[RELz] Fallout Stutter Remover

Post » Fri Feb 18, 2011 8:54 pm

Thats because fraps is showing the average FPS, which if your computer is fast enough it won't show the drop, but if it was set to show current fps as most games with in-game stat counters are will show the drop, which is why I don't trust fraps for benchmarking, alway use in-game performance counters where available.



Ah, now that makes sense.
User avatar
Marquis T
 
Posts: 3425
Joined: Fri Aug 31, 2007 4:39 pm

Post » Fri Feb 18, 2011 8:12 pm

The latest version makes a FOSE-enabled GECK crash when attempting to open at least weapon forms or viewing interior cells. It may do more, but those are the two most recent things I attempted to view with the GECK since installing this. FOSE-enabled GECK works normally when FSR is removed from the FOSE plugin folder.
User avatar
Laura Tempel
 
Posts: 3484
Joined: Wed Oct 04, 2006 4:53 pm

Post » Fri Feb 18, 2011 9:18 pm

The latest version makes a FOSE-enabled GECK crash when attempting to open at least weapon forms or viewing interior cells. It may do more, but those are the two most recent things I attempted to view with the GECK since installing this. FOSE-enabled GECK works normally when FSR is removed from the FOSE plugin folder.
WIP version updated: ftp://71.115.222.171/sr_Fallout_Stutter_Remover.dll
Try that. It should now properly tell FOSE to not load FSR when starting the editor.
User avatar
Fiori Pra
 
Posts: 3446
Joined: Thu Mar 15, 2007 12:30 pm

Post » Sat Feb 19, 2011 3:49 am

WIP version updated: ftp://71.115.222.171/sr_Fallout_Stutter_Remover.dll
Try that. It should now properly tell FOSE to not load FSR when starting the editor.
Thank you much! :) I came up against that very problem and had missed this post until ianpatt deduced my mishap Sherlock Holmes style and linked me to it. Your .dll works like a charm. Thanks!
User avatar
ashleigh bryden
 
Posts: 3446
Joined: Thu Jun 29, 2006 5:43 am

Post » Fri Feb 18, 2011 6:26 pm

WIP version updated: ftp://71.115.222.171/sr_Fallout_Stutter_Remover.dll
Try that. It should now properly tell FOSE to not load FSR when starting the editor.


Ehm... ehm... here is the same problem... I cannot download from this ftp site. Can you upload it on an http site, this time and always... or, if not, can you explain me how to download from this ftp (I've even tryed to download it by using, specific softwares, like FileZilla without any result). Thanks.
User avatar
darnell waddington
 
Posts: 3448
Joined: Wed Oct 17, 2007 10:43 pm

Post » Sat Feb 19, 2011 6:06 am

Ehm... ehm... here is the same problem... I cannot download from this ftp site. Can you upload it on an http site, this time and always... or, if not, can you explain me how to download from this ftp (I've even tryed to download it by using, specific softwares, like FileZilla without any result). Thanks.
It's now up on the tesnexus fallout3nexus page:
http://www.fallout3nexus.com/downloads/file.php?id=8886
User avatar
Queen of Spades
 
Posts: 3383
Joined: Fri Dec 08, 2006 12:06 pm

Post » Sat Feb 19, 2011 12:48 am

The version on fallout3nexus had an incorrect directory structure (inside the zip it was in Data\obse\plugins instead of Data\fose\plugins like it was supposed to be). That's now fixed.
User avatar
christelle047
 
Posts: 3407
Joined: Mon Apr 09, 2007 12:50 pm

Post » Fri Feb 18, 2011 10:52 pm

The latest version doesn't seem to accept 60 fps as the upper limit via the config. If I enter 60 fps as the max frames, frames will pin at 50 fps. Was wondering if this is a known issue or if I can adjust a config value to fix this.
User avatar
R.I.P
 
