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How can i play GTA V with mods without any big FPS lose that comes fro

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MrGTAmodsgerman
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#1

Posted 24 January 2016 - 02:15 AM Edited by MrGTAmodsgerman, 25 January 2017 - 10:00 PM.

Hey,

I know its a popular issue that GTA V lose so much performence with using of mods.

But i saw alot of people that can play GTAV with fully modded game with more than 40 FPS (most time 60 FPS).

 

Without any Mods i got 60-90 FPS on Ultra Settings on my Nividia Geforce GTX980Ti

But with mods i only got 28-40 FPS, its runs smooth but i know that R* made this issue for anti modding.

 

But is there any way to reach the original frame rates with alot of mods?

I dont have much carmods installed but only without scriptmods i got 60FPS. So the big reason of frame rate issues is ScriptHookV, GTA LUA and ScriptHookV.Net

 

 

Please let me know if there is any fix for that

 

A little bit about my System:

Processor: Intel Core i7 3370K 3.50 GHz

GPU: Palit Superstream GTX980Ti

RAM: Crosair 16GB

Space: more than any normal computer have

OS: Windows 8.1 64 Bit

 

cheers

MrGTAmodsgerman


MrGTAmodsgerman
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#2

Posted 24 January 2016 - 02:16 PM Edited by MrGTAmodsgerman, 24 January 2016 - 02:16 PM.

Why does nobody replied this in 12 hours?


Unknown_Modder
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#3

Posted 24 January 2016 - 03:14 PM

I'm using about 10-12 scripts and 20 car mods. My FPS are constant at 55-60, so idk what's different with your game.

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MrGTAmodsgerman
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#4

Posted 25 January 2016 - 07:59 PM

I'm using about 10-12 scripts and 20 car mods. My FPS are constant at 55-60, so idk what's different with your game.

Do you play with full MSSAA?


Unknown_Modder
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#5

Posted 26 January 2016 - 04:07 PM

 

I'm using about 10-12 scripts and 20 car mods. My FPS are constant at 55-60, so idk what's different with your game.

Do you play with full MSSAA?

 

Oh, nope. Everything maxed except MSAA which is only x4...


MoMadenU
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#6

Posted 29 January 2016 - 05:00 PM

I see so many scripts that do not clean up properly when their menu closes so I know what you mean.  Use Native Watcher (link in my signature) It will show you exactly how many Natives are getting called when mods are on or off.  I have reported bugs to authors about not stopping polling when menu closes.  You can find the offending mod at least and the author may possibly fix it.

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schnurboy
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#7

Posted 04 February 2016 - 06:51 PM

Hey,

I know its a popular issue that GTA V lose so much performence with using of mods.

But i saw alot of people that can play GTAV with fully modded game with more than 40 FPS (most time 60 FPS).

 

Without any Mods i got 60-90 FPS on Ultra Settings on my Nividia Geforce GTX980Ti

But with mods i only got 28-40 FPS, its runs smooth but i know that R* made this issue for anti modding.

 

But is there any way to reach the original frame rates with alot of mods?

I dont have much carmods installed but only without scriptmods i got 60FPS. So the big reason of frame rate issues is ScriptHookV, GTA LUA and ScriptHookV.Net

 

 

Please let me know if there is any fix for that

 

A little bit about my System:

Processor: Intel Core i7 3370K 3.50 GHz

GPU: Palit Superstream GTX980Ti

RAM: Crosair 16GB

Space: more than any normal computer have

 

 

cheers

MrGTAmodsgerman

hast du sweetfx und reshade drin ?

ich spiele auf 4k auf 40fps mit reshade, sweetfx und 50 autos als addon.
wenn ich den sweet effekt ausmache geht er nochmal 10fps hoch auf 50fps.

hatte mit den drops nochnie probleme und es ist ehrlich gesagt durch die mods auch nur minimal weniger geworden.

karte ist ne gtx980 kingpin auf 1550mhz gpu und un 7,8ghz speicher getaktet, da nur 4gb.
cpu isn i7 4770k auf 4,2, aber das tut denke nicht viel zur sache.

takte doch deine karte auch mal n bissle hoch und schau dann.

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MrGTAmodsgerman
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#8

Posted 05 February 2016 - 01:29 AM Edited by MrGTAmodsgerman, 05 February 2016 - 01:30 AM.

 

Hey,

I know its a popular issue that GTA V lose so much performence with using of mods.

But i saw alot of people that can play GTAV with fully modded game with more than 40 FPS (most time 60 FPS).

 

Without any Mods i got 60-90 FPS on Ultra Settings on my Nividia Geforce GTX980Ti

But with mods i only got 28-40 FPS, its runs smooth but i know that R* made this issue for anti modding.

