[RELz] Oblivion Stutter Remover (OSR)

Post » Wed Mar 09, 2011 1:48 am

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. :)


Yes, one less plugin plus integrated by Skyranger-1 I would imagine it would be better synchronised - I remember one of Nopanolators versions of his streamline caused more stutter in combination with OSR particularly when it did a PCB streamsave, he addressed that with the next revision (IIRC I think it was because he was developing on a machine with SSD and had not considered people with SATA II or even IDE drives), but since then it just makes me wonder sometimes if the original streamline does a Purge/Streamsave at a less than optimal moment could that be a cause for the occasional small stutters people get. Over the last day I have had an occasional slight stutter on the laptop again (currently having a defrag with PowerDefragmenter (contig) just in case recent installations may have degraded the setup - it may also be because I am not using bFix64Hertz, will see), the desktop has been perfect but the occasional recurrence made me wonder if pcb and streamsave were implemented in OSR we would have a more optimal setup.

Preferring to use distant fog from a dedicated fog mod previously, and now using All Naturals fog on both machines I have no need for Streamsight either (which does nothing to improve framerates no matter how distant fog is implemented anyway because distant objects I understand are still drawn even though masked by the distant fog), so anyone wanting that could still use streamline instead.

Anyway, just a suggestion :)
User avatar
NAkeshIa BENNETT
 
Posts: 3519
Joined: Fri Jun 16, 2006 12:23 pm

Post » Wed Mar 09, 2011 1:03 pm

@alt3r1ty-
When I first found Streamline 3.1, I had CTDs every time it saved. So I systematically eliminated the bell sound on save and multiple slots, this got rid of the CTDs. Then, I discovered the wonderful "secure save" feature...which actually does create less corrupted saves, even with scripted mods that leave traces in the save file (like CombatFPSOptimizer, would have been nice except any saves that I no longer used the plugin for wouldn't quit with the damn adjustments!). Removing the bell sound from OblivionXP (updated as well) also helped with the lag it was producing. Now, I have a strange disliking of bell sounds...
Also, I think the StreamSight fog is more to cover up the missing LOD (StreamSmooth) than to be of performance value in itself.
AND...have you tried MyDefrag? Is free, has multiple defragging options and I love what it does with my bsa archives. The drive that they are on has nothing else...so they are beautifully placed on the outside edge of the platten. A "daily" defrag alone reduced boot time from over a minute to less than 20 seconds from "Dmi update success!" to full desktop access the first time I ran it.

@Arthmoor-
I played about 30 minutes, one with SLv.WeatherUnsticker enabled one without. I did notice Oblivion weather transition is instant when appearing from closing the gate into Tamriel, with the unsticker enabled. The only other thing I noticed is the weather outside won't update, say it was raining outside and I'm in Tiber Septim Hotel. I save, load that game back up while inside TS Hotel and it isn't raining until I exit. But I would expect it like that, right? I fast-traveled each city, waited for weather to change then did minor in and out transitions then a full on fast-travel somewhere else. Weather kept up.
User avatar
Eliza Potter
 
Posts: 3481
Joined: Mon Mar 05, 2007 3:20 am

Post » Wed Mar 09, 2011 8:54 am

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.
iShadowFilter is clamped at 2 internally.
User avatar
Elina
 
Posts: 3411
Joined: Wed Jun 21, 2006 10:09 pm

Post » Wed Mar 09, 2011 1:20 am

iShadowFilter is clamped at 2 internally.

That's... strange. I can't find them anymore but I would swear I've seen comparison photos, and at high values it seemed to be less "self-shadow" and more "light-bleeding all over the place", like it was blurred so high that it stopped being dark. Of course guides spread all kinds of false information, especially in regard to INI tweaking.

But obviously you'd know the shadow system internally better than anyone else. :) Although I guess I do vaguely remember it the other way around too. So many years ago, haha. I remember the values 0/1/2 basically equating to "Low/Medium/High" or more like "Off/Medium/High".
User avatar
biiibi
 
Posts: 3384
Joined: Sun Apr 08, 2007 4:39 am

Post » Wed Mar 09, 2011 10:39 am

That's... strange. I can't find them anymore but I would swear I've seen comparison photos, and at high values it seemed to be less "self-shadow" and more "light-bleeding all over the place", like it was blurred so high that it stopped being dark. Of course guides spread all kinds of false information, especially in regard to INI tweaking.

But obviously you'd know the shadow system internally better than anyone else. :) Although I guess I do vaguely remember it the other way around too. So many years ago, haha. I remember the values 0/1/2 basically equating to "Low/Medium/High" or more like "Off/Medium/High".

You might have been mistaking iActorShadowCountExt and iActorShadowCountInt with iShadowFilter..?

BTW, shademe: Thanks for the laughs! (PiiiP) Too fun to mess with merchants...
User avatar
Loane
 
Posts: 3411
Joined: Wed Apr 04, 2007 6:35 am

Post » Tue Mar 08, 2011 10:51 pm

@alt3r1ty-
AND...have you tried MyDefrag? Is free, has multiple defragging options and I love what it does with my bsa archives. The drive that they are on has nothing else...so they are beautifully placed on the outside edge of the platten. A "daily" defrag alone reduced boot time from over a minute to less than 20 seconds from "Dmi update success!" to full desktop access the first time I ran it.


:) Yep, still prefer http://my.opera.com/rejzor/blog/power-defragmenter-3-0-released by RejZoR, its just a GUI for http://technet.microsoft.com/en-us/sysinternals/bb897428.aspx, developed by a Mark Russinovich is still regarded as the most reliable/efficient defragger for windows, recommended by none other than Steve Gibson of Security Now! fame who programmed http://www.grc.com/intro.htm in assembler (he has quite a few nice little free utils dotted around those menus too, http://www.grc.com/dns/benchmark.htm is his latest little gem.

Edit: OT apologies.
User avatar
Mariana
 
Posts: 3426
Joined: Mon Jun 12, 2006 9:39 pm

Post » Wed Mar 09, 2011 2:54 am

That's... strange. I can't find them anymore but I would swear I've seen comparison photos, and at high values it seemed to be less "self-shadow" and more "light-bleeding all over the place", like it was blurred so high that it stopped being dark. Of course guides spread all kinds of false information, especially in regard to INI tweaking. But obviously you'd know the shadow system internally better than anyone else. :) Although I guess I do vaguely remember it the other way around too. So many years ago, haha. I remember the values 0/1/2 basically equating to "Low/Medium/High" or more like "Off/Medium/High".

OK, pictures taken:

http://i1022.photobucket.com/albums/af346/jonwd7/Oblivion/ScreenShot69.jpg
http://i1022.photobucket.com/albums/af346/jonwd7/Oblivion/ScreenShot70.jpg

The behavior is exactly as I described, though it is not any smoother, it's "brighter" and that's why I never set it any higher than 2.

You might have been mistaking iActorShadowCountExt and iActorShadowCountInt with iShadowFilter..?

No, of course not. I have a pretty keen memory. :)

...

