Possibility of TESIV Acceleration Layer

Post » Wed May 09, 2012 1:46 am

I don't know how many have been following the Skyrim mod scene, but this thing really caught my eye:

http://www.gamesas.com/topic/1324009-tesv-acceleration-layer-thread-5/

Is this something that could be done for Oblivion and in that case is someone intrested in trying?

Sadly I have nowhere near the technical skill :blush: to pull this off if it even is possible.
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Guinevere Wood
 
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Post » Wed May 09, 2012 3:30 am

I don't know how many have been following the Skyrim mod scene, but this thing really caught my eye:

http://www.gamesas.com/topic/1324009-tesv-acceleration-layer-thread-5/

Is this something that could be done for Oblivion and in that case is someone intrested in trying?

Sadly I have nowhere near the technical skill :blush: to pull this off if it even is possible.
Isn't that OSR and Streamline made for? Or could this be another utility tool for the game? I'm all for it if someone can get this to work for Oblivion. :biggrin: :biggrin:
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MarilĂș
 
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Post » Wed May 09, 2012 3:01 am

TESVAL goes way beyond what OSR and Streamline can do though. So yes, it would be nice to see a similar effort made for Oblivion, but I wouldn't hold my breath waiting for it either.
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Kortknee Bell
 
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Post » Wed May 09, 2012 12:23 am

Look at it this way once it's made it doesn't have to be maintained assuming its bug free and plays nice with the scripts. Based on the assumption that no more official patches will be released for oblivion.
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Stacy Hope
 
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Post » Tue May 08, 2012 10:16 pm

So we should beg ask Ianpat then?
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Ernesto Salinas
 
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Post » Wed May 09, 2012 6:11 am

http://tanisi.files.wordpress.com/2011/02/pussinboots.gif
Hopefully that helps!
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No Name
 
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Post » Tue May 08, 2012 3:39 pm

http://tanisi.files.wordpress.com/2011/02/pussinboots.gif
Hopefully that helps!
:lmao: :tongue: that's so cute!!
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Dustin Brown
 
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Post » Tue May 08, 2012 11:56 pm

Actually what Tesval/Skyboost do is totally different then what OSR and Streamline do. Tesval/Skyboost replaces FPU code with SSE2 code whereas OSR replaces the memory manager for Oblivion and Streamline purges memory. All 3 can be very useful for helping increase fps and reduce lag and stuttering.

PS. I hope someone ports OSR and Streamline over to Skyrim since that should further improve performance.
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Anna Krzyzanowska
 
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Post » Tue May 08, 2012 9:35 pm

I'm not sure Skyrim really needs a stutter remover at this stage, even if the game is terribly optimized, there is almost no stutter to speak of while wandering the world.

A Streamline equivalent would be very necessary, though, since Skyrim still doesn't seem to like letting anything out of memory outside of being shut down.
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danni Marchant
 
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Post » Wed May 09, 2012 12:00 am

That was my conclusion with F3. No matter how much I threw at it - it could handle it (aside from mod related problems). So to me Stutter Remover with F3 was negligible.
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Damian Parsons
 
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Post » Tue May 08, 2012 4:32 pm

Guys I've asked for an Oblivion version on the http://www.gamesas.com/topic/1331790-skyboost-topic-5/page__st__60 in the Skyrim forum..

The reported FPS increases are impressive (up to 20 fps over vanilla), maybe if enough of us show interest over there, we may get answered :)
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Richard Thompson
 
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Post » Tue May 08, 2012 9:12 pm

Guys I've asked for an Oblivion version on the http://www.gamesas.com/topic/1331790-skyboost-topic-5/page__st__60 in the Skyrim forum..

The reported FPS increases are impressive (up to 20 fps over vanilla), maybe if enough of us show interest over there, we may get answered :smile:

Woot!! We would never refuse something that would boost the game performance now would we? :biggrin: :banana: :yes:
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Brandon Wilson
 
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Post » Wed May 09, 2012 5:05 am

Guys I've asked for an Oblivion version on the http://www.gamesas.com/topic/1331790-skyboost-topic-5/page__st__60 in the Skyrim forum..

The reported FPS increases are impressive (up to 20 fps over vanilla), maybe if enough of us show interest over there, we may get answered :smile:

You asked on the second page, and the thread is up to seven pages. Unfortunately, nobody since you has mentioned Oblivion. I'm thinking that a better way of achieving this would be to approach one of the modders of SkyBoost via private message, and ask if politely if they could help out. I strongly suspect they'll want some modding commitment on this end, as well.
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Ice Fire
 
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Post » Wed May 09, 2012 6:01 am

Oblivion was compiled with compiler optimizations turned on, unlike Skyrim - There probably isn't much to be gained from a manual patch like SkyBoost.
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Courtney Foren
 
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Post » Wed May 09, 2012 4:18 am

How do we know this?

I recall everyone saying this unoptimized issue stretched back several games. That was a few threads ago though.
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Makenna Nomad
 
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Post » Wed May 09, 2012 3:12 am

To tell which was used, you just have to glance at almost any random bit of assembly. If it makes perfectly good sense and does things roundaboutly, then optimizations were off.

While the games have never been very well optimized, that's a very different thing from having compiler optimizations off. The compiler can cut corners it knows are safe to produce smaller and faster code, and that's what those settings control; the optimization you mean takes profiling and people sitting down and rearranging the whole render process to do things differently and faster.

Morrowind and Oblivion both use compiler optimizations and inefficient code, so there's very little room for improvement (some things like vectored instructions do allow a little bit). You'd have to restructure a ton of the game logic, and the information needed to do that hasn't been released.
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kasia
 
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Post » Wed May 09, 2012 12:48 am

Thanks guys, I won't bother the author by asking the impossible then :)
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Genevieve
 
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Post » Wed May 09, 2012 3:31 am

To tell which was used, you just have to glance at almost any random bit of assembly. If it makes perfectly good sense and does things roundaboutly, then optimizations were off.

While the games have never been very well optimized, that's a very different thing from having compiler optimizations off. The compiler can cut corners it knows are safe to produce smaller and faster code, and that's what those settings control; the optimization you mean takes profiling and people sitting down and rearranging the whole render process to do things differently and faster.

Morrowind and Oblivion both use compiler optimizations and inefficient code, so there's very little room for improvement (some things like vectored instructions do allow a little bit). You'd have to restructure a ton of the game logic, and the information needed to do that hasn't been released.

Disappointing that Oblivion can't be optimized a bit using this, but good to know that Beth did it correctly with Oblivion.
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Scared humanity
 
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Post » Tue May 08, 2012 3:30 pm

For everyone who is asking about oblivion boost - quick look confirmed that basic optimizations were turned on there by default , no sense in tryn' to boost so far , probably I shud install the game and check everything else , but not until I will finish with skyboost .
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Solina971
 
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Post » Wed May 09, 2012 6:31 am

This is really making me wish I knew how to program applications/plugins rather than just mods. I continue to be impressed by the work of the authors of OSR and Streamline.
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Skivs
 
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Post » Wed May 09, 2012 12:59 am


Thanks, just replied to that post.. Even if we'll not be getting Skyboost's FPS increases, smaller gains would still be highly welcomed!

I'll be waiting with my finger crossed :)
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JAY
 
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Post » Tue May 08, 2012 11:59 pm

It's still valid that you replace FPU-code by SSE-code in Oblivion, like what has been developed for Morrowind. If the FPU-code (x87) is a bottleneck at all is another question.
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Ally Chimienti
 
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