[WIPz] Fallout Stutter Remover (FSR)

Post » Mon Feb 01, 2010 7:30 am

There will be no more development by me for... the next few days at least. I'm suffering from major hardware problems - a surge took out my main computers power supply, and my 2ndary computers power supply. I'm typing on a computer that's like 6 years old now (1 GHrz Thunderbird IIRC). Can't even access the source code, assuming the disk is intact, because it's on an SATA drive.

where do i go to get a copy of my log file so i can see why im stuttering? I tried fose.log but it just shows

FOSE: initialize (version = 1.2.0 01070030)
fallout root = C:\Users\Joe\Desktop\Fallout 3\
plugin directory = C:\Users\Joe\Desktop\Fallout 3\Data\FOSE\Plugins\
checking plugin C:\Users\Joe\Desktop\Fallout 3\Data\FOSE\Plugins\\sr_Fallout_Stutter_Remover.dll
unknown QueryInterface 00000000
plugin C:\Users\Joe\Desktop\Fallout 3\Data\FOSE\Plugins\\sr_Fallout_Stutter_Remover.dll (00000001 sr_Fallout_Stutter_Remover 00000003) loaded correctly
patched
DoLoadGameHook: Save 2 - Joe, Vault 101 Atrium, 00.42.44.fos
loading from C:\Users\Joe\Documents\My Games\Fallout3\Saves\Save 2 - Joe, Vault 101 Atrium, 00.42.44.fose
HandleLoadGame: couldn't open file (C:\Users\Joe\Documents\My Games\Fallout3\Saves\Save 2 - Joe, Vault 101 Atrium, 00.42.44.fose), probably doesn't exist
DoLoadGameHook: Save 2 - Joe, Vault 101 Atrium, 00.42.44.fos
loading from C:\Users\Joe\Documents\My Games\Fallout3\Saves\Save 2 - Joe. Vault 101 Atrium, 00.42.44.fose
HandleLoadGame: couldn't open file (C:\Users\Jose\Documents\My Games\Fallout3\Saves\Save 2 - Jose Giron, Vault 101 Atrium, 00.42.44.fose), probably doesn't exist
FOSE: deinitialize


Also do you think if i change these values on the fallout 3 ini, it would help reduce stutter

uInterior Cell Buffer=3
uExterior Cell Buffer=36
iPreloadSizeLimit=26214400

bBackgroundLoadLipFiles=1
bLoadBackgroundFaceGen=1
bBackgroundCellLoads=1
bLoadHelmetsInBackground=1
iBackgroundLoadLoading=1
bBackgroundPathing=1
bBackgroundNavmeshUpdate=1
bCloneModelsInBackground=1

Some dual core and quad core CPU users have said that by inserting a new command iNumHWThreads=2 under the General section of Fallout.ini, and setting it to a value of 1, 2 or 4, this prevents freezing at certain points in the game. In practice this setting should not be required, as it appears to restrict the number of threads used by the game, however you can experiment with different values depending on how many cores of your CPU you want the game to use.
I know little about fallout ini configuration.
The FSR log file shows up in your Fallout directory. It is named sr_Fallout_Stutter_Remover.log (all FSR files have the same name except for the file extension). At the moment it is not great for helping users to optimize things for themselves - it can tell you the address of objects involved in some performance issues, and in some cases the address of code manipulating those objects, and a few details like that. I am considering permitting more user customization by adding the ability to specify arbitrary critical section or other object addresses for suppression or other mode changes (in the most recent versions, the FSR code is capable of applying different critical section modes to different critical sections efficiently, though there is no interface to this ability except for the iCriticalSectionSuppression parameter which has hardwired meanings).
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Monique Cameron
 
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Post » Mon Feb 01, 2010 3:01 am

well i hope that this will be just as good as your oblivion mods ..cause fallout is even worse than oblivion when it comes to optimization


Say what? I dont even noticed FO3 loading a new cell, with Oblivion it was extremely obvious, only after using the stutter remover on Oblivion it came close to FO3 performance. FPS has always been a lot better in FO3 too, i guess this is because there's much less folliage/trees.
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Catharine Krupinski
 
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Post » Mon Feb 01, 2010 1:37 am

Say what? I dont even noticed FO3 loading a new cell, with Oblivion it was extremely obvious, only after using the stutter remover on Oblivion it came close to FO3 performance. FPS has always been a lot better in FO3 too, i guess this is because there's much less folliage/trees.

