Quote Originally Posted by Squa11_Leonhart View Post
The most recent improvement to stability comes from increasing the allocation blocksize, this feature has been integrated in the latest skse
The main case where LAA involved non-texture mods, was where items had duplicated excessively in certain locations.... and geez that was the most annoying bug...


I don't recall that article, however as it reads, the improvements were mostly indoors. As you can see by the outdoors image, the performance improvement was little or none.
The biggest improvement to whitebrim was the SSE optimisations being enabled in 1.3.

Btw what CPU did you have at that time, i am aware that AMD's processors benefited less from the optimisations due to the creator using Intel's ICC.

Not at all, in fact for what effects are available, the optimisation is pretty well done. However there is only so much you can do with model animations and physics before you hit a the limits of what the cpu can do for whats on display.

Assassins Creed Unity is an example of bad optimisation, 50,000 draw calls per frame using DX11 which works best at 10,000.
Before the 4670k i had a Q9550 at 3.8Ghz and that's where i saw the optimizations.

Still i'm confused, you say the game only scales to 3 cores, and that a 6 core CPU (12 Threads) won't help, so is it a DX9 limitation of some sort? I just can't get over it how the 570 performed better on most CPU intensive areas on same settings, i would get min 35FPS at any time, with the 970 i get min 25. I've removed the OC completely and i have the same exact performance, forced OC to 4.4Ghz makes no difference either, it made an huge difference when i had the 570 and upgraded from the Q9550, even without OC.

Will the DX11 client help with it if done properly?