One of the recommended mods in this performance guide
Permissions and credits
Credits and distribution permission
Other user's assetsSome assets in this file belong to other authors. You will need to seek permission from these authors before you can use their assets
Upload permissionYou are not allowed to upload this file to other sites under any circumstances
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Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances
Asset use permissionYou must get permission from me before you are allowed to use any of the assets in this file
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou are not allowed to earn Donation Points for your mods if they use my assets
Author notes
The mod is considered open source, according to Elphants modder will. However, he also stated the need to contact and credit @mitchalek as original author.
According to this you will need to contact him for any further permissions. Questions regarding the mod should be adressed to this modpage.
Ported SSE version of Elphants Script Latency Tester, found over here.
I contacted @Mitchalek, since Elephant seems to be absent. Mitchalek granted porting with simple words: "A credit should suffice".
So any credit of the intial idea is to be addressed @Mitchalek.
The utility turned out to be quite useful back in the days of legendary, and I already made use of it, testing my new playthrough script impact. Here's the original description:
FAQ:
What would you suggest is a good number of script latency?
I don't know. Positive numbers range from 60-80 according to Google, while most people agree everything above 120-140 should be considered problematic, and everything beyond 200ms harmful to script stability.
In SSE I got constant 80ms, no matter how much script mods, or texture mods I added. There were two exceptions however. One was ENB(nothing dramatic), the other was a Mod I do not want to make public. It raised the script latency far beyond 220ms, and the Mod is part of the dangerous modlist found on Reddit. So go figure.
However, it never dropped under 80ms, either this is because the game is capped at 80ms, or you'd need to change .ini settings in order to lower this number.
How would I consider what's a good latency on my setup?
Do a test in vanilla only. Do the test in a region that you'd always use for the same testing procedure. Do one test out of combat, and one test with combat. If you want to benchmark, do the intro carriage ride. The average ms should be your reference for future tests.
How does it make sense to compare user tests against each other, if anyone potentially tests under different enviroments?
That's actually true. If you happen to want some decent information extracted out of this, applie to the following consensus:
1. make sure your .ini settings regarding anything Papyrus are default 2. enter the vanilla game(also no loose textures etc.) from main menu using console, using the following command:
coc Riverwood04
3. do 1 minute of testing, note the average ms 4. command console: tgm 5. do 1 minute combat testing hack through anything you can find, note the average ms 6. state your results over here, if possible with system specs.