PYFFI Optimized - Increased performance without adding more

Post » Fri May 27, 2011 8:57 am

Ok, all done and just played vanilla and SI with increased 3-5 fps.....great. Now time to pyffiying SI meshes. Thanks for the information!

Operation Optimization (see link in my introductory post) starts on SI meshes. I do not know if it gets them all, but you should use PyFFI to optimize those and install those optimized meshes on top of those that you produce (if you choose to optimize them yourself.)


Edit: GOTY may not affect the Operization Optimization mesh patches. Could you please try using it, and I will amend my post if you are successful?
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Melanie
 
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Post » Fri May 27, 2011 6:47 am

Operation Optimization (see link in my introductory post) starts on SI meshes. I do not know if it gets them all, but you should use PyFFI to optimize those and install those optimized meshes on top of those that you produce (if you choose to optimize them yourself.)


Edit: GOTY may not affect the Operization Optimization mesh patches. Could you please try using it, and I will amend my post if you are successful?


Too bad it doesn't work. Maybe there's something wrong with its patch script's interaction with GOTY, I dunno :P.
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Latisha Fry
 
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Post » Fri May 27, 2011 5:21 am

Hmm i tried the pyffi tool released recently. I installed pyffi software first. I just did a test, to see if it would work out, but for somereason, it doesnt output the mesh it pyffied. I know that the program was doing something, since it took some time, but it just didnt output any files, in the folder that it it was suppossed to.
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W E I R D
 
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Post » Fri May 27, 2011 4:52 am

Hmm i tried the pyffi tool released recently. I installed pyffi software first. I just did a test, to see if it would work out, but for somereason, it doesnt output the mesh it pyffied. I know that the program was doing something, since it took some time, but it just didnt output any files, in the folder that it it was suppossed to.

Do you have GOTY edition? Oh, are you using the regular PyFFI tool? It modifies the original meshes. (I will bold that in the introduction to this topic.)
- Tomlong75210
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Joanne
 
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Post » Fri May 27, 2011 3:26 am

Nope i dont use goty. I was using the pyffi automation utility, which specifically said that it would output the meshes in a differrent folder.
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Miranda Taylor
 
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Post » Fri May 27, 2011 4:11 pm

Operation Optimization (see link in my introductory post) starts on SI meshes. I do not know if it gets them all, but you should use PyFFI to optimize those and install those optimized meshes on top of those that you produce (if you choose to optimize them yourself.)


Edit: GOTY may not affect the Operization Optimization mesh patches. Could you please try using it, and I will amend my post if you are successful?


Sorry what are you trying to suggest? so which meshes first do I have to optimizing? SI meshes or Operation Optimization meshes? My english isn't that fluent :P.
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R.I.P
 
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Post » Fri May 27, 2011 6:24 am

Sorry what are you trying to suggest? so which meshes first do I have to optimizing? SI meshes or Operation Optimization meshes? My english isn't that fluent :P.

I am saying that you may be able to avoid extracting the SI meshes BSA and just optimize the Operation Optimization meshes (which cover SI.) I also asked if you could try using the mesh patches on the Operation Optimization meshes. If that works for you, I am going to update my post to let GOTY users know that they only have to manually PyFFI the Vanilla Oblivion meshes. All users have to Optimize the SI meshes if they extract them from the SI BSA because there are no mesh patches for them.

@SidVelu: That utility is supposed to install to a separate folder (of your choice.) Do you have the alphav4, and did the program ask about your python folder?
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Iain Lamb
 
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Post » Fri May 27, 2011 1:30 am

Yes thats what i wanted it too, but i saw nothing on the other folder. Yes im using alpha 4. I set up my python folder in the ini. Ill try it again tonight i guess...
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Ash
 
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Post » Fri May 27, 2011 8:34 am

Yes thats what i wanted it too, but i saw nothing on the other folder. Yes im using alpha 4. I set up my python folder in the ini. Ill try it again tonight i guess...

You can run it really quickly because you can stop it whenever you want by hitting the exit button. Try it now if you can. Remember, you can ask in the utility's gamesas forum topic as well.
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Nathan Hunter
 
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Post » Fri May 27, 2011 2:16 am

I am saying that you may be able to avoid extracting the SI meshes BSA and just optimize the Operation Optimization meshes (which cover SI.) I also asked if you could try using the mesh patches on the Operation Optimization meshes. If that works for you, I am going to update my post to let GOTY users know that they only have to manually PyFFI the Vanilla Oblivion meshes. All users have to Optimize the SI meshes if they extract them from the SI BSA because there are no mesh patches for them.

