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Anti-Aliasing/Anisotropic Filtering not working properly


torminater

Question

Hey guys,

 

today I found out that my texture shimmering is absolutely related to Anti-Aliasing and/or Anisotropic Filtering. Setting the "Allow negative LOD bias" to "Clamp" makes the structures appear halfway decent again, BUT it still is there.

So I started yet another testing round using only Skyrim assets and Vanos Hybrid HD-DLC-Mod.

 

 

That's what I did:

1. Disabled Bethesda Logo on startup.

2. Enabled logging and tracing in skyrim.ini for papyrus.

3.Opened up Skyrim Game Launcher OR Skyrim.ini

4. Applied various settings. Details below

5. Enabled "Boost"-mode in IObits Game Booster.

6.Started Skyrim Performance Monitor.

7. Ran 100% clean Vanilla Skyrim 1.6.89 with TESV.exe (sry not SKSE!!!).

6. Loaded new game (started today for testing purposes only) from exiting Helgen Keep dungeon.

7. God mode enabled.

8. Continiously sprinted to Whiterun only travelling by road ignoring all combat except a part of the giant fight before Whiterun. Ended testing whilst looking down from Dragonsreach and testing VRAM-Stuttering there.

9. Exited Skyrim.

10. Screenshot of Skyrim Performance Monitor.

 

First test:

Skyrim Launcher Options:

Lowest, means Low Preset applied and manually set everything except the resolution to the lowest possible setting, kept object detail fade as it gets preset.

Ini Options:

no changes

Data:

Posted Image

Comments: I actually managed to crash once to desktop, where TESV.exe was apparently not responding anymore.

 

 

Second test:

Skyrim Launcher Options:

Low Preset

Ini Options:

no changes

Data:

Posted Image

Comments: I actually managed to crash once to desktop, where TESV.exe was apparently not responding anymore.

 

 

Third test:

Skyrim Launcher Options:

Medium Preset

Ini Options:

no changes

Data:

Posted Image

Comments: Nothing.

 

 

 

Fourth test:

Skyrim Launcher Options:

High Preset

Ini Options:

no changes

Data:

Posted Image

Comments: Nothing.

 

 

 

Fifth test:

Skyrim Launcher Options:

Ultra Preset

Ini Options:

no changes

Data:

Posted Image

Comments: Aliasing on stairs, lit up items with shadows cast on them (plus shadow striping/strobing and all that crap) and items on loading screens. The game felt a little bit laggy, but bearly noticeable only. No lag/stutter on the Dragonsreach reference spot.

 

 

 

Sixth test:

Skyrim Launcher Options:

Ultra Preset plus original High-Res-DLC from Bethesda

Ini Options:

no changes

Data:

Posted Image

Comments: Aliasing on stairs, lit up items with shadows cast on them (plus shadow striping/strobing and all that crap) and items on loading screens. The game felt a little bit laggy, but bearly noticeable only. No lag/stutter on the Dragonsreach reference spot.

 

 

 

Seventh test:

Skyrim Launcher Options:

Ultra plus original High-Res-DLC from Bethesda plus Vano89s optimized Hybrid HD-DLC-version

Ini Options:

no changes

Data:

Posted Image

Comments: Aliasing on stairs, lit up items with shadows cast on them (plus shadow striping/strobing and all that crap) and items on loading screens.  The game felt a little bit laggy, but bearly noticeable only. No lag/stutter on the Dragonsreach reference spot.

 

 

 

Eighth test:

Skyrim Launcher Options:

Ultra plus original High-Res-DLC from Bethesda plus Vano89s optimized Hybrid HD-DLC-version

Ini Options:

uGridsToLoad=7

uExterior Cell Buffer=64

Data:

Posted Image

Comments: Aliasing on stairs, lit up items with shadows cast on them (plus shadow striping/strobing and all that crap) and items on loading screens.  The game felt a little bit laggy, but bearly noticeable only. Not really lagging/stuttering more than with normal uGrids-settings... No lag/stutter on the Dragonsreach reference spot.

 

 

 

