It is difficult to explain the issues of Sins have without going into too much "technical detail" which some may not understand. The main problem is that Sins is an older generation 32 bit game. With a two gigabyte memory limit. This is nothing new. All 32 bit games have a 2 gig memory limit. However Sins is NOT like other 32 bit games. Most games have an ability to load their assets "on the fly", or only as needed. Some games can also unload assets that are not needed. This is how they prevent themselves from reaching the 2 gig limit. Some games have been patched to where they can use up to 4 gigs of ram on 64 bit systems.
Sins also can load only what is needed at game start up, but Sins does NOT unload what it does not use. Any assets that are loaded remain loaded throughout the entire game! If you use all three factions (Six in the case of Rebellion), Then Sins will load ALL of its game assets at start up. Entrenchment, and Diplomacy in some games loaded between 1.7 to 1.9 gigs worth of assets at game start up! Graphic settings, The size of the Map, and the amount of Players, or AI opponents also determine how much ram Sins will use in any given session.In 2006 when Sins was first conceived 32 bit Windows XP was the standard OS of the time. Single core CPU's were also still the standard. Though dual core CPU's were starting to become mainstream, and 2 gigs was considered to be "plenty" of memory. So most game developers at the time didn't have to worry about hitting that dreaded 2 gig brick wall. As time went on Computers, and Sins itself evolved into their present state which is now Rebellion, and soon to be Windows 10 running in multiple core 64 bit systems. With 16+ gigs of ram. Things have changed so much over the years. However Sins still remained the 32 bit game as it was designed in 2006. That uses only a single core of your CPU. With a two gigabyte hard coded memory limit. Sins WILL CRASH when the game reaches that 2 gig limit.There is some misunderstanding about the 2 gig crash issue. The dump happens when Sins reaches 2 gigs of Ram Usage. That means the ram that Sins uses by itself. NOT what your entire operating system, and/or other programs you are running combined uses. Only the ram that Sins uses. No matter how powerful your system is. If it is 32, or 64 bit, or if it is Windows XP, Vista, 7, 8, etc. etc. Sins WILL CRASH when it hits its 2 gig ram limit. It is hard coded into the game.Nobody was aware that this would be a major problem back when the game was first designed, because Sins was designed based on the hardware standards of 2006-2007. Before 64 bit OS's, Quad Core cpu's, and 4+ gig ram systems became the standard that they are now. There is nothing that can be done about it. Except to re-write Sins in 64 bit. Which is out of the question, because it is too cost prohibitive for the developers to do this (Ironclad said so themselves). Sins is a great game, and it is a shame that this is happening. With the Entrenchment, and Diplomacy expansions Ironclad had unintentionally pushed the game over its own hard coded limitations with all of the new added content.
Over the years as of the release of Diplomacy 1.3, and Rebellion. Stardock, and Ironclad did indeed fix all of the major game crashing issues of Sins. Using the fix's from This Project as a guide. However, NONE of these fix's ever made it into Entrenchment, or Original Sins! While the Stardock, and Ironclad developers have fixed most of these issues over years. They can not do anything to change the game itself short of reprogramming Sins over from scratch. The developers can do no more, but there is something that WE can do as modders to prevent Sins from hitting that dreaded 2 gig brick wall, and improve the performance of Sins "just a little bit more". I have taken the initiative, and applied to Sins what i have learned from my Homeworld Modding days. I present to you....
