVWD's impact on VRAM isn't much more than about 50MB additional space.

Open Cities will be even less of an impact on that because it uses vanilla assets and would only be an issue in combination with texture packs. Otherwise it uses the same amount of resources as the vanilla game. Unless you're in the new Leyawiin, but even then, you're going to have far more influence from FCOM and other AI heavy mods on the system RAM pool.

The impact on memory usage is negligible.

What are the hungriest mods, then?

I always thought that texture replacers like QTP (Redimized in my case) affect VRAM, not RAM. Is that so?
User avatar
Aaron Clark
 
Posts: 3439
Joined: Fri Oct 26, 2007 2:23 pm

Post » Fri Jul 16, 2010 5:01 pm

If the problem is VRAM related, then you'd have something here, though RAEVWD's impact on VRAM isn't much more than about 50MB additional space.

P.S. I have a 1 Gb VRAM card which should be enough for all my texture replacers, so I'm interested in RAM figures only.


@Elenhil - Regardless if your Physical RAM or VRAM is the main culprit towards hitting your Oblivion.exe memory process ceiling, you really don't have enough RAM to run that large of a load order. So your CTD's are imminent. You could prolong them a bit more by freeing up your OS and background progams memory usage as I explained before, but you're only looking at extending the amount of time before you reach that memory ceiling. With a good PCB mod like HTFPCB Extended, you could set it to run a PCB every 10 seconds. This will add to the lag and stutter of your game, but it may be the only way to prolong your memory ceiling CTD enough to enjoy a decent length of game play time.

Your 1gb of memory is fine. Windows will start using available system memory for VRAM as backup, although you will notice additional lag and stuttering start to occur once this happens. You should monitor your texture memory usage while in game. Type tdt in the console and hit enter, then type sdt 13 and then hit enter. Having this open along with your task manager to watch the memory usage of the Oblivion.exe process will help give you more insight on how much total system ram is getting used up while you are playing.
User avatar
Bad News Rogers
 
Posts: 3356
Joined: Fri Sep 08, 2006 8:37 am

Post » Fri Jul 16, 2010 1:51 pm

What are the hungriest mods, then?

I always thought that texture replacers like QTP (Redimized in my case) affect VRAM, not RAM. Is that so?


Texture replacers mostly use VRAM yes.
I mentioned texture replacers as a culprit because if you exceed your VRAM dedicated amount (1gb) then Windows will start to use system memory as VRAM


Your hungriest physical RAM eaters are

RAEVWD, UL and OC , IMO.

The hungriest IMO is RAEVWD.

You will notice some improvement loosing OC, but probably not as much as the other two mentioned above.

EDIT - What OS are you running?
User avatar
Robert DeLarosa
 
Posts: 3415
Joined: Tue Sep 04, 2007 3:43 pm

Post » Fri Jul 16, 2010 3:59 pm

I mentioned texture replacers as a culprit because if you exceed your VRAM dedicated amount (1gb) then Windows will start to use system memory as VRAM

Checked that out with sdt 13. VRAM usage below 800 Mb prior to CTD. That rules out texture replacers, I guess.

EDIT - What OS are you running?

Windows 7
User avatar
Laura Hicks
 
Posts: 3395
Joined: Wed Jun 06, 2007 9:21 am

Post » Fri Jul 16, 2010 4:39 pm

Checked that out with sdt 13. VRAM usage below 800 Mb prior to CTD. That rules out texture replacers, I guess.


Windows 7


Yeah, it's a fairly safe bet that VRAM isn't reaching past dedicated.

Windows 7 is system memory hog obviously. Is it 32 or 64 bit?

This guide can help reduce memory usage for Windows 7... http://www.blackviper.com/Windows_7/servicecfg.htm
User avatar
pinar
 
Posts: 3453
Joined: Thu Apr 19, 2007 1:35 pm

Post » Fri Jul 16, 2010 5:25 pm

Your hungriest physical RAM eaters are

RAEVWD, UL and OC , IMO.


I'm curious as to how you're arriving at this conclusion. RAEVWD is strictly mesh+texture which affects VRAM. The UL mods would only factor in if you're in those areas, and OC is no more memory hungry than the vanilla game.

You do realize the game buffers in the memory of whatever is immediately behind any load doors that get popped into the local space? So the data from closed cities is still in system memory even when you haven't gone inside, right? It's part of how the load screens aren't very long since it doesn't have to load nearly as much as it would if the entire buffer memory was gone.

The only way it becomes an issue is if the purge scheme you're using is set to empty buffers on passing through a load door, but in that case it only comes into play if you're leaving the city.
User avatar
LADONA
 
Posts: 3290
Joined: Wed Aug 15, 2007 3:52 am

Post » Fri Jul 16, 2010 11:30 am

I'm curious as to how you're arriving at this conclusion. RAEVWD is strictly mesh+texture which affects VRAM. The UL mods would only factor in if you're in those areas, and OC is no more memory hungry than the vanilla game.


I may be wrong, but I'm just basing off of memory which mods I noticed the most dramatic impact of physical memory use. You are correct about UL, my guess is his crashes would occur in the more memory intensive areas. Chorrol Hinterlands would be another fair CTD bet. I'm under the impression that his game is overly stressed for physical memory period. His load order is amazing for the amount of ram he has installed. On XP, he might get away with it for 2 hours of gaming, but not on Win7 it's a different story.

You do realize the game buffers in the memory of whatever is immediately behind any load doors that get popped into the local space? So the data from closed cities is still in system memory even when you haven't gone inside, right? It's part of how the load screens aren't very long since it doesn't have to load nearly as much as it would if the entire buffer memory was gone.


I would be willing to debate against that. Yes, it's true that data is cached into memory after having entered a cell. What data is cached, and how much is a entirely different story. I can't prove what data is and isn't cached as I'm not home right now. But I highly doubt all of it is, because that would create near instant load times. In a small interior cell, that may be the case on most systems. But that is only because there is less data in that cell. But for a whole city, that's debatable. With OC, city data is constantly loaded as long as that cell is in your loaded space. I know you have defended OC's performance hit for a while Arthmoor, and I agree with you on most plains about it's low performance hit. However, I would need to test for myself and see the numbers to really be a believer of your defense on this one.
User avatar
Darlene DIllow
 
Posts: 3403
Joined: Fri Oct 26, 2007 5:34 am

Post » Fri Jul 16, 2010 5:10 pm

Any legit test would need to account for LOD (both color and normals) as well as other replacers. And have two people compare with the same set of each.

Say a person was using Qarls 4096 compressed Normals and a decent color replacer, as well as, texture replacers for architecture and clutter and landscape and ... hi res HGEC skin replacers, and clothing replacers ... all that adds up and when you then take a city space that has all that information in mass and smack it down into the wildness where it will have a heavy impact if your rig is already sweating the wilds.

That said - there is nothing that hits my system harder than FCOM - it is the single (well combined) biggest drain on FPS in my very extensive load order.

To Arthmoor's credit he actually does work at keeping his own load order based on performance and last I knew was very light on overhauls (basic FRANS and TIE) ... not trying to talk for Mr. Arthmoor here - just as I understand it.

In short, It does make a difference what you run OC with.

[edit to correct my horrible spelling]
User avatar
Dan Scott
 
Posts: 3373
Joined: Sun Nov 11, 2007 3:45 am

Next

Return to IV - Oblivion