PYFFI Optimized - Increased performance without adding more

Post » Fri May 27, 2011 2:47 pm

Very very helpful thread, thanks a lot! I am wondering about installing the polygone meshes though, I red somewhere (some time ago) about corrupt meshes in the download. Can anyone confirm this?

thanks in advance, spock
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Isabel Ruiz
 
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Post » Fri May 27, 2011 3:43 am

Tomlong75210, can you make a note that optimizing a large amount of files with PYFFI will make it leak memory.
This only happens if you use the old "python.exe Scripts\niftoaster.py optimize C:\nifoptimize" method. This has been fixed with the automator and this bug has been noted by the author.

http://sourceforge.net/tracker/?func=detail&aid=2787602&group_id=199269&atid=968813
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Brandi Norton
 
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Post » Fri May 27, 2011 4:05 am

Very very helpful thread, thanks a lot! I am wondering about installing the polygone meshes though, I red somewhere (some time ago) about corrupt meshes in the download. Can anyone confirm this?

thanks in advance, spock

Yes, I have also heard that from multiple (senior) users. I have listed all of the optimized mesh options I can find. Between PyFFI-ed Vanilla meshes, PyFFI-ed Optimization Overhaul meshes and maybe PyFFI-ed Shivering Isles meshes (if OpOp overhaul does not cover them all) that is all you'll need. If you do not have GOTY version, remember you can use the mesh-patches option/download.

@ShinRA88: I doubt your CD is broken. Many plugins incur those types of warnings from TESCS when you load them, especially pathgrid warnings. Do not worry about it.

@Alexkapi: Could you explain the issue a little more clearly from me. What is the "it" that would leak memory, PyFFI? and for what version of PyFFI was this issue acknowledged? Which automator has fixed this bug? Mine has yet to crash, but I will definitely make note of this issue. Sorry if I seem to be asking rudimentary questions. I just want to make the note and description as clear as possible for myself and other viewers. The only method I have tried is right-clicking on a folder and choosing "PyFFI optimize." Is this a different function? Is the line quoted a command line execution method?
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LuBiE LoU
 
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Post » Fri May 27, 2011 7:33 am

I remember Arthmoor saying something about OPO messing up some landscape textures, especially rocks. I myself never used it, as I heed his suggestion.
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Calum Campbell
 
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Post » Fri May 27, 2011 1:54 am

I remember Arthmoor saying something about OPO messing up some landscape textures, especially rocks. I myself never used it, as I heed his suggestion.

I did not suggest, anywhere, to use that module, but I will now put up a warning about it. Please excuse me for neglecting the intro topic lately. I have been giving priority to the website, and I will try to make time for updating this thread's information later today. The website is still waiting on a big update, but it is in a "ready-ish" state.


Thank you all for pointing these things out!
- Tomlong75210
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Kat Ives
 
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Post » Fri May 27, 2011 11:56 am

About that error occurring with the pyffi mesh patch download: I think I can remember to have read in the corresponding thread that it was some error with the script occurring under vista. Cannot say for sure, but I can say for sure that it doesn't work for me either (vista 64 user) :(.
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Allison C
 
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Post » Fri May 27, 2011 6:45 am

About that error occurring with the pyffi mesh patch download: I think I can remember to have read in the corresponding thread that it was some error with the script occurring under vista. Cannot say for sure, but I can say for sure that it doesn't work for me either (vista 64 user) :(.

I will note that too then. Doing it the manual way is easy enough. ShinRA88 asked quite a few questions while going through the process, so read through this thread if you need help. You should also read through it so that you do not use PyFFI on one of the "avoid" file types.
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lilmissparty
 
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Post » Fri May 27, 2011 12:30 pm

About that error occurring with the pyffi mesh patch download: I think I can remember to have read in the corresponding thread that it was some error with the script occurring under vista. Cannot say for sure, but I can say for sure that it doesn't work for me either (vista 64 user) :(.