[07/06/2012 - 05:57:54PM] Papyrus log opened (PC)
[07/06/2012 - 05:57:54PM] Update budget: 1.200000ms (Extra tasklet budget: 1.200000ms, Load screen budget: 500.000000ms)
[07/06/2012 - 05:57:54PM] Memory page: 128 (min) 512 (max) 76800 (max total)
[07/06/2012 - 05:58:01PM] VM is freezing...
[07/06/2012 - 05:58:01PM] VM is frozen
[07/06/2012 - 05:58:01PM] Reverting game...
[07/06/2012 - 05:58:05PM] Loading game...
[07/06/2012 - 05:58:06PM] VM is thawing...
[07/06/2012 - 05:58:06PM] AbWisp Effect Start on: None
[07/06/2012 - 05:58:06PM] Sending EVP to self and witchlight children ([Actor < (00108FD6)>])
[07/06/2012 - 05:58:06PM] Witchlights are the Following:
[07/06/2012 - 05:58:06PM] --------------------------------
[07/06/2012 - 05:58:06PM] [WitchlightActorScript < (00108FD3)>]
[07/06/2012 - 05:58:06PM] [WitchlightActorScript < (00108FD5)>]
[07/06/2012 - 05:58:06PM] [WitchlightActorScript < (00108FD4)>]
[07/06/2012 - 05:58:06PM] --------------------------------
[07/06/2012 - 05:58:41PM] [MQ102ChatterTrigger < (000AC137)>] triggered by [Actor < (0002BFA2)>]
[07/06/2012 - 05:59:03PM] DARYL - [WeaponRackActivateSCRIPT < (000ACD7F)>] running OnCellLoad() and AlreadyInit = False
[07/06/2012 - 05:59:03PM] DARYL - [WeaponRackActivateSCRIPT < (000ACD81)>] running OnCellLoad() and AlreadyInit = False
[07/06/2012 - 05:59:03PM] DARYL - [WeaponRackActivateSCRIPT < (000B6F6A)>] running OnCellLoad() and AlreadyInit = False
[07/06/2012 - 05:59:03PM] DARYL - [WeaponRackActivateSCRIPT < (000ACD7F)>] The TriggerMarker is [WeaponRackTriggerSCRIPT < (000ACD7E)>]
[07/06/2012 - 05:59:03PM] DARYL - [WeaponRackActivateSCRIPT < (000ACD81)>] The TriggerMarker is [WeaponRackTriggerSCRIPT < (000ACD80)>]
[07/06/2012 - 05:59:03PM] DARYL - [WeaponRackActivateSCRIPT < (000B6F6A)>] The TriggerMarker is [WeaponRackTriggerSCRIPT < (000B6F69)>]
[07/06/2012 - 05:59:03PM] DARYL - [WeaponRackActivateSCRIPT < (000ACD81)>] The Starting Weapon is None
[07/06/2012 - 05:59:03PM] DARYL - [WeaponRackActivateSCRIPT < (000ACD81)>] Doesn't have a starting weapon
[07/06/2012 - 05:59:03PM] DARYL - [WeaponRackActivateSCRIPT < (000ACD81)>] finishing OnCellLoad() and AlreadyInit = TRUE
[07/06/2012 - 05:59:03PM] DARYL - [WeaponRackActivateSCRIPT < (000ACD7F)>] The Starting Weapon is [ObjectReference < (00035514)>]
[07/06/2012 - 05:59:03PM] DARYL - [WeaponRackActivateSCRIPT < (000B6F6A)>] The Starting Weapon is [ObjectReference < (000B6F6B)>]
[07/06/2012 - 05:59:03PM] DARYL - [WeaponRackActivateSCRIPT < (000B6F6A)>] finishing OnCellLoad() and AlreadyInit = TRUE
[07/06/2012 - 05:59:03PM] DARYL - [WeaponRackActivateSCRIPT < (000ACD7F)>] Has a starting weapon
[07/06/2012 - 05:59:03PM] DARYL - [WeaponRackActivateSCRIPT < (000ACD7F)>] Handling Starting Weapon
[07/06/2012 - 05:59:03PM] DARYL - [WeaponRackActivateSCRIPT < (000ACD7F)>] Disabling physics on [ObjectReference < (00035514)>]
[07/06/2012 - 05:59:03PM] DARYL - [WeaponRackActivateSCRIPT < (000ACD7F)>] Moving 0 to the SwordMarker
[07/06/2012 - 05:59:03PM] error:  (000ACD7E): does not have any 3d and so cannot be moved to.
stack:
    [ (00035514)].ObjectReference.MoveToNode() - "<native>" Line ?
    [ (000ACD7F)].WeaponRackActivateSCRIPT.HandleWeaponPlacement() - "WeaponRackActivateSCRIPT.psc" Line ?
    [ (000ACD7F)].WeaponRackActivateSCRIPT.HandleStartingWeapon() - "WeaponRackActivateSCRIPT.psc" Line ?
    [ (000ACD7F)].WeaponRackActivateSCRIPT.OnCellAttach() - "WeaponRackActivateSCRIPT.psc" Line ?
[07/06/2012 - 05:59:03PM] DARYL - [WeaponRackActivateSCRIPT < (000ACD7F)>] finishing OnCellLoad() and AlreadyInit = TRUE
[07/06/2012 - 05:59:49PM] error:  (000847DD): cannot enable an object with an enable state parent.
stack:
    [ (000847DD)].lvlpredatorscript.Enable() - "<native>" Line ?
    [ (000847DD)].lvlpredatorscript.OnCellLoad() - "LvlPredatorScript.psc" Line ?
[07/06/2012 - 05:59:49PM] error:  (000DC8E1): cannot enable an object with an enable state parent.
stack:
    [ (000DC8E1)].lvlpredatorscript.Enable() - "<native>" Line ?
    [ (000DC8E1)].lvlpredatorscript.OnCellLoad() - "LvlPredatorScript.psc" Line ?
[07/06/2012 - 06:00:11PM] error:  (000DC551): cannot disable an object with an enable state parent.
stack:
    [ (000DC551)].lvlpredatorscript.Disable() - "<native>" Line ?
    [ (000DC551)].lvlpredatorscript.OnCellLoad() - "LvlPredatorScript.psc" Line ?
[07/06/2012 - 06:00:17PM] error: DialogueRiverwoodIntroScene (000954D9): attempting to start event scoped quest outside of story manager.
stack:
    [DialogueRiverwoodIntroScene (000954D9)].QF_DialogueRiverwoodIntroScen_000954D9.SetCurrentStageID() - "<native>" Line ?
    [DialogueRiverwoodIntroScene (000954D9)].QF_DialogueRiverwoodIntroScen_000954D9.SetStage() - "Quest.psc" Line ?
    [ (000954DA)].SF_RiverwoodIntroSceneHildeSo_000954DA.Fragment_0() - "SF_RiverwoodIntroSceneHildeSo_000954DA.psc" Line ?
[07/06/2012 - 06:00:26PM] error: DialogueRiverwoodIntroScene (000954D9): attempting to start event scoped quest outside of story manager.
stack:
    [DialogueRiverwoodIntroScene (000954D9)].QF_DialogueRiverwoodIntroScen_000954D9.SetCurrentStageID() - "<native>" Line ?
    [DialogueRiverwoodIntroScene (000954D9)].QF_DialogueRiverwoodIntroScen_000954D9.SetStage() - "Quest.psc" Line ?
    [ (0002BFAC)].SF_MQ102HadvarAlvorScene_0002BFAC.Fragment_35() - "SF_MQ102HadvarAlvorScene_0002BFAC.psc" Line ?
[07/06/2012 - 06:01:02PM] error:  (000C97D2): cannot enable an object with an enable state parent.
stack:
    [ (000C97D2)].ObjectReference.Enable() - "<native>" Line ?
    [C00GiantAttack (000C97D9)].QF_C00GiantAttack_000C97D9.Fragment_0() - "QF_C00GiantAttack_000C97D9.psc" Line ?
[07/06/2012 - 06:01:05PM] error:  (000DC550): cannot enable an object with an enable state parent.
stack:
    [ (000DC550)].lvlpredatorscript.Enable() - "<native>" Line ?
    [ (000DC550)].lvlpredatorscript.OnCellLoad() - "LvlPredatorScript.psc" Line ?
[07/06/2012 - 06:01:05PM] error:  (000DC551): cannot disable an object with an enable state parent.
stack:
    [ (000DC551)].lvlpredatorscript.Disable() - "<native>" Line ?
    [ (000DC551)].lvlpredatorscript.OnCellLoad() - "LvlPredatorScript.psc" Line ?
[07/06/2012 - 06:01:43PM] error:  (000DC54E): cannot enable an object with an enable state parent.
stack:
    [ (000DC54E)].lvlpredatorscript.Enable() - "<native>" Line ?
    [ (000DC54E)].lvlpredatorscript.OnCellLoad() - "LvlPredatorScript.psc" Line ?
[07/06/2012 - 06:01:55PM] error:  (000DC556): cannot enable an object with an enable state parent.
stack:
    [ (000DC556)].lvlpredatorscript.Enable() - "<native>" Line ?
    [ (000DC556)].lvlpredatorscript.OnCellLoad() - "LvlPredatorScript.psc" Line ?
[07/06/2012 - 06:02:28PM] Persuade: [Actor < (000DC9E4)>]
[07/06/2012 - 06:02:28PM] [favordialoguescript <DialogueFavorGeneric (0005A6DC)>]Current Skill uses given: 1500.000000 times the Skill Use Multiplier
[07/06/2012 - 06:02:34PM] VM is freezing...
[07/06/2012 - 06:02:34PM] VM is frozen
[07/06/2012 - 06:02:34PM] Saving game...
[07/06/2012 - 06:02:34PM] VM is thawing...
[07/06/2012 - 06:03:30PM] VM is freezing...
[07/06/2012 - 06:03:30PM] VM is frozen
[07/06/2012 - 06:03:30PM] Log closed

 

 

 

 

 

 

Nineth test:

Skyrim Launcher Options:

Ultra plus original High-Res-DLC from Bethesda plus Vano89s optimized Hybrid HD-DLC-version

Ini Options:

uGridsToLoad=9

uExterior Cell Buffer=100

Data:

Posted Image

Comments: Aliasing on stairs , lit up items with shadows cast on them (plus shadow striping/strobing and all that crap)and items on loading screens.  The game felt a little bit laggy, but bearly noticeable only. Maybe lagging/stuttering more than with normal uGrids-settings...

