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Gaming Discussion If you love games on the PC, consoles or handhelds then this is the place to chat.

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Old Dec 22, 2011, 09:12 PM   #1
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Skyrim Modder Discovers Skyrim poor compiled without Optimisations. Fixed 40% boost!

So we have unfortunately a case of someone spending approximately a day to do a little digging and discovering fairly massive failures in the PC release of Skyrim which is causing huge bottlenecks and poor performance.

What does he/she do? Fixes it the best he/she can with what limited tools are available.

Since the source/Creation kits and such aren't available, the best option in the end was to release a small mod which has the potential to increase your overall stutters and lag that you may experience INCLUDING a pretty nice boost in FPS in cpu/gpu suspected to be bottlenecked situations.

Author of the mod later states that some of the fixes he/she implemented were very minor and that with the source code and proper tools, without any additional labour or anything, could increase the performance and playability much much more when properly compiled with ALL the current optimisation flags enabled that would work with the game.

More information and direct link to the official Skyrim bethsoft Forums ~> TESV Acceleration Layer offers CPU optimization, massive possible performance increases, now in SKSE plugin format - Bethesda Softworks Forums

Release Thread link ~> http://forums.bethsoft.com/topic/132...eration-layer/

direct link to the SKSE that this mod requires thread [WIPz] Skyrim Script Extender (SKSE) - Bethesda Softworks Forums
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Old Dec 22, 2011, 09:17 PM Threadstarter Thread Starter   #2
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Re: Skyrim Modder Discovers Skyrim poor compiled without Optimisations. Fixed 40% boo

dammit i tried to fill in the topic title but then ie10 popped an arrow in my knee...

Anywho.... after testing this out.. it appears that you can see anywhere from a 10% to as much as 40% boost in overall performance using this simple mod, which so far zero negative effects.... it's not exactly well described yet as it appears it was just recently launched and there is a pile of discussion going on about it.

Personally i'm pretty shocked to see that it made a noticeable difference even on the machines I've been running..

I think the most noticeable are those running machines that aren't exactly very well powered... as in lower cpu/video card hardware.... they seem to see some of the best boosts which is a good thing..

And it's also damned irritating that it took a modder that is well enough knowledgeable to not only discover this, but to be able to create a user friendly mod to add at least a few optimisation to the game. But it's just totally pathetic that the real developers would just compile the program without any optimisations at all.....

Now the people screaming about lack of optimisations are found to be for the most part.. 100% correct.
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Old Dec 22, 2011, 10:33 PM Threadstarter Thread Starter   #3
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Re: Skyrim Modder Discovers Skyrim poor compiled without Optimisations. Fixed 40% boo

i think this is worthwhile quoting

from Arisu

Quote:
Things I'd like to note here:
  • Only a fraction of the speedup comes from using SSE2 code. The original exe also uses SSE2 code, just not in the right places where it is truly needed. This could've been prevented by using automated SSE2 vectorization and/or another math library. Interestingly, in this case, it's the dot product function that has been rewritten, which is somewhat ironically the #1 textbook example for automated vectorization in compiler demos.
  • Much of the speedup is gained by manually eliminating (only possible if the entire function can be reduced to 5 bytes or less), or at least simplifying calls along the critical code paths as far as possible. This doesn't even produce nearly as good results as an optimizing compiler could have because of many restrictions a compiler doesn't have to deal with in the first place, so every optimizing compiler can do and usually does an excellent job at this if told to do it. Skyrim would probably experience an execution speed gain of over 100% just by applying this single optimization, as it has drastic consequences to the amount of code that could be detected as being redundant and thus completely eliminated. I know that sounds exaggerated, and normally would be, but it isn't when you've read and profiled enough of the code to know just how bad the compiled code is.
  • Just 3 functions have truly been rewritten, everything else is either a variant form or an instruction-level simplification of functions consisting of things like "return *this;" which are at the very top in the profiled list because the compiler was obviously told not to inline it. So, every time a certain kind of pointer needs to be dereferenced, the game will call a lengthy function to do what can be (and is) replaced by a single instruction. Fixing this manually isn't feasible after a certain point, but the compiler can do this for the whole binary at the cost of just a few seconds extra compiling time and much better than ever possible by a human (at least at these code dimensions).
  • In general, the TESV code has pretty high register pressure. A huge part of this is simply due to the completely missing optimizations which would otherwise eliminate the unneeded allocations, but an x86_64 build would also definitely help improving this condition.
  • Jump targets are completely unaligned, including the so-called hot targets which are hit millions of times in short periods, leading to cache stress due to multiple fetches being required to execute a jump, whether correctly predicted or not. Optimizing compilers can automatically align them properly.
  • I guess I don't have to mention how bad the threading is; this isn't trivial to fix though. Just sad that it's almost 2012 and this thing can't even properly use two threads. Besides all the other obvious flaws, this is the main reason why the game is so strongly limited by the CPU. Single-core speed didn't grow nearly as much as the number of cores did. Everyone knew it 10 years ago, but back then they could still just wait for the hardware to provide the additional power needed to run the sloppy code - this trick doesn't work anymore.
Yeah, Skyrim is a nice game, but many obstacles we've got here have trivial fixes compared to the size of their respective payoffs (little to none extra coding required). Especially with over 10 million copies already sold, I somewhat expect that it will at least run on recent hardware without sub-30 framerates.
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