How can people play such a buggy game?

Post » Fri Feb 18, 2011 10:51 pm

No framerate issues here. It's completely smooth for me. But I have a pretty powerful system.

And as mentioned above framerate does not equal buggy.

I run into few bugs. Even when first released there were very few bugs for me. And with patches (official and unofficial) I rarely run into bugs. There are a few quests and locations with known bugs, but they can be avoided or fixed via console commands on the PC.
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Marilú
 
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Post » Fri Feb 18, 2011 5:41 pm

Buggy? BUGGY?? Have you ever played VTM:Bloodlines unpatched? :P

Oh my GOD! :P
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Laura-Lee Gerwing
 
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Post » Fri Feb 18, 2011 7:54 pm

I have played Oblivion on 3 different computers, each with a different OS. On all three I have had stutter, regardless of frame rate. My current box is an i7 2.67GHz with 12 gig of ram, and an nvidia GTX 580. Even with a clean install of the game, the graphics turned down, and no mods running, it stutters. In spite of keeping a relatively constant frame rate of 180 fps or so. I am also very anol about running a clean machine, without having other things running in the background. I even keep v-sync forced off for maximum performance, and just live with the tearing I sometimes get. I tried OSR and it did absolutely nothing at its defaults. I had to tinker around with its settings, but after doing so, I did see some dramatic improvements. It is all a matter of finding what works best for your box. Now I have my mods turned back on, and most of the eyecandy turned up, and get a relatively constant fps of about 60. I still get some stutter, but nothing like before.

So if you take the time and tweak the settings of OSR, it does get a lot better. Mine are almost the same as Decrepit's, except I am using iHeapAlgorithm = 5 rather than 6.
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Susan Elizabeth
 
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Post » Fri Feb 18, 2011 10:45 pm

As I say to all ignorant people like you.

It is not the game. Yeah sure, it is a bit buggy, but then again, what game isn't? I never encountered any frame-rate issues, except in massive battles, which is understandable. I never encountered a gamebreaking bug in my 4 years of playing it. [fullstop].
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James Potter
 
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Post » Sat Feb 19, 2011 3:46 am

I've never had much of an issue with framerates in Oblivion either, but I learned a long time ago that the best way to not have a problem with framerates is to not run fraps while I'm playing, so I don't know what the framerate is. If I can see it slow down, then it's a problem. If I can't, then it's not. The only times I actually see it slowing down is when I'd expect it to anyway - at the Battle for Bruma, for instance. Put that many NPCs on the screen at the same time and I expect some slowing. It's not enough to fuss about though.

I do get stutter here and there, and that just seems to be the way it goes. There are certain places in the game where it chokes a bit loading things - the one I'm most familiar with, just because it's something I do a fair amount, so I've seen it over and over, is when swimming across Lake Rumare to the Waterfront. Right when I get to the point where it wants to render the waterfront buildings, it stutters, just about every time. It's not a big deal. I have a timed autosave running in the background, so I go a bit cautiously across there, just because I've found that if it tries to autosave at the same time, it'll tend to CTD, but that's really the only problem I've seen with it and the odds of an autosave coinciding with the stutter are pretty slight. I just let up on the W key when it stutters, just to make sure that the game doesn't have to try to render everything and autosave AND move, all at the same time, and that avoids the CTD. And that's pretty much that.
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Janeth Valenzuela Castelo
 
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Post » Sat Feb 19, 2011 4:12 am

Play it on console.



:rofl: :rofl: :rofl: :rofl: :rofl: :rofl: :rofl: :rofl:
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anna ley
 
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Post » Sat Feb 19, 2011 1:36 am

Ha, buggy...

Load up the CD install version of Daggerfall, without any post release patches and then talk about buggy.

There are methods that the Forum Gods here will detail that will get rid of the stutter and frame rate problems.
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Assumptah George
 
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Post » Sat Feb 19, 2011 5:52 am

im on 360 and have no issues at all, every now and then it may run a little slow for a couple of secodns but nothing which really effects gameplay, maybe your computer isnt upto the job of running the game?
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Laura Shipley
 
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Post » Sat Feb 19, 2011 1:54 am

Ha, buggy...