Posts: 3370
Joined: Sat Dec 01, 2007 8:11 pm

Post » Fri Feb 18, 2011 7:35 pm

The latest version doesn't seem to accept 60 fps as the upper limit via the config. If I enter 60 fps as the max frames, frames will pin at 50 fps. Was wondering if this is a known issue or if I can adjust a config value to fix this.
Well, it was a known issue a few releases ago, but it was supposed to have been fixed. You can set MaximumFPS to 0 to disable the maximum framerate. You are using 4.0.7 with an ini file for 4.0.7, and nothing much changed besides MaximumFPS?
Possibly ini file settings that could produce this include:
Master\iSchedulingResolution (should be 1)
FPS_Management\MaximumFPS
FPS_Management\iSchedulingParanoia (increasing this value could improve the accuracy of MaximumFPS if the limiting factor is the Windows scheduler)

I suppose this could also interact with graphics driver settings of some kind.
User avatar
Evaa
 
Posts: 3502
Joined: Mon Dec 18, 2006 9:11 am

Post » Fri Feb 18, 2011 6:38 pm

Arrrghh - very frustrating.

Well after several hours of testing mod conflcits trying to isolate a bug it turns out this is the cause.

It is a normal part of testing with Oblivion to look at OBSe plugins, not so much here.

Ok so I'm not 100% sure this is the cause, but near as I can tell.

With at least the last two versions of this that I have it seems that every time I try and access the load saves menu from the main menu the game hangs. So starting the game - tapping esc to get to main menu click load saves and it freezes.
I am able to click continue and it will take me right to the last save and while in game I can access the load saves menu - just not from the main menu.

I may be blind and forgetful, but didn't see this reported before.

Do you have a suggestion for the ini setting?

thanks
User avatar
Catherine N
 
Posts: 3407
Joined: Sat Jan 27, 2007 9:58 pm

Post » Sat Feb 19, 2011 7:57 am

Anyone interested:
Oblivion Stutter Remover 4.1 was just released. You may wonder how this is relevant for Fallout Stutter Remover? This release included source code: the source code is for both OSR and FSR. So if you want FSR source code, you can get it from the OSR tesnexus project: http://tesnexus.com/downloads/file.php?id=23208

Psymon:
The suspected-of-being-broken settings are LightCriticalSections\bFullHooks and Hashtables\bAllowDynamicResizing. What does your ini file look like?
User avatar
remi lasisi
 
Posts: 3307
Joined: Sun Jul 02, 2006 2:26 pm

Post » Sat Feb 19, 2011 5:53 am

Well all I did was let the dll generate the ini and then activate fast exit.

Here is the ini as it is now and causes the freeze:
Master = {	_comment = You can turn on or off each distinct feature from here.	bFix64Hertz = 1	iSchedulingResolution = 1	bFastExit = 1	bManageFPS = 1	bHookCriticalSections = 1	bHookLightCriticalSections = 1	bHookHashtables = 1	bReplaceHeap = 0	bLogToConsole = 0	iMainHookPoint = 1}FPS_Management = {	_comment = Basic FPS stuff, switches to slow-motion on low FPS; in the past this has occaisonally produced bugs like the NPCs-dropping-dead issue; the issues are believed to be fixed but if you suspect you are having related problems you can try disabling bAllowSlowMotion which is the main suspect for any problems relating to FPS management	bAllowSlowMotion = 1	MaximumFPS = 60	MinimumFPS = 20	iSmoothFrames = 0	iSmoothMode = 0	iSleepExtra = 1	bFPSConsoleSPAM = 0	iSchedulingParanoia = 1	iHardMaxFrametime = 200}CriticalSections = {	_comment = CS stuff helps both Oblivion and Fallout significantly	_comment = most of the benefit comes from the Renderer+0x180 suppression (see overrides below)	bEnableProfiling = 0	bEnableMessages = 1	bUseOverrides = 1	iDefaultMode = 2	iDefaultSpin = 500	iStutterLevel = 4}LightCriticalSections = {	_comment =LCS stuff is for Fallout only, no effect on Oblivion; most settings are similar to Critical Section settings	bFullHooks = 1	bEnableProfiling = 0	bEnableMessages = 1	bUseOverrides = 1	iDefaultMode = 2	iDefaultSpin = 500	iStutterLevel = 4}Heap = {	_comment = Heap replacement can produce MAJOR improvements in performance on Oblivion, only moderate improvements on Fallout	_comment = It crashes instantly on Fallout, is moderately buggy on Oblivion	iHeapAlgorithm = 0	bEnableProfiling = 0}Hashtables = {	_comment = This stuff is still new.	_comment = The dynamic resizing option is still buggy I think.  May be impossible to do right.  	bAllowDynamicResizing = 0	bUseOverrides = 0	bEnableProfiling = 0	bEnableMessages = 1	iHashtableScaleBits1 = 3	iHashtableScaleBits2 = 5	iHashtableResizeDelay = 20}OverrideList = {	CriticalSection = {		CallerAddress = 0x828509		Mode = 5		comment = Renderer+0x180, recommendation=suppress (mode 5)	}	LightCriticalSection = {		CallerAddress = 0x86D7EA		Mode = 3		comment = MemoryPool (multiple LCSes), recommendation=stutter (mode 3)	}	LightCriticalSection = {		CallerAddress = 0x86D94C		Mode = 3		comment = MemoryPool alternate caller (multiple LCSes), recommendation=stutter (mode 3)	}	LightCriticalSection = {		ObjectAddress = 0x1079FE0		Mode = 2		comment = GarbageCollector, recommendation=fair (mode 2)	}}
Should I set those two settings to opposite what they are now? Should they match?