Anyway, now I fear I've gone too far off topic from my simple suggestion. However, shadeMe, if you have any explanation as to why it brightens the shadows above 2, then you can chime in I guess. I remember it doing this years ago in testing, and it still does it consistently, so it somehow has some effect even if it is clamped in one area. *shrug*

Apologies, SkyRanger, though most of the discussion has been about Streamline's features anyway. I personally don't want you to include any of Streamline's features, if it matters! :)
User avatar
Facebook me
 
Posts: 3442
Joined: Wed Nov 08, 2006 8:05 am

Post » Wed Mar 09, 2011 1:27 am

@jonwd7:

With iShadowFilter set to 10, go in game and check out video options...Shadow Filter will show "OFF". With iShadowFilter set to 1, shows "Low" in-game; set to 2, shows "High".
User avatar
Eoh
 
Posts: 3378
Joined: Sun Mar 18, 2007 6:03 pm

Post » Tue Mar 08, 2011 10:09 pm

@jonwd7:

With iShadowFilter set to 10, go in game and check out video options...Shadow Filter will show "OFF". With iShadowFilter set to 1, shows "Low" in-game; set to 2, shows "High".


Yeah... I'm aware, but it's actually still filtered. Just means the menu doesn't support indicating it's on above two. I'll take a shot of what it looks like actually OFF, if you want. Anyway, shadow filtering is still ON at "10" but is markedly different from shadow filtering at "2". Filtering at "0" and "10" look completely different, so I don't care what the in-game menu says. :)

Anyway, I was trying to get off the topic, otherwise we can move it to the OBGE thread. :)

http://i1022.photobucket.com/albums/af346/jonwd7/Oblivion/ScreenShot71.jpg

Very clearly different from "10".
User avatar
aisha jamil
 
Posts: 3436
Joined: Sun Jul 02, 2006 11:54 am

Post » Wed Mar 09, 2011 4:58 am

:confused: Okay. You might check your iShadowMapResolution setting in Oblivion.INI, 512 looks nice and 1024 is really nice and you can see how much your graphics card can handle by moving on up to 2048...which is beautiful :drool: , but I think my FPS is around -5/sec :blink: Your screenie looks like mine does at (69.jpg) 256...with iShadowFilter @ 2, and the other (70.jpg) looks like mine does with ShadowFilter set to 0, or anything above 3. I dunno... :ermm: ....K, just saw (71.jpg) so now really confused.
User avatar
Tessa Mullins
 
Posts: 3354
Joined: Mon Oct 22, 2007 5:17 am

Post » Wed Mar 09, 2011 8:53 am

I have one further question ( Skyranger-1 is going to bite my ears off soon :) ) - I use Prio http://www.prnwatch.com/prio.html (it supplements task manager with more functions), primarily because I like its ability to monitor TCP/IP connections so I have a quick launch icon for task manager set up on the task bar ...

Its best ability though is to increase (and save the state of) process priorities http://www.bild.me/bild.php?file=4415343Untitled.jpg

This may seem slightly off topic but I thought it could be relevant for the more technically minded around here - Would increasing oblivions priority be a beneficial or detrimental tweak with the objective of improving performance and decreasing stutter?.

I think it should be beneficial, giving oblivion process priority over any others running (and prio's ability to save and remember that priority state for every run of oblivion is nice), but I am wary of how high to take the priority. Could windows for instance build up a cue of tasks which would eventually force priority and eventually disrupt the flow of everything we have going on in oblivion.
User avatar
Nicole Kraus
 
Posts: 3432
Joined: Sat Apr 14, 2007 11:34 pm

Post » Wed Mar 09, 2011 5:13 am

ThreadHeap2 (preset 5) won't allow me to load my save game. I'm trying to figure out why. Can someone who is successfully running ThreadHeap2 show me their .INI? I'm wondering if it is a setting thing. Does any other setting in the INI need to be changed to support ThreadHap2? I've read that this heap gives the best performance, and would like to figure out why I can't load a save with this heap. It could be a mod, as well, so I will list my mods.

