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Memory purger extended


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#151
Alenet

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In response to post #17027934. #17030534, #17043014, #17063309, #17092054 are all replies on the same post.

In this case the crash could due to one or more mod that create problems. It could not be directly linked to the OSR.

#152
angkor

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In response to post #17027934. #17030534, #17043014, #17063309, #17092054, #17092379 are all replies on the same post.

I agree with you, though with 240+ mods active it might take a while to find the culprit :)
Anyway, have ENBoost 0.259 for TES Oblivion ready for install, see what that brings me. Thanks for helping out ..

Edited by angkor, 01 August 2014 - 08:31 PM.


#153
Slangens

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In response to post #17027934. #17030534, #17043014, #17063309, #17092054, #17092379, #17103014 are all replies on the same post.

ENBoost will help a lot.You can be sure of that. I use it and I can tell it works flawless, even with 400+ mods and several GiB of texture replacers. Just a bit of stutter.

The iHeapMainBlockAddress option is a miracle. I couldn't use ANY of the heap replacements up until now, but after setting it to 0x20000000 (you just have to try the options for yourself), it works. FLAWLESSLY.

When I have a mod that gives me crashes, I use the standard procedure of FIRST unchecking the bashed patch(which I believe you use).
Normally, the crash tendency will go down, so the mod is in the bashed patch.
If not, try to disable half of you mods, preferring the lower half of you load list.
In case of a broken bashed patch, try to disable the merge mods function in the configuration.
Doing this helped me find a problem with Item Interchange.

Does the crash always happen at the same location?
I have the same kind of crash every once and now, mostly when I look onto some broken distant landscape.

#154
angkor

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In response to post #17027934. #17030534, #17043014, #17063309, #17092054, #17092379, #17103014, #17117904 are all replies on the same post.

Curious you say this Slangens.

At the moment everything goes fine with iHeapAlgorithm = 6 and iHeapSize = 1024 but when I tried setting iHeapMainBlockAddress = 0 to 0x20000000 OBSE did not start the game. So just wondering now if this iHeapMainBlockAddress - change is required if you have no problems ?

#155
astrob0y

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In response to post #17027934. #17030534, #17043014, #17063309, #17092054, #17092379, #17103014, #17117904, #17335854 are all replies on the same post.

@angkor I would like to recommend to lower to iHeapAlgorithm = 5 and iHeapSize = 768 and see if it works better
Ive trouble with 6/1024 atm and 5/768 helped me.

#156
LukeZ88

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Works great. Thank you!

#157
Slangens

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In response to post #17027934. #17030534, #17043014, #17063309, #17092054, #17092379, #17103014, #17117904, #17335854, #17337619 are all replies on the same post.

I guess the heap replacement address is normally OK at the normal setting.
But IF that one doesn't work, it seems that changing it to another setting might change it, just as in my case.
the iHeapSize you use should be set depending on how much your Oblivion setup loads into memory.
For example, if you set your uGridsToLoad to 7 or even 9, it will process much more cells at once, so it will consume much more memory at ALL times.
But if you THEN also set the ExteriorCellBuffer to something big like 244 or so, it will load ALL of these cells into memory even BEFORE you visit them. So each time you get to a new cell, a ton of new cells are buffered, which need additional memory. So, on a setup like this, you might consider using 1024.
But if you don't use the LAA patch or it crashes more often at this point, try lowering it as astrob0y said.
And as I have seen, algorithm 6 TENDS to be the most stable, but it can differ from machine to machine.
Try the different ones for yourself; You can use the Profiling or the Benchmark settings to check.

#158
hastamasta

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Hi, i wanted to thank you for this amazing tool. I had so many crashing problem and tried nearly every thing related to performance and crashing on nexus with no use. Untill someone in the forum said my problems is related to vram burst or something (i really dont understand these kind of things) and suggested to use your mod. It magically solved all my problem. Looks like many people playing skyrim there not a big chance a new mod will make it to top. I think admin should take this mod to top 100 without wating endorsment for the good of community. Again thanks.

#159
Alenet

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In response to post #17752844.

Thank you.
In a 3D rendering the DirectX engine places textures in the vram but Oblivion doesn't release them. This because Oblivion is an old game and probably 8 years ago it didn't need (or probably is a bug! i don't know) :). Today with so many mods and tons of textures, the problem exists. Oblivion is also a 32bit application but this limit can be maintained under control by the PurgeCellBuffer command (command used by this mod and other mods). The bigger problem is that Oblivion loads textures into the vram buffer of the 3D render device (the video card in simple word) but it forgets to release them!! So, I looked for a way to create a plugin to release the vram buffer and I found out that the command already existed in the OBGE!! You can have a video card with 512 mb, 1 gb, 2 gb but anyway without releasing the vram buffer, Oblivion (sooner or later) crashes because textures are too big to be managed by the directx engine without an "external help".

I would have preferred to make an obse plugin but it would be in conflict with the OBGE, so i created this patch using directly the OBGE command.

#160
hastamasta

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In response to post #17752844. #17770289 is also a reply to the same post.

Thanks for the explanation. At least now i am not going to crazy thinking my graphics card which i paid so much money does not have spec to run a modded oblivion. The matter is a bit clear for me now but it is never will be clearer as the result. I was verge at unistalling the game which i worked days to mod because it crashes every fast travels. Again thank you.




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