thanks
User avatar
Jonny
 
Posts: 3508
Joined: Wed Jul 18, 2007 9:04 am

Post » Sat Feb 19, 2011 12:24 am

...
With at least the last two versions of this that I have it seems that every time I try and access the load saves menu from the main menu the game hangs. So starting the game - tapping esc to get to main menu click load saves and it freezes.
I am able to click continue and it will take me right to the last save and while in game I can access the load saves menu - just not from the main menu.
...

Do you have a lot of saves? I've been using 4.0.6.0 and there is a delay of ~2s when accessing the load save menu (but only the first time after restarting comp) which, if extended, would appear to be a freeze. This is with ~50 saves. No actual freezing though.

Edit: Just installed 4.0.7.0... works fine for me. But my default generated ini has iSleepExtra = 2, . Yours is 1... plus bFullHooks = 0 for mine.
Master = {	_comment = You can turn on or off each distinct feature from here.	bManageFPS = 1	bHookCriticalSections = 1	bHookLightCriticalSections = 1	bHookHashtables = 1	bReplaceHeap = 0	bLogToConsole = 0	bFix64Hertz = 1	bFastExit = 0	bFlushLog = 1	iSchedulingResolution = 1	iMainHookPoint = 1}FPS_Management = {	_comment = Basic FPS stuff, switches to slow-motion on low FPS; in the past this has occaisonally produced bugs like the NPCs-dropping-dead issue; the issues are believed to be fixed but if you suspect you are having related problems you can try disabling bAllowSlowMotion which is the main suspect for any problems relating to FPS management	bAllowSlowMotion = 1	MaximumFPS = 30	MinimumFPS = 10	iSmoothFrames = 0	iSmoothMode = 0	iSleepExtra = 2	bFPSConsoleSPAM = 0	iSchedulingParanoia = 1	iHardMaxFrametime = 200}CriticalSections = {	_comment = CS stuff helps both Oblivion and Fallout significantly	_comment = most of the benefit comes from the Renderer+0x180 suppression (see overrides below)	_comment = modes: 1=vanilla, 2=fair, 3=stuttering, 5=suppressed, 6=prioritize-main-thread, 7=deprioritize-main-thread	bEnableProfiling = 0	bEnableMessages = 1	bUseOverrides = 1	iDefaultMode = 2	iDefaultSpin = 500	iStutterLevel = 4}LightCriticalSections = {	_comment =LCS stuff is for Fallout only, no effect on Oblivion; most settings are similar to Critical Section settings	bFullHooks = 0	bEnableProfiling = 0	bEnableMessages = 1	bUseOverrides = 1	iDefaultMode = 2	iDefaultSpin = 500	iStutterLevel = 4}Heap = {	_comment = Heap replacement can produce MAJOR improvements in performance on Oblivion, only moderate improvements on Fallout	_comment = It crashes instantly on Fallout, is moderately buggy on Oblivion	_comment = Algorithms: 1=FastMM4 (requires external dll), 2=Microsoft (slow on XP), 3=SimpleHeap1, 5=ThreadHeap2	iHeapAlgorithm = 5	bEnableProfiling = 0	iHeapSize = 250	bEnableMessages = 0}Hashtables = {	_comment = This stuff is still new.	_comment = The dynamic resizing option may still be buggy.  	bAllowDynamicResizing = 0	bUseOverrides = 0	bEnableProfiling = 0	bEnableMessages = 1	iHashtableResizeScale1 = 2	iHashtableResizeScale2 = 4	iHashtableResizeDelay = 20}OverrideList = {	CriticalSection = {		CallerAddress = 0x828509		comment = Renderer+0x180, recommendation=suppress (mode 5)		Mode = 5	}	LightCriticalSection = {		CallerAddress = 0x86D7EA		comment = MemoryPool (multiple LCSes), recommendation=stagger (mode 3)		Mode = 3	}	LightCriticalSection = {		CallerAddress = 0x86D94C		comment = MemoryPool alternate caller (multiple LCSes), recommendation=stagger (mode 3)		Mode = 3	}	LightCriticalSection = {		ObjectAddress = 0x1079FE0		comment = GarbageCollector, recommendation=fair (mode 2)		Mode = 2	}}