 

But is there any way to reach the original frame rates with alot of mods?

I dont have much carmods installed but only without scriptmods i got 60FPS. So the big reason of frame rate issues is ScriptHookV, GTA LUA and ScriptHookV.Net

 

 

Please let me know if there is any fix for that

 

A little bit about my System:

Processor: Intel Core i7 3370K 3.50 GHz

GPU: Palit Superstream GTX980Ti

RAM: Crosair 16GB

Space: more than any normal computer have

 

 

cheers

MrGTAmodsgerman

hast du sweetfx und reshade drin ?

ich spiele auf 4k auf 40fps mit reshade, sweetfx und 50 autos als addon.
wenn ich den sweet effekt ausmache geht er nochmal 10fps hoch auf 50fps.

hatte mit den drops nochnie probleme und es ist ehrlich gesagt durch die mods auch nur minimal weniger geworden.

karte ist ne gtx980 kingpin auf 1550mhz gpu und un 7,8ghz speicher getaktet, da nur 4gb.
cpu isn i7 4770k auf 4,2, aber das tut denke nicht viel zur sache.

takte doch deine karte auch mal n bissle hoch und schau dann.

 

Ne weder Reshade noch irgenwelche Grafikmods. Ich habe mega nice Frameraten wie oben geschrieben wenn ich keine Mods habe aber sobald Skriptmods im Spiel sind, dann ist der Untergang der Frameraten da, 27-30 FPS und mal ganz selten 40 (mit nur Carmods also ohne Skriptmods habe ich 60 FPS). Wieso zum f*ck? Da ist ja die Übertaktung doch garnicht das Problem sondern das irgenwas meine Frames auffrisst aber ungeheuerlich.

danke schonmal


EnforcerZhukov
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#9

Posted 09 February 2016 - 02:29 PM

It depends on what mods are you using. We can talk about script, new models of cars, peds, weapons and objects, and also graphical mods. For example, you can install some car and weapons models with a high resolution and they can put your FPS down. If we talk about scripts, they usually touch more the CPU&RAM part, but here also depends on what are the scripts doing... they don't usually put your FPS down, at least that they make something special, like spawning 50 fighting peds (making a huge war can produce fps drops).

 

So, what scripts are you running now?


Dying
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#10

Posted 09 February 2016 - 04:42 PM

Skripts verlangsamen den Prozess, wenn sie nicht ordentlich laufen oder geschrieben wurden. Vielleicht kommen sich auch einfach zwei Skripts in die Quere?

Welche werden denn genau benutzt?

Die GraKa und den Prozessor würde ich aktuell als Verursacher ausschließen.

Scripts may slow down running process if they are not running properly or neither written well. Maybe a few of them are blocking/disturbing each other.

Which scripts are in use?

I would say that neither GPU nor CPU is the problem in this case.

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MrGTAmodsgerman
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#11

Posted 09 February 2016 - 08:38 PM

Skripts verlangsamen den Prozess, wenn sie nicht ordentlich laufen oder geschrieben wurden. Vielleicht kommen sich auch einfach zwei Skripts in die Quere?

Welche werden denn genau benutzt?

Die GraKa und den Prozessor würde ich aktuell als Verursacher ausschließen.

Scripts may slow down running process if they are not running properly or neither written well. Maybe a few of them are blocking/disturbing each other.

Which scripts are in use?

I would say that neither GPU nor CPU is the problem in this case.

Könnte mein Netzteil die Ursache sein? Mir fehlt nämlich noch das empfohlene Netzteil zu meiner neuen Grafikkarte.


Dying
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#12

Posted 09 February 2016 - 09:22 PM

Was hat dein Netzteil denn zur Verfügung?

Eigentlich hat Unterversorgung an Spannung/Leistung eher große Auswirkungen, z.B. Abstürze/Blue Screen....

 

Welche Version von GTA5 nutzt du und ist alles für diese Version auf dem Stand? Mod-Ordner?

Ich habe ja nur eine GTX 760 2GB und eher alles auf "Hoch" bis auf Texturen, trotzdem habe ich bei diversen Skripts und weiteren Fahrzeugen, sowie einer stark geänderten gameconfig und popcycle (bis 150 Fahrzeuge und über 40 Peds) keine derartigen Einbußen, sondern ist immer jenseits der 50 und meist bei 58 bis 60.


MrGTAmodsgerman
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#13

Posted 09 February 2016 - 09:40 PM

Was hat dein Netzteil denn zur Verfügung?

Eigentlich hat Unterversorgung an Spannung/Leistung eher große Auswirkungen, z.B. Abstürze/Blue Screen....