The goal of this project is to improve your Vanilla Sins gaming experience, and to eliminate the 2 gig crash issue. No changes will be made to Original Sins, or any of its Expansions in game play at all. No stat changes will be made. Nothing "new" will be added. There are other mods that can do that. Original Sins will remain Original Sins, and the Expansions will remain as they are. What we are doing is taking what game assets that Sins already has, and we are "optimizing" them to improve the performance, stability, and to moderate the ram usage in game. The side benefit will be that some lower end systems can enjoy almost the same gaming experience as the high end users do (Especially Laptop Users).The project initially started out as an idea to reduce the texture sizes, and poly counts of some models. Not just arbitrary reductions. The goal was to maintain the quality of Sins in game. To make it look as if nothing has been changed at all. We started with optimizations to the Planet's, and Skybox's, because they were the "worst offenders" as far as ram usage, and performance was concerned. Unfortunately my modeling skills left much to be desired in Softimage XSI at the time, and there were un-fixable mesh errors on the optimized planet meshes. Despite that the "proof of concept" was established. A lot of ram was saved, and there was a very noticeable increase in performance.Then we studied the Particle files, and Textures. Many of the particle textures in our opinion were way too high in resolution for the purpose that they served. A reduction in texture resolution by HALF showed no visible difference in game at all! There were some exceptions where the particle resolution reduction difference was very noticeable in game, and those textures were reverted back to their original resolutions. Remember the goal was NOT to reduce in game quality. Also all of the particle textures were changed from TGA format to DDS format, because DDS uses a little less memory, and is much more efficient, because DDS format loads directly into video memory. The particles can also utilize the mip mapping features of DDS format. Where TGA format does not. Therefore enhancing in game video performance (increased FPS). As of version 0.07 no TGA format textures load in TSOP. With the exceptions of the Mouse Cursors, and Scenario Pictures. This is due to those textures being controlled by the hard coded exe. When you change the texture format those textures do not show up in game.The developers mentioned something about a Memory Leak. I heard that a memory leak can be caused by a file searching for something over, and over again if it is not there. Example a mesh file calling for a texture that does not exist. Vanilla Sins had MANY particle, and mesh files that had that issue. We removed all of the entries that pointed to non existent textures in the mesh, and particle files. We also removed the entries that have lines like for example "C;\g\main\datasource\textures\effects\aura4.dds", and just used "aura4.dds". This will default the search to Sins, or the Mods "Textures" folder, and speed things up a bit. Also various typo's were corrected in some mesh, and particle files. Some ships had mesh nulls that were Miss-Labeled. For example the Akkan had nulls, and flairs that were miss-labeled. The engine trails, and flairs didnt show up in game. the Marza was missing its bomb nulls. etc. etc. All of this has been corrected as well. If there is a ships mesh file in the mods "Mesh" folder then it had something wrong with it that was fixed. The Soundata, and Galaxydef files had errors too. Regardless if any of these issues caused any memory leaks, or not these issues MUST be fixed! (and they were as of Diplomacy 1.3, but NOT for Original Sins, or Entrenchment).After the Meshes, Particles, Textures, and the User Interface were optimized, and the very obvious issues were fixed there was a tremendous boost in game performance. Sins ram usage was greatly reduced. As of TSOP 0.07 I could run a game of Entrenchment, or Diplomacy ALL DAY, and I NEVER used more than 1.5 gigs of ram! This was using Maximum Settings. Including Bloom enabled. Tested on Huge Random Multi Star maps with 9 AI's. The 2 gig crash problem has been solved! Our primary goal with this project has been achieved! Without having to use any external memory increasing programs! Stardock, and Ironclad took notice, and they used TSOP as a guide in the Diplomacy 1.3 patch, and for developing Rebellion.Now that the Stardock, and Ironclad have fixed the issues of the game as of Diplomacy 1.3, and Rebellion. TSOP has been focusing more on Original Sins, and Entrenchment. Since the Ironclad/Stardock fixes never made it into Original Sins, or Entrenchment. However, That is not stopping us from optimizing Diplomacy, or Rebellion "just a little bit more" You can also use Large Address Aware to give Sins an extra gig to play with, but in vanilla Original Sins, and Entrenchment the Endless Search Loop issues that were never fixed will cause the game to eventually go over that extra gig (Run vanilla Entrenchment, and watch your ram usage keep going up, and up, and up). TSOP is a solution that will stop that issue.
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Downloads
The Sins Optimization Project v1.0
For Original Sins 1.195
For Entrenchment 1.055
For Diplomacy 1.37
Stardock, and Ironclad fixed all of the issues that compelled us to make TSOP. Therefore there is no TSOP for Diplomacy
For Rebellion 1.82
As with Diplomacy, Stardock, and Ironclad fixed all of the issues that TSOP pointed out, and then some in the case of Rebellion. Sins: Rebellion is as optimized as any Sins game is going to get.
NOTE: TSOP 0.07 is still hosted on ModDB, and it still works in the current versions of Trinity (OS, E, and D), but you will be playing as if Sins was patched to an older version of the game. Plus some Icons and Buttons wont be visible.