User avatar
Amanda Furtado
 
Posts: 3454
Joined: Fri Dec 15, 2006 4:22 pm

Post » Fri Feb 18, 2011 7:08 pm

Specifically, for maximum stability:

bReplaceHeap should be 0
bFullHooks should be 0
bAllowDynamicResizing should be 0

bFullHooks looks like the most likely cause of your problem, since it's not zero. 4.0.7 should set it to zero by default.
User avatar
Bek Rideout
 
Posts: 3401
Joined: Fri Mar 02, 2007 7:00 pm

Post » Sat Feb 19, 2011 2:05 am

Yeah that did it - not sure how that got changed.

Works fine now

thanks man
User avatar
chloe hampson
 
Posts: 3493
Joined: Sun Jun 25, 2006 12:15 pm

Post » Sat Feb 19, 2011 8:13 am

Hmmm - well this issue of freezing at main menu load save game has returned. Settings suggested above still in effect.

It seems to happen more often with saves in interiors (could be coincidence).

Seems to be something about the save game though. If I click continue then make a new save then the next time the game loads (and the new save is the latest one) then there is no freeze.

also then what will increasing iHeapSize do?
User avatar
BrEezy Baby
 
Posts: 3478
Joined: Sun Mar 11, 2007 4:22 am

Post » Sat Feb 19, 2011 8:51 am

Um...
1. iHeapSize has no effect if heap replacement is disabled. And heap replacement should definitely be disabled... it doesn't work very well at all on Fallout 3 yet. (that means bReplaceHeap should be 0... if it's not, nothing will work right)
2. There is no iHeapSize in the ini you posted in your last post, which is odd because it should be there in freshly generated ini from any recent version of FSR and you said in that post that it was freshly generated except the bFastExit setting.

How about a sanity check here? Redownload 4.0.7, re-install it, letting its ini file overwrite your own. Change nothing in the new ini. Does that work?
User avatar
matt oneil
 
Posts: 3383
Joined: Tue Oct 09, 2007 12:54 am

Post » Sat Feb 19, 2011 7:38 am

Umm no it does not.

at least with the save that I know will freeze. It loads the saves that don't.
Now if the latest save is a save that does not freeze then all is fine. If it does freeze - it happens when I click on load save game to get that menu and it says in red letters please stand by or whatever. Then the mouse and everything freezes and I have to hit ctr+Alt+del and that whole deal.

This last version I downloaded did not come with a pregenerated ini though or the component DLL (still using Heap 5 - so not sure if that is an issue). Even if I delete the ini and let it generate a new one it will freeze.