 

Welche Version von GTA5 nutzt du und ist alles für diese Version auf dem Stand? Mod-Ordner?

Ich habe ja nur eine GTX 760 2GB und eher alles auf "Hoch" bis auf Texturen, trotzdem habe ich bei diversen Skripts und weiteren Fahrzeugen, sowie einer stark geänderten gameconfig und popcycle (bis 150 Fahrzeuge und über 40 Peds) keine derartigen Einbußen, sondern ist immer jenseits der 50 und meist bei 58 bis 60.

Also mein Netzteil hat 530 Watt zu Verfügung. Aber als ich Just Cause 3 auf 4K gespielt habe und mein Spieler sich in einer riesigen Explosion befand, ging mein PC aus (Der Schutz gegen Unterversorgung). Nun da frage ich mich halt ob meine Grafikkarte nicht genug Strom kriegt um gegen die Mods nazukämpfen. Ich vermute es liegt an verbuggten Skripts, hatte Eben z.B einen Fehler mit dem SP Garage Mod wo er auf einmal Error Meldungen auspuckte ohne Ende das 13 FPS Verursachte. Ich werde mal gleich diese Tool testen das oben genannt wurde und schauen was so ausgeführt (Spam) wird.


MrGTAmodsgerman
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#14

Posted 09 February 2016 - 10:15 PM Edited by MrGTAmodsgerman, 09 February 2016 - 10:19 PM.

I see so many scripts that do not clean up properly when their menu closes so I know what you mean.  Use Native Watcher (link in my signature) It will show you exactly how many Natives are getting called when mods are on or off.  I have reported bugs to authors about not stopping polling when menu closes.  You can find the offending mod at least and the author may possibly fix it.

I try your tool now, if a press capture, i got 2 FPS in Game and alot of different natives. The most native that was called was

GET_CONTROL_VALUE (int 0, int 129(THE NUMBER CHANGED IN EVERY LINE)

 

filter.txt:

CLEAR_PLAYER_WANTED_LEVEL
_SET_MOVE_SPEED_MULTIPLIER
GET_FRAME_TIME
REQUEST_ANIM_DICT
GET_ENTITY_COORDS
GET_ENTITY_ROTATION
_GET_AIMED_ENTITY

###########################
# MOD Filters
###########################
##
# OnTick loop
##
GET_ENTITY_MODEL
GET_PLAYER_PED
PLAYER_ID
DOES_ENTITY_EXIST
PLAYER_PED_ID
IS_ENTITY_DEAD
IS_PLAYER_BEING_ARRESTED
CAN_CREATE_RANDOM_COPS
IS_THREAD_ACTIVE
NETWORK_GET_NUM_CONNECTED_PLAYERS
IS_CONTROL_PRESSED

##
# Menu loop
##
PLAY_SOUND_FRONTEND
GET_SCREEN_RESOLUTION
SET_TEXT_FONT
SET_TEXT_SCALE
SET_TEXT_COLOUR
SET_TEXT_CENTRE
SET_TEXT_DROPSHADOW
SET_TEXT_EDGE
_ADD_TEXT_COMPONENT_STRING
_DRAW_TEXT
_0x9040DFB09BE75706
_0xDB88A37483346780
DRAW_RECT
_SET_TEXT_GXT_ENTRY
_ADD_TEXT_COMPONENT_STRING
_SET_TEXT_ENTRY
SET_TEXT_WRAP

##############
# Endeavour Exclusions
###
IS_DISABLED_CONTROL_PRESSED
DISABLE_CONTROL_ACTION
GET_PLAYER_NAME
SET_TEXT_OUTLINE
ENABLE_ALL_CONTROL_ACTIONS
SET_PLAYER_WEAPON_DAMAGE_MODIFIER
IS_PED_IN_ANY_VEHICLE
SET_PLAYER_INVINCIBLE



Dying
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#15

Posted 10 February 2016 - 09:29 AM

Also ich habe mir sagen lassen, dass Bildstottern meist durch Abfrageprobleme verursacht wird, jedoch FPS-Einstürze meist durch plötzliche CPU-Belastung auftritt (z.B. Skript-Start).
Trotzdem solltest du dein Netzteil für deinen PC optimieren, denn Gefahr von Unterversorgung und entsprechende Abstürze sind nicht gerade gut für Software und Hardware.


MoMadenU
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#16

Posted 12 February 2016 - 05:49 PM

 

I see so many scripts that do not clean up properly when their menu closes so I know what you mean.  Use Native Watcher (link in my signature) It will show you exactly how many Natives are getting called when mods are on or off.  I have reported bugs to authors about not stopping polling when menu closes.  You can find the offending mod at least and the author may possibly fix it.