Spoiler
Active Mod Files:00  Oblivion.esm01  All Natural Base.esm  [Version 1.2]02  Francesco's Leveled Creatures-Items Mod.esm  [Version 4.5bSI]03  Francesco's Optional New Items Add-On.esm  [Version 4.5bSI]04  Cobl Main.esm  [Version 1.73]05  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]06  Mart's Monster Mod.esm  [Version 3.7b3p3]07  FCOM_Convergence.esm  [Version 0.9.9MB3]08  Kvatch Rebuilt.esm09  Better Cities Resources.esm  [Version 4.8.4]0A  Progress.esm  [Version 2.2]0B  CustomSpellIcons.esm0C  HorseCombatMaster.esm0D  HrmnsOblivionScriptOptimizationv1.0.esp**  Cobl Races TNR.esp  [Version 1.53]**  Cobl Races TNR SI.esp  [Version 1.53]0E  Unofficial Oblivion Patch.esp  [Version 3.3.3]0F  Oblivion Citadel Door Fix.esp10  DLCShiveringIsles.esp11  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]**  MOBS SI.esp  [Version 1.2.2a]12  MOBS SI Optional Combat Settings.esp  [Version 1.2.2a]**  Oblivion Vwalk UOS.esp**  DLCShiveringIsles Vwalk UOS.esp**  DLCShiveringIsles Vwalk DG_DS UOS.esp13  Better Cities .esp14  Francesco's Optional Chance of Stronger Bosses.esp15  Francesco's Optional Chance of Stronger Enemies.esp16  Francesco's Optional Leveled Guards.esp++  FCOM_Francescos.esp  [Version 0.9.9]++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]17  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]18  Natural_Habitat_by_Max_Tael.esp  [Version 2.1]19  Ls More Butterflies and Fireflies Not In Interiors 5.0 Quarter.esp  [Version 5.0]1A  All Natural.esp  [Version 1.2]1B  All Natural - SI.esp  [Version 1.2]1C  Immersive Interiors.esp  [Version 0.7]1D  Immersive Interiors - Lights Addon.esp  [Version 0.7]1E  PTAutumnTrees.esp1F  Enhanced Water v2.0 HDMI.esp20  Better Lava by elveon.esp  [Version 1.0]++  Symphony of Violence.esp  [Version 0.5]21  MIS Low Wind.esp22  MIS New Sounds Optional Part.esp  [Version Edited]23  Atmospheric Oblivion.esp24  Side's EAX Control.esp  [Version 1.0]++  Louder Nirnroot Sound.esp  [Version 1.0]25  Rainbows.esp  [Version 3.0]26  All Natural - Real Lights.esp  [Version 1.2]27  WindowLightingSystem.esp28  Days&Months.esp  [Version 1.0]29  diversegrasses.esp  [Version 0.6]2A  HUDI.esp  [Version 1.05]2B  ImprovedSigns.esp2C  PTFallingStars.esp  [Version 1.0]2D  RAEVWD Cities.esp  [Version 1.9]2E  RAEVWD New Sheoth.esp  [Version 1.6.1]2F  RAEVWD Imperial City.esp  [Version 1.9]30  RoadSigns.esp31  Willful Resistance.esp  [Version 4.0]32  Enhanced Economy.esp  [Version 5.1]33  Display Stats.esp  [Version 1.3.1]34  Brighter Torches.esp  [Version 1.4.0]35  Enhanced Seasons.esp  [Version 1.3.1]36  FormID Finder4.esp37  Get Wet.esp  [Version 1.1b]38  MotionBlur.esp39  Scathe.esp  [Version 0.1]3A  VipCxj_RadarSystem.esp3B  Dynamic Map.esp  [Version 1.0.1]3C  Map Marker Overhaul.esp  [Version 3.8]3D  DLCHorseArmor.esp3E  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.6]++  Mart's Monster Mod - DLCHorseArmor+Slofs .esp  [Version 0.91]++  MaleBodyReplacerV4.esp  [Version 4.0]3F  ClassyClothingCompendium.esp  [Version 1.0]40  Cobl Glue.esp  [Version 1.73]41  Cobl Si.esp  [Version 1.63]42  Bob's Armory Oblivion.esp  [Version 1.1]43  FCOM_BobsArmory.esp  [Version 0.9.9]44  Oblivion WarCry EV.esp  [Version 1.09]45  FCOM_WarCry.esp  [Version 0.9.9MB5]46  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]++  OOO-Water_Weeds.esp  [Version 1.33]++  VA_BetterGold.esp  [Version 2.0]47  Better Eyja.esp**  Oscuro's_Oblivion_Overhaul Vwalk.esp48  RealitySpectreStars2HeavenBetterPotionsOOOEffects.esp49  OOO 1.32-Cobl.esp  [Version 1.72]4A  OBSE-Storms & Sound SI.esp  [Version 3.0]4B  FCOM_Convergence.esp  [Version 0.9.9Mb3]4C  FCOM_RealSwords.esp  [Version 0.9.9]++  FCOM_SpawnRatesReduced.esp  [Version 0.9.9Mb3]++  Mart's Monster Mod - No Bone Loot.esp  [Version 3.7b3p3]4D  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]4E  Mart's Monster Mod - Diverse WaterLife.esp  [Version 3.7b3p3f]4F  wd purse of wonders.esp++  Mart's Monster Mod - Slof Horses Complete.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Diverse Runeskulls Loot OOO.esp  [Version 3.7b3p3]50  FCOM_MoreRandomItems.esp  [Version 0.9.9]++  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]**  Fransfemale.esp++  MMM-Cobl.esp  [Version 1.73]**  EVE_StockEquipmentReplacer4FCOM.esp51  Kvatch Rebuilt.esp++  Kvatch Rebuilt - OOO Compatibility.esp52  Kvatch Rebuilt - Leveled Guards - FCOM.esp53  Kvatch Rebuilt Weather Patch.esp**  Kvatch Rebuilt Vwalk.esp++  KvatchRankFix.esp54  LetThePeopleDrink.esp  [Version 2.5]55  24HrArenaAliveV2.esp56  Knights.esp57  Knights - Unofficial Patch.esp  [Version 1.1]**  Knights Vwalk UOP.esp58  Mart's Monster Mod - City Defences.esp  [Version 3.7b3p3]++  FCOM_Knights.esp  [Version 0.9.9Mb3]59  Harvest [Flora].esp  [Version 3.0.1]5A  ANB_Item_Switchers.esp5B  BlackScreenSneakFix.esp  [Version 1.0]5C  HUD Status Bars.esp  [Version 2.0.1]++  FewerOBGatesNOCLOSE.esp5D  Oblivifall - Ambiant Dungeon SFX.esp  [Version 1.2]5E  P1DkeyChain.esp  [Version 5.00]**  PyFFI-Optimized Vanilla Meshes Patch.esp++  Enhanced Vegetation [100%].esp5F  Toggleable Quantity Prompt.esp  [Version 3.2.0]60  Wayshrines Improved.esp61  Enhanced Economy - House prices.esp  [Version 1.0]62  WPHealthRegen.esp  [Version 1.0]63  RealisticHealth.esp64  Kyoma's Spell Renamer.esp  [Version 3.0.1]65  EnchantmentRestore.esp66  attack and hide easier v2.1.esp  [Version 2.1]67  Enhanced Grabbing.esp  [Version 0.5]68  DRSplatter.esp69  kuerteeAttributeAndSkillBasedDamageModifiers.esp6A  Duke Patricks - Actors Can Miss Now.esp6B  Smarter Mercantile Leveling - Multi.esp  [Version 1.65]6C  nGCD.esp6D  nGCD Oghma Infinium.esp++  nGCD Skeleton Key.esp6E  Grandmaster of Alchemy.esp6F  SP1stPLegs.esp  [Version 1.1]70  Atmospheric Loading Screens - No Text.esp++  Slof's Oblivion Better Beasts.esp71  bgBalancingEVCore.esp  [Version 10.52EV-D]72  Birthsigns Expanded.esp  [Version 3.2a.]73  bgMagicEV.esp  [Version 1.7EV]**  bgMagicEV Vwalk.esp++  bgMagicSpellTomes_for_WryeBash.esp  [Version 1.68EV]++  bgMagicEVStartspells.esp  [Version 1.68EV]74  bgMagicBonus.esp  [Version 1.7EV]++  bgMagicEVAddEnVar.esp  [Version 1.68EV]75  bgMagicEVPaperChase.esp  [Version 1.68EV]++  bgBalancingEVOptionalBetterRedguards.esp++  bgBalancingEVOptionalFCOMAdditions.esp  [Version 10.]76  bgBalancingOptionalNPCDiversityKvatchRebuilt, for Wrye Bash.esp  [Version 9.0EV-D]77  bgBalancingEVLAMEAddition.esp  [Version 10.51EV-D]++  bgBalancingEVLAMEGlue.esp  [Version 10.0EV-D1.62EV]**  bgBalancingEVOptionalNPCDiversityLAME.esp  [Version 10.5EV-D]78  bgIntegrationEV.esp  [Version 0.993]79  ArgonianFeets.esp7A  Better Cities Full.esp  [Version 4.8.4]7B  Better Cities - VWD of the IC.esp  [Version 4.7.0]7C  Better Imperial City.esp  [Version 4.8.4]7D  Better Imperial City FPS Patch.esp  [Version 4.8.1]7E  Better Cities - COBL.esp  [Version 2.1]7F  Better Cities Full FPS Patch.esp  [Version 4.8.4]80  MRP - Loading area.esp++  BetterExplosions.esp  [Version 1.0]**  bgMagicEVShader.esp  [Version 1.7EV]++  Faction Rank Fix.esp  [Version 1.1]81  MiniMap.esp82  DeadlyReflex 6 - Combat Moves.esp++  Script Effect Icon Replacer and Sound Disabler.esp  [Version 1.0]++  CoreRandmonClothing4Npcs.esp**  All Natural - Indoor Weather Filter For Mods.esp  [Version 1.2]83  Bashed Patch, 0.esp84  Streamline 3.1.esp

