ProjectsWhat's NewDownloadsCommunitySupportCompany
Forum Index » S.T.A.L.K.E.R.: Shadow of Chernobyl Forum » Mod discussion
Narodnaya Solyanka On SSD - No difference ?

« Previous 10 events | 1 2 | All Messages
Posted by/on
Question/AnswerMake Newest Up Sort by Descending
  18:22:47  16 September 2013
profilee-mailreply Message URLTo the Top
Meltac
messing with code
(Resident)

 

 
On forum: 01/21/2010
 

Message edited by:
Meltac
09/16/2013 18:23:31
Messages: 1519
With some (mostly large) mods there are some things slowing down load times besides what needs to be fetched from the HDD.

For example, during loading a savegame the shaders are compiled in legacy mode by default, which is done purely in RAM, so the time taken for that task depends on shader complexity, RAM speed, and CPU speed. HDD speed is mostly irrelevant at this point.
  18:33:53  16 September 2013
profilee-mailreply Message URLTo the Top
reactor4
(Senior)
 
On forum: 04/23/2013
Messages: 55

---QUOTATION---
With some (mostly large) mods there are some things slowing down load times besides what needs to be fetched from the HDD.

For example, during loading a savegame the shaders are compiled in legacy mode by default, which is done purely in RAM, so the time taken for that task depends on shader complexity, RAM speed, and CPU speed. HDD speed is mostly irrelevant at this point.
---END QUOTATION---



my cpu is e5400 which is pretty weak . maybe that's why.
  04:53:04  17 September 2013
profilee-mailreply Message URLTo the Top
NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4263
SHOC-Treatment works for the vanilla part, but 1) the unpacked mod files take precedence over database files, 2) NS adds a lot of new resources and script files and 3) NS is based on AMK, known for its dynamic script processing.

This is a repeat/elaboration of what Meltac said. I'll bet the majority of the delay is in the synchronizing phase rather than the shaders.

You could go through all the script files and comment out all the printf() statements (or whatever equivalent AMK is using). If you do that, be careful as some debug printf() statements are on multiple lines and you need to comment out or remove all of each statement.

But there is more than just this.

The dynamic construction and parsing of script data during runtime defeats the main purpose of the Lua JIT (just in time) compiler. There is really little need for this; my guess is that it is intended to hide code from those who would copy it. This run-time parsing is very slow; I know because I used this for the ZRP "Variable Watch" command (and "Execute Lua Command" features of the ZRP support utilities) and I saw much better response when I just parsed the player's command once instead of every HUD-update iteration.

And there is so much processing that takes place in NS, the "community compilation" that I consider a kitchen-sink mod. This means the initialization of the mod is CPU-bound instead of I/O-bound and the SSD won't help with CPU processing.
  10:21:20  17 September 2013
profilee-mailreply Message URLTo the Top
Storm Shadow
A machine, a Shadow Machine.
(Resident)

 

 
On forum: 11/14/2007
Messages: 1421

---QUOTATION---
Vanilla loads fast, as everything is pre-packaged. See, best I can tell, x-ray loads all the vanilla .db files regardless, then whatever is in the gamedata file replaces the .db counterpart. For some files (i.e. some sounds and textures), if there's no replacement in gamedata, it takes it from the .db - which still requires the engine to interact with a large archive.

Many large mods can take ages to load, where-as mini-mods load much faster.
---END QUOTATION---



Nat/Imp, does repacking a large mod's archive improve it's load times?

Cheers.

PS - Imp, I pm'd you on ModDB, on an unrelated note.
  17:39:07  17 September 2013
profilee-mailreply Message URLTo the Top
reactor4
(Senior)
 
On forum: 04/23/2013
Messages: 55

---QUOTATION---
Vanilla loads fast, as everything is pre-packaged. See, best I can tell, x-ray loads all the vanilla .db files regardless, then whatever is in the gamedata file replaces the .db counterpart. For some files (i.e. some sounds and textures), if there's no replacement in gamedata, it takes it from the .db - which still requires the engine to interact with a large archive.

Many large mods can take ages to load, where-as mini-mods load much faster.

Nat/Imp, does repacking a large mod's archive improve it's load times?

Cheers.

PS - Imp, I pm'd you on ModDB, on an unrelated note.
---END QUOTATION---



no it does not. however it gives a small boost to frame rates
  13:43:42  20 September 2013
profilee-mailreply Message URLTo the Top
Meltac
messing with code
(Resident)

 

 
On forum: 01/21/2010
 

Message edited by:
Meltac
09/20/2013 13:44:34
Messages: 1519

---QUOTATION---
I'll bet the majority of the delay is in the synchronizing phase rather than the shaders.
---END QUOTATION---



I don't have NS installed to judge. But it's easy to distinguish

- if it's the synchronizing phase, then you'll see that on the loading screen

- if it's the JIT compilation of the shaders, then you will have much delay before even seeing the loading screen, and the same delay when launching SoC before seeing anything. Just don't go on the "initializing shaders" or whatever stage in the loading screen, because that one means loading the shaders that have already been compiled before.
  00:46:41  24 September 2013
profilee-mailreply Message URLTo the Top
{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
Messages: 3075

---QUOTATION---
Nat/Imp, does repacking a large mod's archive improve it's load times?

Cheers.

PS - Imp, I pm'd you on ModDB, on an unrelated note.
---END QUOTATION---



I've yet to hear of repacking improving load times, and we seem to see that more with RUS mods. Repacking could potentially lead to other mod-induced CTD, if a specific file is referenced and not present in the archive, there's no "failsafe" for the engine to fall back on. One would think playtesting would iron such out, but we know how that goes once a mod is in the user's hands, lol.

BTW, man, I saw the PM and responded
 
Each word should be at least 3 characters long.
Search:    
Search conditions:    - spaces as AND    - spaces as OR   
 
Forum Index » S.T.A.L.K.E.R.: Shadow of Chernobyl Forum » Mod discussion
 

All short dates are in Month-Day-Year format.


 

Copyright © 1995-2019 GSC Game World. All rights reserved.
This site is best viewed in Internet Explorer 4.xx and up and Javascript enabled. Webmaster.
Opera Software products are not supported.
If any problem concerning the site functioning under Opera Software appears apply
to Opera Software technical support service.