 

 

 

[07/06/2012 - 06:05:44PM] Papyrus log opened (PC)
[07/06/2012 - 06:05:44PM] Update budget: 1.200000ms (Extra tasklet budget: 1.200000ms, Load screen budget: 500.000000ms)
[07/06/2012 - 06:05:44PM] Memory page: 128 (min) 512 (max) 76800 (max total)
[07/06/2012 - 06:05:53PM] VM is freezing...
[07/06/2012 - 06:05:53PM] VM is frozen
[07/06/2012 - 06:05:53PM] Reverting game...
[07/06/2012 - 06:05:58PM] Loading game...
[07/06/2012 - 06:05:58PM] VM is thawing...
[07/06/2012 - 06:05:59PM] AbWisp Effect Start on: None
[07/06/2012 - 06:05:59PM] Sending EVP to self and witchlight children ([Actor < (00108FD6)>])
[07/06/2012 - 06:05:59PM] Witchlights are the Following:
[07/06/2012 - 06:05:59PM] --------------------------------
[07/06/2012 - 06:05:59PM] [WitchlightActorScript < (00108FD3)>]
[07/06/2012 - 06:05:59PM] [WitchlightActorScript < (00108FD5)>]
[07/06/2012 - 06:05:59PM] [WitchlightActorScript < (00108FD4)>]
[07/06/2012 - 06:05:59PM] --------------------------------
[07/06/2012 - 06:06:08PM] error:  (000EC18E): cannot enable an object with an enable state parent.
stack:
    [ (000EC18E)].lvlpredatorscript.Enable() - "<native>" Line ?
    [ (000EC18E)].lvlpredatorscript.OnCellLoad() - "LvlPredatorScript.psc" Line ?
[07/06/2012 - 06:06:17PM] DARYL - [WeaponRackActivateSCRIPT < (000ACD81)>] running OnCellLoad() and AlreadyInit = False
[07/06/2012 - 06:06:17PM] DARYL - [WeaponRackActivateSCRIPT < (000ACD7F)>] running OnCellLoad() and AlreadyInit = False
[07/06/2012 - 06:06:17PM] DARYL - [WeaponRackActivateSCRIPT < (000B6F6A)>] running OnCellLoad() and AlreadyInit = False
[07/06/2012 - 06:06:17PM] DARYL - [WeaponRackActivateSCRIPT < (000ACD81)>] The TriggerMarker is [WeaponRackTriggerSCRIPT < (000ACD80)>]
[07/06/2012 - 06:06:17PM] DARYL - [WeaponRackActivateSCRIPT < (000ACD7F)>] The TriggerMarker is [WeaponRackTriggerSCRIPT < (000ACD7E)>]
[07/06/2012 - 06:06:17PM] DARYL - [WeaponRackActivateSCRIPT < (000B6F6A)>] The TriggerMarker is [WeaponRackTriggerSCRIPT < (000B6F69)>]
[07/06/2012 - 06:06:17PM] DARYL - [WeaponRackActivateSCRIPT < (000ACD81)>] The Starting Weapon is None
[07/06/2012 - 06:06:17PM] DARYL - [WeaponRackActivateSCRIPT < (000ACD7F)>] The Starting Weapon is [ObjectReference < (00035514)>]
[07/06/2012 - 06:06:17PM] DARYL - [WeaponRackActivateSCRIPT < (000ACD81)>] Doesn't have a starting weapon
[07/06/2012 - 06:06:17PM] DARYL - [WeaponRackActivateSCRIPT < (000ACD81)>] finishing OnCellLoad() and AlreadyInit = TRUE
[07/06/2012 - 06:06:17PM] DARYL - [WeaponRackActivateSCRIPT < (000B6F6A)>] The Starting Weapon is [ObjectReference < (000B6F6B)>]
[07/06/2012 - 06:06:17PM] DARYL - [WeaponRackActivateSCRIPT < (000B6F6A)>] finishing OnCellLoad() and AlreadyInit = TRUE
[07/06/2012 - 06:06:17PM] DARYL - [WeaponRackActivateSCRIPT < (000ACD7F)>] Has a starting weapon
[07/06/2012 - 06:06:17PM] DARYL - [WeaponRackActivateSCRIPT < (000ACD7F)>] Handling Starting Weapon
[07/06/2012 - 06:06:17PM] DARYL - [WeaponRackActivateSCRIPT < (000ACD7F)>] Disabling physics on [ObjectReference < (00035514)>]
[07/06/2012 - 06:06:17PM] DARYL - [WeaponRackActivateSCRIPT < (000ACD7F)>] Moving 0 to the SwordMarker
[07/06/2012 - 06:06:17PM] error:  (000ACD7E): does not have any 3d and so cannot be moved to.
stack:
    [ (00035514)].ObjectReference.MoveToNode() - "<native>" Line ?
    [ (000ACD7F)].WeaponRackActivateSCRIPT.HandleWeaponPlacement() - "WeaponRackActivateSCRIPT.psc" Line ?
    [ (000ACD7F)].WeaponRackActivateSCRIPT.HandleStartingWeapon() - "WeaponRackActivateSCRIPT.psc" Line ?
    [ (000ACD7F)].WeaponRackActivateSCRIPT.OnCellAttach() - "WeaponRackActivateSCRIPT.psc" Line ?
[07/06/2012 - 06:06:17PM] DARYL - [WeaponRackActivateSCRIPT < (000ACD7F)>] finishing OnCellLoad() and AlreadyInit = TRUE
[07/06/2012 - 06:06:30PM] [MQ102ChatterTrigger < (000AC137)>] triggered by [Actor < (0002BFA2)>]
[07/06/2012 - 06:07:08PM] [MQ102ChatterTrigger < (000AC138)>] triggered by [Actor < (0002BFA2)>]
[07/06/2012 - 06:07:25PM] error:  (000DC8E1): cannot enable an object with an enable state parent.
stack:
    [ (000DC8E1)].lvlpredatorscript.Enable() - "<native>" Line ?
    [ (000DC8E1)].lvlpredatorscript.OnCellLoad() - "LvlPredatorScript.psc" Line ?
[07/06/2012 - 06:07:25PM] error:  (000847DD): cannot enable an object with an enable state parent.
stack:
    [ (000847DD)].lvlpredatorscript.Enable() - "<native>" Line ?
    [ (000847DD)].lvlpredatorscript.OnCellLoad() - "LvlPredatorScript.psc" Line ?
[07/06/2012 - 06:07:49PM] error:  (000DC550): cannot enable an object with an enable state parent.
stack:
    [ (000DC550)].lvlpredatorscript.Enable() - "<native>" Line ?
    [ (000DC550)].lvlpredatorscript.OnCellLoad() - "LvlPredatorScript.psc" Line ?
[07/06/2012 - 06:07:49PM] error:  (000DC551): cannot enable an object with an enable state parent.
stack:
    [ (000DC551)].lvlpredatorscript.Enable() - "<native>" Line ?
    [ (000DC551)].lvlpredatorscript.OnCellLoad() - "LvlPredatorScript.psc" Line ?
[07/06/2012 - 06:08:21PM] error: DialogueRiverwoodIntroScene (000954D9): attempting to start event scoped quest outside of story manager.
stack:
    [DialogueRiverwoodIntroScene (000954D9)].QF_DialogueRiverwoodIntroScen_000954D9.SetCurrentStageID() - "<native>" Line ?
    [DialogueRiverwoodIntroScene (000954D9)].QF_DialogueRiverwoodIntroScen_000954D9.SetStage() - "Quest.psc" Line ?
    [ (000954DA)].SF_RiverwoodIntroSceneHildeSo_000954DA.Fragment_0() - "SF_RiverwoodIntroSceneHildeSo_000954DA.psc" Line ?
[07/06/2012 - 06:08:21PM] error: DialogueRiverwoodIntroScene (000954D9): attempting to start event scoped quest outside of story manager.
stack:
    [DialogueRiverwoodIntroScene (000954D9)].QF_DialogueRiverwoodIntroScen_000954D9.SetCurrentStageID() - "<native>" Line ?
    [DialogueRiverwoodIntroScene (000954D9)].QF_DialogueRiverwoodIntroScen_000954D9.SetStage() - "Quest.psc" Line ?
    [ (0002BFAC)].SF_MQ102HadvarAlvorScene_0002BFAC.Fragment_35() - "SF_MQ102HadvarAlvorScene_0002BFAC.psc" Line ?
[07/06/2012 - 06:08:50PM] error:  (000C97D2): cannot enable an object with an enable state parent.