Yes, I agree. When I use Green World (that adds lots of trees) it's rather laggy for me, especially in combat. I can only use it if my mod line up is minimal, and there are so many essential (to me) mods that it's rare I play like that.
For me Oblivion strained my system and I thought it'd be worse for Fallout, but thankfully no. Unfortunately I can't play with higher resolution than 1024x768 but as long as it's not too laggy and stuttery I'm happy :)
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kyle pinchen
 
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Post » Mon Feb 01, 2010 11:07 am

I found Fallout worse than Oblivion by a ways.

Oblivion had a ton of performance issues, several of which I studied for OSR. Fallout applied partial fixes to most of them. But in Fallout I'm encountering really bizarre horrible performance in some areas (1-2 FPS), and persistent crashes in others. Crashies worse than anything I ever saw in early-game unpatched Oblivion, and performance issues worse than the worst of Oblivions, but localized to a few places so far. And I only played a tiny bit of Fallout.
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Anthony Diaz
 
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Post » Sun Jan 31, 2010 9:41 pm

FSR version 1 beta 1 crashes when the game starts if there's a sr_Fallout_Stutter_Remover.ini in the Date\FOSE\Plugins folder. If I delete the ini it start OK and of course creates an ini so the next time I try to play the game it crashes. Here's the FOSE log:
FOSE: initialize (version = 1.2.0 01070030)
fallout root = F:\Fallout 3\
plugin directory = F:\Fallout 3\Data\FOSE\Plugins\
checking plugin F:\Fallout 3\Data\FOSE\Plugins\\sr_Fallout_Stutter_Remover.dll
unknown QueryInterface 00000000
plugin F:\Fallout 3\Data\FOSE\Plugins\\sr_Fallout_Stutter_Remover.dll (00000001 sr_Fallout_Stutter_Remover 00000003) loaded correctly
patched
FOSE: deinitialize


Here's the sr_Fallout+Shutter_Remover.log
console interface not found
crit_sec_mode 2: spincounts + fairness
Light-Critical-Section mode 1: adding spin
MemoryHeap Optimization Mode 0: Not optimizing MemoryHeap
hook point 1: using DX8 mouse code


I'm running FO3 version 1.7 and FOSE 1.2 beta 1 on Vista x64. The only thing that I placed in the Date\FOSE\Plugins folder is sr_Fallout_Stutter_Remover.dll
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Arrogant SId
 
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Post » Mon Feb 01, 2010 2:26 am

What does this mean

console interface not found
crit_sec_mode 2: spincounts + fairness
Light-Critical-Section mode 2: adding profiling
MemoryHeap Optimization Mode 0: Not optimizing MemoryHeap
hook point 1: using DX8 mouse code
Special crit. sec. 1 (@ 17003090, from A6114E(or17003090?), thread 484) spin 2000 -> 2000
Special crit. sec. 2 (@ 170030D0, from 90A62B(or170030D0?), thread 484) spin 1000 -> 1000
Special crit. sec. 3 (@ 2C002420, from 9835B9(or2C002420?), thread 484) spin 4000 -> 4000
Special crit. sec. 4 (@ 17004D50, from 905CB3(or18CA56F0?), thread 484) spin 4000 -> 4000
Special crit. sec. 5 (@ 17004C90, from 905D6F(or18CA56F0?), thread 484) spin 4000 -> 4000
initialize2() running in thread 484
Special crit. sec. 6 (@ 2C0023B0, from 9835B9(or2C0023B0?), thread 484) spin 4000 -> 4000
Special crit. sec. 7 (@ 17004CD0, from 905CB3(or18CBA980?), thread 484) spin 4000 -> 4000
Special crit. sec. 8 (@ 17004D10, from 905D6F(or18CBA980?), thread 484) spin 4000 -> 4000
time 280085: 0890:0:03B110AC waited on CS 03b110ac for 3 ms (init -99)
time 280085: 0864:2:03B110AC waited on CS 03b110ac for 3 ms (init -99)
time 280085: 0980:1:03B110AC waited on CS 03b110ac for 3 ms (init -99)
time 280086: 0b30:1:03B110AC waited on CS 03b110ac for 4 ms (init -99)
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He got the
 