@SidVelu: That utility is supposed to install to a separate folder (of your choice.) Do you have the alphav4, and did the program ask about your python folder?


GOTY also doesn't work with Operation Optimization mesh patches, maybe all kind of those mesh patches won't work with GOTY.

And you suggest to only pyffiying Operation Optimization meshes? Ok I'll remember that
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u gone see
 
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Post » Fri May 27, 2011 4:16 pm

GOTY also doesn't work with Operation Optimization mesh patches, maybe all kind of those mesh patches won't work with GOTY.

And you suggest to only pyffiying Operation Optimization meshes? Ok I'll remember that

That is what Blade of Mercy did. I have a link to his 50 Steps to a Crash-Free setup, if you look for "Guildline" in my first paragraph at the top of this forum.

Edit: It may help to optimize the default SI meshes as well. I do not think Operation Optimization covers all of them, but it may. I will not advise against using PyFFI to optimize the default SI meshes, but install the optimized Operation Optimization meshes on top of those.

*Is the layout okay for everyone?
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Steven Nicholson
 
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Post » Fri May 27, 2011 11:31 am

I just finished Pyffi the Vanilla Meshes, should I compress it or don't compress it during the BSA Packing?
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chirsty aggas
 
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Post » Fri May 27, 2011 1:58 am

I just finished Pyffi the Vanilla Meshes, should I compress it or don't compress it during the BSA Packing?

I do not use the repacking BSA method. Instead, I compress the folder, and install it with BAIN. You can do the same by making an OMOD with the folder and activating it. By those methods, you have a safe copy and easily (re)installation-access.

Edit: I guess my method is sort-of the BSA Redirection method. (Don't forget to use OBMM's "Reset BSA Timestamps" function, using BSA redirection.)
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Laura Hicks
 
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Post » Fri May 27, 2011 11:21 am

I do not use the repacking BSA method. Instead, I compress the folder, and install it with BAIN. You can do the same by making an OMOD with the folder and activating it. By those methods, you have a safe copy and easily (re)installation-access.

Edit: I guess my method is sort-of the BSA Redirection method. (Don't forget to use OBMM's "Reset BSA Timestamps" function, using BSA redirection.)


All right, I'll use BAIN instead

EDIT: What does it mean when compressing? Does it affect anything or screw up meshes and stuff?
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Ross Thomas
 
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Post » Fri May 27, 2011 8:24 am

^Actually you don't have to compress it at all if you use OBMM. What he meant is that you must compress it to *.7z
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Conor Byrne
 
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Post » Fri May 27, 2011 10:25 am

^Actually you don't have to compress it at all if you use OBMM. What he meant is that you must compress it to *.7z

*or ZIP or RAR. Technically, you do not have to compress files for either BAIN or OBMM installation, but it saves space (since you are going to have two copies, one compressed and the other installed, anyway.)
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dav
 
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Post » Fri May 27, 2011 2:52 am

^Actually you don't have to compress it at all if you use OBMM. What he meant is that you must compress it to *.7z

*or ZIP or RAR. Technically, you do not have to compress files for either BAIN or OBMM installation, but it saves space (since you are going to have two copies, one compressed and the other installed, anyway.)

I won't do compression then
After the Vanilla Meshes, I might do the Shivering Isles Meshes
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Tai Scott
 
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Post » Fri May 27, 2011 2:48 pm

I am still looking for a link to that older Streamline Settings discussion.
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Karen anwyn Green
 
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Post » Fri May 27, 2011 2:34 pm

I am still looking for a link to that older Streamline Settings discussion.


Is http://www.gamesas.com/bgsforums/index.php?showtopic=850794&hl=streamline the one your talking about?
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Heather Dawson
 
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Post » Fri May 27, 2011 3:25 pm

Is http://www.gamesas.com/bgsforums/index.php?showtopic=850794&hl=streamline the one your talking about?

No, I am looking for a user-made topic. However...maybe I am mixing up something I saw in a different topic (title-wise.) I will just settle for linking the latest Streamline thread right now. Is that the most recent topic?
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Antony Holdsworth
 
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Post » Fri May 27, 2011 5:34 am

@Arthmoor: I want to optimizes the QTP3 Blood&Mud meshes. How do I go about checking meshes afterward?


You can look at them in nifskope for any glaring obvious problems, but to know for sure if they're going to work you have to load the game and go look to see if they're ok.
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Ashley Campos
 
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Post » Fri May 27, 2011 8:58 am

You can look at them in nifskope for any glaring obvious problems, but to know for sure if they're going to work you have to load the game and go look to see if they're ok.