That's entirely different when I install back then. Those vista users have some error because the file path is too long or something like that. The GOTY problem is different.

Well, Just install those PYFFI program, right click the folder you want to pyffi, optimize it, and done. You can determine which one is pyffi-able by looking at this thread. at least start pyffiying architecture, it's almost 99% sure they won't mess up your game. Though be sure to back your files up
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Pumpkin
 
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Post » Fri May 27, 2011 12:25 pm

Yes, I have also heard that from multiple (senior) users. I have listed all of the optimized mesh options I can find. Between PyFFI-ed Vanilla meshes, PyFFI-ed Optimization Overhaul meshes and maybe PyFFI-ed Shivering Isles meshes (if OpOp overhaul does not cover them all) that is all you'll need. If you do not have GOTY version, remember you can use the mesh-patches option/download.

@ShinRA88: I doubt your CD is broken. Many plugins incur those types of warnings from TESCS when you load them, especially pathgrid warnings. Do not worry about it.

@Alexkapi: Could you explain the issue a little more clearly from me. What is the "it" that would leak memory, PyFFI? and for what version of PyFFI was this issue acknowledged? Which automator has fixed this bug? Mine has yet to crash, but I will definitely make note of this issue. Sorry if I seem to be asking rudimentary questions. I just want to make the note and description as clear as possible for myself and other viewers. The only method I have tried is right-clicking on a folder and choosing "PyFFI optimize." Is this a different function? Is the line quoted a command line execution method?


This happens when you try to optimize a large folder like architecture folder using "python.exe Scripts\niftoaster.py optimize C:\nifoptimize" (Command line). PYFFI will not unload resources if you are using the command line,the memory usage will go up every mesh.
The automator fixes this problem (Even the old one that doesn't make a backup of the meshes) because it starts a different PYFFI "Task" each mesh.

PYFFI 2.0 used.
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Heather M
 
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Post » Fri May 27, 2011 6:27 am

This happens when you try to optimize a large folder like architecture folder using "python.exe Scripts\niftoaster.py optimize C:\nifoptimize" (Command line). PYFFI will not unload resources if you are using the command line,the memory usage will go up every mesh.
The automator fixes this problem (Even the old one that doesn't make a backup of the meshes) because it starts a different PYFFI "Task" each mesh.

PYFFI 2.0 used.

Gotcha! So it the right-click on folder method cool too? Also, if Vista users have the path too long problem, you should try moving the mesh-patches into a folder with a shorter name. The important part is to keep the structure of the folders on the level where the patch BAT file is. If you just copy everything in there to say...the desktop. That would help. Those "zipped" names were pretty long...I have Oblivion installed one folder down on its own hard drive. All utilities are placed only one folder down on my setup as well, so I miss out on most of the long file path names, unless a mod comes packaged with a bunch of long names and folders going to its data files (i.e., some of the animation mods.)

Edit: typo
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Phillip Brunyee
 
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Post » Fri May 27, 2011 12:14 pm

Gotcha! So it the right-click on folder method cool too? Also, if Vista users have the path too long problem, you should try moving the mesh-patches into a folder with a shorter name. The important part is to keep the structure of the folders on the level where the patch BAT file is. If you just copy everything in there to say...the desktop. That would help. Those "zipped" names were pretty long...I have Oblivion installed one folder down on its own hard drive. All utilities are placed only one folder down on my setup as well, so I miss out on most of the long file path names, unless a mod comes packaged with a bunch of long names and folders going to its data files (i.e., some of the animation mods.)

Edit: typo


The right-click folder method is not ok, the only thing "Fixing" the leak is the automator.
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Josh Sabatini
 
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Post » Fri May 27, 2011 1:23 pm

I remember Arthmoor saying something about OPO messing up some landscape textures, especially rocks. I myself never used it, as I heed his suggestion.