stack:
    [ (000C97D2)].ObjectReference.Enable() - "<native>" Line ?
    [C00GiantAttack (000C97D9)].QF_C00GiantAttack_000C97D9.Fragment_0() - "QF_C00GiantAttack_000C97D9.psc" Line ?
[07/06/2012 - 06:09:02PM] error:  (000DC54E): cannot enable an object with an enable state parent.
stack:
    [ (000DC54E)].lvlpredatorscript.Enable() - "<native>" Line ?
    [ (000DC54E)].lvlpredatorscript.OnCellLoad() - "LvlPredatorScript.psc" Line ?
[07/06/2012 - 06:09:02PM] error:  (000DC556): cannot enable an object with an enable state parent.
stack:
    [ (000DC556)].lvlpredatorscript.Enable() - "<native>" Line ?
    [ (000DC556)].lvlpredatorscript.OnCellLoad() - "LvlPredatorScript.psc" Line ?
[07/06/2012 - 06:09:25PM] error:  (000DC5BF): cannot enable an object with an enable state parent.
stack:
    [ (000DC5BF)].lvlpredatorscript.Enable() - "<native>" Line ?
    [ (000DC5BF)].lvlpredatorscript.OnCellLoad() - "LvlPredatorScript.psc" Line ?
[07/06/2012 - 06:09:41PM] DARYL - [WeaponRackActivateSCRIPT < (000FC871)>] running OnCellLoad() and AlreadyInit = False
[07/06/2012 - 06:09:41PM] DARYL - [WeaponRackActivateSCRIPT < (000FC870)>] running OnCellLoad() and AlreadyInit = False
[07/06/2012 - 06:09:41PM] DARYL - [WeaponRackActivateSCRIPT < (000FC86F)>] running OnCellLoad() and AlreadyInit = False
[07/06/2012 - 06:09:41PM] DARYL - [WeaponRackActivateSCRIPT < (000FC863)>] running OnCellLoad() and AlreadyInit = False
[07/06/2012 - 06:09:41PM] DARYL - [WeaponRackActivateSCRIPT < (000FC862)>] running OnCellLoad() and AlreadyInit = False
[07/06/2012 - 06:09:41PM] DARYL - [WeaponRackActivateSCRIPT < (000FC861)>] running OnCellLoad() and AlreadyInit = False
[07/06/2012 - 06:09:41PM] DARYL - [WeaponRackActivateSCRIPT < (000FC871)>] The TriggerMarker is [WeaponRackTriggerSCRIPT < (000FC873)>]
[07/06/2012 - 06:09:41PM] DARYL - [WeaponRackActivateSCRIPT < (000FC870)>] The TriggerMarker is [WeaponRackTriggerSCRIPT < (000FC874)>]
[07/06/2012 - 06:09:41PM] DARYL - [WeaponRackActivateSCRIPT < (000FC86F)>] The TriggerMarker is [WeaponRackTriggerSCRIPT < (000FC875)>]
[07/06/2012 - 06:09:41PM] DARYL - [WeaponRackActivateSCRIPT < (000FC863)>] The TriggerMarker is [WeaponRackTriggerSCRIPT < (000FC865)>]
[07/06/2012 - 06:09:41PM] DARYL - [WeaponRackActivateSCRIPT < (000FC862)>] The TriggerMarker is [WeaponRackTriggerSCRIPT < (000FC866)>]
[07/06/2012 - 06:09:41PM] DARYL - [WeaponRackActivateSCRIPT < (000FC861)>] The TriggerMarker is [WeaponRackTriggerSCRIPT < (000FC867)>]
[07/06/2012 - 06:09:41PM] DARYL - [WeaponRackActivateSCRIPT < (000FC871)>] finishing OnCellLoad() and AlreadyInit = False
[07/06/2012 - 06:09:41PM] DARYL - [WeaponRackActivateSCRIPT < (000FC870)>] finishing OnCellLoad() and AlreadyInit = False
[07/06/2012 - 06:09:41PM] error:  (000FC863): cannot enable an object with an enable state parent.
stack:
    [ (000FC863)].WeaponRackActivateSCRIPT.Enable() - "<native>" Line ?
    [ (000FC863)].WeaponRackActivateSCRIPT.OnCellAttach() - "WeaponRackActivateSCRIPT.psc" Line ?
[07/06/2012 - 06:09:41PM] DARYL - [WeaponRackActivateSCRIPT < (000FC86F)>] finishing OnCellLoad() and AlreadyInit = False
[07/06/2012 - 06:09:41PM] error:  (000FC862): cannot enable an object with an enable state parent.
stack:
    [ (000FC862)].WeaponRackActivateSCRIPT.Enable() - "<native>" Line ?
    [ (000FC862)].WeaponRackActivateSCRIPT.OnCellAttach() - "WeaponRackActivateSCRIPT.psc" Line ?
[07/06/2012 - 06:09:41PM] error:  (000FC861): cannot enable an object with an enable state parent.
stack:
    [ (000FC861)].WeaponRackActivateSCRIPT.Enable() - "<native>" Line ?
    [ (000FC861)].WeaponRackActivateSCRIPT.OnCellAttach() - "WeaponRackActivateSCRIPT.psc" Line ?
[07/06/2012 - 06:09:41PM] DARYL - [WeaponRackActivateSCRIPT < (000FC863)>] The Starting Weapon is [ObjectReference < (000FC86A)>]
[07/06/2012 - 06:09:41PM] DARYL - [WeaponRackActivateSCRIPT < (000FC862)>] The Starting Weapon is [ObjectReference < (000FC869)>]
[07/06/2012 - 06:09:41PM] DARYL - [WeaponRackActivateSCRIPT < (000FC861)>] The Starting Weapon is [ObjectReference < (000FC86B)>]
[07/06/2012 - 06:09:41PM] error:  (000DC546): cannot enable an object with an enable state parent.
stack:
    [ (000DC546)].lvlpredatorscript.Enable() - "<native>" Line ?
    [ (000DC546)].lvlpredatorscript.OnCellLoad() - "LvlPredatorScript.psc" Line ?
[07/06/2012 - 06:09:41PM] DARYL - [WeaponRackActivateSCRIPT < (000FC863)>] finishing OnCellLoad() and AlreadyInit = TRUE
[07/06/2012 - 06:09:41PM] DARYL - [WeaponRackActivateSCRIPT < (000FC862)>] finishing OnCellLoad() and AlreadyInit = TRUE
[07/06/2012 - 06:09:41PM] DARYL - [WeaponRackActivateSCRIPT < (000FC861)>] finishing OnCellLoad() and AlreadyInit = TRUE
[07/06/2012 - 06:09:41PM] error:  (000FC861): cannot enable an object with an enable state parent.
stack:
    [ (000FC861)].WeaponRackActivateSCRIPT.Enable() - "<native>" Line ?
    [ (000FC867)].WeaponRackTriggerSCRIPT.OnLoad() - "WeaponRackTriggerSCRIPT.psc" Line ?
[07/06/2012 - 06:09:41PM] error:  (000FC863): cannot enable an object with an enable state parent.
stack:
    [ (000FC863)].WeaponRackActivateSCRIPT.Enable() - "<native>" Line ?
    [ (000FC865)].WeaponRackTriggerSCRIPT.OnLoad() - "WeaponRackTriggerSCRIPT.psc" Line ?
[07/06/2012 - 06:09:41PM] error:  (000FC862): cannot enable an object with an enable state parent.
stack:
    [ (000FC862)].WeaponRackActivateSCRIPT.Enable() - "<native>" Line ?
    [ (000FC866)].WeaponRackTriggerSCRIPT.OnLoad() - "WeaponRackTriggerSCRIPT.psc" Line ?
[07/06/2012 - 06:09:59PM] Persuade: [Actor < (000DC9E4)>]
[07/06/2012 - 06:09:59PM] [favordialoguescript <DialogueFavorGeneric (0005A6DC)>]Current Skill uses given: 1500.000000 times the Skill Use Multiplier
[07/06/2012 - 06:10:04PM] VM is freezing...
[07/06/2012 - 06:10:04PM] VM is frozen
[07/06/2012 - 06:10:05PM] Saving game...
[07/06/2012 - 06:10:05PM] VM is thawing...
[07/06/2012 - 06:11:08PM] VM is freezing...
[07/06/2012 - 06:11:08PM] VM is frozen
[07/06/2012 - 06:11:08PM] Log closed

