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Skyrim mod improves perfomance up to 40% - Modders do what Bethesdon't. :/

I like how everybody just shits on Bethesda and don't even notice that this mod actually renders the game meaningless, because it messes up with the script and you basically can't continue with the quests...
 
I like how everybody just shits on Bethesda and don't even notice that this mod actually renders the game meaningless, because it messes up with the script and you basically can't continue with the quests...
Yea haha. i read the edit in the first post and basically they get the performance boost by disabling most of the game lol
 
Yeah I'm going to wait for either Bethesda to patch this themselves or for a better version. The mere rumor of there being serious risks with using it and the hassle of getting it to work isn't worth a FPS increase when I'm already getting 50+ in every city now except Markarth (thank you nvidia drivers) on all high settings.
 
I like how everybody just shits on Bethesda and don't even notice that this mod actually renders the game meaningless, because it messes up with the script and you basically can't continue with the quests...

High-level optimisation breaks low-level game systems, more on this breaking story after the weather.
 
jim-jam bongs said:
High-level optimisation breaks low-level game systems, more on this breaking story after the weather.
I think you meant low-level optimization breaks high-level systems - but yea it's not exactly unexpected especially doing it directly in binary without real codebase knowledge.
 
I think you meant low-level optimization breaks high-level systems - but yea it's not exactly unexpected especially doing it directly in binary without real codebase knowledge.
I always get those mixed up. But yeah, the point is that if you take a brute-force approach without access to the source these things will happen until you have some time for refinement. Coding through trial and error can be fun and educational, but it does have some disadvantages.
 
When Modders can make me an Elder Scrolls game, I will join you in trivializing the efforts of hardworking developers. Now if you'll excuse me, I need to get in my Toyota Corolla with after-market suspensions and spoilers so I can get this Jello fruit dessert to my Credit Union.

Being able to improve something doesn't mean one needs to discredit what existing before it
 
I'm curious to know whether the broken scripting is the cause of the performance increase. Either way, this mod looks like something that's not likely to ever be useful or practical.
 
it's a shame that a lot of people won't hold bethesda to responsibility with how shoddy the pc and especially ps3 versions have been, but i guess most people will be playing on x360 and won't give a fuck.

I have played the PC version for 40 hours and it has been excellent, so the only thing I´m holding them responsible for is making my GOTY.
 
I like how everybody just shits on Bethesda and don't even notice that this mod actually renders the game meaningless, because it messes up with the script and you basically can't continue with the quests...

The fact that people are even WILLING to try it out anyway shows how shitty of a (support) company Bethesda actually is. People were so quick to forget the Fallout 3 GOTY travesty as well, were Bethesda basically said: yeah we ACKNOWLEDGE our game is broken, but we aren't going to change a fucking thing about it.

I don't think we'll see Hines apologizing like we saw the Sony execs do with the hack (although that was a bit more serious) for this travesty. Bet you that just after Christmas (sales) we get some half-assed inconcrete response from them
 
Hopefully modders will take up the challenge and get this performance increase running in line with game script, if only to totally embarrass Bethesda.

In like a month the modding community has exponentially improved the PC game with simple yet immensely effective tweaks such as better looking water to massive undergoings like completely re-tooling the UI. It pains me to see Bethesda winning any dev of the year awards when their base products are so shoddy and just flung out of the door seemingly with so little care.
 
Well, it would have been too amazing if there wasn't a single problem with this. Optimizing a game at the assembler level in a single day without access to the original source code isn't exactly the easiest task. I hope someone will fix the patch -- in the meantime I'll just disable it, the game is perfectly playable on my system anyway.


Also, those saying how the consoles could use something like this: I'm almost 100% certain that compiler optimizations are not disabled for the console builds, otherwise you'd be seeing single-digit framerates as the default. Console in-order CPUs are horrible at dealing with shoddy code.
 
Just to be clear about the script issues, some guy who apparently knows what he's talking about has stated:

Also note that the delayed / out of sync scripts are still reported working, there's just a bit of delay. And so far most people don't have this problem at all (only about 4 reports out of many, many). No reports of scripts actually breaking, or anything that can harm your game.

