TESV Acceleration Layer, thread 5

Post » Sun May 20, 2012 5:48 pm

either rename it to TESVAL.dll.old or delete it from the Data\SKSE\Plugins folder (only if you still have your original download)
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Sarah Knight
 
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Post » Sun May 20, 2012 5:53 pm

Hmm that latest game still crashes before loading, even after removing TESVAL.dll from the Plugins folder. I tried loading Skyrim from Steam, from the Nexus Mod Manager, and tried loading the SKE from the Nexus Mod Manager. All crash.
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SamanthaLove
 
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Post » Mon May 21, 2012 5:51 am

Hmm that latest game still crashes before loading, even after removing TESVAL.dll from the Plugins folder. I tried loading Skyrim from Steam, from the Nexus Mod Manager, and tried loading the SKE from the Nexus Mod Manager. All crash.
that means that one of your mods is missing a master file.
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Jinx Sykes
 
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Post » Sun May 20, 2012 6:26 pm

Hmm that latest game still crashes before loading, even after removing TESVAL.dll from the Plugins folder. I tried loading Skyrim from Steam, from the Nexus Mod Manager, and tried loading the SKE from the Nexus Mod Manager. All crash.
Then go into the folder with your game executable and rename all the SKSE files to .old and try again.
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Sarah Evason
 
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Post » Sun May 20, 2012 2:54 pm

That save game was possibly corrupt for some reason- I am able to load the earlier save game and even with TESVAL.dll and loading SKE. I haven't noticed much if any of a perforrmance improvement though. At least the game isn't crashing.
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Emily Martell
 
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Post » Sun May 20, 2012 6:33 pm

That save game was possibly corrupt for some reason- I am able to load the earlier save game and even with TESVAL.dll and loading SKE. I haven't noticed much if any of a perforrmance improvement though. At least the game isn't crashing.
Where are you testing and what are you using to measure your FPS?
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Gaelle Courant
 
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Post » Sun May 20, 2012 6:40 pm

There is a question over on the Nexus thread from a user who says this works better on a new character than on his main character and was wondering if save game size impacts this. Now I'm wondering .. this mod reduces demand on the CPU. Does increased game save size increase demand on the CPU?

My knowledge of how computers work is slightly above basic, but if save game size does increase demand on the CPU, perhaps that is a point from which to look at reducing the constantly increasing size of those saves?
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Sammie LM
 
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Post » Sun May 20, 2012 2:00 pm

Increased save size implies a larger set of objects loaded in to memory. Depending on the architecture of the engine, there may be a larger penalty proportional to the number of changed objects in the game when loading a new cell. There should be little-to-no difference while running the game normally (just running around a dungeon or whatever) excluding overhead from quests running (especially the civil war).
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BRIANNA
 
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Post » Mon May 21, 2012 12:36 am

I'm not at my computer to test now, but I don't remember hearing anything and the toggle didn't elicit any response. I'll try again when I get home tonight.
I had no trouble loading the FXAA injectors with SKSE. When you load it, are you getting any sound at all? What happens when you press the toggle switch for the FXAA injector(default pause button)?

Ok, I figured it out. SKSE and the FXAA Post Process Injector work fine with each other. What seems to be causing the black screen is some sort of negative interaction with the EVGA Precision overclocking program and SKSE. I run two GTX570s in SLi and I have been overclocking them a bit to keep my FPS at a steady 60 with all of the texture mods I've been using lately. Thanks for the help. I'll research what I can about EVGA precision and SKSE.

EDIT: Solved. Previously, I had modified my TESV.exe.cfg file located in C:\Program Files (x86)\EVGA Precision\Bundle\OSDServer\Profiles in order to add "EnableDynamicOffsetDetection=1". This allowed EVGA Precision to report my FPS via it's On Screen Display while utilizing the Skyrim 4Gb Loader. Since Skyrim has since been patched so that we don't need the 4Gb loader anymore, I was able to set EnableDynamicOffsetDetection=0. The game is loading fine now with EVGA Precision, FXAA Post Process Injector and SKSE with the TESVAL plugin. Success! I hope this helps someone else in the future.

EDIT2: as generalnmx pointed out, it's the FXAA Post Process Injector that required the change to TESV.exe.cfg file, not the Skyrim 4GB Loader.
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Justin Hankins
 
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Post » Mon May 21, 2012 2:20 am

I am so glad you figured it out and know where to look for an answer.
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jodie
 
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Post » Mon May 21, 2012 2:55 am

Actually it's the FXAA Post Process injector that has problems with overlays (except the Steam overlay, usually).
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Annick Charron
 
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Post » Sun May 20, 2012 4:47 pm

Actually it's the FXAA Post Process injector that has problems with overlays (except the Steam overlay, usually).