I try your tool now, if a press capture, i got 2 FPS in Game and alot of different natives. The most native that was called was

GET_CONTROL_VALUE (int 0, int 129(THE NUMBER CHANGED IN EVERY LINE)

 

filter.txt:

CLEAR_PLAYER_WANTED_LEVEL
_SET_MOVE_SPEED_MULTIPLIER
GET_FRAME_TIME
REQUEST_ANIM_DICT
GET_ENTITY_COORDS
GET_ENTITY_ROTATION
_GET_AIMED_ENTITY

###########################
# MOD Filters
###########################
##
# OnTick loop
##
GET_ENTITY_MODEL
GET_PLAYER_PED
PLAYER_ID
DOES_ENTITY_EXIST
PLAYER_PED_ID
IS_ENTITY_DEAD
IS_PLAYER_BEING_ARRESTED
CAN_CREATE_RANDOM_COPS
IS_THREAD_ACTIVE
NETWORK_GET_NUM_CONNECTED_PLAYERS
IS_CONTROL_PRESSED

##
# Menu loop
##
PLAY_SOUND_FRONTEND
GET_SCREEN_RESOLUTION
SET_TEXT_FONT
SET_TEXT_SCALE
SET_TEXT_COLOUR
SET_TEXT_CENTRE
SET_TEXT_DROPSHADOW
SET_TEXT_EDGE
_ADD_TEXT_COMPONENT_STRING
_DRAW_TEXT
_0x9040DFB09BE75706
_0xDB88A37483346780
DRAW_RECT
_SET_TEXT_GXT_ENTRY
_ADD_TEXT_COMPONENT_STRING
_SET_TEXT_ENTRY
SET_TEXT_WRAP

##############
# Endeavour Exclusions
###
IS_DISABLED_CONTROL_PRESSED
DISABLE_CONTROL_ACTION
GET_PLAYER_NAME
SET_TEXT_OUTLINE
ENABLE_ALL_CONTROL_ACTIONS
SET_PLAYER_WEAPON_DAMAGE_MODIFIER
IS_PED_IN_ANY_VEHICLE
SET_PLAYER_INVINCIBLE


Yes my tool will kill FPS while sampling but .. what it will tell you is what mods you have loaded are calling and how fast they are calling things. What I see ALOT are mods that set player wanted, health, show hud, etc on every single tick even after you close their menu.  I thought of something else though. Have you tried Procmon? https://technet.micr.../processmonitor  Procmon will tell you all the other things that are going on while the game is running.. You might be able to see huge file I/O from a mod reading it's settings file like crazy or... perhaps antivirus thrashing on rpf file reads and/or other game mod files.  I had to exclude the game root folder in what I use which is BullGuard because it was scanning mod/game files.. Either way, procmon is a FANTASTIC tool that will often shock you with how much stuff goes on between registry, network, process, and File I/O on your machine. Hopefully it will give you the answer to framerate drops.  Regards -Mo.  

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MrGTAmodsgerman
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#17

Posted 12 February 2016 - 08:26 PM

 

 

I see so many scripts that do not clean up properly when their menu closes so I know what you mean.  Use Native Watcher (link in my signature) It will show you exactly how many Natives are getting called when mods are on or off.  I have reported bugs to authors about not stopping polling when menu closes.  You can find the offending mod at least and the author may possibly fix it.

I try your tool now, if a press capture, i got 2 FPS in Game and alot of different natives. The most native that was called was

GET_CONTROL_VALUE (int 0, int 129(THE NUMBER CHANGED IN EVERY LINE)

 

filter.txt:

CLEAR_PLAYER_WANTED_LEVEL
_SET_MOVE_SPEED_MULTIPLIER
GET_FRAME_TIME
REQUEST_ANIM_DICT
GET_ENTITY_COORDS
GET_ENTITY_ROTATION
_GET_AIMED_ENTITY

###########################
# MOD Filters
###########################
##
# OnTick loop
##
GET_ENTITY_MODEL
GET_PLAYER_PED
PLAYER_ID
DOES_ENTITY_EXIST
PLAYER_PED_ID
IS_ENTITY_DEAD
IS_PLAYER_BEING_ARRESTED
CAN_CREATE_RANDOM_COPS
IS_THREAD_ACTIVE
NETWORK_GET_NUM_CONNECTED_PLAYERS
IS_CONTROL_PRESSED

##
# Menu loop
##
PLAY_SOUND_FRONTEND
GET_SCREEN_RESOLUTION
SET_TEXT_FONT
SET_TEXT_SCALE
SET_TEXT_COLOUR
SET_TEXT_CENTRE
SET_TEXT_DROPSHADOW
SET_TEXT_EDGE
_ADD_TEXT_COMPONENT_STRING
_DRAW_TEXT
_0x9040DFB09BE75706
_0xDB88A37483346780
DRAW_RECT
_SET_TEXT_GXT_ENTRY
_ADD_TEXT_COMPONENT_STRING
_SET_TEXT_ENTRY
SET_TEXT_WRAP