Heap 5 is still working great on F3 but like others are reporting for Oblivion Heap 1 is now far more stable.

As far as my F3 game - I keep it far more conservative and within reasonable limits than I do Oblivion. Aby crashing on exits or anything like that - I usually will not keep the mod, so I'm a bit more sensitive to that in F3. Oblivion though is a mod orgy that requires constant attention. So F3 does not ever really crash on me. Very rarely it does. Even without Stutter Remover - I'm just looking to squeeze more out of it.

=====
[edit] I could send you the save game, but it is modded up pretty good:
Fallout3.esmAnchorage.esmThePitt.esmBrokenSteel.esmPointLookout.esmZeta.esmUnofficial Fallout 3 Patch.esmFACE3.esmCRAFT.esmCALIBR.esmStreetLights.esmFO3 Wanderers Edition - Main File.esmMart's Mutant Mod.esmDCInteriors_ComboEdition.esmMMZombieCemetery.esmPointLookout-FollowersGetToGo.esmCubeExperimental (EN).esmAmmo Bench.esmEnhanced Weather - Rain and Snow.esmUnofficial Fallout 3 Patch - Operation Anchorage.espUnofficial Fallout 3 Patch - The Pitt.espUnofficial Fallout 3 Patch - Broken Steel.espUnofficial Fallout 3 Patch - Point Lookout.espUnofficial Fallout 3 Patch - Mothership Zeta.espFACE3 - NPCS.espFACE3 - No Freak Eyes.espFACE3 - No Symbol Eyes.espFACE3 NPCS - DLC03 Broken Steel.espFACE3 - DLC04 Point Lookout.espRefurbish [OA] - FWE.espRefurbish [TP].espRefurbish [BS].espRefurbish [PL].espRefurbish [MZ].espDarNifiedUIF3.espRadioHotkey.espGalaxyNewsRadio100[M].espGhostRadio.espmutantradio.espExistence2.0.espRadioTenpenny.espCONELRAD 640-1240.espReneersRadioMod.espReneersRadioMod_MutantRadioPatch.espReneersRadioMod_ExistenceRadioPatch.espPCIdles.espCRAFT - Activation Perk.espCRAFT -Zeta -  Activation Perk.espUPP - Original Perks.espUPP - Pack 1.espUPP - Pack 2.espUPP - Experience Perks.espUPP  - Quest Perks.espCombat Style Perks.espDirectional PipLight HDR.espMore Hotkeys.espMoreMapMarkers.espEnhanced Weather - Rain and Snow in Fallout.espEnhanced Weather - Rainbows.espEnhanced Weather - Weather Sounds in Interiors.espEnhanced Weather - Sneak Bonus during Storms.espFellout-Full.espFellout-Anchorage.espFellout-BrokenSteel.espFellout-PointLookout.espFellout-pipboylight.espAmmo Bench - Alien Power Cell.espAmmo Bench - Artisan.espAmmo Bench - CRAFT Plugin.espAmmo Bench - CALIBR.espAmmo Bench - Car Mechanic.espAmmo Bench - Old Ammo-Benches.espAmmo Bench - Toolkit Retex.espCanterburyCommonsInteriors.espCliff's_Residences Of DC - Player Version.espEcho_BatteryCharger.espHouseholdWaterPurifier.espPortableMattress.espBlackWolf Backpack.espGunnySack.espSS OTS Camera FOSE.esp1Animated Nightvision goggles.espSniperZooming.espExpanded Megaton House V3.espMaintenanceShed.espHomesteadMotelSuite.espUrgeWashingtonBoS.esptubRRCompound.espBoSPatrols.espmerc.espD.C. Confidential.espShadySands.espNotSoFast.espHeirApparent.espAReasonedArgument.espTreasure Maps_Underground.espTreasure Maps_Secrets of the Wasteland.espTreasure Maps_Bobblehead Edition.espTreasure Maps_A Fist Full of Caps.espMTC Wasteland Travellers.espMTC Wasteland Travellers (Optional)- Crowded