Load up the CD install version of Daggerfall, without any post release patches and then talk about buggy.

There are methods that the Forum Gods here will detail that will get rid of the stutter and frame rate problems.



Oh man, that brings back memories. UGH.
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Floor Punch
 
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Post » Fri Feb 18, 2011 11:36 pm

Oblivion is a 32 bit game so the fact you have multiple processors means doodly-squat. Regardless, the massive number of textures in the game means data transfers on a perceptible level. Existing textures must be culled, new textures added, geometry constantly being added or removed, AI must must anolyse and update the world, etc, etc.

I run Oblivion on a dual core @1.88GHz with an nvidia 8800CS running under the 'wine' Windows compatibility layer for my Linux OS. I use max settings except display size (1024 X 768 because of my old monitor.) It seems very smooth to me. It does sometimes stutter a tiny bit.
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naomi
 
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Post » Sat Feb 19, 2011 12:31 am

Framerate issues =/= bugs.

I have no framerate issues. If you are, turn your video settings down. I don't see why looking at a wall would do anything but increase framerate, honestly. I'm not sure what you mean by stutter, but the game has a lot to load, if you're in wide open areas, or a dungeon cell that is particularly large, then there are going to be times when the game needs to take a moment to load distant objects.

It's also worth noting that the game was made in 2006.


Actually, there is a point to be made here. Oblivion does not have the code needed to prevent objects you can't see from being rendered. You can specify a distance from the player where the game will stop rendering objects in interior cells, but anything that is not beyond that point is rendered, and therefore allowed to drag performance down, and it is not possible to do this for exteriors.

The code in question is call Occlusion Culling, and this is the main reason why FPS tends to tank badly when you install an AEVWD mod, because for whatever the range is specified for LOD objects to load in (based on cell grid), EVERYTHING (aside from the 25 cells the game has loaded fully) gets rendered. That data is then passed to the water reflections, and the entire scene gets rendered again (albeit at a lower resolution). The game does not have any code to prevent objects the player can't see from not being rendered, and considering the scale of the game, that is a rather serious shortcoming.

The stuttering is mainly caused by Oblivion using an archaic cell structure to determine what to load and render. Instead of smoothly streaming the models through based on the distance the player is from that specific object (for instance), the game instead loads everything in large chunks. Only some objects get streamed in this game, and even then, the game is still loading them into memory, it just isn't rendering them. Proper streaming does both (only rendering AND only loading the objects when they are needed, which Oblivion simply doesn't do the second part ever). Cells are displayed in full detail in a 5X5 grid at all times in the game, so that means 25 cells in total that the game is keeping track of at any one time. And because the game loads everything in blocks based on the player's distance from the CELL, this means that whenever the game needs to put more cells into memory, it is doing them in large groups based on that 5X5 gridmap with the player in the center. That means many hundreds (sometimes thousands) of objects are being loaded and unloaded at once when this occurs, and roughly half are being rendered, as well. That is what causes the "stutter," as most people have coined it, where the framerate makes large periodic dips into single digits while the game works to allocate new memory, load all the new objects into that memory, get all the new objects rendered, and unload the objects that the player is leaving behind him. That is a huge amount of work. It's not too bad with the vanilla game (because the world is actually pretty empty to compensate for this problem), but when you add in large mods, the stutter can become very noticeable.

The stutter remover in question works by replacing the methods Oblivion uses to manage that memory with more efficient versions. This helps lessen the stutter, but it will never be possible to fully remove it without rewriting the engine.

Oh, and one more tidbit: the game never lets go of any memory it has allocated for itself, and this is why the game crashes after you have played it for about two to three hours. (The game attempts to allocate more memory than the engine is capable of handling, and thus the program crashes).

Just a very tiny, very generalized glimpse under the hood for this game. :obliviongate:
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Bee Baby
 
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