User avatar
Kim Bradley
 
Posts: 3427
Joined: Sat Aug 18, 2007 6:00 am

Post » Tue Mar 08, 2011 9:37 pm

Here's mine, should be mostly defaults for 4.1.19:
Spoiler
Master = {
_comment = You can turn on or off each distinct feature from here.
bManageFPS = 1
bHookCriticalSections = 1
bHookHashtables = 1
bReplaceHeap = 1
bLogToConsole = 0
bFix64Hertz = 1
bFlushLog = 1
iSchedulingResolution = 1
bExtraProfiling = 0
bExperimentalStuff = 0
iMainHookPoint = 1
}
Experimental = {
iReduceLongSleep = 0
bRemoveShortSleep = 0
iThreadsFixedToCPUs = 0
bReplaceRawRandom = 1
bSuppressRandomSeeding = 0
bMonitorBSShaderAccumulator = 0
iPrintSceneGraphDepth = 0
bReplaceExtraRandom = 1
bAlternateHeapHooks = 0
iHeapMainBlockAddress = 0
}
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
iFPS_Frequency = 4000
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=staggering, 5=suppressed, 6=prioritize-main-thread, 7=deprioritize-main-thread
bEnableProfiling = 0
bEnableMessages = 1
bUseOverrides = 1
iDefaultMode = 3
iDefaultSpin = 1000
iStaggerLevel = 5
}
Heap = {
_comment = Heap replacement can produce MAJOR improvements in performance on Oblivion at a significant cost in stability
_comment = It crashes instantly on Fallout3, and would only produce a small performance improvement there anyway
_comment = It is not supported at all on Fallout: New Vegas at this time
_comment = Algorithms: 1=FastMM4 (requires external dll), 2=Microsoft (slow on XP), 3=SimpleHeap1, 5=ThreadHeap2
iHeapAlgorithm = 5
bEnableProfiling = 0
iHeapSize = 1024
bEnableMessages = 0
iGenericFreeDelay = 0
}
Hashtables = {
_comment = The dynamic resizing option is buggy and not recommended.
bAllowDynamicResizing = 0
bUseOverrides = 1
bEnableProfiling = 0
bEnableMessages = 1
bEnableExtraMessages = 0
iHashtableResizeScale1 = 2
iHashtableResizeScale2 = 4
iHashtableResizeDelay = 20
}
OverrideList = {
CriticalSection = {
CallerAddress = 0x701748
comment = Renderer+0x180, recommendation=suppress (mode 5)
Mode = 5
}
CriticalSection = {
ObjectAddress = 0xB32B80
comment = MemoryHeap CS, recommendation=stagger (mode 3)
Mode = 3
Spin = 1500
}
CriticalSection = {
CallerAddress = 0x70172A
comment = Renderer+0x80, recommendation=???
}
CriticalSection = {
ObjectAddress = 0xB3FA00
comment = Unknown4, recommendation=???
}
CriticalSection = {
ObjectAddress = 0xB33800
comment = BaseExtraList, recommendation=3
Mode = 3
Spin = 1500
}
Hashtable = {
comment =caller 0x00418E16
SizeAddress = 0x00418DDB
OldSize = 37
NewSize = 149
}
Hashtable = {
comment =caller 0x0045a8a1
SizeAddress = 0x0045A866
OldSize = 5039
NewSize = 133123
}
Hashtable = {
comment =caller 0x004A25BC
SizeAddress = 0x004A2586
OldSize = 523
NewSize = 2711
}
Hashtable = {
comment =multipart 1/2 - caller 0x004e614f
SizeAddress = 0x004E610F
OldSize = 37
NewSize = 47
}
Hashtable = {
comment =multipart 2/2 - caller 0x004e614f
SizeAddress = 0x004E612C
OldSize = 37
NewSize = 47
}
Hashtable = {
comment =caller 0x004E9014
SizeAddress = 0x004E8FD7
OldSize = 37
NewSize = 739
}
Hashtable = {
comment =caller 0x004f0e20
SizeAddress = 0x004F1B44
OldSize = 37
NewSize = 127
WordBits = 8
}
Hashtable = {
comment =caller 0x004f1d60
SizeAddress = 0x004F220A
OldSize = 7001
NewSize = 7001
}
Hashtable = {
comment =also caller 0x004f1d60
SizeAddress = 0x004F222E
OldSize = 701
NewSize = 901
}
Hashtable = {
comment =also caller 0x004f1d60
SizeAddress = 0x004F2B70
OldSize = 37
NewSize = 127
WordBits = 8
}
Hashtable = {
comment =multipart 1/2 - caller 0x004F2ACB
SizeAddress = 0x004F2A8B
OldSize = 37
NewSize = 713
}
Hashtable = {
comment =multipart 2/2 - caller 0x004F2ACB
SizeAddress = 0x004F2AA8
OldSize = 37
NewSize = 713
}
Hashtable = {
comment =multipart 1/2 - caller 0x004f2b3e
SizeAddress = 0x004F2AEF
OldSize = 37
NewSize = 1301
}
Hashtable = {
comment =multipart 2/2 - caller 0x004f2b3e
SizeAddress = 0x004F2B12
OldSize = 37
NewSize = 1301
}
Hashtable = {
comment =caller 0x0067fbb0
SizeAddress = 0x006C5396
OldSize = 37
NewSize = 83
}
Hashtable = {
comment =also caller 0x0067fbb0
SizeAddress = 0x0067FD35
OldSize = 191
NewSize = 3019
}
Hashtable = {
comment =also caller 0x0067fbb0
SizeAddress = 0x0067FE5F
OldSize = 191
NewSize = 2021
}
Hashtable = {
comment =caller 0x006C56B0
SizeAddress = 0x006C5674
OldSize = 37
NewSize = 299
}
Hashtable = {
comment =caller 0x00714788
SizeAddress = 0x00714752
OldSize = 59
NewSize = 239
}
Hashtable = {
comment =many callers: 0x00769C3D, 0x00769CAD, 0x00769D03, 0x00769D53, 0x00769DA1
SizeAddress = 0x00769BEB
OldSize = 37
NewSize = 297
}
Hashtable = {
comment =multipart 1/2 - caller 0x009dbf36
SizeAddress = 0x009DBF03
OldSize = 131213
NewSize = 905671
}
Hashtable = {
comment =multipart 2/2 - caller 0x009dbf36
SizeAddress = 0x00B06140
OldSize = 131213
NewSize = 905671
}
Hashtable = {
comment =caller 0x009e2726
SizeAddress = 0x009E26F3
OldSize = 37
NewSize = 297
}
Hashtable = {
comment =caller 0x00a10de6
SizeAddress = 0x00A10DB3
OldSize = 37
NewSize = 297
}
}

User avatar
Ashley Tamen
 
Posts: 3477
Joined: Sun Apr 08, 2007 6:17 am

Post » Tue Mar 08, 2011 10:03 pm

...snipped.... Removing the bell sound from OblivionXP (updated as well) also helped with the lag it was producing. Now, I have a strange disliking of bell sounds...
...snipped...


