[INFO] [RELZ]PyFFI - Python File Format Interface

Post » Mon Apr 26, 2010 6:59 am

Just wondering how do we pause pyffi now, just hit the pause|break key on keyboard?
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Emzy Baby!
 
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Post » Sun Apr 25, 2010 3:53 pm

Amorilia, thanks :)

Well, in the meantime lights went back on and the city is back to normal. I give you a few stats:

- My Vanilla Armor folder is 85.810.708 Bytes, containg 426 files in 121 folders.
- Pyffie ran that through them in pretty much exactly 19 minutes with my dual CPU. As to speed and system usage, I was not exaggerating earlier. It was constantly locked at 100%, so very fast!
- After pyffification, the folder got toasted down to only 66.453.348 Bytes!! :ooo: That's like 18%? I'd say HUGE improvement!!
- Randomly going to Armor/Orcish/ and looking at the helmet.nif file, with has an .egm:
In the "In" folder it's 153'081 Bytes before pyffie, and it is actually not present in the "Out" folder, which I think must be correct: Pyffie did not do anything with it. :) So I'd say should be all fine as far as .egm skipping is concerned.

Actually, I should run a test on the folder with hair in it to test the skip line entry. Amorilia, would you like me to run that still? I'm in the mood... :)
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Daniel Holgate
 
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Post » Mon Apr 26, 2010 5:09 am

So all I need to do is skip "hair" using Pyffi Script version alpha 5?
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^_^
 
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Post » Sun Apr 25, 2010 4:04 pm

...and "roothavok"!!
see
http://www.gamesas.com/bgsforums/index.php?s=&showtopic=1061938&view=findpost&p=15649291
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Rachell Katherine
 
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Post » Mon Apr 26, 2010 6:17 am

Great Utility!

I pyffied my meshes.bsa today (wow took long). And everything so far worked very well. Because I just wanted to test the new 2.1.3 version i have not skipped hair and roothavok. But until now I haven't seen any conflicts with hair. All NPCs look normal.How can I see if there is any problem?

Edit\ Used the right-click method

Edit\ Brings me around 7-15 FPS in the IC! That's very nice!
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Beth Belcher
 
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Post » Sun Apr 25, 2010 5:10 pm

How can I see if there is any problem?

I was told you'll see it when you see it. :) Which I found a bit unsatisfactory. But so it seems: As long as you don't see anything, it should be good. Any defects should be minor - if it's hair or otherwise, so maybe one also has to know what to look for to actually see something. But I know too little about it.

It's nice to hear that you seem to have no problems with any hair. Amorilia will be delighted.
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Dale Johnson
 
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Post » Mon Apr 26, 2010 6:17 am

Ok, thanks for the tests! Here's an improved version with better ini files
  • line endings that also work with notepad
  • defaults on the in/ and out/ folders for input and output (no more oblivion setting in default.ini)
  • by default, it will now skip hair and roothavok nifs, just in case


http://www.sendspace.com/file/hqrdqq

And, maybe it is good to mention this here again: be sure to keep the jobs option at something that is at least 2 (even if you have a single core). This will prevent the good old memory leak problem.

@master176281: as Tommy_H says - with hair you might see that the hair layers are no longer stacked properly.

@SoSway: You can interrupt the process by pressing CTRL-C in the command window which reports on what pyffi is doing.
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Kaley X
 
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Post » Mon Apr 26, 2010 7:40 am

Thanks! Will test them today

Stupid Question: For what is the Maya option in the pyffI Installer. What does Maya do? Do I need it? I just have Blender.
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Josh Sabatini
 
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Post » Mon Apr 26, 2010 12:57 am

The maya cgf importer uses PyFFI.
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Rich O'Brien
 
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Post » Sun Apr 25, 2010 10:06 pm

Well I downloaded the new 2.1.3, and also changed the threads count to 2 like you suggested for the memory leak, even though I'm on a single core and started seeing http://img.photobucket.com/albums/v385/aim4it/nohandlers_nitribasedgeom.png when I start running pyffi on OOO 1.33 meshes.

It only seemed to do it for the first two meshes.

Edit: Well I was wrong, every once in while the console spits out "No handlers could be found for logger "pyffi.nif.nitribasedgeom". So I'll restart this and try it with just one thread running, hopefully its not a mesh problem.
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ANaIs GRelot
 
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Post » Mon Apr 26, 2010 2:44 am

You mean it stopped after pyffing the first two meshes? Because the window itself looks ok, I saw the same. It is how it looks when Pyffie is running. I'm not sure I understand your problem.
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Shae Munro
 
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Post » Sun Apr 25, 2010 5:36 pm

Well I downloaded the new 2.1.3, and also changed the threads count to 2 like you suggested for the memory leak, even though I'm on a single core and started seeing http://img.photobucket.com/albums/v385/aim4it/nohandlers_nitribasedgeom.png when I start running pyffi on OOO 1.33 meshes.

It only seemed to do it for the first two meshes.