What should I look out for in-game? I mean, is there anything specific? Also, if you have time, could you look through my intro and suggest anything you think is relevant or important (missing or incorrect.)
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Solina971
 
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Post » Fri May 27, 2011 8:12 am

Just look to see that nothing's been distorted. No weird corruptions or anything. You'll know if you see it. Architecture is generally safe no matter where it comes from. The QTP3 B&M meshes should come out fine, I optimized mine a long time ago and haven't seen anything out of the ordinary.

There is also a range of about 300-400 for the total number of plugins that can be in your data folder.


BSA files count against this too, and going over the limit can also result in CTDs in addition to the other stuff you mentioned.

CTD on startup (before getting to the main menu) usually indicates a missing master.


Can also be caused in some cases by an outdated Bashed Patch, easy enough to fix by rebuilding it.

When trouble-shooting crashes, remember to try regenerating a fresh Oblivion INI.


When regenerating, make sure that iShadowmapresolution setting is changed, the default of 256 is a known cause of problems.

In the part about resetting BSA timestamps, if you're installing a BSA from a mod, you probably don't want that to be reset since the OBMM function sets every BSA file in your Data folder to the same date. If for some reason a BSA replaces vanilla content, the game will pick from them at random and you may not like the results. The reset function is best used on the stock files after you're done making custom packs out of them.

Folders to avoid:

meshes\effects
meshes\dungeons\misc\fx
meshes\dungeons\misc\triggers

Should also avoid touching any of the landscape waterfall meshes as PyFFI sometimes butchers the transparency information and you end up with ugly waterfalls. Same goes for Texians Animated River meshes. Don't PyFFI those. They come out badly.

The same goes for hair meshes, never ever touch those. The resulting mess is very obvious and very ugly.

Also avoid using PyFFI on any landscape LOD mesh that someone generated using the CS. Which more or less means ONLY do the ones that came with the game. The CS generates new files in a different manner and those sometimes crash PyFFI. Besides, removing 50 verts from a file with 30,000 of them in it won't really matter :)

BTW, I've had no problems at all from doing the entire weapons folder. Nothing came out screwed up.
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Julie Serebrekoff
 
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Post » Fri May 27, 2011 2:02 am

In the part about resetting BSA timestamps, if you're installing a BSA from a mod, you probably don't want that to be reset since the OBMM function sets every BSA file in your Data folder to the same date. If for some reason a BSA replaces vanilla content, the game will pick from them at random and you may not like the results. The reset function is best used on the stock files after you're done making custom packs out of them.


Then repacking those optimized meshes is better than resetting bsa timestamps?

Folders to avoid:

meshes\effects
meshes\dungeons\misc\fx
meshes\dungeons\misc\triggers

Should also avoid touching any of the landscape waterfall meshes as PyFFI sometimes butchers the transparency information and you end up with ugly waterfalls. Same goes for Texians Animated River meshes. Don't PyFFI those. They come out badly.


can you tell me which landscape in vanilla oblivion meshes\landscape folders that default waterfalls generated from? (So that I won't forget not to overwrite any waterfall landscape meshes when repacking)

Also avoid using PyFFI on any landscape LOD mesh that someone generated using the CS. Which more or less means ONLY do the ones that came with the game. The CS generates new files in a different manner and those sometimes crash PyFFI. Besides, removing 50 verts from a file with 30,000 of them in it won't really matter :)


And what those mods are?
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Sunnii Bebiieh
 
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Post » Fri May 27, 2011 12:39 pm

Then repacking those optimized meshes is better than resetting bsa timestamps?


If you mean for mods, yes. The stock files should have their timestamps reset though.

can you tell me which landscape in vanilla oblivion meshes\landscape folders that default waterfalls generated from? (So that I won't forget not to overwrite any waterfall landscape meshes when repacking)


landscapewaterfall01.nif
landscapewaterfall02.nif
landscapewaterfall03.nif
landscapewaterfallfoam01.nif
landscapewaterhoriz01.nif
landscapewaterhoriz02.nif
landscapewaterhoriz03.nif
landscapewatervertbot.nif
landscapewatervertmid.nif
landscapewaterverttop.nif

And what those mods are?


Several of the ULs, OC Leyawiin Reborn, Elsweyr Anequina, and I'm sure there's others too. Any mod that drops files into meshes\landscape\LOD you should avoid touching those files.
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Laura Simmonds
 
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