The bell sound from Oblivion XP? Wow... I've got onboard sound and never noticed an issue. That's weird. Guess I'll have to take a look for a future release...
User avatar
Kate Norris
 
Posts: 3373
Joined: Mon Nov 27, 2006 6:12 pm

Post » Wed Mar 09, 2011 10:11 am

Here's mine, should be mostly defaults for 4.1.19:
Spoiler
Master = {
_comment = You can turn on or off each distinct feature from here.
bManageFPS = 1
bHookCriticalSections = 1
bHookHashtables = 1
bReplaceHeap = 1
bLogToConsole = 0
bFix64Hertz = 1
bFlushLog = 1
iSchedulingResolution = 1
bExtraProfiling = 0
bExperimentalStuff = 0
iMainHookPoint = 1
}
Experimental = {
iReduceLongSleep = 0
bRemoveShortSleep = 0
iThreadsFixedToCPUs = 0
bReplaceRawRandom = 1
bSuppressRandomSeeding = 0
bMonitorBSShaderAccumulator = 0
iPrintSceneGraphDepth = 0
bReplaceExtraRandom = 1
bAlternateHeapHooks = 0
iHeapMainBlockAddress = 0
}
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
iFPS_Frequency = 4000
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=staggering, 5=suppressed, 6=prioritize-main-thread, 7=deprioritize-main-thread
bEnableProfiling = 0
bEnableMessages = 1
bUseOverrides = 1
iDefaultMode = 3
iDefaultSpin = 1000
iStaggerLevel = 5
}
Heap = {
_comment = Heap replacement can produce MAJOR improvements in performance on Oblivion at a significant cost in stability
_comment = It crashes instantly on Fallout3, and would only produce a small performance improvement there anyway
_comment = It is not supported at all on Fallout: New Vegas at this time
_comment = Algorithms: 1=FastMM4 (requires external dll), 2=Microsoft (slow on XP), 3=SimpleHeap1, 5=ThreadHeap2
iHeapAlgorithm = 5
bEnableProfiling = 0
iHeapSize = 1024
bEnableMessages = 0
iGenericFreeDelay = 0
}
Hashtables = {
_comment = The dynamic resizing option is buggy and not recommended.
bAllowDynamicResizing = 0
bUseOverrides = 1
bEnableProfiling = 0
bEnableMessages = 1
bEnableExtraMessages = 0
iHashtableResizeScale1 = 2
iHashtableResizeScale2 = 4
iHashtableResizeDelay = 20
}
OverrideList = {
CriticalSection = {
CallerAddress = 0x701748
comment = Renderer+0x180, recommendation=suppress (mode 5)
Mode = 5
}
CriticalSection = {
ObjectAddress = 0xB32B80
comment = MemoryHeap CS, recommendation=stagger (mode 3)
Mode = 3
Spin = 1500
}
CriticalSection = {
CallerAddress = 0x70172A
comment = Renderer+0x80, recommendation=???
}
CriticalSection = {
ObjectAddress = 0xB3FA00
comment = Unknown4, recommendation=???
}
CriticalSection = {
ObjectAddress = 0xB33800
comment = BaseExtraList, recommendation=3
Mode = 3
Spin = 1500
}
Hashtable = {
comment =caller 0x00418E16
SizeAddress = 0x00418DDB
OldSize = 37
NewSize = 149
}
Hashtable = {
comment =caller 0x0045a8a1
SizeAddress = 0x0045A866
OldSize = 5039
NewSize = 133123
}
Hashtable = {
comment =caller 0x004A25BC
SizeAddress = 0x004A2586
OldSize = 523
NewSize = 2711
}
Hashtable = {
comment =multipart 1/2 - caller 0x004e614f
SizeAddress = 0x004E610F
OldSize = 37
NewSize = 47
}
Hashtable = {
comment =multipart 2/2 - caller 0x004e614f
SizeAddress = 0x004E612C
OldSize = 37
NewSize = 47
}
Hashtable = {
comment =caller 0x004E9014
SizeAddress = 0x004E8FD7
OldSize = 37
NewSize = 739
}
Hashtable = {
comment =caller 0x004f0e20
SizeAddress = 0x004F1B44
OldSize = 37
NewSize = 127
WordBits = 8
}
Hashtable = {
comment =caller 0x004f1d60
SizeAddress = 0x004F220A
OldSize = 7001
NewSize = 7001
}
Hashtable = {
comment =also caller 0x004f1d60
SizeAddress = 0x004F222E
OldSize = 701
NewSize = 901
}
Hashtable = {
comment =also caller 0x004f1d60
SizeAddress = 0x004F2B70
OldSize = 37
NewSize = 127
WordBits = 8
}
Hashtable = {
comment =multipart 1/2 - caller 0x004F2ACB
SizeAddress = 0x004F2A8B
OldSize = 37
NewSize = 713
}
Hashtable = {
comment =multipart 2/2 - caller 0x004F2ACB
SizeAddress = 0x004F2AA8
OldSize = 37
NewSize = 713
}
Hashtable = {
comment =multipart 1/2 - caller 0x004f2b3e
SizeAddress = 0x004F2AEF
OldSize = 37
NewSize = 1301
}
Hashtable = {
comment =multipart 2/2 - caller 0x004f2b3e
SizeAddress = 0x004F2B12
OldSize = 37
NewSize = 1301
}
Hashtable = {
comment =caller 0x0067fbb0
SizeAddress = 0x006C5396
OldSize = 37
NewSize = 83
}
Hashtable = {
comment =also caller 0x0067fbb0
SizeAddress = 0x0067FD35
OldSize = 191
NewSize = 3019
}
Hashtable = {
comment =also caller 0x0067fbb0
SizeAddress = 0x0067FE5F
OldSize = 191
NewSize = 2021
}
Hashtable = {
comment =caller 0x006C56B0
SizeAddress = 0x006C5674
OldSize = 37
NewSize = 299
}
Hashtable = {
comment =caller 0x00714788
SizeAddress = 0x00714752
OldSize = 59
NewSize = 239
}
Hashtable = {
comment =many callers: 0x00769C3D, 0x00769CAD, 0x00769D03, 0x00769D53, 0x00769DA1
SizeAddress = 0x00769BEB
OldSize = 37
NewSize = 297
}
Hashtable = {
comment =multipart 1/2 - caller 0x009dbf36
SizeAddress = 0x009DBF03
OldSize = 131213
NewSize = 905671
}
Hashtable = {
comment =multipart 2/2 - caller 0x009dbf36
SizeAddress = 0x00B06140
OldSize = 131213
NewSize = 905671
}
Hashtable = {
comment =caller 0x009e2726
SizeAddress = 0x009E26F3
OldSize = 37
NewSize = 297
}
Hashtable = {
comment =caller 0x00a10de6
SizeAddress = 0x00A10DB3
OldSize = 37
NewSize = 297
}
}



Yeah, that's pretty much completely default settings. So you didn't have to do anything special to make ThreadHeap2 work? Did it work for you the first time you tried it?