Full statement can be found here: http://forums.bethsoft.com/topic/13...increases-now-in-skse-plugin-format-thread-2/

However it seems some people can't play as intended at all with this mod installed...

The thread linked in the OP is the original thread; the link above is the second thread made for the mod which contains more information about the reported scripting errors.
 
Just to be clear about the script issues, the author of the mod has stated:



Full statement can be found here: http://forums.bethsoft.com/topic/13...increases-now-in-skse-plugin-format-thread-2/

The thread linked in the OP is the original thread; the link above is the second thread made for the mod which contains more information about the reported scripting errors.

That poster isn't the author, just someone with knowledge of how the performance optimisations were made.

And it depends, sometimes the scripts have a delay before they work, other times they don't start at all. It's also not for all NPC scripting, just some specific circumstances.
 
That poster isn't the author, just someone with knowledge of how the performance optimisations were made.

And it depends, sometimes the scripts have a delay before they work, other times they don't start at all. It's also not for all NPC scripting, just some specific circumstances.

Cheers, i'll edit my other post then.
It's strange how some people aren't affected in the least, and for some others it's game-breaking.
 
So instead of people just being happy, we need to use this to trash the ones who actually made the game?

I payed money for their game, its perfomance is atrocius, I can criticize the product I bought and not satisfied with in any way I want and wherever I want.
 
It's worth noting that people are reporting scripting errors when this is enabled. That is, a character will not engage in their scripted actions, say like when Rolof runs into the Imperial Captain in Helgen Keep. Instead of engaging each other in battle they'll just stand there doing nothing.

I didn't know whether this was the case, but after seeing reports I tested it myself and ran into the error pretty consistently.

Well this is going to keep me away from this mod. Thanks for the warning.
 
ololol Bathasda ololol


It's worth noting that people are reporting scripting errors when this is enabled. That is, a character will not engage in their scripted actions, say like when Rolof runs into the Imperial Captain in Helgen Keep. Instead of engaging each other in battle they'll just stand there doing nothing.

I didn't know whether this was the case, but after seeing reports I tested it myself and ran into the error pretty consistently.

oh

umm

ololol Bathasda anyway!
 
the developers at Bethesda, for some reason, compiled the game without using any of the optimization flags for release builds.
Anyone who has coded in C/C++ knows that it happens all the time that if you switch on release optimisations you get some unexpected problems (especially when only having tested the debug version until then). It could well be that Bethesda didn't have the time (or wasn't able to spend the effort) to solve the optmisation-induced problems, which can be very hard to track.
 
I like how everybody just shits on Bethesda and don't even notice that this mod actually renders the game meaningless, because it messes up with the script and you basically can't continue with the quests...

Wow. I played about 4 hours last night with this mod primarily doing scripted quests and did not run into a single scripting error.

Just started a nwe game and yes, that encounter with the imperial captain is broken. However if you attack the captain, Ralof joins in, and the game continues as usual. And right before the encounter begins Ralof tells you to attack the captain, so it's not like you'd be stuck there not knowing what to do.

So, renders the game meaningless is a BIT of an exageration.

It does need to be fixed before this mod can be recommended to everyone though. It's also entirely likely that other scripted events are broken as well, there are a ton of them in this game and I'm sure there are many that are broken but people haven't encountered enough yet.

But this is the first release of the mod. And most people using it don't notice any problems. Give him as many tries as you've given Bethesda to fix it and then start complaining.
 
i5-2500k OC'ed to 4.3, 6950 2 gb.

How is that delivering atrocious performance? People are playing it fine on 8800gt and core 2 duos. Unless you consider the drops in cities to be bad, but it shouldn't go below 30 often. Otherwise something else might be wrong..
 
Anyone who has coded in C/C++ knows that it happens all the time that if you switch on release optimisations you get some unexpected problems (especially when only having tested the debug version until then). It could well be that Bethesda didn't have the time (or wasn't able to spend the effort) to solve the optmisation-induced problems, which can be very hard to track.
You know, our (probably relatively small compared to Skyrim, ~100kLOC of pretty dense C++) project is compiled in debug and release mode and tested on ~200 unit tests and ~50 integration tests every day automatically by a continuous integration test server. I thought that much would be pretty much standard development practice these days. Now automatically testing a product which relies as much on user interaction as a game is trickier, but I think with a bit of effort creating unit tests wouldn't be impossible.

