[RELz] Oblivion Stutter Remover

Post » Fri May 27, 2011 11:44 am

Thanks for that edited file, heapmode1 is working like a treat
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latrina
 
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Post » Fri May 27, 2011 6:04 am

Anyone else get weird white boxes all over the screen after running OSR 3b6 in Heap Mode 1?
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Alberto Aguilera
 
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Post » Fri May 27, 2011 6:18 am

About your savegame cleaner... how exactly will it act? Sounds like a new idea. Saved file shrinker? remover of wrong data?

It's not a new one. Wrye Mash / Repair All is the one true original idea.

Shrinker is the main goal. The less expired cell data is present in the savegame, the better. The less in-game base objects (ie. new potion types no longer in inventory, DeadlyReflex gore lying around for ages), the faster the game would look up objects. The infamous PlaceAtMe() bloating could have a partial solution, until all mods are changed to use DeleteReference() instead. Some other tables stored in the save game can be reduced too, helping out with the stutter when loading/saving cells.

It won't heal the save game in the same way Repair All used to, but it could conceivably be tweaked to do some corrections.
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Josh Lozier
 
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Post » Fri May 27, 2011 5:50 pm

Anyone else get weird white boxes all over the screen after running OSR 3b6 in Heap Mode 1?


In menu mode or during the game?

If menu only, I got them with all heap modes (except perhaps vanilla one, which I don't use anymore). Resident UI textures seem to be evicted for some reason. Try these - not sure which did the trick for me:
a) If you're running HTFPCB (or any cell purge mod except Streamline), test without it.
B) If Streamline, set Streampurge to 4 (Performance) or higher. Finding a good balance with uExteriorCellBuffer setting in the oblivion.ini works best here.
c) If using MiniMap, try playing with it hidden and see if it still reproducible.
d) If nothing else helps, experiment with exterior/interior/prefetch limit values in the .ini. Backup your old one just in case.
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Jack Bryan
 
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Post » Fri May 27, 2011 8:54 am

Hi all,

Any reasons not to take another heap than heap mode 0? It's described as more stable in the OP.


Cheers and thank to Skyranger for this mod!

Koldunic
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Nims
 
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Post » Fri May 27, 2011 8:25 am

Yes, a big reason, all of the other heap modes (1,3,5) outperform mode 0 by a fairly wide margin. Wide enough you'll notice it immediately. Mode 2 depends on whether you're using XP or Vista/7, because mode 2 runs like tar on XP.
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Carlos Rojas
 
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Post » Fri May 27, 2011 9:57 pm

Non-zero heap modes have slightly higher framerates and MUCH better stutter. Also slightly faster in loading some menus or saved games or something.
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Nick Tyler
 
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Post » Fri May 27, 2011 1:51 pm

Well I can definitely vouch for shorter load times. With all the LOD I have in place, it used to take forever to load a save made outdoors. Got so bad I took to ducking inside any available public building to save games. With OSR, I don't need to do that anymore.
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Janine Rose
 
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Post » Fri May 27, 2011 11:54 am

I'll try the other heap then. ;)
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I love YOu
 
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Post » Fri May 27, 2011 3:26 pm

Uhhh... pasted the rewritten bosh.py file, game ran well the first time, then... same CTD on launching the game.
Hope someone finds the ultimate cure for heapmode1, until then will stay with 3.
poor blade... denied its favorite heapmode... sniff...
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Claire Lynham
 
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Post » Fri May 27, 2011 1:28 pm

OSR really improved my performance. FPSmax@60 it seems smooth as silk even with heavy mod list (FCOM + UL + others). Great job, you should be working for Bethesda!
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Barbequtie
 
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Post » Fri May 27, 2011 10:37 am

Uhhh... pasted the rewritten bosh.py file, game ran well the first time, then... same CTD on launching the game.
Hope someone finds the ultimate cure for heapmode1, until then will stay with 3.
poor blade... denied its favorite heapmode... sniff...


Did you rebuild your Bashed Patch? You need to rebuild your Bashed Patch with the fixed bosh.py.

Doomguy
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Queen Bitch
 
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Post » Fri May 27, 2011 5:05 pm

I've been tracking an issue with heap 1 that I can now reproduce using the lastest version of OSR. Basically, I see white pixel boxes when summoning/unsummoning (occurs for both PC and NPCs) as well as with spectral creatures from OOO after about 5 to 10 minutes of play. The original thread is http://www.gamesas.com/bgsforums/index.php?showtopic=1039553 (screenshots attached). An even older thread documenting the white pixel boxes issue when summoning/unsummoning with previous versions of OSR is http://www.gamesas.com/bgsforums/index.php?showtopic=997184&hl= (screenshots also attached).

I also tested with heap 3 and 5. Heap 5 does not cause the white pixel boxes but causes CTD's after 5 or 6 cell transitions. Heap 3 seems to be the most stable on my setup. However, I am experiencing an issue where sound is "cut off" in certain dungeons (I do not experience that with heap 5).
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Queen Bitch
 
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Post » Fri May 27, 2011 5:12 pm

I've used the new lines in Wrye Bosh file and have been running heapmode 1 after that. Before that I used mode 5 and if it was that heap mode or something else that caused a memory leak I am not entirely sure. When noticing the game starting to stutter in mode five I alt tabbed out and was using almost 4gig of memory; used a memory recovery tool with Oblivion running, got back about 1 gig and continued playing. That has not happened with heap mode 1 but there are other problems with that and I seem to crash more often, so I would probably go back to mode 5 if it did not cause that memory leak.