Changes in TSOP 1.0
TSOP 1.0 updated to the latest versions of Original Sins, and Entrenchment.
The User Interface is completely overhauled to use pure DDS format.
Trade Ships, Strike Craft, Mines, and Constructor Unit Meshes, and Textures are Optimized.
Starbase Textures are optimized mimicking the Stardock Rebellion Optimizations.
Sounds, and Music are optimized.
All TGA format Textures are replaced with DDS format, and TSOP "force" loads them. The only TGA textures that remain are the Mouse Cursers, and Scenario Pictures. This is due to hard code in the EXE.
"Strategic Texture Reductions" for the Particles return using newer methods to create a better looking texture.
(Original Sins, and Entrenchment) Many Mesh Null issues, and various File Errors were corrected, and Unnecessary Text Entry's were removed in both the Mesh, and Particle files. Entry's pointing to Non Existent Textures in both the mesh, and particle files removed. See the various "Fixed Files" texts in the mods Read Me for details.
(Original Sins, and Entrenchment) The Diplomacy 1.3 graphic fix's have been incorporated into the Original Sins, and Entrenchment versions of TSOP (Pipeline Effects, "White Line" error fix, and Corrected Mesh files).
TSOP 1.0 for Trinity will see the return of Optimized Planets using the planet meshes from Rebellion! but with our Optimized Original Sins Textures!
There will be no version of TSOP made for Diplomacy, or Rebellion, because there is no need for it. Only Original Sins, and Entrenchment need TSOP, because the 2 gig issue, and various other issues were never fixed in those two versions of the game.
This is the FINAL version of TSOP that i will make. If the community wants to take over the project they are more than welcome to.
Community input, and contributions are more than welcome, and they are encouraged! This is a Community Project! All can pitch in!
Note: TSOP does not fix the known issue of "Late Game Lag". It does help prolong the lag until further into the game in some cases, but sooner, or later the lag will happen. The late game lag issue is a CPU issue due to the fact that Sins (including Rebellion) is optimized to use only single core processors. Therefore Sins will use only one core in multi core CPU's. To help with the late game lag issue we recommend the following:
Playing on smaller maps.
Using fewer AI opponents.
Disabling the Trade Ship icons (this actually helps out a lot)
Stacking the icons in the empire tree (same as with disabling trade ship icons the less icons rendered the better).
Using a Strike Craft Reduction mod (The many strike craft in the game are a big CPU hog. There are some good strike craft mods that reduce the number, but maintain the balance. Search for them).
You do not need to download all versions of TSOP. You only need to download the version of TSOP for the specific version of Sins you wish to play. The Retail version of Trinity is just all three versions of Sins bundled into one package. Installation for Trinity versions of Sins are no different than if you purchased each version of Sins separately.
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Other mods are more than welcome to use TSOP. No questions asked! In fact we encourage it! Learn from it! Use it as guide, and an example! Merge it into your projects!
TSOP is intended to be a Stand Alone mod. Run with no other mods enabled. There are issues enabling TSOP with other mods. Enabling with other "Graphic Enhancement" mods is NOT recommended, because the graphic enhancement mod will defeat the entire purpose of TSOP. All of our optimized files will be overridden by that enhancement mods "enhanced" files. Increasing your ram usage instead of decreasing it. Some enhancement mods like Distant Stars are incorporating elements of TSOP into their future updates.
Read the included READ ME text's for installation instructions.
thanks myfist, I figured it out for myself.
I use Autodesk 3D Studio Max 2010. I import the meshes using an script, edit it and then use the texture editing within Max to edit the UV mapping.
Unfortunatly Max is a $4,000 software that most will not be able to afford. If they are students they can get an educational version for a reduced price, if not for free. The programs you have listed will work, but they are a little harder to use in my opinion. But they are free...
Can you save an original model with the textures and export to .obj or .xsi and send me? I would like to see if it opens properly XSI mod tool.
sure, I'll do that in the next couple days... kinda booked right now. PM me with where you want them sent.
Just a couple of quick questions, will I have to disable my mod that enables 12 starbase ugrades if I want to use this?