 

 

 

 

 

Tenth test:

Skyrim Launcher Options:

Ultra plus original High-Res-DLC from Bethesda plus Vano89s optimized Hybrid HD-DLC-version

Ini Options:

uGridsToLoad=11

uExterior Cell Buffer=144

Data:

Posted Image

Comments: Aliasing on stairs, lit up items with shadows cast on them (plus shadow striping/strobing and all that crap) and items on loading screens. More lagging/stuttering than with normal uGrids-settings... Game freezed as I closed in on the Whiterun periphery.

 

 

[07/06/2012 - 06:11:38PM] Papyrus log opened (PC)
[07/06/2012 - 06:11:38PM] Update budget: 1.200000ms (Extra tasklet budget: 1.200000ms, Load screen budget: 500.000000ms)
[07/06/2012 - 06:11:38PM] Memory page: 128 (min) 512 (max) 76800 (max total)
[07/06/2012 - 06:11:44PM] VM is freezing...
[07/06/2012 - 06:11:44PM] VM is frozen
[07/06/2012 - 06:11:44PM] Reverting game...
[07/06/2012 - 06:11:51PM] Loading game...
[07/06/2012 - 06:11:51PM] VM is thawing...
[07/06/2012 - 06:11:52PM] AbWisp Effect Start on: None
[07/06/2012 - 06:11:52PM] Sending EVP to self and witchlight children ([Actor < (00108FD6)>])
[07/06/2012 - 06:11:52PM] Witchlights are the Following:
[07/06/2012 - 06:11:52PM] --------------------------------
[07/06/2012 - 06:11:52PM] [WitchlightActorScript < (00108FD3)>]
[07/06/2012 - 06:11:52PM] [WitchlightActorScript < (00108FD5)>]
[07/06/2012 - 06:11:52PM] [WitchlightActorScript < (00108FD4)>]
[07/06/2012 - 06:11:52PM] --------------------------------
[07/06/2012 - 06:11:52PM] error: Cannot call HasPerk() on a None object, aborting function call
stack:
    [ (000997E9)].TrapBear.checkPerks() - "TrapBear.psc" Line ?
    [ (000997E9)].TrapBear.OnTriggerEnter() - "TrapBear.psc" Line ?
[07/06/2012 - 06:11:52PM] warning: Assigning None to a non-object variable named "::temp8"
stack:
    [ (000997E9)].TrapBear.checkPerks() - "TrapBear.psc" Line ?
    [ (000997E9)].TrapBear.OnTriggerEnter() - "TrapBear.psc" Line ?
[07/06/2012 - 06:12:04PM] DARYL - [WeaponRackActivateSCRIPT < (000ACD7F)>] running OnCellLoad() and AlreadyInit = False
[07/06/2012 - 06:12:04PM] DARYL - [WeaponRackActivateSCRIPT < (000ACD81)>] running OnCellLoad() and AlreadyInit = False
[07/06/2012 - 06:12:04PM] DARYL - [WeaponRackActivateSCRIPT < (000B6F6A)>] running OnCellLoad() and AlreadyInit = False
[07/06/2012 - 06:12:04PM] error:  (000EC169): has no 3d, and so cannot have its motion type changed.
stack:
    [ (000EC169)].PhysicsTrap.SetMotionType() - "<native>" Line ?
    [ (000EC169)].PhysicsTrap.OnCellAttach() - "PhysicsTrap.psc" Line ?
[07/06/2012 - 06:12:04PM] error:  (000EC16A): has no 3d, and so cannot have its motion type changed.
stack:
    [ (000EC16A)].PhysicsTrap.SetMotionType() - "<native>" Line ?
    [ (000EC16A)].PhysicsTrap.OnCellAttach() - "PhysicsTrap.psc" Line ?
[07/06/2012 - 06:12:04PM] error:  (000EC16B): has no 3d, and so cannot have its motion type changed.
stack:
    [ (000EC16B)].PhysicsTrap.SetMotionType() - "<native>" Line ?
    [ (000EC16B)].PhysicsTrap.OnCellAttach() - "PhysicsTrap.psc" Line ?
[07/06/2012 - 06:12:04PM] error:  (000EC16C): has no 3d, and so cannot have its motion type changed.
stack:
    [ (000EC16C)].PhysicsTrap.SetMotionType() - "<native>" Line ?
    [ (000EC16C)].PhysicsTrap.OnCellAttach() - "PhysicsTrap.psc" Line ?
[07/06/2012 - 06:12:04PM] error:  (000EC16D): has no 3d, and so cannot have its motion type changed.
stack:
    [ (000EC16D)].PhysicsTrap.SetMotionType() - "<native>" Line ?
    [ (000EC16D)].PhysicsTrap.OnCellAttach() - "PhysicsTrap.psc" Line ?
[07/06/2012 - 06:12:04PM] error:  (000EC16E): has no 3d, and so cannot have its motion type changed.
stack:
    [ (000EC16E)].PhysicsTrap.SetMotionType() - "<native>" Line ?
    [ (000EC16E)].PhysicsTrap.OnCellAttach() - "PhysicsTrap.psc" Line ?
[07/06/2012 - 06:12:04PM] error:  (000EC16F): has no 3d, and so cannot have its motion type changed.
stack:
    [ (000EC16F)].PhysicsTrap.SetMotionType() - "<native>" Line ?
    [ (000EC16F)].PhysicsTrap.OnCellAttach() - "PhysicsTrap.psc" Line ?
[07/06/2012 - 06:12:04PM] DARYL - [WeaponRackActivateSCRIPT < (000ACD7F)>] The TriggerMarker is [WeaponRackTriggerSCRIPT < (000ACD7E)>]
[07/06/2012 - 06:12:04PM] DARYL - [WeaponRackActivateSCRIPT < (000ACD81)>] The TriggerMarker is [WeaponRackTriggerSCRIPT < (000ACD80)>]
[07/06/2012 - 06:12:04PM] DARYL - [WeaponRackActivateSCRIPT < (000B6F6A)>] The TriggerMarker is [WeaponRackTriggerSCRIPT < (000B6F69)>]
[07/06/2012 - 06:12:04PM] DARYL - [WeaponRackActivateSCRIPT < (000ACD7F)>] The Starting Weapon is [ObjectReference < (00035514)>]