There has to be a reason it doesn't work for me. I wish I knew what it was. Maybe bAlternateHeapHooks or iHeapMainBlockAddress settings will have an effect on it for me...I'm gonna try and see.
User avatar
D LOpez
 
Posts: 3434
Joined: Sat Aug 25, 2007 12:30 pm

Post » Wed Mar 09, 2011 12:38 pm

I too use ThreadHeap2 (mode5) successfully, though I might still be using build 4.1.18... I sort of lost track when the builds were coming hot and heavy. My ini differs from Arthmoor in that I've got a number of experimental features enabled.
Spoiler
Master = {
_comment = You can turn on or off each distinct feature from here.
bManageFPS = 1
bHookCriticalSections = 1
bHookHashtables = 1
bReplaceHeap = 1
bLogToConsole = 0
bFix64Hertz = 1
bFlushLog = 1
iSchedulingResolution = 1
bExtraProfiling = 0
bExperimentalStuff = 1
iMainHookPoint = 1
}
Experimental = {
iReduceLongSleep = 1
bRemoveShortSleep = 0
iThreadsFixedToCPUs = 1
bReplaceRawRandom = 1
bSuppressRandomSeeding = 0
bMonitorBSShaderAccumulator = 0
iPrintSceneGraphDepth = 0
bReplaceExtraRandom = 1
bAlternateHeapHooks = 0
iHeapMainBlockAddress = 0
}
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
iFPS_Frequency = 4000
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=staggering, 5=suppressed, 6=prioritize-main-thread, 7=deprioritize-main-thread
bEnableProfiling = 0
bEnableMessages = 1
bUseOverrides = 1
iDefaultMode = 3
iDefaultSpin = 1000
iStaggerLevel = 5
}
Heap = {
_comment = Heap replacement can produce MAJOR improvements in performance on Oblivion at a significant cost in stability
_comment = It crashes instantly on Fallout3, and would only produce a small performance improvement there anyway
_comment = It is not supported at all on Fallout: New Vegas at this time
_comment = Algorithms: 1=FastMM4 (requires external dll), 2=Microsoft (slow on XP), 3=SimpleHeap1, 5=ThreadHeap2
iHeapAlgorithm = 5
bEnableProfiling = 0
iHeapSize = 1024
bEnableMessages = 0
iGenericFreeDelay = 0
}
Hashtables = {
_comment = The dynamic resizing option is buggy and not recommended.
bAllowDynamicResizing = 0
bUseOverrides = 1
bEnableProfiling = 0
bEnableMessages = 1
bEnableExtraMessages = 0
iHashtableResizeScale1 = 2
iHashtableResizeScale2 = 4
iHashtableResizeDelay = 20
}
OverrideList = {
CriticalSection = {
CallerAddress = 0x701748
comment = Renderer+0x180, recommendation=suppress (mode 5)
Mode = 5
}
CriticalSection = {
ObjectAddress = 0xB32B80
comment = MemoryHeap CS, recommendation=stagger (mode 3)
Mode = 3
Spin = 1500
}
CriticalSection = {
CallerAddress = 0x70172A
comment = Renderer+0x80, recommendation=???
}
CriticalSection = {
ObjectAddress = 0xB3FA00
comment = Unknown4, recommendation=???
}
CriticalSection = {
ObjectAddress = 0xB33800
comment = BaseExtraList, recommendation=3
Mode = 3
Spin = 1500
}
Hashtable = {
comment =caller 0x00418E16
SizeAddress = 0x00418DDB
OldSize = 37
NewSize = 149
}
Hashtable = {
comment =caller 0x0045a8a1
SizeAddress = 0x0045A866
OldSize = 5039
NewSize = 133123
}
Hashtable = {
comment =caller 0x004A25BC
SizeAddress = 0x004A2586
OldSize = 523
NewSize = 2711
}
Hashtable = {
comment =multipart 1/2 - caller 0x004e614f
SizeAddress = 0x004E610F
OldSize = 37
NewSize = 47
}
Hashtable = {
comment =multipart 2/2 - caller 0x004e614f
SizeAddress = 0x004E612C
OldSize = 37
NewSize = 47
}
Hashtable = {
comment =caller 0x004E9014
SizeAddress = 0x004E8FD7
OldSize = 37
NewSize = 739
}
Hashtable = {
comment =caller 0x004f0e20
SizeAddress = 0x004F1B44
OldSize = 37
NewSize = 127
WordBits = 8
}
Hashtable = {
comment =caller 0x004f1d60
SizeAddress = 0x004F220A
OldSize = 7001
NewSize = 7001
}
Hashtable = {
comment =also caller 0x004f1d60
SizeAddress = 0x004F222E
OldSize = 701
NewSize = 901
}
Hashtable = {
comment =also caller 0x004f1d60
SizeAddress = 0x004F2B70
OldSize = 37
NewSize = 127
WordBits = 8
}
Hashtable = {
comment =multipart 1/2 - caller 0x004F2ACB
SizeAddress = 0x004F2A8B
OldSize = 37
NewSize = 713
}
Hashtable = {
comment =multipart 2/2 - caller 0x004F2ACB
SizeAddress = 0x004F2AA8
OldSize = 37
NewSize = 713
}
Hashtable = {
comment =multipart 1/2 - caller 0x004f2b3e
SizeAddress = 0x004F2AEF
OldSize = 37
NewSize = 1301
}
Hashtable = {
comment =multipart 2/2 - caller 0x004f2b3e
SizeAddress = 0x004F2B12
OldSize = 37
NewSize = 1301
}
Hashtable = {
comment =caller 0x0067fbb0
SizeAddress = 0x006C5396
OldSize = 37
NewSize = 83
}
Hashtable = {
comment =also caller 0x0067fbb0
SizeAddress = 0x0067FD35
OldSize = 191
NewSize = 3019
}
Hashtable = {
comment =also caller 0x0067fbb0
SizeAddress = 0x0067FE5F
OldSize = 191
NewSize = 2021
}
Hashtable = {
comment =caller 0x006C56B0
SizeAddress = 0x006C5674
OldSize = 37
NewSize = 299
}
Hashtable = {
comment =caller 0x00714788
SizeAddress = 0x00714752
OldSize = 59
NewSize = 239
}
Hashtable = {
comment =many callers: 0x00769C3D, 0x00769CAD, 0x00769D03, 0x00769D53, 0x00769DA1
SizeAddress = 0x00769BEB
OldSize = 37
NewSize = 297
}
Hashtable = {
comment =multipart 1/2 - caller 0x009dbf36
SizeAddress = 0x009DBF03
OldSize = 131213
NewSize = 905671
}
Hashtable = {
comment =multipart 2/2 - caller 0x009dbf36
SizeAddress = 0x00B06140
OldSize = 131213
NewSize = 905671
}
Hashtable = {
comment =caller 0x009e2726
SizeAddress = 0x009E26F3
OldSize = 37
NewSize = 297
}
Hashtable = {
comment =caller 0x00a10de6
SizeAddress = 0x00A10DB3
OldSize = 37
NewSize = 297
}
}

BTW, I recently upgrade my Nvidia graphic driver from 258.96 to the latest version, 266.58. Sadly, it does not solve the "sunglare seen through landscape and architecture" anomaly seen by many of us 4xx-series owners. I do, however, notice that the game runs a bit smoother now. (I bogged my Oblivion installation down with a number of hi-res visual enhancements.)
User avatar
Josh Dagreat
 