It's not the textures that are botched. It's the rock meshes themselves. The textures they had assigned were all stock.
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Thema
 
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Post » Fri May 27, 2011 3:07 am

hi guys, what's the most foolproof and/or best way to PyFFI the vanilla oblivion meshes? I'm not using the GOTY edition.

Is it better to use OBMM to extract the meshes, then PyFFI the folders? Then repack the BSA?
Or use the PyFFI-ed Mesh Patches off Tesnexus - do these require you to unpack the BSA first?

Thanks!

PS: I have already PyFFI'd my Data\Meshes folder...ie. my mods and replacers.
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Lizzie
 
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Post » Fri May 27, 2011 12:47 pm

Alrighty I'm just gonna post this here and see if I get some favorable replies because I don't really like starting my own thread.
My Laptop is almost bare minimum to play oblivion, but I wanted to see how much better it looked with QTP3 Redimized since everyone says it's so good and such. I planned on installing it and then taking it out... But this was a long time ago when I didn't even know how to make an OMOD from conversion data. So I manually installed it. I made a copy of my entire oblivion folder before doing so so I could just swap the meshes and textures back once I was done. After playing with it, I only noticed a 2-3 frame drop when out in the wilderness so I decided to leave it in for the time being and would take it out when I wanted too. After playing with it for a while, I finally decided it was time to take it out and... it seems I deleted the folder that I had stored the copy oblivion folder in for "safe"keeping. So I was wondering, If I somehow managed to find the original vanilla mesh and textures folders, and merged them with the ones I have now (kinda like installing a mod), and overwrite when prompted, would I succeed in uninstalling it? I plan on PYFFI-ing the original's afterward to see if I get a better frame rate.
I planed on reinstalling a while ago but I decided I wanted to complete the game with FCOM first. (I'll reinstall now only if it's a must)
So is any of this feasible? Or is it all just a bunch of crap that I tried my best to string together to make it sound good?

Ravin

EDIT: My average frame rate right now is 20-25 FPS on high settings (sometimes lower). 30-35 on low settings. (though I try really hard not to play on low settings.)
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Assumptah George
 
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Post » Fri May 27, 2011 6:30 am

hi guys, what's the most foolproof and/or best way to PyFFI the vanilla oblivion meshes? I'm not using the GOTY edition.

Is it better to use OBMM to extract the meshes, then PyFFI the folders? Then repack the BSA?
Or use the PyFFI-ed Mesh Patches off Tesnexus - do these require you to unpack the BSA first?

Thanks!

PS: I have already PyFFI'd my Data\Meshes folder...ie. my mods and replacers.

Use the PyFFI-ed Mesh Patches for whatever you can. You have to extract the mesh folder in the meshes BSA to the the proper folder of the download (from TESNexus, the mesh patches.) The ONLY way to get the vanilla files, is to extract files from those BSAs. You do not have to repack the files, but Arthmoor recommends it. I use QTP3 and have always had the files loose, so leaving the PyFFI-ed meshes in the data folder does not make any difference to me. I have heard, but I am not sure, that re-packing BSAs with the replacers' files is faster because it is faster for Oblivion to "track the files down" in a way. It does not have to decide which file to load or look for them other than in the BSAs. A BSA kind of counts as less stuff than the loose data files. I am not sure that it increases performance, but if someone can confirm, then I will make note of it. I have also heard that not packing BSAs is faster, but I do not really know. Do what you are comfortable with...

@RavingXX: I am still thinking about your issue, and I think I have a couple of solutions. The simplest of which would be to pack QTP3R into an OMOD or a BAIN package, and then to uninstall it. Unfortunately, it does not have a BSA, so I do not think that TES4Files can help you, unless you can somehow use the Oblivion ESM. I have not used that utility (even though I have it.) The other way to uninstall it for sure, is to just delete the mesh and texture folders and reinstall all of your other mods...

