[RELz] Really AEVWD - Thread #6

Post » Tue Mar 08, 2011 8:40 pm

Maybe some of you can post your FPS with this mod enabled along with your system specs? Unfortunately I get a huge hit on the performance, even with tweaking the ini and only using the core files and the ayleid ruins. My performance falls from 60fps and more to about 30 fps and I`m not talking about the frame cap from Oblivion Stutter Remover. I just want to know if that is normal or if something is wrong here.

My system is:

E8400 Dual Core & 3.4 Ghz
ATI Radeon 4890 OC 1 GB VRAM
4 GB Ram

More detailed info will come later. I`ll let Fraps measure my FPS.
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Lizzie
 
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Post » Tue Mar 08, 2011 10:31 pm

Okay I finally entered the game to see how everything works with the new additions, and WOW, the LOD is great now, and with no significant loss in FPS, except maybe in Cities, although I am not so sure yet.

Thank you for another great mod, Arthmoor! :bowdown: :foodndrink:

Too bad that Depth of Field doesn't work :( .


I am running RAEWVD, QTP3, BBC, and also Qarl's DOF without any problems.

Of course, I have a high-end PC (i7 930, EVGA GTX 480, SSD), so that may be why it all is working without any issues *knocks on wood*.

EDIT: @Klaus: 30 fps isn't bad for Oblivion when you have a ton of high-res things installed. I have OSR set between 25-60, and I usually get 40-50 fps without issue (of course, waterfront etc. is lower). As Arthmoor said above, expectations shouldn't be high all the time!

Also, doesn't running FRAPS lower your FPS a bit too?
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Vickey Martinez
 
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Post » Wed Mar 09, 2011 7:29 am

Thank you for this information. ITwo questions remain:

1. Is the RAEVWD QTP3 Pack from Brumbek necessary if I use QTP3 Redimized?
2. How important is the Oblivion Stutter Remover? Do you absolutely recommend it and why?
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Sarah Unwin
 
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Post » Wed Mar 09, 2011 12:39 pm

As I said on Nexus, using JUST Core+Ayleid Ruins is not enough to halve your performance on any but the most feeble systems.

So I'd have to say something is probably wrong. Either you've installed more than you realized or you have OSR setup differently than you're expecting and it's capping your rates.

Your video card and CPU are both more powerful than mine and if all I use is Core+Ayleid Ruins I can get rates into the mid 40s with OSR out of the way.

I'll also mention that no matter the rig I've had, I've never seen rates anywhere close to 60 in any kind of sustained fashion outdoors. I have said it before and will continue to say it again, expecting the game to hold rates like that is entirely unrealistic.

No, the QTP3R pack isn't necessary unless you want the colors to match.

Yes, I absolutely recommend OSR because the frame capping frees up processing for AI and other functions as well as in my case being the miracle cure for memory related crashes.
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Karl harris
 
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Post » Wed Mar 09, 2011 11:24 am

Thank you Arthmoor for all the information. I`m doing a modular OMOD for testing now.

Concerning the QTP3 Pack: Because it only contains textures, this won`t make appear far objects I don`t want and screw up my performance (because I`m only gonna use the aylreid ruins)?
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Lisa
 
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Post » Wed Mar 09, 2011 9:28 am

Nope. It's just a texture pack. The only thing that makes meshes appear is what options you choose during the installation.
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Invasion's
 
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Post » Wed Mar 09, 2011 4:15 am

I don`t have such a huge performance hit anymore and I`m very happy now. Thank you a lot for this superb mod.
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Maria Leon
 
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Post » Wed Mar 09, 2011 1:29 am

I have a thread going on about http://www.gamesas.com/index.php?/topic/1118225-graphical-weirdness-in-the-fringe/, but I'm posting the update here as it seems to be connected to RAEVWD SI. I'm using the 1.8 version but I still have black VWDs and colored blobs. The blobs seem to be directly connected to the black VWD, i.e. when looking straight at a black VWD section I get a blob:

http://www.bluemelon.com/photo/18688/855119.jpg
http://www.bluemelon.com/photo/18688/855118.jpg

Also note the "invisible" part under/to the left of the black VWD. I have lots of those blacks VWDs and "invisible"/blurry sections - and thus a lot of colored blobs when moving around.

EDIT: The colored blobs definitely seem to be connected to RAEVWD SI, as they are gone after uninstalling it.

I still get http://www.bluemelon.com/photo/18688/856500.jpg, though (which curiously get colored when my char casts spells). Perhaps those are in the vanilla game - but I've never noticed it before this and the last play through and as it's very noticeable I suspect some other mod might be involved.

Anyway, guess I'll skip RAEVWD SI for now.


I've had no feedback on this. Does that mean that you believe it's a user side fault? If so - what might that be?
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LuBiE LoU
 
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Post » Tue Mar 08, 2011 10:32 pm

No, it means I don't know what's causing the problem (thought I'd made that clear in the other thread) so I haven't got anything else to offer. I don't see any problems with the meshes used in that area, especially the walls which seem to be giving you problems.
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Cayal
 
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Post » Wed Mar 09, 2011 1:10 am

I've had no feedback on this. Does that mean that you believe it's a user side fault? If so - what might that be?