##############
# Endeavour Exclusions
###
IS_DISABLED_CONTROL_PRESSED
DISABLE_CONTROL_ACTION
GET_PLAYER_NAME
SET_TEXT_OUTLINE
ENABLE_ALL_CONTROL_ACTIONS
SET_PLAYER_WEAPON_DAMAGE_MODIFIER
IS_PED_IN_ANY_VEHICLE
SET_PLAYER_INVINCIBLE


Yes my tool will kill FPS while sampling but .. what it will tell you is what mods you have loaded are calling and how fast they are calling things. What I see ALOT are mods that set player wanted, health, show hud, etc on every single tick even after you close their menu.  I thought of something else though. Have you tried Procmon? https://technet.micr.../processmonitor  Procmon will tell you all the other things that are going on while the game is running.. You might be able to see huge file I/O from a mod reading it's settings file like crazy or... perhaps antivirus thrashing on rpf file reads and/or other game mod files.  I had to exclude the game root folder in what I use which is BullGuard because it was scanning mod/game files.. Either way, procmon is a FANTASTIC tool that will often shock you with how much stuff goes on between registry, network, process, and File I/O on your machine. Hopefully it will give you the answer to framerate drops.  Regards -Mo.  

 

Is there any way to see that mod do the natives?


MoMadenU
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#18

Posted 22 February 2016 - 03:02 PM

 

 

 

I see so many scripts that do not clean up properly when their menu closes so I know what you mean.  Use Native Watcher (link in my signature) It will show you exactly how many Natives are getting called when mods are on or off.  I have reported bugs to authors about not stopping polling when menu closes.  You can find the offending mod at least and the author may possibly fix it.

I try your tool now, if a press capture, i got 2 FPS in Game and alot of different natives. The most native that was called was

GET_CONTROL_VALUE (int 0, int 129(THE NUMBER CHANGED IN EVERY LINE)

 

filter.txt:

CLEAR_PLAYER_WANTED_LEVEL
_SET_MOVE_SPEED_MULTIPLIER
GET_FRAME_TIME
REQUEST_ANIM_DICT
GET_ENTITY_COORDS
GET_ENTITY_ROTATION
_GET_AIMED_ENTITY

###########################
# MOD Filters
###########################
##
# OnTick loop
##
GET_ENTITY_MODEL
GET_PLAYER_PED
PLAYER_ID
DOES_ENTITY_EXIST
PLAYER_PED_ID
IS_ENTITY_DEAD
IS_PLAYER_BEING_ARRESTED
CAN_CREATE_RANDOM_COPS
IS_THREAD_ACTIVE
NETWORK_GET_NUM_CONNECTED_PLAYERS
IS_CONTROL_PRESSED

##
# Menu loop
##
PLAY_SOUND_FRONTEND
GET_SCREEN_RESOLUTION
SET_TEXT_FONT
SET_TEXT_SCALE
SET_TEXT_COLOUR
SET_TEXT_CENTRE
SET_TEXT_DROPSHADOW
SET_TEXT_EDGE
_ADD_TEXT_COMPONENT_STRING
_DRAW_TEXT
_0x9040DFB09BE75706
_0xDB88A37483346780
DRAW_RECT
_SET_TEXT_GXT_ENTRY
_ADD_TEXT_COMPONENT_STRING
_SET_TEXT_ENTRY
SET_TEXT_WRAP

##############
# Endeavour Exclusions
###
IS_DISABLED_CONTROL_PRESSED
DISABLE_CONTROL_ACTION
GET_PLAYER_NAME
SET_TEXT_OUTLINE
ENABLE_ALL_CONTROL_ACTIONS
SET_PLAYER_WEAPON_DAMAGE_MODIFIER
IS_PED_IN_ANY_VEHICLE
SET_PLAYER_INVINCIBLE


Yes my tool will kill FPS while sampling but .. what it will tell you is what mods you have loaded are calling and how fast they are calling things. What I see ALOT are mods that set player wanted, health, show hud, etc on every single tick even after you close their menu.  I thought of something else though. Have you tried Procmon? https://technet.micr.../processmonitor  Procmon will tell you all the other things that are going on while the game is running.. You might be able to see huge file I/O from a mod reading it's settings file like crazy or... perhaps antivirus thrashing on rpf file reads and/or other game mod files.  I had to exclude the game root folder in what I use which is BullGuard because it was scanning mod/game files.. Either way, procmon is a FANTASTIC tool that will often shock you with how much stuff goes on between registry, network, process, and File I/O on your machine. Hopefully it will give you the answer to framerate drops.  Regards -Mo.  

