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Memory purger extended


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#161
jradik

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In response to post #16523404. #16533369, #16619499, #16652299, #16655689, #16679799, #16680894, #16688924, #16710094, #16711659, #16733909, #16746554, #16752079, #16776359, #16777799, #16778509 are all replies on the same post.

Alenet,

Would you recommend I delete all far.nif files and run teslodgen? My current goal is to stabilize the game!
My game runs about 25-40 fps in the worldspace with tdt sdt 13 reporting a total texture memory between 1300-1800. The game is playable without much stutter. Its the crashes on loading new cells or opening doors I want to eliminate and I can't track it down. I've run every mod through tes4edit for dirty edits. Unfortunately, the game may hit a crash (tamriel worldspace, or WATERFRONT!) before the automatic 10min purger kicks in.

I use 4GB LAA patch
osr heap 5 or 6, tried 512, 768, 1024
"uGridToLoad=7
uInterior Cell Buffer=72
uExterior Cell Buffer=144
iPreloadSizeLimit=104857600" as you posted
OSR Only heap enabled
Streamline Only streamsave enabled
System: 4.5GHz, 8GB, game installed on SSD. GTX 570 (1280 dedicated Vram) Is 1300-1800 texturemem > 1280 the source of this problem???


I'm going to try reducing ugrids back to 5 and adjust the buffers accordingly. I really want to stabalize all this. I installed streamline as a result of this because i got tired of losing progress and i read the games quicksave is detrimental. Im at about 290 plugins after bashed patch + merge. I dont want to have to, but i'm starting to think of uninstalling the content to half in the belief that just too much is loading and the game engine is bursting at its seams. (11.2GB of wrye bash bain)

In summary, it seems like the triplines for loading another cell (door loading into/exiting worldpsace, or a worldspace grid border) may either cause "Oblivion has stopped responding" or sometimes doors like to load to a black screen of Oblivion using 2-3+GB and Oblivion.exe has gone braindead

The game is wonderful and enjoyable for the portion I can play, but a crash <30min is really hampering that.

#162
Alenet

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In response to post #16523404. #16533369, #16619499, #16652299, #16655689, #16679799, #16680894, #16688924, #16710094, #16711659, #16733909, #16746554, #16752079, #16776359, #16777799, #16778509, #18558059 are all replies on the same post.

Many problems are linked to the OBGE and far objects.
I think i solved this historic problem. I entered the Oblivion engine and changed the water without using OBGE (as we know OBGE is used in particular for the OBGE liquid water) obtaining the same result of liquid water. My plugin is also compatible with ENB effects and AA, so there is no reason to use the OBGE again. I am testing it in these days. I think i will release it in this week.

#163
jradik

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In response to post #16523404. #16533369, #16619499, #16652299, #16655689, #16679799, #16680894, #16688924, #16710094, #16711659, #16733909, #16746554, #16752079, #16776359, #16777799, #16778509, #18558059, #18566474 are all replies on the same post.

Isn't OBGE required for memory purger?

I only use SMAA filter, Godrays and LiquidWater.

I know the OBGE core injector alone cause a significant FPS drop, even without any effects installed. After just playing i get about 30-50 fps in the wilderness.

#164
Alenet

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In response to post #16523404. #16533369, #16619499, #16652299, #16655689, #16679799, #16680894, #16688924, #16710094, #16711659, #16733909, #16746554, #16752079, #16776359, #16777799, #16778509, #18558059, #18566474, #18568904 are all replies on the same post.

I made a new version that works with the new water plugin.
Yes. Obge is heavy. I am testing the new water with hdr and ingame AA (i removed the limitation to activate both), fps jump up of 10 frames.
Godrays are supported only using obge.

#165
GazdaPaja

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In response to post #16523404. #16533369, #16619499, #16652299, #16655689, #16679799, #16680894, #16688924, #16710094, #16711659, #16733909, #16746554, #16752079, #16776359, #16777799, #16778509, #18558059, #18566474, #18568904, #18569469 are all replies on the same post.