Posts: 3438
Joined: Fri Oct 19, 2007 3:07 am

Post » Wed Mar 09, 2011 9:04 am

I too use ThreadHeap2 (mode5) successfully, though I might still be using build 4.1.18... I sort of lost track when the builds were coming hot and heavy. My ini differs from Arthmoor in that I've got a number of experimental features enabled.
Spoiler
Master = {
_comment = You can turn on or off each distinct feature from here.
bManageFPS = 1
bHookCriticalSections = 1
bHookHashtables = 1
bReplaceHeap = 1
bLogToConsole = 0
bFix64Hertz = 1
bFlushLog = 1
iSchedulingResolution = 1
bExtraProfiling = 0
bExperimentalStuff = 1
iMainHookPoint = 1
}
Experimental = {
iReduceLongSleep = 1
bRemoveShortSleep = 0
iThreadsFixedToCPUs = 1
bReplaceRawRandom = 1
bSuppressRandomSeeding = 0
bMonitorBSShaderAccumulator = 0
iPrintSceneGraphDepth = 0
bReplaceExtraRandom = 1
bAlternateHeapHooks = 0
iHeapMainBlockAddress = 0
}
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
iFPS_Frequency = 4000
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=staggering, 5=suppressed, 6=prioritize-main-thread, 7=deprioritize-main-thread
bEnableProfiling = 0
bEnableMessages = 1
bUseOverrides = 1
iDefaultMode = 3
iDefaultSpin = 1000
iStaggerLevel = 5
}
Heap = {
_comment = Heap replacement can produce MAJOR improvements in performance on Oblivion at a significant cost in stability
_comment = It crashes instantly on Fallout3, and would only produce a small performance improvement there anyway
_comment = It is not supported at all on Fallout: New Vegas at this time
_comment = Algorithms: 1=FastMM4 (requires external dll), 2=Microsoft (slow on XP), 3=SimpleHeap1, 5=ThreadHeap2
iHeapAlgorithm = 5
bEnableProfiling = 0
iHeapSize = 1024
bEnableMessages = 0
iGenericFreeDelay = 0
}
Hashtables = {
_comment = The dynamic resizing option is buggy and not recommended.
bAllowDynamicResizing = 0
bUseOverrides = 1
bEnableProfiling = 0
bEnableMessages = 1
bEnableExtraMessages = 0
iHashtableResizeScale1 = 2
iHashtableResizeScale2 = 4
iHashtableResizeDelay = 20
}
OverrideList = {
CriticalSection = {
CallerAddress = 0x701748
comment = Renderer+0x180, recommendation=suppress (mode 5)
Mode = 5
}
CriticalSection = {
ObjectAddress = 0xB32B80
comment = MemoryHeap CS, recommendation=stagger (mode 3)
Mode = 3
Spin = 1500
}
CriticalSection = {
CallerAddress = 0x70172A
comment = Renderer+0x80, recommendation=???
}
CriticalSection = {
ObjectAddress = 0xB3FA00
comment = Unknown4, recommendation=???
}
CriticalSection = {
ObjectAddress = 0xB33800
comment = BaseExtraList, recommendation=3
Mode = 3
Spin = 1500
}
Hashtable = {
comment =caller 0x00418E16
SizeAddress = 0x00418DDB
OldSize = 37
NewSize = 149
}
Hashtable = {
comment =caller 0x0045a8a1
SizeAddress = 0x0045A866
OldSize = 5039
NewSize = 133123
}
Hashtable = {
comment =caller 0x004A25BC
SizeAddress = 0x004A2586
OldSize = 523
NewSize = 2711
}
Hashtable = {
comment =multipart 1/2 - caller 0x004e614f
SizeAddress = 0x004E610F
OldSize = 37
NewSize = 47
}
Hashtable = {
comment =multipart 2/2 - caller 0x004e614f
SizeAddress = 0x004E612C
OldSize = 37
NewSize = 47
}
Hashtable = {
comment =caller 0x004E9014
SizeAddress = 0x004E8FD7
OldSize = 37
NewSize = 739
}
Hashtable = {
comment =caller 0x004f0e20
SizeAddress = 0x004F1B44
OldSize = 37
NewSize = 127
WordBits = 8
}
Hashtable = {
comment =caller 0x004f1d60
SizeAddress = 0x004F220A
OldSize = 7001
NewSize = 7001
}
Hashtable = {
comment =also caller 0x004f1d60
SizeAddress = 0x004F222E
OldSize = 701
NewSize = 901
}
Hashtable = {
comment =also caller 0x004f1d60
SizeAddress = 0x004F2B70
OldSize = 37
NewSize = 127
WordBits = 8
}
Hashtable = {
comment =multipart 1/2 - caller 0x004F2ACB
SizeAddress = 0x004F2A8B
OldSize = 37
NewSize = 713
}
Hashtable = {
comment =multipart 2/2 - caller 0x004F2ACB
SizeAddress = 0x004F2AA8
OldSize = 37
NewSize = 713
}
Hashtable = {
comment =multipart 1/2 - caller 0x004f2b3e
SizeAddress = 0x004F2AEF
OldSize = 37
NewSize = 1301
}
Hashtable = {
comment =multipart 2/2 - caller 0x004f2b3e
SizeAddress = 0x004F2B12
OldSize = 37
NewSize = 1301
}
Hashtable = {
comment =caller 0x0067fbb0
SizeAddress = 0x006C5396
OldSize = 37
NewSize = 83
}
Hashtable = {
comment =also caller 0x0067fbb0
SizeAddress = 0x0067FD35
OldSize = 191
NewSize = 3019
}
Hashtable = {
comment =also caller 0x0067fbb0
SizeAddress = 0x0067FE5F
OldSize = 191
NewSize = 2021
}
Hashtable = {
comment =caller 0x006C56B0
SizeAddress = 0x006C5674
OldSize = 37
NewSize = 299
}
Hashtable = {
comment =caller 0x00714788
SizeAddress = 0x00714752
OldSize = 59
NewSize = 239
}
Hashtable = {
comment =many callers: 0x00769C3D, 0x00769CAD, 0x00769D03, 0x00769D53, 0x00769DA1
SizeAddress = 0x00769BEB
OldSize = 37
NewSize = 297
}
Hashtable = {
comment =multipart 1/2 - caller 0x009dbf36
SizeAddress = 0x009DBF03
OldSize = 131213
NewSize = 905671
}
Hashtable = {
comment =multipart 2/2 - caller 0x009dbf36
SizeAddress = 0x00B06140
OldSize = 131213
NewSize = 905671
}
Hashtable = {
comment =caller 0x009e2726
SizeAddress = 0x009E26F3
OldSize = 37
NewSize = 297
}
Hashtable = {
comment =caller 0x00a10de6
SizeAddress = 0x00A10DB3
OldSize = 37
NewSize = 297
}
}

BTW, I recently upgrade my Nvidia graphic driver from 258.96 to the latest version, 266.58. Sadly, it does not solve the "sunglare seen through landscape and architecture" anomaly seen by many of us 4xx-series owners. I do, however, notice that the game runs a bit smoother now. (I bogged my Oblivion installation down with a number of hi-res visual enhancements.)