 

Is there any way to see that mod do the natives?

 

I will have to check Deviere library to see if It will show the dll name of caller.  If so I can add it.

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MrGTAmodsgerman
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#19

Posted 22 February 2016 - 05:03 PM

 

 

 

 

I see so many scripts that do not clean up properly when their menu closes so I know what you mean.  Use Native Watcher (link in my signature) It will show you exactly how many Natives are getting called when mods are on or off.  I have reported bugs to authors about not stopping polling when menu closes.  You can find the offending mod at least and the author may possibly fix it.

I try your tool now, if a press capture, i got 2 FPS in Game and alot of different natives. The most native that was called was

GET_CONTROL_VALUE (int 0, int 129(THE NUMBER CHANGED IN EVERY LINE)

 

filter.txt:

CLEAR_PLAYER_WANTED_LEVEL
_SET_MOVE_SPEED_MULTIPLIER
GET_FRAME_TIME
REQUEST_ANIM_DICT
GET_ENTITY_COORDS
GET_ENTITY_ROTATION
_GET_AIMED_ENTITY

###########################
# MOD Filters
###########################
##
# OnTick loop
##
GET_ENTITY_MODEL
GET_PLAYER_PED
PLAYER_ID
DOES_ENTITY_EXIST
PLAYER_PED_ID
IS_ENTITY_DEAD
IS_PLAYER_BEING_ARRESTED
CAN_CREATE_RANDOM_COPS
IS_THREAD_ACTIVE
NETWORK_GET_NUM_CONNECTED_PLAYERS
IS_CONTROL_PRESSED

##
# Menu loop
##
PLAY_SOUND_FRONTEND
GET_SCREEN_RESOLUTION
SET_TEXT_FONT
SET_TEXT_SCALE
SET_TEXT_COLOUR
SET_TEXT_CENTRE
SET_TEXT_DROPSHADOW
SET_TEXT_EDGE
_ADD_TEXT_COMPONENT_STRING
_DRAW_TEXT
_0x9040DFB09BE75706
_0xDB88A37483346780
DRAW_RECT
_SET_TEXT_GXT_ENTRY
_ADD_TEXT_COMPONENT_STRING
_SET_TEXT_ENTRY
SET_TEXT_WRAP

##############
# Endeavour Exclusions
###
IS_DISABLED_CONTROL_PRESSED
DISABLE_CONTROL_ACTION
GET_PLAYER_NAME
SET_TEXT_OUTLINE
ENABLE_ALL_CONTROL_ACTIONS
SET_PLAYER_WEAPON_DAMAGE_MODIFIER
IS_PED_IN_ANY_VEHICLE
SET_PLAYER_INVINCIBLE


Yes my tool will kill FPS while sampling but .. what it will tell you is what mods you have loaded are calling and how fast they are calling things. What I see ALOT are mods that set player wanted, health, show hud, etc on every single tick even after you close their menu.  I thought of something else though. Have you tried Procmon? https://technet.micr.../processmonitor  Procmon will tell you all the other things that are going on while the game is running.. You might be able to see huge file I/O from a mod reading it's settings file like crazy or... perhaps antivirus thrashing on rpf file reads and/or other game mod files.  I had to exclude the game root folder in what I use which is BullGuard because it was scanning mod/game files.. Either way, procmon is a FANTASTIC tool that will often shock you with how much stuff goes on between registry, network, process, and File I/O on your machine. Hopefully it will give you the answer to framerate drops.  Regards -Mo.  

 

Is there any way to see that mod do the natives?

 

I will have to check Deviere library to see if It will show the dll name of caller.  If so I can add it.

 

That would be cool but ProcessMonitor didnt help me, i only got this FPS issue with mods!


ikt
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#20

Posted 22 February 2016 - 08:32 PM

Can't you just disable mods until it stops lagging?

 

First disable all of ScriptHookVDotNet to see if it's in there. If it is, focus on that. If it's not, disable each .ASI mod one by one. You can add an empty file named ScriptHookV.dev and press CTRL-R to reload all scripts.

 

If it was ScriptHookVDotNet, disable mods one by one to see which was the offending one. Reload scripts by pressing Insert.

 

Also throw LUA out of the door or re-write the LUA mods in C# (.cs scripts) because it's old and crappy.

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sacrecoeur
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#21

Posted 23 February 2016 - 11:14 PM

Try alt+tabbing out of the game, opening the Task Manager and changing GTA5.exe's priority to High or Above Normal. It works for me. Menyo Trainer kills my fps for some reason.