[07/06/2012 - 06:12:04PM] DARYL - [WeaponRackActivateSCRIPT < (000ACD81)>] The Starting Weapon is None
[07/06/2012 - 06:12:04PM] DARYL - [WeaponRackActivateSCRIPT < (000ACD81)>] Doesn't have a starting weapon
[07/06/2012 - 06:12:04PM] DARYL - [WeaponRackActivateSCRIPT < (000ACD81)>] finishing OnCellLoad() and AlreadyInit = TRUE
[07/06/2012 - 06:12:04PM] DARYL - [WeaponRackActivateSCRIPT < (000B6F6A)>] The Starting Weapon is [ObjectReference < (000B6F6B)>]
[07/06/2012 - 06:12:04PM] DARYL - [WeaponRackActivateSCRIPT < (000ACD7F)>] Has a starting weapon
[07/06/2012 - 06:12:04PM] DARYL - [WeaponRackActivateSCRIPT < (000B6F6A)>] Has a starting weapon
[07/06/2012 - 06:12:04PM] DARYL - [WeaponRackActivateSCRIPT < (000ACD7F)>] Handling Starting Weapon
[07/06/2012 - 06:12:04PM] DARYL - [WeaponRackActivateSCRIPT < (000B6F6A)>] Handling Starting Weapon
[07/06/2012 - 06:12:04PM] [default2StateActivator < (000986C2)>] Enabling Collision
[07/06/2012 - 06:12:04PM] DARYL - [WeaponRackActivateSCRIPT < (000ACD7F)>] Disabling physics on [ObjectReference < (00035514)>]
[07/06/2012 - 06:12:04PM] DARYL - [WeaponRackActivateSCRIPT < (000B6F6A)>] Disabling physics on [ObjectReference < (000B6F6B)>]
[07/06/2012 - 06:12:04PM] DARYL - [WeaponRackActivateSCRIPT < (000ACD7F)>] Moving 0 to the SwordMarker
[07/06/2012 - 06:12:04PM] error:  (000ACD7E): does not have any 3d and so cannot be moved to.
stack:
    [ (00035514)].ObjectReference.MoveToNode() - "<native>" Line ?
    [ (000ACD7F)].WeaponRackActivateSCRIPT.HandleWeaponPlacement() - "WeaponRackActivateSCRIPT.psc" Line ?
    [ (000ACD7F)].WeaponRackActivateSCRIPT.HandleStartingWeapon() - "WeaponRackActivateSCRIPT.psc" Line ?
    [ (000ACD7F)].WeaponRackActivateSCRIPT.OnCellAttach() - "WeaponRackActivateSCRIPT.psc" Line ?
[07/06/2012 - 06:12:04PM] DARYL - [WeaponRackActivateSCRIPT < (000ACD7F)>] finishing OnCellLoad() and AlreadyInit = TRUE
[07/06/2012 - 06:12:04PM] DARYL - [WeaponRackActivateSCRIPT < (000B6F6A)>] Moving 0 to the WarhammerMarker
[07/06/2012 - 06:12:04PM] error:  (000B6F69): does not have any 3d and so cannot be moved to.
stack:
    [ (000B6F6B)].ObjectReference.MoveToNode() - "<native>" Line ?
    [ (000B6F6A)].WeaponRackActivateSCRIPT.HandleWeaponPlacement() - "WeaponRackActivateSCRIPT.psc" Line ?
    [ (000B6F6A)].WeaponRackActivateSCRIPT.HandleStartingWeapon() - "WeaponRackActivateSCRIPT.psc" Line ?
    [ (000B6F6A)].WeaponRackActivateSCRIPT.OnCellAttach() - "WeaponRackActivateSCRIPT.psc" Line ?
[07/06/2012 - 06:12:04PM] DARYL - [WeaponRackActivateSCRIPT < (000B6F6A)>] finishing OnCellLoad() and AlreadyInit = TRUE
[07/06/2012 - 06:12:04PM] [default2StateActivator < (000986EC)>] Enabling Collision
[07/06/2012 - 06:12:23PM] [MQ102ChatterTrigger < (000AC137)>] triggered by [Actor < (0002BFA2)>]
[07/06/2012 - 06:12:58PM] [MQ102ChatterTrigger < (000AC138)>] triggered by [Actor < (0002BFA2)>]
[07/06/2012 - 06:13:04PM] error:  (000847DD): cannot enable an object with an enable state parent.
stack:
    [ (000847DD)].lvlpredatorscript.Enable() - "<native>" Line ?
    [ (000847DD)].lvlpredatorscript.OnCellLoad() - "LvlPredatorScript.psc" Line ?
[07/06/2012 - 06:13:04PM] error:  (000DC8E1): cannot enable an object with an enable state parent.
stack:
    [ (000DC8E1)].lvlpredatorscript.Enable() - "<native>" Line ?
    [ (000DC8E1)].lvlpredatorscript.OnCellLoad() - "LvlPredatorScript.psc" Line ?
[07/06/2012 - 06:13:22PM] error:  (000DC5BF): cannot enable an object with an enable state parent.
stack:
    [ (000DC5BF)].lvlpredatorscript.Enable() - "<native>" Line ?
    [ (000DC5BF)].lvlpredatorscript.OnCellLoad() - "LvlPredatorScript.psc" Line ?
[07/06/2012 - 06:13:27PM] [MQ102ChatterTrigger < (00109C2F)>] triggered by [Actor < (0002BFA2)>]
[07/06/2012 - 06:13:36PM] error:  (000DC54E): cannot enable an object with an enable state parent.
stack:
    [ (000DC54E)].lvlpredatorscript.Enable() - "<native>" Line ?
    [ (000DC54E)].lvlpredatorscript.OnCellLoad() - "LvlPredatorScript.psc" Line ?
[07/06/2012 - 06:13:36PM] error:  (000DC550): cannot enable an object with an enable state parent.
stack:
    [ (000DC550)].lvlpredatorscript.Enable() - "<native>" Line ?
    [ (000DC550)].lvlpredatorscript.OnCellLoad() - "LvlPredatorScript.psc" Line ?
[07/06/2012 - 06:13:36PM] error:  (000DC551): cannot disable an object with an enable state parent.
stack:
    [ (000DC551)].lvlpredatorscript.Disable() - "<native>" Line ?
    [ (000DC551)].lvlpredatorscript.OnCellLoad() - "LvlPredatorScript.psc" Line ?
[07/06/2012 - 06:13:52PM] [MQ102ChatterTrigger < (000AC139)>] triggered by [Actor < (0002BFA2)>]

