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

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

Cores in Ryzen Master for 5800x
Index 1 [C1]
Index 2 [not named SMT core]
Index 3 [C2] <- fastest
Index 4 [not named SMT core]
Index 5 [C3]
Index 6 [not named SMT core]
Index 7 [C4] <- fastest
Index 8 [not named SMT core]
Index 9 [C5]
Index 10 [not named SMT core]
Index 11 [C6]
Index 12 [not named SMT core]
Index 13 [C7]
Index 14 [not named SMT core]
Index 15 [C8]
Index 16 [not named SMT core]

So your settings are correct, you need 3 and 7 for engineAffinity, but you need to reduce everything else from 8 to 6 because you dont want to overprovision your 6 cores with 8 threads.

6 cores? The 5800x has 8 cores though, shouldn't they all be 8 then and not 6?
 
I don't know, but when I use this patch the CPU usage never goes above fifty percent, my cpu is an i5 12400f, when I remove the patch the frames are more stable and higher.
 
after using the patch, scenes that has multiplae person will always have the "too many heap " crash, is there a way to prevent that?
 
after using the patch, scenes that has multiplae person will always have the "too many heap " crash, is there a way to prevent that?
I use the patch with as many as four people and have no problems. I did switch back to the version 12 model as I did run into some heap problems with the 13b model when I was trying to create/export a VAR. You might try the version 12 model as well, it can be downloaded from the "History" tab above.
 
After applied this patch, I am getting error when I try to load character.
Anyone know how to fix it?

!> Exception during Restore of geometry: System.MissingFieldException: Field '.DAZMorph.appliedValue' not found.
at (wrapper dynamic-method) DAZCharacterSelector.DMD<DAZCharacterSelector..RestoreFromJSON> (DAZCharacterSelector,SimpleJSON.JSONClass,bool,bool,SimpleJSON.JSONArray,bool) <0x000bb>
at Atom.Restore (SimpleJSON.JSONClass,bool,bool,bool,SimpleJSON.JSONArray,bool,bool,bool,bool) <0x006f1>


Edit: \BepInEx\plugins\fridadexdump.dll this file is the problem, remove it and good to go
Edit2: gain around 60-70fps after patch with i7-13700k+4080
 
Last edited:
[threads]
computeColliders=8
skinmeshPart=8
applyMorphs=8
skinmeshPartMaxPerChar=8
applyMorphMaxPerChar=8
affinity=1,3,5,7,9,11,13,15

[threadsVR]
computeColliders=8
skinmeshPart=8
applyMorphs=8
skinmeshPartMaxPerChar=8
applyMorphMaxPerChar=8
affinity=1,3,5,7,9,11,13,15

[profiler]
enabled=0

Awesome. Thanks so much!!!
 
does this work with @Hunting-Succubus SSS plugin?
I noticed that the skin looks patchy and splotchy when using this patch and that plugin, which i have as my default session plugin

With SSS enabled:
1715189959632.png


With SSS disabled
1715189928719.png
 
Last edited:
I don't know, but when I use this patch the CPU usage never goes above fifty percent, my cpu is an i5 12400f, when I remove the patch the frames are more stable and higher.
Share your config settings for performance patch here
 
I can't for the life of me figure out how to get this working. I've followed the steps to a T and still getting no performance upgrade. Can someone maybe let me know if they see anything wrong? I am using patched12 btw.

Computer specs:
CPU: 12th Gen Intel Core i7-12700F
GPU: NVIDIA GeoForce RTX 3080
RAM: 63.8GB

Config Settings:

[threads]
computeColliders=8
skinmeshPart=8
applyMorphs=8
skinmeshPartMaxPerChar=8
applyMorphMaxPerChar=8
affinity=1,3,5,7,9,11,13,15

[threadsVR]
computeColliders=8
skinmeshPart=8
applyMorphs=8
skinmeshPartMaxPerChar=8
applyMorphMaxPerChar=8
affinity=1,3,5,7,9,11,13,15

[profiler]
enabled=0

boot.config settings:
gfx-enable-native-gfx-jobs=
wait-for-native-debugger=0
 
After I use this patch all the characters in all my custom scenarios become vam's default characters, how do I fix this?
 
After applied this patch, I am getting error when I try to load character.
Anyone know how to fix it?

!> Exception during Restore of geometry: System.MissingFieldException: Field '.DAZMorph.appliedValue' not found.
at (wrapper dynamic-method) DAZCharacterSelector.DMD<DAZCharacterSelector..RestoreFromJSON> (DAZCharacterSelector,SimpleJSON.JSONClass,bool,bool,SimpleJSON.JSONArray,bool) <0x000bb>
at Atom.Restore (SimpleJSON.JSONClass,bool,bool,bool,SimpleJSON.JSONArray,bool,bool,bool,bool) <0x006f1>
I had the same problem as you, have you solved it yet?
 
After I use this patch all the characters in all my custom scenarios become vam's default characters, how do I fix this?
Encounter the same situation as you.
My case is zhfx's mmd plugin modifies some things in the BepInEx folder, and reverting to VAM by default solves the problem.
English is a software translation, I hope it can help you.
 
Can you help me find the best settings for Ryzen 5 2600? I have tried to find it but it does not seem to exist.
 
