[RELz] Oblivion Stutter Remover (OSR)

Post » Wed Mar 09, 2011 2:33 am

But testing that is a little difficult as the solution used must work whether or not Oblivion is using feedback from the sound card to time lip movements - Oblivion does that on some computers and not others (in particular, not mine), and if I screw that up it will look ugly.

Ah I know what you mean. I had a problem in the past with my sound card drivers such that not all sounds played in Oblivion, especially when after talking to an NPC they were supposed to say their goodbye lines. What happened was that the voice file for the line got clipped and it didn't play, so that the NPC that was supposed to lip-sync with the voice went by so fast, then carried on. However, talking to them directly was working fine.

With regard to the solution viable for OB, FO3, and FNV, I prematurely rest my case for lack of sufficient understanding on the workings of the game for the moment. Still, I haven't encountered dead NPCs as a direct result of having SlowMo enabled, although if you would know any other symptoms that may manifest problems with it then I'd watch out for them.
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Roberta Obrien
 
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Post » Wed Mar 09, 2011 12:17 am

With regard to the solution viable for OB, FO3, and FNV, I prematurely rest my case for lack of sufficient understanding on the workings of the game for the moment. Still, I haven't encountered dead NPCs as a direct result of having SlowMo enabled, although if you would know any other symptoms that may manifest problems with it then I'd watch out for them.

Same here.

I still say, since I don't have access to ThreadHeap3, that tbbmalloc.dll is out performing all available to me. Still very much anticipating next heap version, and the slow mo does help when in high activity areas.
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Juliet
 
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Post » Wed Mar 09, 2011 8:09 am

It's been a while since I used this so forgive me for asking, but why shouldn't you set the max framerate to match your refresh rate if the RR is 60 hertz? Unless I'm reading this wrong:
Also, if your screen refresh rate when playing Oblivion is not 60 Hertz, you might try changing this to your screen refresh rate, or half your screen refresh rate, or one third your screen refresh rate. This setting will have no effect if Master\bManageFPS is changed to 0.

If I'm reading that right, with a 60hz refresh rate, I oughta keep the default of 30 fps max or turn the limit off altogether? I'm curious as to why that is (what's special about 60hz?) and if there's a suitable in-between option (perhaps like 45 fps) that would work.

Or maybe I'm just completely reading that wrong. I remember knowing the answer a couple of years back when I was playing Oblivion last (and OSR was still pretty new; I remember playing with the first release before it was even called OSR. :D), but I've long since forgotten! :facepalm:
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Angela Woods
 
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Post » Wed Mar 09, 2011 1:07 pm

It's been a while since I used this so forgive me for asking, but why shouldn't you set the max framerate to match your refresh rate if the RR is 60 hertz? Unless I'm reading this wrong:

If I'm reading that right, with a 60hz refresh rate, I oughta keep the default of 30 fps max or turn the limit off altogether? I'm curious as to why that is (what's special about 60hz?) and if there's a suitable in-between option (perhaps like 45 fps) that would work.

Or maybe I'm just completely reading that wrong. I remember knowing the answer a couple of years back when I was playing Oblivion last (and OSR was still pretty new; I remember playing with the first release before it was even called OSR. :D), but I've long since forgotten! :facepalm:


I change mine to 60 to match my screen refresh rate. I think the issue is that there's no sense in setting it any higher since your screen is only capable of 60 hz. Setting it lower will yield better performance and most players can't detect the difference between 30 FPS and 60 FPS anyway.

If you are still using a CRT, they are capable of much higher refresh rates, so that is suggesting the same "rule" except changing the number to correspond to the refresh rate of your monitor. So if you had a monitor that delivered 90 hz, then you could set the max FPS to 90, 45 or 30.
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Alex [AK]
 
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Post » Wed Mar 09, 2011 10:29 am

Setting the FPS limit to 60, at least for this game, seems a bit strange to me since the game generally won't sustain rates that high. Even with vanilla the frame rates usually topped out in the mid-50s when I played that way. So you're not really gaining much by doing that. The idea behind limiting the FPS was supposed to be to allow more processing power for other things, such as AI. Set the limit too high, and that extra power for AI isn't there.

That is, assuming things haven't changed and the FPS limiter is doing something different now.
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kyle pinchen
 
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Post » Wed Mar 09, 2011 3:56 am

Setting the FPS limit to 60, at least for this game, seems a bit strange to me since the game generally won't sustain rates that high. Even with vanilla the frame rates usually topped out in the mid-50s when I played that way. So you're not really gaining much by doing that. The idea behind limiting the FPS was supposed to be to allow more processing power for other things, such as AI. Set the limit too high, and that extra power for AI isn't there.

That is, assuming things haven't changed and the FPS limiter is doing something different now.