Edit: Well I was wrong, every once in while the console spits out "No handlers could be found for logger "pyffi.nif.nitribasedgeom". So I'll restart this and try it with just one thread running, hopefully its not a mesh problem.


Well I went back to one thread and its doesn't seemed to be complaining anymore about handlers. Looks like running 2 threads on one core maybe a bad idea.
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Lucky Boy
 
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Post » Mon Apr 26, 2010 7:35 am

@SoSway: The handlers warning is just due to the fact that I had to put in a dirty hack to enable logging in a multithreaded situation (the logger and multiprocessing modules of standard python do not cooperate very well...). The warning can be very safely ignored - nothing is going wrong really, you'll just be missing a few detail messages in the log window.

Really, I still recommend you to keep jobs on 2 or more if you intend to run pyffi for long times, anything that takes over, say, 15 minutes.
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Emily Jeffs
 
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Post » Mon Apr 26, 2010 6:41 am

Tommy_H had the excellent suggestion to include all known .egm associated nifs in the skip list: if you are pyffi'ing a mod, then sometimes the mod does not include the egm causing possible problems.

Here's the ini file with updated skip list:

http://github.com/amorilia/pyffi/raw/master/utilities/toaster/oblivion_optimize.ini
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jasminε
 
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Post » Sun Apr 25, 2010 6:34 pm

Not many would agree, but it seems he can be useful sometimes. :)

Thank you, Amorilia.
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Hairul Hafis
 
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Post » Sun Apr 25, 2010 11:49 pm

Tommy_H had the excellent suggestion to include all known .egm associated nifs in the skip list: if you are pyffi'ing a mod, then sometimes the mod does not include the egm causing possible problems.

Here's the ini file with updated skip list:


I haven't been following along as closely as I should be, but this optimize.ini file. Does it take effect for those of us using the right-click-on-folder method? If not, is there any chance it could?
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ruCkii
 
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Post » Sun Apr 25, 2010 4:50 pm

Does it take effect for those of us using the right-click-on-folder method?

I ran a test on a few sample nifs: right-click *will* pyffie .nifs that have .egm associated files. So the skip list will not work when right-clicking.
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Jeff Tingler
 
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Post » Mon Apr 26, 2010 2:13 am

This tool sounds excellent and I will try this out on my vanilla meshes. In addition, has anyone trie to optimize the meshes for:
Oblivion War Cry
Blood And Mud
Bob's Armory
Frans

How about some of the older mods like:
Origin of the Mages Guild
The Elder Council
QTP3
Ruined Tail's Tale
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rae.x
 
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Post » Sun Apr 25, 2010 10:18 pm

I've PyFFIed all my meshes in ALL the mods I have installed :) (the entire uFCOM install with all addons and some other random stuff) with no problems ... yet :P (No QTP3 though)
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Bitter End
 
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Post » Sun Apr 25, 2010 5:02 pm

I've PyFFIed all my meshes in ALL the mods I have installed :) (the entire uFCOM install with all addons and some other random stuff) with no problems ... yet :P (No QTP3 though)


And you have seen improvement in the game performance with this?
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Cccurly
 
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Post » Mon Apr 26, 2010 6:45 am

@Peter ID

Pyffie is one of several performance enhancing measures you can take to make the game run better. By itself, it's hard to quantify that such-and-such a gain in perceived improvement is strictly due to pyffification. I recommend doing it. If anything you'll be gaining performance. The only necessary investment is some reading and actual running time (hours for all the vanilla meshes) for the computer to get it done. Sounds like a good deal to me.

EDIT: deleted an erroneous comment about QTP3 not containing meshes.
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Eliza Potter
 
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Post » Mon Apr 26, 2010 1:26 am

No doubt Tommy H. I do get as much enjoyment from working on the game as from playing it. Like working on your house to make it better, even if you spend most of your time at work :) Now if my wife could get me to spend as much time working on the house as I do on the game, well then, she would have to be a level 50 mage.
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NAkeshIa BENNETT
 
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Post » Sun Apr 25, 2010 9:21 pm

QTP3 are texture files, not meshes. PyFFI is working only on meshes (.nif files) :)


QTP3 has a lot of meshes and there is a nice improvement. Have to look at the Tri and Tripasses values.

Before: http://www.imagebanana.com/view/4waihoj6/UNOPTIMIZED3.jpg

After: http://www.imagebanana.com/view/lks9227y/OPTIMIZED3.jpg
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koumba
 
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Post » Mon Apr 26, 2010 6:30 am

QTP3 has a lot of meshes

I stand corrected. I going to delete my post in order not to create undue confusion. My apologies.
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Cash n Class
 
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Post » Sun Apr 25, 2010 11:16 pm

The performance increase was phenomenal!!!

I might go so far as to say that my fully modded uFCOM game runs smoother than my vanilla game (I do use OSR, Quiet Feet and Streamline's Purge Cell buffers too btw) Absolutely no crashes at all (other than when I was missing a master ... easily sorted out by the awesome BOSS :)) My game gets a very decent 29 FPS outdoors with HDR on an 8500GT (512 MB) with 2 GB RAM.
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chloe hampson
 
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