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  • Users: hijku
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  1. H

    Scenes Drum Go Dum - Lapdance

    Thanks for passthrough version. Just for the future versions: I've (and others) found that for VD: Similarity 5, Smoothness 0, colors 98, 120, 100 work much better (especially for the edges). Thanks to: https://hub.virtamate.com/threads/vd-for-passthrough.43272/post-132858
  2. H

    Other CPU Performance Patch (Up to 30% faster physics, up to 60% more FPS)

    That's a good question actually. @turtlebackgoofy I assume lasso uses 0-based indexing and your patch starts with 1?
  3. H

    Other CPU Performance Patch (Up to 30% faster physics, up to 60% more FPS)

    Make sure you're not GPU limited. I noticed that VD encoding is pretty GPU demanding, even for 4090. The easiest way to check that is to lower the render resolution inside VAM (from 1.0 to 0.75) and see if you're getting more fps. If you're then 4090 is too weak. That's why I switched VD from...
  4. H

    Other CPU Performance Patch (Up to 30% faster physics, up to 60% more FPS)

    I just tried that on Benchmark 3 but not seeing any FPS improvements. I'm only seeing vam using 27gb of ram after running it :D (normally it uses 15gb after benchmark 3) At least my game didn't crashed after calling this ptr. maybe you have to call it right after loading a scene or smth
  5. H

    Other CPU Performance Patch (Up to 30% faster physics, up to 60% more FPS)

    you're out of disk space remove stuff or delete Cache folder in VAM folder
  6. H

    Other CPU Performance Patch (Up to 30% faster physics, up to 60% more FPS)

    I think you can configure VAM to do memory cleanup when loading scenes or presets (performance 2 tab in settings) so that should be fine I guess?
  7. H

    Other CPU Performance Patch (Up to 30% faster physics, up to 60% more FPS)

    Are these object large enough to go to LOH? I wonder if forcing LOH defrag/compacting after loading everything would make future allocations faster...
  8. H

    Other CPU Performance Patch (Up to 30% faster physics, up to 60% more FPS)

    Easier and more automated is to use Process Lasso with the following rules: CPU affinity rule for vam: Default affinity rule (when vam is not running): Auto profile switcher rule (so when vam starts it will apply the affinity as above, when you close it then it will rollback changes):
  9. H

    Other CPU Performance Patch (Up to 30% faster physics, up to 60% more FPS)

    @turtlebackgoofy I know you mentioned: "Also loading cloths/hair from every var no longer loads cloths/hair from every var for each cloth/hair loaded, which speeds up scene loading when you have a lot of vars installed." but dude, yesterday I run VaM (with 7k+ vars) in VR and my scenes were...
  10. H

    Other CPU Performance Patch (Up to 30% faster physics, up to 60% more FPS)

    Try to use Process Lasso with the following affinity rules: On my 13900k it basically means: allow vam to use P cores only and force everything else to switch to E cores (everything except system processes). I have no idea if it actually makes any difference, didn't test it yet but this it...
  11. H

    Other CPU Performance Patch (Up to 30% faster physics, up to 60% more FPS)

    Few benchmarks from me on 13900k and 4090 at 1444p. I found that using config from readme, works the best from my limited testing. Clean VAM from 164fps to 218 fps 32% increase from 2.72s phys to 1.71s VaM with 8k vars from 129fps to 147fps 13% increase from 3.44s phys to 2.86s Massive...
  12. H

    Performance Patch (up to 30% more physics speed)

    Not sure what ExtractSample exactly does but It's in top4 methods when I profile my scene. Thread Call count Method name SMALL Total runtime (ns) Total allocation (bytes) 56 435 DAZCharacterRun:RunThreaded (bool) 1663311300 90755072 43 435 DAZCharacterRun:RunThreaded (bool)...
  13. H

    Performance Patch (up to 30% more physics speed)

    I run few tests on one of my scenes and here are my results on 4090, i9-13900k. VAM set to use 8 p cores and: [threads] computeColliders=6 skinmeshPart=1 CCD=0 IterateCCD=0 settings: soft body & high qual physics on, 90Hz + physic cap 2 mssa 8 - but gpu is not fully utilized anyway so it's cpu...
  14. H

    Performance Patch (up to 30% more physics speed)

    Maybe even simply changing the condition could help a lot (without going into two lists straight away)? from if(!morph.disable) to if(morph.active)
  15. H

    Performance Patch (up to 30% more physics speed)

    Very interesting, The disabled morphs count is always 0 but I don't think Benchmark scene is using 13.6k morphs. Clean vam for comparison:
  16. H

    Performance Patch (up to 30% more physics speed)

    True, but this still requires updating all places that can flip morph.disable so we remove it from one list and add to other. And it can make enabling morph slower since the update would run in O( n ) but maybe it wouldn't be noticable.
  17. H

    Performance Patch (up to 30% more physics speed)

    So something as simple as making that method using new list: this._enabledMorphs so we don't iterate over everything could help a lot for most of the people (most of us has more than few hundreds vars I assume). The question is how to make _enabledMorphs up-to-date when morphs are enabled/disabled.
  18. H

    Performance Patch (up to 30% more physics speed)

    public bool ApplyMorphsThreadedFast( Vector3[] verts, Vector3[] visibleNonPoseVerts, DAZBones bones) { bool flag1 = true; int num1 = 5; bool flag2 = false; int length = verts.Length; while (flag1) { --num1; if (num1 != 0) { flag1 =...
  19. H

    Performance Patch (up to 30% more physics speed)

    Didn't know that 14900 doesn't have HT. I'm on 13900k Ohh, thanks, so lowering number of vars with morphs could help. Or making GetMorph faster, can't imagine why this method would have different complexity than O(1).
  20. H

    Performance Patch (up to 30% more physics speed)

    One part that I can't understand: Why VaM with ~5k vars makes my scenes to have like 20-30 fps less than clean vam instance. I understand that a lot of vars can slow down startup and loading times but why does it affects fps when everything is loaded?
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