Cities less NPCs.espMaxLevelWorkaround-HP-BS.espWastelandMastery.espSkillCheck.espFO3 Wanderers Edition - Main File.esptubunarFWE.espFO3 Wanderers Edition - DLC Anchorage.espFO3 Wanderers Edition - DLC The Pitt.espFO3 Wanderers Edition - DLC Broken Steel.espFO3 Wanderers Edition - DLC Point Lookout.espFO3 Wanderers Edition - DLC Mothership Zeta.espFO3 Wanderers Edition - UFP Support.espFO3 Wanderers Edition - Alternate Travel.espFO3 Wanderers Edition - Lvl 30 High Skills.espFO3 Wanderers Edition - Followers Enhanced (BrokenSteel).espFO3 Wanderers Edition - Optional VATS Realtime.espFO3 Wanderers Edition - Optional Worn Weapons.espFO3 Wanderers Edition - Optional Sneak Msgs.espWeaponModKits.espWeaponModKits - FWE Master Release.espWeaponModKits - OperationAnchorage.espWeaponModKits - ThePitt.espWeaponModKits - BrokenSteel.espWeaponModKits - PointLookout.espWeaponModKits - Zeta.espWeaponModKits - FWE Optional Worn Weapons.espWMKAA12Shotgun.espCALIBR Ammo Schematics - CRAFT.espCALIBRxMerchant.espStealthboy Recon Armor - CRAFT.espCRAFT Improvised Weaponry.espCRAFT Improvised Weaponry - Unmodeled.espjmschematics.espSniperPack by Cornflower.espTacticalWeaponsPack by Cornflower.espMove Workbench - FWE.espBallistics-ALL-MoreRealism.espRealFragGrenade3.espKs_DynamicSneak.espStealth Kills Enabled.espStealth Kills Enabled - Pitt Compatibility.espPHIG_SteadyAim.espEVE.espEVE - FWE Master Release (Follower Enhanced).espEVE Operation Anchorage.espEVE - FWE with WeaponModKits.espEVE Anchorage - FWE DLC Anchorage.espZumbs'_Overhauled_Real_Time_Security.espWasteland Whisperer.espRobCo Certified.espBuildableBots v0.3a.espBuildablebots Robcert. addon.espRobCo Engineer - Robot Repair.espCBOv1.4.espKickDogs.espThePitt-NoFireFollowers.espReplenishment.espPrincess Better Prompts v1pt1.espdD-More Gore.espdD-More Gore-The Pitt.espdD-More Gore-BrokenSteel.espdD-More Gore-PointLookout.espdD-More Gore-Zeta.espdD-Less Blood Time, Larger Blood.espdD-Reduced Dismember Force.espMart's Mutant Mod.espMart's Mutant Mod - Hunting & Looting.espMart's Mutant Mod - Feral Ghoul Rampage.espMart's Mutant Mod - DLC Anchorage.espMart's Mutant Mod - DLC The Pitt.espMart's Mutant Mod - DLC Broken Steel.espMart's Mutant Mod - DLC Point Lookout.espMart's Mutant Mod - DLC Zeta.espMart's Mutant Mod - FWE with EVE.espMart's Mutant Mod - FWE Master Release.espCP - FACE3 NPCS [MMM].espCP - FACE3 [MMM] Racefix.espT3T_MiscItemIcons.esp1PipboyPDA.espBurnification.espFireLightFix.espRealistic Interior Lighting.espRealistic Interior Lighting - OA.espRealistic Interior Lighting - BS.espStreetLights - Wasteland.espmegalight.espMez's Merged Patch - FWE-WMK-MMM.espMMM_RtSS_Mod.espKH_FWE Fixes.espKH_FWE Tweaks.espKH_FWE Hellfirefix.espKH_MMM override.espKH_MMMNoIncreasedSpawns.espKH_FWE Unlimited Followers(BrokenSteel).espKH_223EX.espKH_NoAmmoWeight.espTotal active plugins: 196Total plugins: 208


and sorry if edits are confusing. I just hate multiple posting.
User avatar
sarah simon-rogaume
 
Posts: 3383
Joined: Thu Mar 15, 2007 4:41 am

Post » Fri Feb 18, 2011 11:52 pm

Umm no it does not.