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Post » Mon Feb 01, 2010 8:12 am

my stutter's coming back a bit. thought it might be increased spawns but i'm not running into big fights. probably my load order or something. my PC is quite is a mouse now! before it sounded like a jet lol. also VATS lag is still totally gone for me. just stuttering coming back. FSR really made CTDs a lot less frequent too.
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ImmaTakeYour
 
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Post » Mon Feb 01, 2010 6:08 am

There will be no more development by me for... the next few days at least. I'm suffering from major hardware problems - a surge took out my main computers power supply, and my 2ndary computers power supply. I'm typing on a computer that's like 6 years old now (1 GHrz Thunderbird IIRC). Can't even access the source code, assuming the disk is intact, because it's on an SATA drive.

My condolences, SkyRanger. Not long ago I was in the same situation- my harddrive rest in peaces.
Hope you will recover soon.
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aisha jamil
 
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Post » Mon Feb 01, 2010 12:21 pm

I found Fallout worse than Oblivion by a ways.

Oblivion had a ton of performance issues, several of which I studied for OSR. Fallout applied partial fixes to most of them. But in Fallout I'm encountering really bizarre horrible performance in some areas (1-2 FPS), and persistent crashes in others.



That really has to be on your end.. Even a Xbox360 handles FO3 superb without any stutter or FPS issue that i noticed when i tried it, though it doesnt look as good as on my PC. I'm getting a constant 60+ FPS in FO3, everything on highest, 1920x1080, AA on 2X, 16 AF, in Oblivion its very hard to achieve that kind of performance when outside.
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Phillip Hamilton
 
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Post » Mon Feb 01, 2010 1:20 am

What does this mean

console interface not found
crit_sec_mode 2: spincounts + fairness
Light-Critical-Section mode 2: adding profiling
MemoryHeap Optimization Mode 0: Not optimizing MemoryHeap
hook point 1: using DX8 mouse code
Special crit. sec. 1 (@ 17003090, from A6114E(or17003090?), thread 484) spin 2000 -> 2000
Special crit. sec. 2 (@ 170030D0, from 90A62B(or170030D0?), thread 484) spin 1000 -> 1000
Special crit. sec. 3 (@ 2C002420, from 9835B9(or2C002420?), thread 484) spin 4000 -> 4000
Special crit. sec. 4 (@ 17004D50, from 905CB3(or18CA56F0?), thread 484) spin 4000 -> 4000
Special crit. sec. 5 (@ 17004C90, from 905D6F(or18CA56F0?), thread 484) spin 4000 -> 4000
initialize2() running in thread 484
Special crit. sec. 6 (@ 2C0023B0, from 9835B9(or2C0023B0?), thread 484) spin 4000 -> 4000
Special crit. sec. 7 (@ 17004CD0, from 905CB3(or18CBA980?), thread 484) spin 4000 -> 4000
Special crit. sec. 8 (@ 17004D10, from 905D6F(or18CBA980?), thread 484) spin 4000 -> 4000
time 280085: 0890:0:03B110AC waited on CS 03b110ac for 3 ms (init -99)
time 280085: 0864:2:03B110AC waited on CS 03b110ac for 3 ms (init -99)
time 280085: 0980:1:03B110AC waited on CS 03b110ac for 3 ms (init -99)
time 280086: 0b30:1:03B110AC waited on CS 03b110ac for 4 ms (init -99)