 

 

 

 

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I did some testing and TrSSAA/SGSSAA barely gives me a performance difference hit all. something else must be bottlenecking my system. (I'd prefer the fps to be >83 with my vsync @ 83Hz)

 

tested outdoors right out of Helgen cave, with about 350+ mods.

 

4X MSAA, SSAO=Quality, no TrSSAA/SGSSAA = 63 FPS

4X MSAA, SSAO=Quality, 2x TrSSAA             = 62 FPS

4X MSAA, SSAO=Quality, 4x TrSSAA             = 58 FPS

4X MSAA, SSAO=Quality, 2x SGSSAA            = 58 FPS

4X MSAA, SSAO=Quality, 4x SGSSAA            = 58 FPS

4X MSAA, SSAO=Quality, 8x SGSSAA            = 59 FPS

 

very strange, most of this is within the margin for error. also this was without ENB, my ENB config gives about a 2-3 drop in fps.

 

also, strangely enough FORCING 4x MSAA in Nvidia Inspector showed a GAIN of about 4-5 fps. but forcing it with it turned off in skyrim's .ini disabled MSAA entirely.

 

video memory usage was consistent across the board between 1675MB and 1699MB with unoptomized textures, I couldn't get a very accurate reading between save reloads.

 

Edit: tested with all textures resized to 1024, mem usage was around 1100 and fps was the same.

Edit2: well it's probably not a CPU bottleneck, I tested my CPU at 5GHz and only gained about 2-3 fps on average.

Edit3: both my GPU's seem to sit around 95%+ GPU usage, so i guess I've just somehow hit the maximum they can do. but it's still odd that TrSSAA and SGSSAA doesn't effect performance much - it hints at some kind of bottleneck elsewhere.

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they also talk here about SGSSAA blurring skyrim without specifically forcing a compatibility flag and MSAA in Nvidia Inspector instead of in-game, but I haven't noticed that.

That is old information. I have to suspect that the person has not updated their drivers, because the latest couple of releases have compatibility bits that work great with SGSSAA for Skyrim with no blurring. If they are at the latest, they have something else that is interfering, possibly even using older compatibility bits.

also, FXAA reduces the aliasing on specular highlights and stuff too, but of course at the cost of blurring. SMAA didn't seem to do as good a job but it had next to zero blurring.

SGSSAA reduces all of that as well. The problem with FXAA is that when you throw textures at it with very fine detail, the colors get blended a lot more, which is the biggest cause of the blurring. It's equivalent to using a soft edged blur tool in a paint program. One person in the link you posted says it also gets rid of texture shimmering, which is false. I suspect they don't even know what texture shimmering is.

I also read somewhere that SGSSAA increases VRAM uses since it has to supersample the entire scene, so it could increase stuttering.

It will increase VRAM. It's not about increasing the image size to X2 or X4 etc., but rather creating additional buffers for a scene, taking a sample from each, and merging the results.

On another note, I'm considering getting a pair or triple 4GB 670's since the 690 I bought was apparently stolen. (long story, but I got a refund from eBay and have to send the card back to EVGA). 2GB per GPU is looking less and less appealing the more mods I add :-/

I haven't done a full test recently with everything installed, but the last numbers I recall were peaking just under 1900MB of VRAM usage (using a 3GB card).
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Ahh, interesting. I had suspected the compatibility flag was obsolete.

 

I didn't see any VRAM increase with SGSSAA, even at 8x, which is very odd...

 

but there is a difference between the amount of VRAM your card *actually* needs to render a scene, and the amount it uses anyways just because it's available. from what I understand, they will use extra as sort of a cache but can often get away with less. the only way to really tell is to see at what point it stutters at, but it's hard to tell since skyrm seems to stutter anyways

 

But it does worry me seeing my VRAM at 1990MB-2030MB after walking around skyrim for awhile.

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btw, @Torminator, regarding anisotropic filtering:

 

are you using DDSopt? There's some staggering differences with certain textures that aren't done properly, and is only noticeable from afar. the post here shows before/after shots. the second one with the streets could be mistaken for lack of anisotropic filtering.

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hmm, regarding TrSSAA & SGSSAA performance - I think I found the cause of my bottleneck, I overloaded papyrus. (including occasional sound skips and stuttering). I get perfect fps with just the texture mods and no .esp's (though some are in .bsa format too). If I disable vsync, then I see a difference of TrSSAA and SGSSAA in the higher fps numbers but with my esp's the fps gets capped lower.