I'm sorry, you're right. The FXAA Post Process injector was the reason I made those changes to the TESV.exe.cfg file. I've mucked with so many settings, ini and config files over the past couple of months it's been hard to keep track of what I've changed and why. ;)
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Bee Baby
 
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Post » Mon May 21, 2012 12:22 am

Apologies if this has been bought up already, but we have threads in here and the PC forum to search through:

Is Alexander Blade's work on Skyboost going to be implemented in TESVAL as well? His r3 version has improved performance over the original TESVAL code a fair amount, and it would be good to see this work transferred to TESVAL too, giving people the option to use an SKSE or .asi plugin.

I did ask Alexander earlier in the Skyboost thread if this work would be shared but got no reply (though understandably, the thread has been under deluge). His source is provided, as with TESVAL.

Mart
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CHangohh BOyy
 
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Post » Mon May 21, 2012 6:09 am

Apologies if this has been bought up already, but we have threads in here and the PC forum to search through:

Is Alexander Blade's work on Skyboost going to be implemented in TESVAL as well? His r3 version has improved performance over the original TESVAL code a fair amount, and it would be good to see this work transferred to TESVAL too, giving people the option to use an SKSE or .asi plugin.

I did ask Alexander earlier in the Skyboost thread if this work would be shared but got no reply (though understandably, the thread has been under deluge). His source is provided, as with TESVAL.

Mart

I'd love to see it implemented, is anyone willing to follow up on that. It is good that there are choices for people.
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Veronica Flores
 
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Post » Sun May 20, 2012 7:47 pm

I've been contacted by Eriko from modgames.net, a Russian site, requesting permission to translate this into Russian and post it there.

I am quoting my response:

Thank you for contacting me.

Yes you have my permission. I'm not the author, I uploaded it with permission. Please list me as the uploader and maintainer on Nexus instead. A complete list of credits is in the description and the readme. This is a community effort. TESVAL would never have existed without this wonderful community.
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Claire Jackson
 
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Post » Mon May 21, 2012 5:26 am

Please, developers make TESAL compatible with SSE processors, not just SSE2.
Yes, it is possible to play Skyrim on Athlon xp 3 ghz processors which are only SSE compatible.

a cpu only supporting SSE won't run this game at playable framerates regardless of settings.
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marina
 
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Post » Sun May 20, 2012 7:00 pm

I'd love to see it implemented, is anyone willing to follow up on that. It is good that there are choices for people.

New here so might have some protocols wrong - be kind if that is the case.

While I am new here, I am not new to open source development, and as such have seen a few splits. That, with what seems to be some confusion about loaders and the TESVAL core (or maybe friction between users in various camps) I was worried that development and testing would split too far, and evaluation might be influenced by loader and not core.

Thus I started to split things out, and as there were comments about keeping the core assembler, I followed that route. Due to holiday events and such, I did not get this up earlier, and then I saw Alexander working on r3, I was thinking about not posting this, as it seemed things could be already too far along, but depending on general consensus, maybe not.

Anyhow, this is a split of the last TESVAL into the core library, and then two plugins for the loaders (borrowed some SkyBoost code, hope it’s not that much of an issue). The main issue as I see it, is to decide the structure, and what format the core should go - if Alexander is willing, I can include the latest SkyBoost code as core, or try to convert it to assembler, but at the end, the people who will maintain it will have to decide. I can give it a week or two more time, but when work starts, I cannot guarantee anything :(

I did not include any binaries, as it’s more about layout/naming and what direction the backend should take. To build however, you need to add the Fasm directory to "Executable files" and it’s include directory to "Include files" in Visual Studio.

Download is http://www.mediafire.com/?v13zr6iprsqdi1a

Comments are appreciated.

PS: No credits for anything I did needed.
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Michelle Chau
 
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Post » Mon May 21, 2012 2:17 am

Thank you Alzarian. I look forward to seeing the feedback from other members. I am a firm believer in giving the proper credit.
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Sandeep Khatkar
 
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Post » Mon May 21, 2012 12:24 am

I believe I saw this posted once already, but thought I would add my voice.

My game will run superbly at or near 60fps with occasional dips to the high 40's but then randomly (in the world, inside, in a city, out in the wilderness) I will suddenly dip to single digits and, most of the time, stay there. Occasionally it will recover after a minute or two but most often it requires a game restart.

If I tab to the game menu, it will jump back up to 60fps but once I tab back out it drops to the same single digit (the last few times the magic digit was 7fps).