MrGTAmodsgerman
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#22

Posted 28 February 2016 - 08:35 PM Edited by MrGTAmodsgerman, 28 February 2016 - 08:36 PM.

Can't you just disable mods until it stops lagging?

 

First disable all of ScriptHookVDotNet to see if it's in there. If it is, focus on that. If it's not, disable each .ASI mod one by one. You can add an empty file named ScriptHookV.dev and press CTRL-R to reload all scripts.

 

If it was ScriptHookVDotNet, disable mods one by one to see which was the offending one. Reload scripts by pressing Insert.

 

Also throw LUA out of the door or re-write the LUA mods in C# (.cs scripts) because it's old and crappy.

Thanks now i found that some of the ScriptHook.Net scripts make problems. Without ScriptHook.Net i get 60-70 but here is the new problem now!

I install the LA Roads mod also in the mods folder and now when i leave my house, my frame drops from 90 to 55 or later to 33-45

WTF? Are you installing RPF mods into the mods folder?

Is that the point of problem? The mods folder use make it slow?


ikt
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#23

Posted 28 February 2016 - 09:58 PM

Then it's to try each individual mod. Keep in mind that NativeUI mods (and mods depending on those) do have a performance impact when the elements are drawn onscreen. The author is aware of this problem.

 

For other script mods, contact those authors.

 

For the performance problems with the Mods folder and OpenIV, ask the OpenIV authors in their thread: http://gtaforums.com...ng-openformats/

 

I think your RPF-based performance problems are caused because OpenIV and GTA V stream from your hard drive but from different places for big resources, which might cause those problems. They especially get bad if you're on a slow hard drive.

 

Are you playing GTA V from an SSD, a 7200RPM HDD or a 5400RPM HDD?

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MrGTAmodsgerman
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#24

Posted 25 March 2016 - 11:43 PM

Then it's to try each individual mod. Keep in mind that NativeUI mods (and mods depending on those) do have a performance impact when the elements are drawn onscreen. The author is aware of this problem.

 

For other script mods, contact those authors.

 

For the performance problems with the Mods folder and OpenIV, ask the OpenIV authors in their thread: http://gtaforums.com...ng-openformats/

 

I think your RPF-based performance problems are caused because OpenIV and GTA V stream from your hard drive but from different places for big resources, which might cause those problems. They especially get bad if you're on a slow hard drive.

 

Are you playing GTA V from an SSD, a 7200RPM HDD or a 5400RPM HDD?

I try to made 2 mods folder i can choose:

1. Personal mods

2. My created mods

so currently i use my mods rpf mods folder and i got 60FPS without Sripthook.Net but when i try to start the game with ScriptHook.Net my FPS going down to 28-30FPS. And the problem is i cant find the script that makes the problems and i dont know if that is 1 script that creates these kind of performence lost. Why it doesnt work like in San Andreas? In San Andreas i used over 100 Cleo scripts without big issues.

Is there any .Net console where i can see which script spams into GTA V in a loop? I remove alot of scripts out of my scripts folder but it doesnt help
 

 

Are you playing GTA V from an SSD, a 7200RPM HDD or a 5400RPM HDD?

 

I dont know but i got GTA V on a WD 3TB hard drive.

And by the way, i have i got a another game on my 8TB Hard drive which isnt very comfortable because sometimes the hard drive dont load anything and i gut a short lagg but thats all on a bad hard drive. I dont think that is the issue.

 

Here are my following .Net scripts i currently have in my scripts folder:

VMPClient.dll
VehicleController.dll
Umbrellas.dll
TwoPlayerMod.dll
Tow Service.dll
Stance.dll
SittingMod.dll
SinglePlayerGarage.dll
SharpDX.XInput.dll
SharpDX.dll
SharpDX.DirectInput.dll
Safer Chases.dll
Rootedcartires.cs
ROADKiLL.dll
PoliceTaser.dll
Passenger.dll
ParkourIV.dll
NativeUI.dll
MapEditor.dll
main.lua
keys.lua
LowLifeCrime.dll
Jetpack.net.dll
JC2.dll
InjuredMovement.dll
iFruitContacts.dll
iFruitContacts2.dll
HollywoodRollover.dll
GTAVFunctions.dll
GrabThrowPeds.dll
GrabAnything.cs
f*ckYOURFRiENDS.dll
FixWheelTurnBack.dll [Made by me]
DragDead.dll
ClearScript.dll
BennysMotorworks.dll
Bass.Net.dll

InfamousSabre
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#25

Posted 26 March 2016 - 01:14 AM Edited by InfamousSabre, 26 March 2016 - 01:15 AM.