Maybe that was why ripple crashed after a few cell transitions - the cell data does not get unloaded properly.

Cheers, and thanks again for an indispensable program!
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Lil'.KiiDD
 
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Post » Fri May 27, 2011 6:23 am

Awesome plugin, it really works great for me..:)

I'm using heapmode1 with the modded bosh.py file, and everything seems to be working much better now..

I was actually able to ride a horse, before, the area transitions svcked so bad, that I just avoided riding them, but now I can ride around and it's really smooth..
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Life long Observer
 
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Post » Fri May 27, 2011 10:45 am

Heres the edited file http://www.filefront.com/14539325/bosh.py/


This is strange. I copied the file into the mopy folder (overwrite), set heap mode to 1 and started the game with Wyre and I still get a crash...

Using Vista 64 bit, any solutions? o_o
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Lynette Wilson
 
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Post » Fri May 27, 2011 12:27 pm

This is strange. I copied the file into the mopy folder (overwrite), set heap mode to 1 and started the game with Wyre and I still get a crash...

Using Vista 64 bit, any solutions? o_o


Did you rebuild your bashed patch?
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Mashystar
 
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Post » Fri May 27, 2011 12:10 pm

Did you rebuild your bashed patch?


Uhm NO, but why do I have to rebuild it? The Stutter Remover has no .esp? o_o
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Euan
 
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Post » Fri May 27, 2011 5:54 pm

Uhm NO, but why do I have to rebuild it? The Stutter Remover has no .esp? o_o


Because without the change to WB it is making patches which are subtly broken in ways that OSR in heap mode 1 is especially susceptible to breaking on. So, what you are doing is fixing WB so it doesn't break OSR, not changing OSR. So, you need to rebuild your bashed patch.
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barbara belmonte
 
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Post » Fri May 27, 2011 8:30 am

Ok! Thanks for the info. Heap mode 1 is working now.

:>
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cosmo valerga
 
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Post » Fri May 27, 2011 11:04 am

I just wanted to say that Heapmode 1 has sped up my game big time. Menu's load 3 times as fast now, no more stutter, and my FPS is a little faster too. I'd definitely recommend this heapmode to everyone.
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Lisa
 
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Post » Fri May 27, 2011 7:06 am

I just wanted to say that Heapmode 1 has sped up my game big time. Menu's load 3 times as fast now, no more stutter, and my FPS is a little faster too. I'd definitely recommend this heapmode to everyone.


Yeah, Heap mode 1 is pretty good in case of performance, but it gives me strange LOD problems after minutes of play, as you can see in the posted picture:

http://s1.directupload.net/file/d/1927/wc979n4o_jpg.htm

LOD textures ain't getting removed from some building in cities, the houses are still there, but behind those LOD objects. This is really annoying.

Any help for this problem?
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Karl harris
 
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Post » Fri May 27, 2011 6:51 am

I've been tracking an issue with heap 1 that I can now reproduce using the lastest version of OSR. Basically, I see white pixel boxes when summoning/unsummoning (occurs for both PC and NPCs) as well as with spectral creatures from OOO after about 5 to 10 minutes of play. The original thread is here (screenshots attached). An even older thread documenting the white pixel boxes issue when summoning/unsummoning with previous versions of OSR is here (screenshots also attached).

I also tested with heap 3 and 5. Heap 5 does not cause the white pixel boxes but causes CTD's after 5 or 6 cell transitions. Heap 3 seems to be the most stable on my setup. However, I am experiencing an issue where sound is "cut off" in certain dungeons (I do not experience that with heap 5).
Yeah, Heap mode 1 is pretty good in case of performance, but it gives me strange LOD problems after minutes of play, as you can see in the posted picture:

[IMG]http://s1.directupload.net/images/090924/temp/wc979n4o.jpg[/IMG]

LOD textures ain't getting removed from some building in cities, the houses are still there, but behind those LOD objects. This is really annoying.

Any help for this problem?
Working backwards from the symptom to find the problem is rather difficult with this stuff. There is a known bug in heap 3 that will get fixed sometime, but nothing known wrong with heap 1. I could change its behavior for 0 byte allocations and hope that fixes things I suppose, but I doubt it would help.
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Ricky Meehan
 
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Post » Fri May 27, 2011 6:28 am

There will be no more development by me for... the next few days at least. I'm suffering from major hardware problems - a surge took out my main computers power supply, and my 2ndary computers power supply. I'm typing on a computer that's like 6 years old now (1 GHrz Thunderbird IIRC). Can't even access the source code, assuming the disk is intact, because it's on an SATA drive.
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Guy Pearce
 
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Post » Fri May 27, 2011 5:34 pm

Ouch, hope you get everything sorted out soon. I am just glad to have found out the source of the white pixel attack in my game that has boggled me for the last several months. It seems to be particular to certain people's setups, as I am sure many more people use heap 1 and do not see the white pixels issue.
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Josh Lozier
 
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