Edit: Let me think on it some more...
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Gemma Archer
 
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Post » Fri May 27, 2011 2:53 pm

Alright thanks for the suggestions. Utility-wise I only have Wrye Bash and OBMM. But I'm willing to download additional ones if they're necessary.

Ravin
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Rich O'Brien
 
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Post » Fri May 27, 2011 5:46 am

Alright thanks for the suggestions. Utility-wise I only have Wrye Bash and OBMM. But I'm willing to download additional ones if they're necessary.

Ravin
BAIN would be perfect!...If you had installed all of your other mods with it. The thing it does, that OBMM does not always handle too well, is uninstall only files that were installed for the mod. That means, if you change a plugin, and it does not match the one BAIN has, BAIN will not uninstall it. Therefore, if you install QTP3R, and the install a whole bunch of stuff on top of it, it will not remove any of the files installed over QTP3R when you unistall QTP3R. Actually, if you simply package QTP3R with BAIN, choose install missing (which does not overwrite any files.) That way, you can choose uninstall, and it will uninstall all files that match what was in the QTP3R package, and it will not uninstall anything else. That is as clean as you can get, I think.
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Nitol Ahmed
 
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Post » Fri May 27, 2011 2:48 pm

Cool thanks.I'll try that over tonight and post here tommorow if I have time. I gots lots of stuff to do in RL so I might not be on here for a bit. It all depends whether or not I can leech off of someone else's WiFi over the next few days. Well anyway, thanks for all the help and I'll tell you if all goes well.

Ravin
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Kelli Wolfe
 
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Post » Fri May 27, 2011 5:09 pm

A very informative post, thanks. :)
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TASTY TRACY
 
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Post » Fri May 27, 2011 1:22 pm

I've heard that Streamline's Kill Corpses feature should be disabled. Recently, while testing, I saw some wolves corpses that weren't on the floor but upright. And so, I turned the Kill Corpses on. Is there a problem with this feature?


I found my answer in the FCOM thread in a comment by dev_akm.
The corpse kill feature in Streamline can cause this item multiplication problem, and it's especially obvious with "Death items" such as Daedra hearts.


This for anyone wondering about this too.
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Penny Wills
 
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Post » Fri May 27, 2011 10:28 am

I found my answer in the FCOM thread in a comment by dev_akm.


This for anyone wondering about this too.

I need to add this.
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Jesus Duran
 
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Post » Fri May 27, 2011 4:39 am

just FYI for possible inclusion in the OP: the vanilla mesh patch downloads off tesnexus do not work as-is on Vista machines (the script malfunctions).
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Guy Pearce
 
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Post » Fri May 27, 2011 1:25 pm

So I was about to do that thing with bain you came up with, but then I thought of something. I can't just get the original meshes and texture folders out of my disc can I?
So does anybody know where I can get them? If I use bain and uninstall QTPR3 without the originals to replace them, I'll just get a big purple world won't I? Could I possibly just use http://www.tesnexus.com/downloads/file.php?id=19911 and http://www.tesnexus.com/downloads/file.php?id=23202

If this becomes too much of a hassle I'll just do that reinstall because I think I wanna change my level mod and a few other things I have on there need taking off.
Thanks again for the help.

Ravin

Edit for spelling.
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Alex Blacke
 
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Post » Fri May 27, 2011 1:29 pm

RavinXX: Oblivion's vanilla resources are in BSA files (eg. Oblivion - Meshes.BSA and Oblivion - Textures.BSA) so removing QTP3R via BAIN won't hurt those BSA's.
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Misty lt
 
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Post » Fri May 27, 2011 3:39 pm

RavinXX: Oblivion's vanilla resources are in BSA files (eg. Oblivion - Meshes.BSA and Oblivion - Textures.BSA) so removing QTP3R via BAIN won't hurt those BSA's.


Gotcha. Thanks I'll try it all out now and see if it all works out.

Ravin
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Ron
 
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