I like this statement. One thing I typically ignored was the overhead my processor was bearing with a heavily mod load order. Having done most of the known steps that increase stability... LLA patch, PyFFing, cleaning .esps, installing OSR, weOCPS, Streamline etc... Just installing those doesn't automatically guarantee a crash free experience. You really need to know your computers limitations. My processor and physical ram are my largest bottlenecks when it comes to limiting how much I can stress my computer. i used to think I had a really powerful rig. Modded Oblivion will make you think twice. :teehee: If you want to increase your stability, and you have done the above, consider allowing your processor more breathing room by tweaking Streamsmooth to work correctly with OSRs config as well as setting a reasonable cap on your FPS. 30 - 45 FPS depending on the power of your rig. Just my opinion there at the end.
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Rodney C
 
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Post » Wed Mar 09, 2011 5:24 am

I don't even use Streamsmooth because OSR is doing that job 100x better without dramatic loss of visual quality to go with it.
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Jodie Bardgett
 
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Post » Wed Mar 09, 2011 1:54 am

Yeah, I haven't mentioned this, but I don't run Streamline at all. Other than the stutter when riding Shadowmere, my game is doing pretty good. I actually just did the Battle for Castle Kvatch and I didn't really notice any stutter at all, so FastMM4 seems to be doing very well for me.
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Del Arte
 
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Post » Wed Mar 09, 2011 5:24 am

I don't even use Streamsmooth because OSR is doing that job 100x better without dramatic loss of visual quality to go with it.

I agree, and the best StreamSmooth would do anyway is self-shadowing and other shadowing, and I turn that off...need DX10 for it to look more appealing.
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DAVId MArtInez
 
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Post » Wed Mar 09, 2011 2:53 am

Setting the FPS limit to 60, at least for this game, seems a bit strange to me since the game generally won't sustain rates that high. Even with vanilla the frame rates usually topped out in the mid-50s when I played that way. So you're not really gaining much by doing that. The idea behind limiting the FPS was supposed to be to allow more processing power for other things, such as AI. Set the limit too high, and that extra power for AI isn't there.

That is, assuming things haven't changed and the FPS limiter is doing something different now.

Ahhh, ok. I was trying to remember if there was a practical reason or a technical reason (technical as in it makes something break) I never used 60 last time and why the readme said what I quoted above (of course, the other reason is the last time I played Oblivion, I was playing with a lot of texture mods and general 'heavy' mods, incl. QTP3R and BC, on an old 8800GT 512MB! Running FCOM and several other things on top of that didn't do my video card or my CPU any favors either). Hopefully, my new GTX 460 1GB will fare better. :D

I'll probably just keep it at 30 (maybe 35), though if for nothing else but to keep more headroom for the inevitable mod additions. :D
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Nicole Coucopoulos
 
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Post » Wed Mar 09, 2011 6:19 am

Seems I have some tweaking to do with OSR then. If everyone claims they run as stable as they say with just OSR, than I must be setting my FPS cap to high. I have mine set for 45FPS. I'll try the default of 30 and see if things improve.
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Soph
 
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Post » Wed Mar 09, 2011 2:41 am

I still use Streamline for buffer purging and regular saving, but I suppose I could sit down one day and see if I still need the purging part. I'm not willing to give up the streamsave feature just yet though. There's still too much random chance of crash behavior out there for my comfort. Even though I can pull sessions 2-3 hours long on a regular basis.
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Enie van Bied
 
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Post » Wed Mar 09, 2011 3:58 am

I use the pcb feature of Map Marker Overhaul. It does a pcb when you fast travel, which is prefect for me.
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YO MAma
 
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Post » Tue Mar 08, 2011 9:09 pm

Perhaps the time has come for someone to whip together a stand-alone Streamsave replacement.

...what, what thread is this? :P
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Genevieve
 
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Post » Wed Mar 09, 2011 10:52 am

@Andalaybay: I use the same, but I only fast travel with my testing characters. My actual play ones never do that and only encounter pcb through Streamline and the OC cities that still have gates on them.
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Luis Reyma
 
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Post » Tue Mar 08, 2011 10:46 pm

Skyranger-1 would you be able to add a purge cell buffers, and possible streamsave equivalent to OSR?, enabled/disabled via the ini
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Haley Cooper
 
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Post » Wed Mar 09, 2011 6:10 am

Skyranger-1 would you be able to add a purge cell buffers, and possible streamsave equivalent to OSR?, enabled/disabled via the ini

I'd love that, actually, especially since I don't usually use Streamsight; it'd mean OSR would completely eliminate the need for Streamline for me. I like Streamline, mind you, but it hasn't been updated in years, and it would be one less thing running in the background. :)
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Tanya
 
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Post » Wed Mar 09, 2011 3:23 am

Perhaps the time has come for someone to whip together a stand-alone Streamsave replacement.