Using the pregenerated ini file doesn't work? Okay. Does disabling FSR work? If so, then try disabling the top 5 things in the master section of the ini, pretty much everything FSR does is tied in to one of those. bManageFPS, bHookCriticalSections, bHookLightCriticalSections, bHookHashtables, and bReplaceHeap. Actually, the last of those 5 should already be disabled. If not, then you just have a bad save or a vanilla bug.

(still using Heap 5 - so not sure if that is an issue)
Possibly I need more sleep. Or possibly you need more sleep. Let's be clear:
1. You should not be using heap 5 because we were talking about a pregenerated ini, which comes with heap replacement disabled.
2. You should not be using heap 5 because I said it should be disabled in my previous post and the one before that and in the readme. Though the time I said it two posts ago was kinda wimpy, just implying that it was somewhat unstable.
and most importantly:
3. You REALLY should not be using heap 5 because IT DOES NOT WORK on Fallout 3 yet. Nor does any other replacement heap algorithm. The code is all written, and not disabled, but it's very very very buggy atm. I don't know what's wrong with it, but it clearly needs more debugging.

So, you don't really mean it when you keep talking about heap 5, right?
User avatar
cassy
 
Posts: 3368
Joined: Mon Mar 05, 2007 12:57 am

Post » Sat Feb 19, 2011 5:52 am

Ok here is the ini that is generated (seems exactly the same as the pre-generated version too):
Master = {	_comment = You can turn on or off each distinct feature from here.	bManageFPS = 1	bHookCriticalSections = 1	bHookLightCriticalSections = 1	bHookHashtables = 1	bReplaceHeap = 0	bLogToConsole = 0	bFix64Hertz = 1	bFastExit = 0	bFlushLog = 1	iSchedulingResolution = 1	iMainHookPoint = 1}FPS_Management = {	_comment = Basic FPS stuff, switches to slow-motion on low FPS; in the past this has occaisonally produced bugs like the NPCs-dropping-dead issue; the issues are believed to be fixed but if you suspect you are having related problems you can try disabling bAllowSlowMotion which is the main suspect for any problems relating to FPS management	bAllowSlowMotion = 1	MaximumFPS = 30	MinimumFPS = 10	iSmoothFrames = 0	iSmoothMode = 0	iSleepExtra = 2	bFPSConsoleSPAM = 0	iSchedulingParanoia = 1	iHardMaxFrametime = 200}CriticalSections = {	_comment = CS stuff helps both Oblivion and Fallout significantly	_comment = most of the benefit comes from the Renderer+0x180 suppression (see overrides below)	_comment = modes: 1=vanilla, 2=fair, 3=stuttering, 5=suppressed, 6=prioritize-main-thread, 7=deprioritize-main-thread	bEnableProfiling = 0	bEnableMessages = 1	bUseOverrides = 1	iDefaultMode = 2	iDefaultSpin = 500	iStutterLevel = 4}LightCriticalSections = {	_comment =LCS stuff is for Fallout only, no effect on Oblivion; most settings are similar to Critical Section settings	bFullHooks = 0	bEnableProfiling = 0	bEnableMessages = 1	bUseOverrides = 1	iDefaultMode = 2	iDefaultSpin = 500	iStutterLevel = 4}Heap = {	_comment = Heap replacement can produce MAJOR improvements in performance on Oblivion, only moderate improvements on Fallout	_comment = It crashes instantly on Fallout, is moderately buggy on Oblivion	_comment = Algorithms: 1=FastMM4 (requires external dll), 2=Microsoft (slow on XP), 3=SimpleHeap1, 5=ThreadHeap2	[b]iHeapAlgorithm = 5[/b]	bEnableProfiling = 0	iHeapSize = 250	bEnableMessages = 0}Hashtables = {	_comment = This stuff is still new.	_comment = The dynamic resizing option may still be buggy.  	bAllowDynamicResizing = 0	bUseOverrides = 0	bEnableProfiling = 0	bEnableMessages = 1	iHashtableResizeScale1 = 2	iHashtableResizeScale2 = 4	iHashtableResizeDelay = 20}OverrideList = {	CriticalSection = {		CallerAddress = 0x828509		comment = Renderer+0x180, recommendation=suppress (mode 5)		Mode = 5	}	LightCriticalSection = {		CallerAddress = 0x86D7EA		comment = MemoryPool (multiple LCSes), recommendation=stagger (mode 3)		Mode = 3	}	LightCriticalSection = {		CallerAddress = 0x86D94C		comment = MemoryPool alternate caller (multiple LCSes), recommendation=stagger (mode 3)		Mode = 3	}	LightCriticalSection = {		ObjectAddress = 0x1079FE0		comment = GarbageCollector, recommendation=fair (mode 2)		Mode = 2	}}
I highlighted the heap I thought I was using, but upon reviewing the top section I see I never was. Sorry all the entries and then across two games and I was confused (perhaps still am).