It's an FSR log file. A little bit of it is simply some stuff about what configuration you used ("crit_sec_mode 2: spincounts + fairness"), some of it is some stuff about Fallout starting up ("Special crit. sec. 1 (@ 17003090, from A6114E(or17003090?), thread 484) spin 2000 -> 2000", "initialize2() running in thread 484", etc), and some of it is performance monitoring data that is collected and written to your log file if your ini configuration tells it too ("time 280085: 0890:0:03B110AC waited on CS 03b110ac for 3 ms (init -99)" is information about a stutter-like event, though far too short to be noticable; it was collected and logged by FSR because of your iLightCS_Mode setting; it says that a LightCS (init -99 means it's a LightCS object; other values refer to regular Critical Sections) at memory address 3b110ac was involved in thread 890 (which is a background thread) running on CPU 0 stuttering for 3 milliseconds, ending around 280085 milliseconds after your computer booted up; it also claims that a function around address 3B110AC was involved, but that is incorrect due to a bug in the logging on the version of FSR you are using).
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Lexy Corpsey
 
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Post » Mon Feb 01, 2010 5:57 am

FSR version 1 beta 1 crashes when the game starts if there's a sr_Fallout_Stutter_Remover.ini in the Date\FOSE\Plugins folder. If I delete the ini it start OK and of course creates an ini so the next time I try to play the game it crashes. Here's the FOSE log:
FOSE: initialize (version = 1.2.0 01070030)
fallout root = F:\Fallout 3\
plugin directory = F:\Fallout 3\Data\FOSE\Plugins\
checking plugin F:\Fallout 3\Data\FOSE\Plugins\\sr_Fallout_Stutter_Remover.dll
unknown QueryInterface 00000000
plugin F:\Fallout 3\Data\FOSE\Plugins\\sr_Fallout_Stutter_Remover.dll (00000001 sr_Fallout_Stutter_Remover 00000003) loaded correctly
patched
FOSE: deinitialize


Here's the sr_Fallout+Shutter_Remover.log
console interface not found
crit_sec_mode 2: spincounts + fairness
Light-Critical-Section mode 1: adding spin
MemoryHeap Optimization Mode 0: Not optimizing MemoryHeap
hook point 1: using DX8 mouse code


I'm running FO3 version 1.7 and FOSE 1.2 beta 1 on Vista x64. The only thing that I placed in the Date\FOSE\Plugins folder is sr_Fallout_Stutter_Remover.dll

Well, that sounds like a bug. Unfortunately, I can't do anything about it at the moment, not even examine the source code, because my development computer is fried. Next week sometime development will hopefully resume.
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jaideep singh
 
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Post » Mon Feb 01, 2010 12:36 am

Well, that sounds like a bug. Unfortunately, I can't do anything about it at the moment, not even examine the source code, because my development computer is fried. Next week sometime development will hopefully resume.

I have the same logs in my game, but I don't have crashes and have increase in performance.
Just to report
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Philip Rua
 
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Post » Mon Feb 01, 2010 1:29 am

I have the same logs in my game, but I don't have crashes and have increase in performance.

I should mention that although it crashes when there a sr_Fallout_Stutter_Remover.ini in the Date\FOSE\Plugins folder I am see better performance and stablity when FSR is running. BTW, I don't think its related to any mods because it crashes when all mods are disabled.
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Tiffany Castillo
 
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Post » Sun Jan 31, 2010 11:44 pm

I should mention that although it crashes when there a sr_Fallout_Stutter_Remover.ini in the Date\FOSE\Plugins folder I am see better performance and stablity when FSR is running. BTW, I don't think its related to any mods because it crashes when all mods are disabled.

I simply want to provide more information, I have no doubt in your case :)
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Jah Allen
 
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Post » Mon Feb 01, 2010 11:28 am

Can SkyRanger or someone else please upload the latest alpha to a file sharing website, or perhaps contact me and e-mail it to me?

I keep trying to get it from the FTP but to no avail, and I am running a quite old version compared to what has been done since.
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Connie Thomas
 
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Post » Mon Feb 01, 2010 11:13 am

FSR version 1 beta 1 crashes when the game starts if there's a sr_Fallout_Stutter_Remover.ini in the Date\FOSE\Plugins folder. If I delete the ini it start OK and of course creates an ini so the next time I try to play the game it crashes. Here's the FOSE log:
FOSE: initialize (version = 1.2.0 01070030)
fallout root = F:\Fallout 3\
plugin directory = F:\Fallout 3\Data\FOSE\Plugins\
checking plugin F:\Fallout 3\Data\FOSE\Plugins\\sr_Fallout_Stutter_Remover.dll
unknown QueryInterface 00000000
plugin F:\Fallout 3\Data\FOSE\Plugins\\sr_Fallout_Stutter_Remover.dll (00000001 sr_Fallout_Stutter_Remover 00000003) loaded correctly
patched
FOSE: deinitialize