...what, what thread is this? :P


Already done by kuertee: http://www.tesnexus.com/downloads/file.php?id=22136
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MR.BIGG
 
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Post » Wed Mar 09, 2011 2:23 am

Okay. Gentlemen, Strap Yerselves in. Streamline settings, only pasting enabled settings. This is Streamline 3.1 Beta Open-patched, performance esp:
set SLv.Purging to 1 ; Turn on Streampurge? (cache purging)
set SLv.Streamsaving to 1 ; Turn on Streamsaving? (timed autosaves)
set SLh.SLmode to 1 ; Memory Purge Mode (1-6) (Default: 3)
set SLv.PurgeOnTravel to 1 ; Purge memory on travel & zone?
set SLv.PurgeOnWait to 1 ; Purge memory when character waits?
set SLv.PurgeOnSleep to 1 ; Purge memory when character sleeps?
set SLv.SaveTimer to 2 ; Autosave interval (in actual minutes)
set SLv.NumSaveSlots to 1 ; Number of save slots to use (Max: 60)
set SLv.WhenIdleOnly to 1 ; Save only when character is idle?
set SLv.AfterZone to 1 ; Save after fast-travel or door use?
set SLv.AfterWaitSleep to 1 ; Save after waiting or sleeping?
set SLv.SecureAutoSaves to 1 ; Use menumode to produce a secure
set SLv.PurgeBeforeSave to 1 ; Do a purge before a Streamsave?
Mind you, these are the only ENABLED settings. Try these out. With these settings I am blazing in and out of transitions, scripted or otherwise at blinding speed...using TBBMalloc. Incredible.

SR----default spin set to my actual clock speed, CS spins /10.
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SEXY QUEEN
 
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Post » Wed Mar 09, 2011 6:50 am

Already done by kuertee: http://www.tesnexus.com/downloads/file.php?id=22136

I wanted to switch away from Streamsave but couldn't. That alternative doesn't have as many save slots.

I agree, and the best StreamSmooth would do anyway is self-shadowing and other shadowing, and I turn that off...need DX10 for it to look more appealing.

Change: iShadowMapResolution to 512, and iShadowFilter to somewhere between 2 and 8. 5 is more than enough, but I keep it on 2 because I don't know how much it drains performance. Self shadows look a lot better this way.

Edited after shadeMe's post. :) I guess you could also try it set to 1 which may be good enough.
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Emma louise Wendelk
 
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Post » Wed Mar 09, 2011 12:01 pm

Wasn't there an author that had created their own version of Streamline, but took it down later due to ownership issues? He told me via PM that he was working on rewriting the code to make it original (therefore uploadable), it was to be called Fluid. Has anyone heard of progress regarding this?

Edit: The author's name is Nopanolator.
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kelly thomson
 
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Post » Wed Mar 09, 2011 4:56 am

Not seen it yet, I have been waiting and very much hoping that he does succeed with his own re-write because the previous versions worked very well with OSR, on my laptop circumnavigating the imperial city on horseback none stop was no problem with stuttering. He was also adding a new function streamfight which was like streamsmooth kicking in for fighting, reducing details temporarily like grass.

@Moto - I cant remember where I read it or the technical details as to why but have got a note here not to use set SLv.PurgeOnTravel to 1 in combination with OSR - Can anyone clarify if this is still correct?
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Kay O'Hara
 
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Post » Tue Mar 08, 2011 9:34 pm

I turn SLv.PurgeOnTravel off for other reasons. Mainly because it's been known to interfere with All Natural's ability to sync weather indoors, but also because it drastically raises load times when exiting back to the exterior. Should be obvious why :)

I don't know why OSR would have a problem with it though.
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teeny
 
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Post » Wed Mar 09, 2011 10:13 am

Hmmmmm...Arthmoor, I vaguely remember that happening maybe once...fast-traveling. I was thinking that "set SLv.WeatherUnsticker" to 0 might fix that. Lemme go use up some free time try to reproduce the quick-weather-switch.

I use All Natural, always one of the first to install (well, first in mind). That and RAEVWD. Gotta say, there's PLENTY of trees in IC Districts plugin! I had to take a few (give or take) out to get anything better than 15fps just standing outside Vilvarin facing IC. So, I gotta check this out and make sure. :obliviongate:
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Bereket Fekadu
 
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Post » Wed Mar 09, 2011 4:51 am

I don't know why OSR would have a problem with it though.


I cant find the development thread where it was mentioned with other references, but the conversations on gamesas which have helped Tomlong build her site included the advice somewhere, and lead to this entry ....
http://tesivpositive.animolious.com/?page=streamline_ini_setup

It may not have been in direct relation to OSR, I think I recall the odd person with CTD on streamsaves finding turning purgeontravel off solved it so it may be in relation to that instead.
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Phoenix Draven
 
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