Thanks for the INI's. Yours is pretty much default except for the experimental stuff (which I have enabled as well). I guess it's not a setting thing. Something else is preventing me from enabling ThreadHeap2. I'll try the experimental heap stuff.

EDIT

What's a suitable alternative address for the heap replacement? iHeapMainBlockAddress?
User avatar
Barbequtie
 
Posts: 3410
Joined: Mon Jun 19, 2006 11:34 pm

Post » Wed Mar 09, 2011 11:28 am

Thanks for the INI's. Yours is pretty much default except for the experimental stuff (which I have enabled as well). I guess it's not a setting thing. Something else is preventing me from enabling ThreadHeap2. I'll try the experimental heap stuff.

EDIT

What's a suitable alternative address for the heap replacement? iHeapMainBlockAddress?

SkyRanger-1 posted back a (few) pages... 0x80000000 for address. bAlternateHeapHooks should be set to 1 for iHeapMainBlockAddress.
User avatar
Nymph
 
Posts: 3487
Joined: Thu Sep 21, 2006 1:17 pm

Post » Wed Mar 09, 2011 6:47 am

The bell sound from Oblivion XP? Wow... I've got onboard sound and never noticed an issue. That's weird. Guess I'll have to take a look for a future release...

No, just the original OblivionXP gave me fits...Like a said "I have a strange (phobia) of bell sounds (in Oblivion) now..."

Your OBXP Updated is what I use for levelling now, and since we opened that subject: No XP gain for kills if I use Unnecessary Violence "attacks". <_<


alt3n1ty: I tried CachemanXP, has the priority sticky feature also. But I recommend disabling caching features if you've LAA'd your Oblivion.exe. I've also seen tweaks to iOpenMPLevel that are supposed to do the same (change sticky priority).
User avatar
Kahli St Dennis
 
Posts: 3517
Joined: Tue Jun 13, 2006 1:57 am

Post » Wed Mar 09, 2011 7:02 am

No, just the original OblivionXP gave me fits...Like a said "I have a strange (phobia) of bell sounds (in Oblivion) now..."

Your OBXP Updated is what I use for levelling now, and since we opened that subject: No XP gain for kills if I use Unnecessary Violence "attacks". <_<



Yes, that's correct. I have it listed as an incompatibility. I've contacted Hex, but he's left modding. If you want to discuss it more, we should take it to the Ob XP thread - see my sig.
User avatar
Lovingly
 
Posts: 3414
Joined: Fri Sep 15, 2006 6:36 am

Post » Tue Mar 08, 2011 11:10 pm

SkyRanger-1 posted back a (few) pages... 0x80000000 for address. bAlternateHeapHooks should be set to 1 for iHeapMainBlockAddress.


Thanks. I went back through the threads and found that address. It still crashes. With ThreadHeap2 it crashes right when the save game load screen comes up. With that address, it goes to about half way through the save game load screen. So I'm wondering -- whenever SkyRanger pops in again -- if he could give me another address that I could try.
User avatar
Nauty
 
Posts: 3410
Joined: Wed Jan 24, 2007 6:58 pm

Post » Wed Mar 09, 2011 11:51 am

Bunch of posts since the last time I replied.

Thanks. I went back through the threads and found that address. It still crashes. With ThreadHeap2 it crashes right when the save game load screen comes up. With that address, it goes to about half way through the save game load screen. So I'm wondering -- whenever SkyRanger pops in again -- if he could give me another address that I could try.

Oh, 0x40000000? Or 0x20000000, 0x30000000, 0x40000000, 0x50000000, 0x60000000, 0x70000000, 0x80000000, 0x90000000, 0xA0000000, 0xB0000000, or 0xC0000000. Can't go past 0xC0000000 if you want to fit an iHeapSize of 1000 in. Without LAA you might or might not be restricted to 0x40000000 or lower to fit an iHeapSize of 1000 in.

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. :)

I had the vague impression that PCB calls might be better controlled by something with more knowledge of when cell transitions etc were happening. OSR has a harder time tracking what's going on in the game (in terms of cell transitions, combat, sneaking, etc) than scripts do. But if you just want something like a call to PCB from the main thread once every 5 minutes I could do that pretty easily.

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.
Probably no relation, but in the non-default configuration mentioned in the readme of changing the CS @ Renderer+0x80 to mode 5, some people have reported (not many I think) getting crashes on interior->exterior transitions.
User avatar
Nathan Hunter
 
Posts: 3464
Joined: Sun Apr 29, 2007 9:58 am

Post » Tue Mar 08, 2011 10:42 pm

Yeah, that's pretty much completely default settings. So you didn't have to do anything special to make ThreadHeap2 work? Did it work for you the first time you tried it?


The only thing I did other that set TH2 was to raise the heap size to 1024. I've tried the experimental settings before too but they don't seem to help. Thankfully they didn't seem to hurt either.
User avatar
marie breen
 
Posts: 3388
Joined: Thu Aug 03, 2006 4:50 am

Post » Wed Mar 09, 2011 5:04 am

But I recommend disabling caching features if you've LAA'd your Oblivion.exe.


Thank you but no, x32 bit OS's only here unfortunately, I have x64 linux dual booting but never got into trying to fire up and mod oblivion via wine. Maybe one of these days :)

I had the vague impression that PCB calls might be better controlled by something with more knowledge of when cell transitions etc were happening. OSR has a harder time tracking what's going on in the game (in terms of cell transitions, combat, sneaking, etc) than scripts do. But if you just want something like a call to PCB from the main thread once every 5 minutes I could do that pretty easily.


Ah, probably better left to something dedicated and well researched in that case. Fingers crossed Nopanolator will come through with Fluid one of these days. I know he was taking a keen interest in OSR development and used it himself, so will be developing with the combination in mind.

Since de-fragging and re-enabling the 64 hertz option, my laptop seems to be behaving nicely again with TBBMM. The desktop is a lot more capable machine so do not need to re-enable it on there (and saves me the problem of checking everyones saves periodically... or not so much anyway). So happy bunny here with the .19 wip.
User avatar
Kelsey Anna Farley
 
Posts: 3433
Joined: Fri Jun 30, 2006 10:33 pm

Post » Wed Mar 09, 2011 1:14 am

Ah, probably better left to something dedicated and well researched in that case. Fingers crossed Nopanolator will come through with Fluid one of these days. I know he was taking a keen interest in OSR development and used it himself, so will be developing with the combination in mind.

Good point. I admit I'm not at all familiar with how Streamline handled PCB, but I must wonder if just having OSR doing an equivalent of running the console command 'pcb' every few minutes would suffice, and possibly with less overhead. Heck, I used to use the pcb command in the console every so often myself even with SL's purging options turned on, and AFAIK it never hurt anything (key words being 'as far as I know! lol). Just food for thought. :)
User avatar
Matt Bigelow
 
Posts: 3350
Joined: Sun Sep 30, 2007 6:36 pm

PreviousNext

Return to IV - Oblivion