Well I've encountered instances like this in Cyrodil and found it was related to armor my character was wearing. Armamentarium to be precise. I was discounted and told that was not the problem really.
Still changing the armor and the problems went away.
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Eric Hayes
 
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Post » Wed Mar 09, 2011 6:45 am

That might be because you failed to explain how it could be the problem? Also, if that's what's causing it, why would RAEVWD be expected to solve it?

I'd assume this is only something that could happen when playing in 3rd person too since you don't see yourself in 1st.
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Lillian Cawfield
 
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Post » Wed Mar 09, 2011 4:22 am

That might be because you failed to explain how it could be the problem? Also, if that's what's causing it, why would RAEVWD be expected to solve it?

I'd assume this is only something that could happen when playing in 3rd person too since you don't see yourself in 1st.

Yeah that was true only 3rd person as I recall.

And yeah I had no explanation, still don't. If, however, it is something like a mesh or texture on armor (or whatever) then is it possible that if an NPC were wearing the armor (or whatever) that even in 1st person it could happen. My tests were in Elswyer practically alone - I never did test giving a companion Numidium and staying first person. Now I'm all the way in Nehrim.

Maybe to test have the character strip down and make sure they are alone.

Anyway I'm not going to labor the point just a suggestion.
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Mizz.Jayy
 
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Post » Wed Mar 09, 2011 8:04 am

It probably goes without saying that I am not seeing anomalies when playing or on test runs so it isn't going to do much good for me to look for stuff like that :)

I think the problem in the Fringe has more to it than just a random armor glitch.
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Katey Meyer
 
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Post » Wed Mar 09, 2011 6:55 am

It probably goes without saying that I am not seeing anomalies when playing or on test runs so it isn't going to do much good for me to look for stuff like that :)

It does - I meant to write that too. Sorry.

What made me post was that what I saw looks a lot like that. I'm ok with being wrong and since I ain't got hard proof - all I can say is give it a try.

All that stuff about the inner workings of meshes and channels on textures - over my head. I can only speak from the experience I had.
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Ben sutton
 
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Post » Tue Mar 08, 2011 10:19 pm

I'm with you on the inner workings part. VWD I've got wired pretty well. Armor and weapons? Forget it. I'm a noob. It wouldn't surprise me at all to find out that's causing whatever anomalies are left. I just have no idea how one would fix it, that's something best left to the armor modders.
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RUby DIaz
 
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Post » Wed Mar 09, 2011 4:39 am

I recently installed this and have been tweaking things to try to optimize performance while still having as much eye candy as reasonably possible.

Performance question: is there typically much of a performance difference between the QTP3 textures for RAEVWD and the "core" RAEVWD textures? The readme for the QTP3 lowres textures on the RAEVWD page suggests there shouldn't be a performance difference, although there's also a reference in one of the version updates that suggests that the QTP3 textures had "additional detail" added over the normal low res alternative. The texture size also appear to be larger on disk in the QTP3 version, suggesting they would have a larger impact on performance.

The reason I ask is that I did notice some performance drop (at least several FPS in certain areas, often 4-5 FPS but a little more in some cases) when trying the QTP3 low res textures as opposed to the core textures. Is this typical? I'm still on the fence as to whether the slightly more consistent color is worth that drop in performance. Where it's most noticeable is around the IC, where performance dropped from 30+ when using the core RAEVWD textures down into the 20s in some places when using the QTP3 RAEVWD textures. There are a lot of VWD things in that area so the cumulative effect of even slightly larger textures may be greater?
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Arnold Wet
 
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Post » Wed Mar 09, 2011 6:40 am

@Arkngt: Looking over the SI package, it seems I forgot to package a core meshes folder. Which means there are currently no optimized _far meshes that come with SI. Many of these turn out to be city wall pieces, which may account for the problem you're having. So I have some cleanup to do :)

@Stromgarde: There shouldn't have been a significant drop in performance using the QTP3 pack vs the vanilla pack. Especially not a 10+ FPS drop just because you're near the IC. I would strongly suspect there's something more going on there, especially if the IC is heavily modded.
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Heather beauchamp
 
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Post » Wed Mar 09, 2011 10:04 am

@Stromgarde: There shouldn't have been a significant drop in performance using the QTP3 pack vs the vanilla pack. Especially not a 10+ FPS drop just because you're near the IC. I would strongly suspect there's something more going on there, especially if the IC is heavily modded.


Thanks, Arthmoor. Since installing RAEVWD it seems to have mostly resolved my prior issues with yellow distant objects, as well as made the world much more immersive, so thank you. :)

I've been doing some more testing with OSR's FPS management turned off to get more accurate numbers and at least from what I've seen so far there does appear to be a performance difference at least on my rig, even outside the IC area. For example, I was wandering around the Great Forest (all ULs installed) and my average FPS was 35-41 using your core RAEVWD textures, while wandering the same areas with QTP3 low res textures my average was more in the 28-34 range. Certainly still playable, yet a noticeable difference nonetheless. Other than just swapping the textures and running TES4LODGen again (which I'm not sure was even required when just swapping textures, but I did it anyway just to be sure), my setup was exactly identical.

