uGridsToLoad Limit: maximum allocated RAM on 64bit < 3GB?
Posted 08 June 2012 - 05:49 AM
Posted 08 June 2012 - 06:16 AM
Posted 08 June 2012 - 06:29 AM
Posted 08 June 2012 - 06:58 AM
Posted 08 June 2012 - 08:42 AM
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Posted 11 June 2012 - 01:20 PM
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Posted 13 June 2012 - 03:22 PM
As promised, after trying a few different things I'm reporting my findings!
First of all, the modifications on the ini file suggested did not seem to make any difference.
So after that i decided to try the RAM disk route and got myself a full version of Dataram RAMDisk (about 20$, free version limited to 4GB). I thought that even if it didn't fix my problem i could put to good use my extra RAM and get a nice boost, even on other games or apps. I can say that I'm quite happy with the product and that i works as advertised, but the first problem i stumbled upon is that i don't have nowhere near enough RAM to load my entire skyrim folder + HD textures (14.2 GB) taking into account i need about 2GB for windows + 4GB free to run skyrim.
Using a symbolic link (thanks for the tip frihyland) i tried to load into RAM only the textures folder (about 5.3 GB) and after that i also tried loading the whole skyrim but without the textures folder (about 9 GB, loosing visual fidelity of course). Unfortunately none of these prevented the CTDs from happening.
[SIDE NOTE ON RAMDISK PERFORMANCE:]
Surprisingly load times where not greatly reduced in comparison to loading from a SSD (a typical savegame went down from 12 to 10 sec aprox), i guess that apart from merely loading the assets into memory there must be some decompression or other stuff going on that slows down the process.. Also I don't usually get much stuttering but i think preloading on RAM helped to reduce it a tiny bit in some instances, although i can't give any real proof.
Anyway all this made me realise of something important though, if i was not loading the textures folder (and/or the HD texture pack BSAs) the RAM usage would be MUCH lower, which means 2 things:
1- textures ARE being cached on RAM
2- RAM usage (in particular 3GB on 64bit) does not have anything to do with the CTDs i was having.
Just out of curiosity tried a couple more things:
Overclocking CPU + RAM -> no difference.
Compressing all textures and BSAs to 1024 -> no difference.
Lowering resolution, disabling AA, disabling AO -> no difference.
Finally I tried to revert back to ugrids=7 (which was much easier than i thought it would be) and voilà, as expected no CTDs at all. Only one warning, when reverting ugrids do NOT use the nvidia "The Top Five Elder Scrolls V: Skyrim Tweaks" article, it's bad, outdated advice, and will not only NOT work but create even more problems. Both the official NVIDIA tweak guide, or the following forum post are correct:
So in the end i must admit i was wrong with my initial theory and i guess there must be an intrinsic limit on the amount of resources that this engine can handle, and that no matter how much CPU, GPU, RAM or VRAM you throw at it you will hit a wall sooner or later. Or maybe it’s related to some other hardware limitation like memory bandwith.. Anyway I'm pretty sure this could be solved if bethesda looked into it and patched the main engine, but for now it is what it is! I think it's a pity because when you get used to playing with ugrids=11 or ugrids=9 it's really hard to go back, even to 7 (can't imagine trying the default 5). I find it really immersion breaking having the whole landscape changing or popping up in front of me.. honestly i would rather stay with vanilla textures if i could keep ugrids=9, but as reported this is not a choice.. so i will just have to get used to it!
The only doubt that i have left is that i've seen in some forums people claiming to have played skyrim for months with ugrids=9 and no CTD's, so maybe there's still something else i could try but really running out of ideas now. One example is this one:
Porroone said it could be because his GTX 470 has a 384bits memory interface, which could make sense, but I also have 384bits on my 580 so I don’t know..
To finish off, and in spite of all my troubles, i would like to suggest to those with some spare VRAM and still playing with the default ugrids to give uGridsToLoad=7 a try, it's dead easy to go back to the default at any time in case of trouble.
uExterior Cell Buffer=64
Posted 13 June 2012 - 04:07 PM
That has been implemented for awhile now I think
I agree with Fri.
If anyone becomes obnoxious enough to ban you must be able to point to the specifics of what they have transgressed in some readily available document so that other users don't percieve our actions as arbitrary. Of course if people don't read the stuff, well... *shrug* :D
Posted 14 June 2012 - 08:27 AM
Yep, CTD with higher uGrids values is most certainly linked to how much VRAM you have. Actually just thrashed this out (again), with some other people, a week or 2 ago on another thread, here, https://forums.beths...__fromsearch__1
Short story was trade off between hi-res texture mods and higher ugrids values. I can run ugrids 9 on vanilla, with occasional ctds, and 7 is rock solid. However, using step mods, and even 1024 versions, i cannot use anything but the default ugrids value of 5. CTDs are always around areas that require a lot of vram. Removing all large hi-res texture packs (SRO and 2KHD) let me run on 7 again. And thats with a 2GB VRAM card.
With 3GB you should be able to run hi-res texture mods and ugrids 7, lucky you :)
One of my personal projects for skyrim it somehow achieve hi-res textures with and ugrids value of 7, but no time atm. Thats why your comment helps so much, I dont have to test so many variables in the future :)
Posted 14 June 2012 - 12:08 PM
Posted 14 June 2012 - 01:52 PM
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