Can you help me find the best settings for Ryzen 5 2600? I have tried to find it but it does not seem to exist.
[threads]
computeColliders=6
skinmeshPart=6
applyMorphs=6
skinmeshPartMaxPerChar=6
applyMorphMaxPerChar=6
affinity=1,3,5,7,9,11

[threadsVR]
computeColliders=6
skinmeshPart=6
applyMorphs=6
skinmeshPartMaxPerChar=6
applyMorphMaxPerChar=6
affinity=1,3,5,7,9,11

[profiler]
enabled=0
 
Thanks for the great mod. Just reporting what looks like a problem I've found with V13 that doesn't happen with V12. I found one scene that just wouldn't load with the patch applied. [EDIT: Oh. It's started happening on V12 as well, so maybe it's not a version thing. But it doesn't occur when uninstalling the patch completely]

The scene is https://hub.virtamate.com/resources/navigate-3-5.31876/ and it just always hangs part way through loading, necessitating a force quit.

The error logs showed this. The DLL numbers are different every time though:

Fallback handler could not load library
<path>/SOTTR_Data/Mono/data-00000249AC386720.dll
Fallback handler could not load library
<path>/SOTTR_Data/Mono/data-0000024A05290080.dll
Fallback handler could not load library
<path>/SOTTR_Data/Mono/data-00000249AC6BE9C0.dll
Fallback handler could not load library
<path>/SOTTR_Data/Mono/data-00000249ABFF2C00.dll
Fallback handler could not load library
<path>/SOTTR_Data/Mono/data-0000024A0583D010.dll
Fallback handler could not load library
<path>/SOTTR_Data/Mono/data-00000249ABFF4010.dll
Fallback handler could not load library
<path>/SOTTR_Data/Mono/data-00000249ABFEEFD0.dll

I did try on a fresh install with V13 patch installed and the scene did load, so I imagine this must be some weird interaction with another VAR (I have 5000+, though I did just clean up any errors such as the 'missing deltas' ones that caused the common hanging problem on macgruber's benchmark (getting stuck on Janie load)).

But going back to V12 of this patch solved it on my main install also, the scene loaded fine. [EDIT: as 1st paragraph]

i5 12600K
4070 Ti Super
32GB RAM

Used suggested settings from the guide:
computeColliders=8
skinmeshPart=8
applyMorphs=8
skinmeshPartMaxPerChar=8
applyMorphMaxPerChar=8
affinity=1,3,5,7,9,11,13,15

Tried taking cores down to 7 but no difference. Also using all suggested settings for boot.config, haven't messed with them.

I didn't extensively test on loads of other scenes, but considering this was a random one I imagine it's not the only one. I can test others if that's helpful to you.

This is all in desktop mode. I've also experienced some problems with crashing in VR mode, but I haven't had a chance to test this extensively or try again now I've reverted to V12. Feels like it might be a separate issue so I'll test some more and post about that later if still persisting.

On a more positive side note, one thing that I haven't seen anyone else comment on: on desktop mode I'm using the Nvidia Ray Tracing mod with SSRTGI, and enabling it with this mod now has almost no effect on the FPS, even on Ultra. It tanked it pretty badly before, and Ultra was basically unusable. That's really a game changer! [Edit: actually, it does bring down frame rates a fair bit when they're high in the first place - what I was testing was a very physics-intensive 3-person scene running at about 28-30FPS, and it didn't bring it down from there, which is still a lot better than it was]
 
Last edited:
Can you help me find the best settings for AMD Ryzen 7 2700 Eight-Core Processor? I have tried to find it but it does not seem to exist.
 
I have an Intel i9-11900F processor. What are the settings for this processor?
 
Somehow I can't get any further. I have no FPS increase, rather a loss.
My CPU Ryzen 7 3700X (4.2 GHz) / RTX 4070 Super 32GiG RAM/ HP Reverb G2
All 16 cores are used shown at the task-manger. What irritates me is the resolution of 6328x3088. Is that normal for the Reverb G2? Do I have to change anything in the config? I have already tried a few things, but never had any improvement.

SkinMeshPartDLL.ini config:
[threads]
computeColliders=6
skinmeshPart=6
skinmeshPartMaxPerChar=6
applyMorphs=6
applyMorphMaxPerChar=6
#affinity=1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16
affinity=1,3,5,7,9,11,13,15
engineAffinity=1,3

[threadsVR]
computeColliders=8
skinmeshPart=6
skinmeshPartMaxPerCharacter=6
applyMorphs=6
applyMorphMaxPerChar=6
affinity=1,3,5,7,9,11,13,15
engineAffinity=1,3
[profiler]
enabled=0

Boot configuration:
gfx-enable-gfx-jobs=1
gfx-enable-native-gfx-jobs=1
gfx-disable-mt-rendering=0
wait-for-native-debugger=0
gc-max-time-slice=3
job-worker-count=12
single-instance=1
 

Attachments

  • Benchmark-20240608-101443.png
    Benchmark-20240608-101443.png
    866.3 KB · Views: 0
Last edited:
Wow
Last
Benchmark-20240217-025452.png

In development with better GC
Benchmark-20240614-001245.png

I have now also reached the stage where good physics are faster than simple physics.
Benchmark-20240614-024546.png
 
Last edited:
Back
Top Bottom