And, which ships and which textures have been optimized?
jrla21,
A1 AS long as the other mods ARE ABOVE SOP in the mod stack then NO
a2 from the OP
Main Planets, Skybox's , Stars, ALL Particles optimized. Starbases, Strike Craft, Trade Ships, and Mines textures are optimized. Sound, Music, and Trade Ship meshes are optimized.
harpo
Thank you for the info Harpo!
Got the models Siv. Ill see if i can get them in this weekend, and update.
Hey Major,
If its not too much trouble can we get a seperate link for just the most recent update? I hate to have to download the whole 200MB for a few new files.
If you too busy, dont worry about it. I'll suffer
That sounds like a good idea. Major is having uploading problems so if I can get 1 file with the changes from 0.03 I can merge, convert and upload.
Great work guys...seriously impressed.
Can we have a change log post now and then summarizing what's in the optimization' with each release?
Excellent! Let me know if there are any issues with them... I checked them twice
Just a very silly question, and yes I know it is silly, just would like to be certain.
There are three seperate downloads, one for each version (very good btw). I play Diplomacy only, so will I only need to download the Diplomacy Version, or do I need to download and install all three?
Thank you for your time.
just diplomacy
So if I have diplomacy, do I need to install all three mods, or just the diplomacy one?
EDIT: Lol, after posting this I easily saw the post above it, so never mind; but I think that this should be added to the main post for clarity's sake.
Thank you myfist0 for your fast and efficient response, and lol @ Azfaloth, I had the same question and I think it should be mentioned, as the way it is worded presently by the Major makes it sound as though you need all three.
Thank you again and back to modding
I finished UV mapping the Advent trade ship. It has been sent to you Major, and can be included in the next update.
So total optimization for the next update should include -
Textures
Skyboxs, Planets, Suns, Starbases, Strike Craft, Trade Ships, Mines
Meshes
Trade Ships, Strike Craft
All Particles
All Music and Sound Fx
This is going to be suWEEET!
Yup just need the free time to put it all together, and import the meshes. Hopefully by this weekend. No promises though. My work schedule is still chaotic. Thanks siv.
No prob. Glad I could lighten the load, on you and the game engine.
Importing Siv's new meshes. expect an update soooooon. (Grrrr the forum is starting its "egads!" crap again)
Hate it when it does that, and am glad you have the time to import, have been checking twice daily since Siv said they were finished as my game is very laggy after a while with all the trade ships and fighters etc.
These new meshes will help a lot, but not enough to kill the late game lag on low to mid range machines. There are still things the game has that are kind of absurd. Like the 12000 triangle Advent Starbase which the AI does indeed spam. That should be the next priority as far as mesh reductions. The Starbases themselves. It has been a while since i looked over the structure poly counts. Hangar defense probably can use some reduction as it is spammed as well. If a non starbase structure is over 3k it probably can use to lose some weight.
i am about 1/2 done with the importing. Having some issues with the tangents, but am overcoming it. The fighters i am not too concerned about being as we dont really focus on them.
While with TOP i dont want to change the vanilla gameplay itself. It is possible to reduce the amount of trade ships built by ports, but increase the cargo carried by each ship. That could be done as an optional add-on, or mini-mod. Same can be done with strike craft.
BTW Excellent work on the meshes Siv. Importing without a glitch now. UV's are perfect. Had some issues with the tangents on one but was an easy fix.
EDIT: All of the importing is done, and all 3 versions were tested on a crappy laptop. Runs like a champ. Grab the 0.05 versions. If you get corrupt downloads try downloading another version and interchange the corrupt files. Or if you have an older version only the strike craft, and trade ship meshes were changed in 0.05. Keep your older version to use files in case the new version is corrupted. I still seem to have lousy luck uploading stuff.
The link for the Diplomacy version links to a Entranchment version.
edit: Copied TradeShip_Psi.mesh from the new 005 Entranchment version to my Diplomacy 004 mesh folder, but where are the strikecraft?
edit2: ah, the SupportShip_*.mesh files
edit3: well, here are the updated files from 0.04 to 0.05 for all versions:
http://blyzzz.de/Sins%20Optimization%20Project%20Update%200.04%20to%200.05%20ALL.rar
173KB in size. Just copy the Mesh folder over your old Mesh folder then disable and reenable the mod in Sins (dont know if this is necessary).
Ah crap, how did i manage that feat.... Link fixed
Am i supposed to be "retired"?
you could outsource the uploading
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