I don't think keeping compiler optimizations disabled for a performance-critical product like a game is ever defensible. The real reason is most likely that 100% of the optimization effort was spent on the platforms that needed it to work at all, not on the one that is powerful enough to deal with most anything.
 
It's also worth noting that there are already multiple scripting errors built into the game that can break quests completely and have yet to be fixed by patches. This is always the case with Bethesda games. Some of them will be fixed by Bethesda after they've gotten the bigger issues out of the way, and the rest will be fixed by the community after Bethesda has moved on to the next game.
 
How on earth is that delivering atrocious performance? People are playing it fine on 8800gt and core 2 duos. Unless you consider the drops in cities to be bad, but it shouldn't go below 30 often. Otherwise something might be wrong..

it went below 30s in Markath and I had to overclock the cpu. it's a damn console game, I have almost top of the line PC, wtf?
 
It's also worth noting that there are already multiple scripting errors built into the game that can break quests completely and have yet to be fixed by patches. This is always the case with Bethesda games. Some of them will be fixed by Bethesda after they've gotten the bigger issues out of the way, and the rest will be fixed by the community after Bethesda has moved on to the next game.

Yeah I had to mess with the console to finish some guild quests.
 
I don't think keeping compiler optimizations disabled for a performance-critical product like a game is ever defensible. The real reason is most likely that 100% of the optimization effort was spent on the platforms that needed it to work at all, not on the one that is powerful enough to deal with most anything.

this
 
You know, our (probably relatively small compared to Skyrim, ~100kLOC of pretty dense C++) project is compiled in debug and release mode and tested on ~200 unit tests and ~50 integration tests every day automatically by a continuous integration test server. I thought that much would be pretty much standard development practice these days. Now automatically testing a product which relies as much on user interaction as a game is trickier, but I think with a bit of effort creating unit tests wouldn't be impossible.

It's not just user interaction, though, but the whole 'emergent' nature makes it very difficult to test. I mean, yeah, unit testing should work fine, but unit testing probably isn't going to pick up errors like this. People generally assume that general-purpose software engineering principles apply to games, and maybe they do, but more and more I think that the field is so constrained (most of the time you're building systems with real-time constraints on embedded hardware with requirements that can shift drastically moment to moment) that it seems like games need their own field of study within software engineering. I'm always a bit surprised that publishers haven't really looked towards academia to help build some best practices.

This isn't to excuse Bethesda as a whole, though -- they did ship a version of the game that doesn't seem to work.
 
It's awesome. My results as posted in the mod discussion

Trying the CPU mod on my 2500k@4.7ghz

Before
tesv2011-12-2423-25-19q06t.png


After
tesv2011-12-2423-25-5uzwiz.png


Before
tesv2011-12-2423-28-1h36u9.png


After
tesv2011-12-2423-29-1ka11a.png
 
Just to be clear about the script issues, some guy who apparently knows what he's talking about has stated:



Full statement can be found here: http://forums.bethsoft.com/topic/13...increases-now-in-skse-plugin-format-thread-2/

However it seems some people can't play as intended at all with this mod installed...

The thread linked in the OP is the original thread; the link above is the second thread made for the mod which contains more information about the reported scripting errors.
People have reported "Delayed Actions and Scripts" since Patch 1.3 without this plugin
Very intresting link . i quoted the line above that seems very important
 
it's a shame that a lot of people won't hold bethesda to responsibility with how shoddy the pc and especially ps3 versions have been, but i guess most people will be playing on x360 and won't give a fuck.

I've had absolutely no issues with the PC version.

It is my 2011 GOTY.
 
thanks, added to OP.

If Bethesda has released another broken patch....
then we will buy their next RPG day 1 anyway
 
This is why you wait on Bethesda games.

frankly speaking I don't regret not waiting. I used the console to pass through at least one glitched quest and perfomance in Markath was atrocius but I've played like 90 hours of it and had tons of fun.

What irks me is Bethesda's attitude.
 
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