 

Edit: or maybe not... looks like it was just minor differences in locations of the clean save vs dirty save. that and the fps seems to "settle" down a bit after fully loading an area

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apparently not, because on vanilla + bethesda hi-res I get perfect 83fps vsync. but with my mods, it's all stuttery 60-75 in some areas. I guess I'll have to hunt down which mods are causing this. I've got everything set up in Mod Organizer so it shouldn't be too hard.

 

guess this thread is really getting off-topic now, sorry lol, but thanks for the suggestions.  

 

anyway, here's a list of my plugins in case anyone has an idea of a resource hog here. I'm enabling/disabling stuff to see, but it may end up being a texture mod afterall (not listed below)

 

 

 

 

# This file was automatically generated by Mod Organizer.

Update.esm

AmethystHollowsMaster.esm

SkyMoMod.esm

AOM.esm

JSwords.esm

Domus_Dementis.esm

DragonsReach_Hideout.esm

Lanterns Of Skyrim - All In One - Main.esm

MagicDuel.esm

SleepingTreeSanctuary.esm

ApachiiHair.esm

SoS - The Dungeons.esp

SoS - The Wilds.esp

SoS - Civilization.esp

EbonyBladeFixed1hD.esp

EbonyBladeFixed1hMesh.esp

Unofficial Skyrim Patch.esp

Chesko_Frostfall.esp

Improved Combat Sounds v2.1.esp

realrainextended.esp

Warmer Magic Lights v2 - White.esp

enhanced soundtrack 02.esp

enhanced soundtrack 01.esp

StaticMeshImprovementMod.esp

83Willows_101BUGS_V4_HighRes.esp

AOM.esp

ApachiiHelmetWigs.esp

Auto Unequip Helmet.esp

AV1Dragon_Lords.esp

Birds.esp

BooksBooksBooks.esp

Bring Out Your Dead.esp

ClamsDropPearls.esp

Convenient Horses.esp

Crafting300.esp

dD - Enhanced Blood Main.esp

DungeonQuestAwareness.esp

FishingInSkyrim.esp

ImprovedSkillBooks.esp

Lanterns Of Skyrim - All In One - RCRN Classic.esp

UnlimitedBookshelves.esp

MoreSnow.esp

morevillageanimals.esp

Occupy Skyrim.esp

People Have Torches.esp

Perfect Legionnaire 3.0.esp

PilgrimsDelight.esp

RabbitsPlus.esp

SaderHorses.esp

SkyMoMod_lists.esp

SMDropLitTorch.esp

Unique BOOZE Bottles.esp

Auto Unequip Arrows.esp

Cloaks.esp

daedric_phelm.esp

DaedricCorset.esp

Dragonbone Weapons.esp

Divine Aegis Sword.esp

Earrings Set1.esp

ExtendedVanillaWeapons.esp

HBetterBows.esp

hothtrooper44_ArmorCompilation.esp

isilNarsil.esp

JSwordsDistributionBalancePlugin.esp

Mystic.esp

R18Pn - Argent Iron Armor.esp

R18Pn - Eisen Platte Armor.esp

Schwertleite Set.esp

tbmchrysamere.esp

TCOSS.esp

TrissArmorRetextured.esp

DeadlyDragons.esp

DragonsDiversified.esp

DeadlyDiversifiedDragonsPatch.esp

DeadlyDragonsArmory.esp

AmethystHollowsUpdate.esp

breezehomebasement.esp

CampingKitNorthernRanger.esp

Domus Domentis.esp

DragonsReach_Hideout_Plus.esp

dnihome.esp

Gildergreen Regrown.esp

KRZ - Better Archmage Quarters.esp

SkyrimChimneysRW.esp

GM-HMSPotions3SecsWeighted.esp

SkyrimCoinReplacer.esp

Morrowloot.esp

AddChoices01.esp

AmazingFollowerTweaks.esp

ArtifactOverhaul.esp

BetterQuestObjectives.esp

masser Size x0.5.esp

More Dynamic Shadows.esp

NonEssentialChilds.esp

posesivecorpses.esp

Sneak Tweak.esp

secunda Size x0.5.esp

SkyTEST-RealisticAnimals&Predators.esp

Soul Gems Differ - E.esp

VariousGuardReplacer.esp

dD - Realistic Ragdoll Force - Reduced.esp

TRO_BasicNeeds.esp

TRO_BasicNeeds_WATERPatch.esp

Apocalypse - The Spell Package.esp

dovahkiinrelax.esp

BFSEffects.esp

DeadlySpellImpacts.esp

EmpoweredMagic.esp

More Visible Soul Trap Effect.esp

Eld-combinePotions.esp

Realistic crime report radius.esp

ACE Realistic Fighting.esp

The Dance of Death.esp

Duel - Combat Realism.esp

More Dynamic Injuries.esp

ACE BYOG.esp

ACE Speech.esp

ACE Archery.esp

ACE Armor.esp

ACE Enchanting.esp

ACE Magic.esp

ACE Melee.esp

ACE Smithing.esp

ACE Synergy.esp

Cazy Hairs-by zzjay.esp

N_43 Hair Pack.esp

Improved Eyes Skyrim.esp

Slightly Reduced Distance NPC Greetings.esp

Better Followers - SBP.esp

Better NPC - Faction Pack.esp

AskFollowerSkills.esp

FollowerWander2.esp

Spousetocustomhome.esp

FollowMeNicelyAndHugMeMyLove.esp

rcrnShaders.esp

Animated Weapon Enchants.esp

WATER.esp

BarenziahQuestMarkers.esp

Necessary Map Markers (all files included).esp

Bashed Patch, 0.esp

numenume elf ear.esp

Fh hairs-by zzjay.esp

Jaredschons&D13AdvDwarvenBowAllIn1.esp

Scoiatael Weapons.esp

More_Saddles.esp

R18PnDianoRoyalReTextureStandalone.esp

dawn.esp

Anna.esm.esp

ASIS-Dependency.esp

Bashed Patch, SkyProc.esp

ASIS.esp

 

 

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well, just thinking for a sec, that if your problem is a texture mod, maybe it's because a really really big amount of data has to be processed and sent from your cpu and gpu and back and forth and so on. this enormous data traffic might cause stutters. and skyrim is a 32bit application with LAA-awareness but neverless it's not going to split split threads on all of your cores evenly so that there's not one core that gets overloaded. maybe you run perfmon on TESV.exe to see whether one of your cores is being overburdened. Not sure how you can fix that, though. But hey I'm only guessing.

also, nvrmind the off-topic. if something interesting about skyrim glitches/bugs/problems is to be discussed then all of my threads are open for it :)

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yeah I will start running perf mon again, and I'll turn off papyrus debugging. i'm sure debug isn't good for performance either. as far as CPU usage went, i saw about 3 of my cores being used at 90%+ from windows performance monitor. I'll have to compare to a vanilla install

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