 

Then it's to try each individual mod. Keep in mind that NativeUI mods (and mods depending on those) do have a performance impact when the elements are drawn onscreen. The author is aware of this problem.

 

For other script mods, contact those authors.

 

For the performance problems with the Mods folder and OpenIV, ask the OpenIV authors in their thread: http://gtaforums.com...ng-openformats/

 

I think your RPF-based performance problems are caused because OpenIV and GTA V stream from your hard drive but from different places for big resources, which might cause those problems. They especially get bad if you're on a slow hard drive.

 

Are you playing GTA V from an SSD, a 7200RPM HDD or a 5400RPM HDD?

I try to made 2 mods folder i can choose:

1. Personal mods

2. My created mods

so currently i use my mods rpf mods folder and i got 60FPS without Sripthook.Net but when i try to start the game with ScriptHook.Net my FPS going down to 28-30FPS. And the problem is i cant find the script that makes the problems and i dont know if that is 1 script that creates these kind of performence lost. Why it doesnt work like in San Andreas? In San Andreas i used over 100 Cleo scripts without big issues.

Is there any .Net console where i can see which script spams into GTA V in a loop? I remove alot of scripts out of my scripts folder but it doesnt help
 

 

Are you playing GTA V from an SSD, a 7200RPM HDD or a 5400RPM HDD?

 

I dont know but i got GTA V on a WD 3TB hard drive.

And by the way, i have i got a another game on my 8TB Hard drive which isnt very comfortable because sometimes the hard drive dont load anything and i gut a short lagg but thats all on a bad hard drive. I dont think that is the issue.

 

Here are my following .Net scripts i currently have in my scripts folder:

VMPClient.dll
VehicleController.dll
Umbrellas.dll
TwoPlayerMod.dll
Tow Service.dll
Stance.dll
SittingMod.dll
SinglePlayerGarage.dll
SharpDX.XInput.dll
SharpDX.dll
SharpDX.DirectInput.dll
Safer Chases.dll
Rootedcartires.cs
ROADKiLL.dll
PoliceTaser.dll
Passenger.dll
ParkourIV.dll
NativeUI.dll
MapEditor.dll
main.lua
keys.lua
LowLifeCrime.dll
Jetpack.net.dll
JC2.dll
InjuredMovement.dll
iFruitContacts.dll
iFruitContacts2.dll
HollywoodRollover.dll
GTAVFunctions.dll
GrabThrowPeds.dll
GrabAnything.cs
f*ckYOURFRiENDS.dll

FixWheelTurnBack.dll [Made by me]

DragDead.dll
ClearScript.dll
BennysMotorworks.dll
Bass.Net.dll

Well, I can point out one script that can be completely replaced with a newer script that takes 0 processing power to run... but you already know about that.

Thats a lot of scripts, but your pc should be able to handle it, I think. What is your cpu usage when the game is running?


ikt
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#26

Posted 26 March 2016 - 09:59 AM

Didn't NativeUI have this thing where it destroyed performance?

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MrGTAmodsgerman
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#27

Posted 26 March 2016 - 03:40 PM Edited by MrGTAmodsgerman, 26 March 2016 - 04:20 PM.

Thats a lot of scripts, but your pc should be able to handle it, I think. What is your cpu usage when the game is running?

 

 

9% CPU usage without any taskmanager priority, on realtime priority via task manager it is not more CPU usage, only 3 FPS more in GTA V (33FPS) I set both .exe process to realtime priority, gta5.exe and GTAVLauncher.exe

 

Didn't NativeUI have this thing where it destroyed performance?

I know that but if i remove it, it doesnt change anything and BennyMotorworks need this NativeUI.dll!

What the hell is going on?

The crazy thing is that whatever screen resolution i set, it doesnt give me any performance boost. Why?

 

EDIT: I found this with Procmon

4kbiif.jpg

Without ScriptHook.Net

nbews9.png


InfamousSabre
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#28

Posted 26 March 2016 - 04:15 PM

9% while running gta5..... really? I think you need a new tool to measure cpu usage

 

as far as not getting a performance boost from reducing screen resolution: You have a 980ti. Your GPU is not likely to be your bottleneck.

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MrGTAmodsgerman
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#29

Posted 26 March 2016 - 04:22 PM

9% while running gta5..... really? I think you need a new tool to measure cpu usage

 

as far as not getting a performance boost from reducing screen resolution: You have a 980ti. Your GPU is not likely to be your bottleneck.

I use the task manager


MrGTAmodsgerman
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#30

Posted 29 March 2016 - 05:37 PM

The new ScriptHookV.Net update doesnt fix my frame rate issue but the changelog says this:

  • Optimized script tick execution performance

Does anyone know what i need to do according to my last post with 2 pictures?





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