Here's the sr_Fallout+Shutter_Remover.log
console interface not found
crit_sec_mode 2: spincounts + fairness
Light-Critical-Section mode 1: adding spin
MemoryHeap Optimization Mode 0: Not optimizing MemoryHeap
hook point 1: using DX8 mouse code


I'm running FO3 version 1.7 and FOSE 1.2 beta 1 on Vista x64. The only thing that I placed in the Date\FOSE\Plugins folder is sr_Fallout_Stutter_Remover.dll

I just wanted to post an update. Yesterday I updated my operating system from Vista SP 1 to Vista SP 2 and the problem went away or should I say changed. The game now starts with the ini file in the Date\FOSE\Plugins folder but it crashes if the ini file isn't there. So the behavior reversed. This is very minor problem since it only happens once and can be totally avoided by installing the ini file packaged with the mod. It's a lot nicer now that I don't have to delete the ini file before starting the game.
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Silvia Gil
 
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Post » Sun Jan 31, 2010 10:29 pm

Just want to add
I migrate from Vista to Windows 7
Nothing was changed for me
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michael flanigan
 
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Post » Mon Feb 01, 2010 2:21 pm

General advice to all FSR users: do not use any mods that alter game time speed, like bullet-time mods. This is a clear and obvious conflict with FSR's ability to slow down the game when frames per sec are down to maintain some sort of cohesion.
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Bonnie Clyde
 
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Post » Mon Feb 01, 2010 8:15 am

General advice to all FSR users: do not use any mods that alter game time speed, like bullet-time mods. This is a clear and obvious conflict with FSR's ability to slow down the game when frames per sec are down to maintain some sort of cohesion.

Hmm
May be such mods will disable some features of FSR, but nothing major, it seems to me.
Do you talk about mods, which change time speed permanently too? Such as FWE?
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steve brewin
 
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Post » Mon Feb 01, 2010 4:44 am

General advice to all FSR users: do not use any mods that alter game time speed, like bullet-time mods. This is a clear and obvious conflict with FSR's ability to slow down the game when frames per sec are down to maintain some sort of cohesion.

Nevermind that FSR uses iFPSclamp for the slow down, while Bullet time alters the SetGlobalTimeMultiplier and both have very little to do with each other. How about first investigating something before making [censored] up.
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Joanne
 
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Post » Mon Feb 01, 2010 3:17 am

Nevermind that FSR uses iFPSclamp for the slow down, while Bullet time alters the SetGlobalTimeMultiplier and both have very little to do with each other. How about first investigating something before making [censored] up.


Kindly explain my reproducible crash?
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Bethany Watkin
 
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Post » Mon Feb 01, 2010 11:41 am

Kindly explain my reproducible crash?

What crash? You only said "don't use it". Explain exactly what happens and provide a log.
I use both together and it works fine. Also OSR worked fine with my Oblivion Bullet time mod(on which the Fallout one is based and so function similarly on a basic level).
And my previous statement still stands that they shouldnt affect each other in any way.
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Jack
 
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Post » Mon Feb 01, 2010 12:46 pm

Kindly explain my reproducible crash?

Well- as I say, I use FWE with Bullet Time and FSR.
I use BT constantly and don't have crashes at all
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Matthew Aaron Evans
 
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Post » Mon Feb 01, 2010 2:20 pm

how do i install FOSE and the stutter remover? The remove came with no installer and the FOSE cant find fallout3.exe and will not run any further.
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Janine Rose
 
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Post » Sun Jan 31, 2010 11:12 pm

Read the readme with FOSE. It tells you how to install it. Yes, it does. Seriously. READ it.

Infact, read the readme on the FO3nexus page too. (http://www.fallout3nexus.com/downloads/file.php?id=8886) It will tell you all you need to know. Get the beta first,. Find out where it installs. If you want the alpha, copy it over the beta file.
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leigh stewart
 
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