I've tried testing this by going back to the same areas where the drop occurred after a restart and looking all around, switching in between 3rd person ots and first person views. Anything I can think of to trigger a frame-rate drop again, but it doesn't happen.

I'm running:
Stock i7-2600K
16GB GSkill Ram
2xGTX 580's in SLI

Please let me know if you need any other info.
?(As a side note, without TESV I get typically 30's with the occasional spike up to 60fps but never the single digit drop like I do with TESV)
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Brιonα Renae
 
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Post » Mon May 21, 2012 12:37 am

thats incredibly odd, 2x 580s should be able to run skyrim flawlessly. i have heard dual card setups can cause issue with skyrim but i think it was primarly a radeon issue as nividia drivers are somewhat more stable.
does this issue only happen with TESV or with vanilla as well?
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Emily Graham
 
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Post » Sun May 20, 2012 3:00 pm

I believe I saw this posted once already, but thought I would add my voice.

My game will run superbly at or near 60fps with occasional dips to the high 40's but then randomly (in the world, inside, in a city, out in the wilderness) I will suddenly dip to single digits and, most of the time, stay there. Occasionally it will recover after a minute or two but most often it requires a game restart.

If I tab to the game menu, it will jump back up to 60fps but once I tab back out it drops to the same single digit (the last few times the magic digit was 7fps).

I've tried testing this by going back to the same areas where the drop occurred after a restart and looking all around, switching in between 3rd person ots and first person views. Anything I can think of to trigger a frame-rate drop again, but it doesn't happen.

I'm running:
Stock i7-2600K
16GB GSkill Ram
2xGTX 580's in SLI

Please let me know if you need any other info.
?(As a side note, without TESV I get typically 30's with the occasional spike up to 60fps but never the single digit drop like I do with TESV)
Could you not post in all white, not everyone uses the default theme and it's kinda weird lookin'. ;)
Are you using the most recent beta nVidia drivers, there was mention of SLI optimization in the notes.

thats incredibly odd, 2x 580s should be able to run skyrim flawlessly. i have heard dual card setups can cause issue with skyrim but i think it was primarly a radeon issue as nividia drivers are somewhat more stable.
does this issue only happen with TESV or with vanilla as well?
You mean TESVAL, right?
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Ymani Hood
 
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Post » Sun May 20, 2012 3:29 pm

I've of course used this mod for a while but just thought I'd report my gain, I gained like 30% (36 -> 47 FPS) performance boost on the most demanding spot on the steps in Whiterun with this, not bad! :smile:
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April
 
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Post » Mon May 21, 2012 4:56 am

I originally got around 21-22 Vanilla at my test location(top of Dragonreach looking at tree)
With Tesval OR Skyboost r2 I got around 28-29. Since I saw no real performance gain I went back to using Tesval.

With Skyboost r3 I got around 35-36 initially. Very Nice. Then I started noticing some odd behavior I hadn't noticed with Tesval or Vanilla.
I turned around and went inside the Dragonreach castle and generally had 60fps in side like normal. When I went back outside and stood at my normal test spot my fps was at 44!! No matter where or how I looked to find that low fps spot 44 was about as low as I could find. Very wierd. So I went down the stairs and back up the stairs.
Once back to the top and in my usual test location my fps had dropped back to 35ish. This is completely repeatable. Everytime I go inside and come back out my fps gain is crazy high. Until I go down the stairs and back up....then it goes back to the expected.

Haven't had a chance to test this with Vanilla,r2, or Tesval yet....but I sure don't remember it doing anything like that.

btw. No matter what I use, Tesval,r2, or r3. I have a minor problem with stutter...so no difference there on my end.
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Laurenn Doylee
 
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Post » Sun May 20, 2012 4:19 pm

Guys, I guess I'm a bit thick because I seem to be the only person having trouble installing this mod.

I drag and drop the skse folder into the Skyrim folder, right?

Then I drag and drop the TESVAL folder into data folder and plug ins, but there is no plugins folder and I don't know where to create one. Should I just drag the whole TESVAL folder into the data folder?

Some help please as this is so frustrating.
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Genocidal Cry
 
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Post » Sun May 20, 2012 6:35 pm

Guys, I guess I'm a bit thick because I seem to be the only person having trouble installing this mod.

I drag and drop the skse folder into the Skyrim folder, right?

Then I drag and drop the TESVAL folder into data folder and plug ins, but there is no plugins folder and I don't know where to create one. Should I just drag the whole TESVAL folder into the data folder?

Some help please as this is so frustrating.

You have to create a folder called plugins then put the .dll in it.
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Laura Mclean
 
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