"...same result of liquid water. My plugin is also compatible with ENB effects and AA, so there is no reason to use the OBGE again. I am testing it in these days. I think i will release it in this week. "

You're such a tease <3....seriously, since the day you anounced that you're working on a new type of Oblivion water I've been waiting for this news! Thank you!!!!

#166
Slangens

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In response to post #16523404. #16533369, #16619499, #16652299, #16655689, #16679799, #16680894, #16688924, #16710094, #16711659, #16733909, #16746554, #16752079, #16776359, #16777799, #16778509, #18558059, #18566474, #18568904, #18569469, #18570279 are all replies on the same post.

Alenet, is there a way you know of to disable some minor distant objects WITHOUT unpacking all the BSAs and deleting the unwanted ones?
Having the game packed in BSAs is much more efficient for me, as the loading times for the compressed data with the uncompressing time is still lower than the loading times for the uncompressed data.
If I replaced the unwanted _far.nif files with an empty nif (only header and footer), the result would be a nonexistant model in place of the original distant objects which cause the big fps drops. Am I right?

EDIT:
SWEEEET, I did not see that water news coming.
maybe I'll even switch to ENB one day!(NEED SSAO)

Edited by Slangens, 21 September 2014 - 11:10 AM.


#167
Alenet

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In response to post #16523404. #16533369, #16619499, #16652299, #16655689, #16679799, #16680894, #16688924, #16710094, #16711659, #16733909, #16746554, #16752079, #16776359, #16777799, #16778509, #18558059, #18566474, #18568904, #18569469, #18570279, #18582689 are all replies on the same post.

@GadzaPaja: be patient. Test and development tuning require more time than expected.
Here previews:
http://static-1.nexusmods.com/15/images/101/3619564-1411309333.jpg
http://static-1.nexusmods.com/15/images/101/3619564-1411310227.jpg
http://static-1.nexusmods.com/15/images/101/3619564-1411310442.jpg

@Slangens: no, there is no way to disable some distant objects. Oblivion loads all _far files. You need to delete what you want. Placing a null nif could be a good idea.

Edited by Alenet, 21 September 2014 - 02:44 PM.


#168
GazdaPaja

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In response to post #16523404. #16533369, #16619499, #16652299, #16655689, #16679799, #16680894, #16688924, #16710094, #16711659, #16733909, #16746554, #16752079, #16776359, #16777799, #16778509, #18558059, #18566474, #18568904, #18569469, #18570279, #18582689, #18586419 are all replies on the same post.

Sorry Alenet, didnt mean to rush you of course, but knowing what you've done with Oblivion grass i can only imagine whats water going to look like :). Speculars and caustics on those screenies are beautifull!!!

#169
CarlosS4444

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In response to post #16523404. #16533369, #16619499, #16652299, #16655689, #16679799, #16680894, #16688924, #16710094, #16711659, #16733909, #16746554, #16752079, #16776359, #16777799, #16778509, #18558059, #18566474, #18568904, #18569469, #18570279, #18582689, #18586419, #18587479 are all replies on the same post.

Hi Alenet,

is there a possibility that you could make Volumetric (or other lightweigth) SSAO that could be used without OBGE (because of the OBGE heaviness) one day?
On the other hand OBGE is required to use memory purger, is it not?

Edited by CarlosS4444, 29 September 2014 - 04:27 PM.


#170
Slangens

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In response to post #16523404. #16533369, #16619499, #16652299, #16655689, #16679799, #16680894, #16688924, #16710094, #16711659, #16733909, #16746554, #16752079, #16776359, #16777799, #16778509, #18558059, #18566474, #18568904, #18569469, #18570279, #18582689, #18586419, #18587479, #18808164 are all replies on the same post.

I guess if you want SSAO, you might want to try out an ENB.
And there will be a new purger that does not require the OBGE plugin.




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