There do appear to be some rather noticeable file size differences between the QTP3 low res textures and your core textures, e.g. in some cases that I looked at some of your core textures are ~11k while the equivalent in the QTP3 pack is over 40k, so I guess I was assuming this would have some kind of cumulative impact.
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Cheville Thompson
 
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Post » Wed Mar 09, 2011 12:16 pm

@Arkngt: Looking over the SI package, it seems I forgot to package a core meshes folder. Which means there are currently no optimized _far meshes that come with SI. Many of these turn out to be city wall pieces, which may account for the problem you're having. So I have some cleanup to do :)


Potentially related, it appears animated lighting isn't active in the VWD New Sheoth palace or buildings in the city. The lighting only appears when you get close enough to the city for the higher resolution objects to appear. The lighting does work for the VWD settlements outside of the city.
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Amy Siebenhaar
 
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Post » Wed Mar 09, 2011 2:20 am

Not sure what you mean. There's no animation of any kind with VWD objects, it's not possible. If you're referring to the windows, that's static. I'll double check the meshes, but anything that came with SI hasn't been touched so far beyond cleaning the junk nodes out.
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Nathan Risch
 
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Post » Wed Mar 09, 2011 10:59 am

Not sure what you mean. There's no animation of any kind with VWD objects, it's not possible. If you're referring to the windows, that's static. I'll double check the meshes, but anything that came with SI hasn't been touched so far beyond cleaning the junk nodes out.


Yes, I was referring to the AWLS (why I used the word Animated in this case) windows. RAEVWD buildings otherwise seem to have windows that light up in the distance when running AWLS, except for the New Sheoth windows. Those only light up once you're close enough to see them as a non-VWD object.
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Ysabelle
 
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Post » Wed Mar 09, 2011 10:37 am

This is not specifically an RAEVWD question, so please forgive me. :angel:

I have a vague memory of reading that you can delete DistantLOD folders from the mods you install if you are a user of TES4LODGen.

Correct, or is the memory vague because It's a total fabrication? :blink:
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maddison
 
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Post » Tue Mar 08, 2011 10:37 pm

This is not specifically an RAEVWD question, so please forgive me. :angel:

I have a vague memory of reading that you can delete DistantLOD folders from the mods you install if you are a user of TES4LODGen.

Correct, or is the memory vague because It's a total fabrication? :blink:


In theory that is correct. TES4LODGen looks through your Plugins for object placement data, then looks through your resources for which meshes have matching _far.NIFs, then calculates and writes the DistantLOD data for everything that it found in that order. If a mod is providing DistantLOD data, those items will likely have already been set up properly, and TES4LODGen will take notice.

There are a couple exceptions though, such as Frostcrag Reborn; as thanks to the replacer DLCFrostcrag ESP, TES4LODGen thinks it's the normal Frostcrag Spire and not Indefiance's mod, so you end up with the wrong tower. For those kinds of mods, you'll need to manually install the distantLOD data.

It's probably best to not delete a mod's DistantLOD folders just in case, but about 90% of the time, TES4LODGen will make them redundant.
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carly mcdonough
 
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Post » Tue Mar 08, 2011 9:25 pm

I have a vague memory of reading that you can delete DistantLOD folders from the mods you install if you are a user of TES4LODGen.


Yes. TES4LODGen will handle the situation properly.

There are a couple exceptions though, such as Frostcrag Reborn; as thanks to the replacer DLCFrostcrag ESP, TES4LODGen thinks it's the normal Frostcrag Spire and not Indefiance's mod, so you end up with the wrong tower. For those kinds of mods, you'll need to manually install the distantLOD data.


Unless of course you have a mod like this - the only reason I can see this happening though is if the mod does not provide it's own replacement _far.nif, in which case (since this is a DLC's ESP file) tes4lodgen will pull the necessary information from the BSA file that comes with the DLC.
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Siidney
 
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Post » Wed Mar 09, 2011 4:22 am


Unless of course you have a mod like this - the only reason I can see this happening though is if the mod does not provide it's own replacement _far.nif, in which case (since this is a DLC's ESP file) tes4lodgen will pull the necessary information from the BSA file that comes with the DLC.


New _far.NIFs are provided and show up, TES4LODGen is simply failing to place the duplications of the primary tower mesh because (probably, but I'm not sure) it thinks the mod in question it is building VWD data for is the original DLCFrostcrag so it only places one tower. Ergo, you have both Frostcrag Reborn and DLCFrostcrag original visuals intermingling with each other, resulting in some very obvious LOD floaters.

That's the best I can describe it, I do not know why TES4LODGen is consistently not picking up on the two extra towers added by the mod and refusing to place them unless them being marked with an initially disabled flag would have something to do with it, but if then, why do all the tower accessories show up if they were supposed to be disabled too?
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SaVino GοΜ
 
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