I will test turning those top activities off one by one and individually to test with the save that is weird. I'll update this post when I'm done.

=======================

Ok once again sorry about confusion above.

I turned each of the top sections off one by one till I found, of course, that it is the last one MainHookPoint = 1 ... if set to 0 it does not cause the freezing at main menu loading save game option.

So I've isolated a save that this happens with - if you want any other testing please let me know.

What does that one do anyway?
User avatar
I’m my own
 
Posts: 3344
Joined: Tue Oct 10, 2006 2:55 am

Post » Sat Feb 19, 2011 4:17 am

Bleh. Bleh bleh. If iMainHookPoint = 0 fixes it and nothing else fixes it, the implication is that something in the basic infrastructure of FSR has gone wrong. Probably either something to do with my hooking the DX8 mouse or something to do with figuring out which thread is which. Or maybe printing to the log file. Something in a difficult spot to find and/or debug, whatever it is.

Anyway, I must sleep. Maybe this will all be better tomorrow.
User avatar
Jacob Phillips
 
Posts: 3430
Joined: Tue Aug 14, 2007 9:46 am

Post » Fri Feb 18, 2011 10:46 pm

Sorry - must be frustrating getting reports on problems you yourself don't have. I wonder if, as is not unusual, I'm the only one experiencing it?

Well the saves that have this issue occur more often than not, but the good news is that it is not game breaking - either changing that entry or removing FSR seems to have no major impact.

that is unless that entry is like the thing that makes the whole FSR work right - in which case nevermind me. Idiot talking.

And really just clicking continue then loading the most recent save and while in the game environment I can access all menus even load saves - so if it is necessary then still very workable for me.
User avatar
Teghan Harris
 
Posts: 3370
Joined: Mon Mar 05, 2007 1:31 pm

Post » Sat Feb 19, 2011 1:17 am

Well, it used to be the thing that makes the whole of OSR/FSR work right, but these days I think it's not so important. Still without that, bManageFPS will act like it's set to 0 and bFlushLog will act like it's set to 1. And a little data will be missing from the log. I think everything else should be fine, at least in 4.1 / 4.0.7. Other versions may vary in how they react to that.
User avatar
Haley Merkley
 
Posts: 3356
Joined: Sat Jan 13, 2007 12:53 pm

Post » Fri Feb 18, 2011 10:50 pm

Thanks for this. My game is definitely more stable, using the latest WIP release at default settings. My game is very stable, for the first 30 minutes or so... After 30-45 minutes it tends to CTD randomly (but often in menus, while running, in VATS). This seems to have fixed - or at least postponed - those CTDs. Haven't had a single one since running it. :foodndrink:
User avatar
Chloe :)
 
Posts: 3386
Joined: Tue Jun 13, 2006 10:00 am

Post » Sat Feb 19, 2011 3:22 am

Psymon:
There's a new FSR beta up, marked as 4.1.2. Could you grab that, try running it with default settings, and post your log file if it still crashes for you?
ftp://71.115.222.171/sr_Fallout_Stutter_Remover.dll
User avatar
Jessica White
 
Posts: 3419
Joined: Sun Aug 20, 2006 5:03 am

PreviousNext

Return to Fallout 3