[RELz]Oblivion Stutter Remover

Post » Fri May 13, 2011 10:28 pm

Not good. First thing I would suspect is a hardware problem. But it's extremely odd that (seemingly) only OSR brings it out...

Is the CPU overheating at all? Too much dust or other debris in, on or near the CPU or GPU? Or just the motherboard in general? PSU overheating and/or not powerful/stable enough?

But, again, it's very strange, the circumstances here. So maybe your PC (or OS) just doesn't like OSR... Hm.
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Sasha Brown
 
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Post » Fri May 13, 2011 10:21 pm

Not good. First thing I would suspect is a hardware problem. But it's extremely odd that (seemingly) only OSR brings it out...

Is the CPU overheating at all? Too much dust or other debris in, on or near the CPU or GPU? Or just the motherboard in general? PSU overheating and/or not powerful/stable enough?

But, again, it's very strange, the circumstances here. So maybe your PC (or OS) just doesn't like OSR... Hm.


Yes, this is very odd. This graphical problem happens only when OSR functions enabled.
I succeed running 2 kind of 3D benchmark software (Biohazard 5 & 3DMark Vantage Trial) without any issue so i doubt there's a hardware problem.
I also checked CPU temperature while playing oblivion and it looks fine.

bManageFPS = 1 (fps is capped to 30, flickering small blue squares are appearing)
http://www.youtube.com/watch?v=aAixG1jNuNw

bManageFPS = 0 (fps is not capped, no problem)
http://www.youtube.com/watch?v=-hfTnnp_BXA
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lucy chadwick
 
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Post » Sat May 14, 2011 1:39 pm

Does OSR create some sort of fog effect when in outside areas to limit the distance you can see. Because since installing OSR I can hardly see into the distance and objects just seem to pop into view.
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Sylvia Luciani
 
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Post » Sat May 14, 2011 1:38 pm

Does OSR create some sort of fog effect when in outside areas to limit the distance you can see. Because since installing OSR I can hardly see into the distance and objects just seem to pop into view.


...sounds more like http://www.tesnexus.com/downloads/file.php?id=10400...
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Tessa Mullins
 
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Post » Sat May 14, 2011 9:52 am

Any news on this mod?
The FTP server is down.
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Vickey Martinez
 
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Post » Sat May 14, 2011 12:44 am

Any news on this mod?
The FTP server is down.

Last I knew, this was working fine.

EDIT: My bad! :facepalm:
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R.I.P
 
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Post » Sat May 14, 2011 5:28 am

Version 4.1 is what most of us are using anyway, it's perfectly stable and still available on Nexus.
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Emma
 
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Post » Sat May 14, 2011 1:24 am

After adding a bunch of mods recently, I am getting more stutter and infrequent crashes (but more than before) so I am giving this thing a try.

I've made some adjustments to the default ini based on what I have read so far in the thread, but have a couple of questions on the Heap Replacement section, specifically this part:
_comment = Algorithms: 1=FastMM4 (requires external dll), 2=Microsoft (slow on XP), 3=SimpleHeap1, 5=ThreadHeap2

For FastMM4, where do you get the external dll for it, or is it one of the dlls provided in the DL? I'm asking b/c I didn't see one called anything like "FastMM4.dll" - only "BorlndMM.dll", "debugMM.dll" and of course the main OSR dll.

Also, has anyone run the #2 heap replacer (Microsoft)? It says it is slow on XP, but since I am (unfortunately) running Vista, perhaps it would work better? Not saying that anything Microsoft has made since XP is worth a crap, but I thought it was maybe worth a shot... :shrug:
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JUan Martinez
 
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Post » Sat May 14, 2011 4:25 am

After adding a bunch of mods recently, I am getting more stutter and infrequent crashes (but more than before) so I am giving this thing a try.

I've made some adjustments to the default ini based on what I have read so far in the thread, but have a couple of questions on the Heap Replacement section, specifically this part:

For FastMM4, where do you get the external dll for it, or is it one of the dlls provided in the DL? I'm asking b/c I didn't see one called anything like "FastMM4.dll" - only "BorlndMM.dll", "debugMM.dll" and of course the main OSR dll.

Also, has anyone run the #2 heap replacer (Microsoft)? It says it is slow on XP, but since I am (unfortunately) running Vista, perhaps it would work better? Not saying that anything Microsoft has made since XP is worth a crap, but I thought it was maybe worth a shot... :shrug:

Yeah, it's one of those for opt #1, tried #2 on Win 7/64 seemed ok, but hard to really say, have you read the Readme, it ecplains all rhe options quite clear...
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Ashley Campos
 
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Post » Sat May 14, 2011 7:05 am

"BorlndMM.dll" is the memory manager (dynamic link library) for FastMM4 setting "iHeapAlgorithm = 1"

"iHeapAlgorithm = 5" ThreadHeap2 is a good and fast setting


my settings (six core):
Spoiler
Master = {	_comment = You can turn on or off each distinct feature from here.	bExperimentalStuff = 1	bExtraProfiling = 0	bFix64Hertz = 1	bFlushLog = 1	bHookCriticalSections = 1	bHookHashtables = 1	bLogToConsole = 0	bManageFPS = 1	bReplaceHeap = 1	iMainHookPoint = 1	iSchedulingResolution = 1}Experimental = {	bMonitorBSShaderAccumulator = 0	bReplaceExtraRandom = 1	bReplaceRawRandom = 1	bSuppressRandomSeeding = 0	iPrintSceneGraphDepth = 0	iRandomQuality = 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	bFPSConsoleSPAM = 0	iHardMaxFrametime = 200	iSchedulingParanoia = 1	iSleepExtra = 2	iSmoothFrames = 0	iSmoothMode = 0	MaximumFPS = 30	MinimumFPS = 10}CriticalSections = {	_comment = CS stuff helps both Oblivion and Fallout significantly	_comment = most of the benefit comes from the Renderer+0x180 suppression (see overrides below)	_comment = modes: 1=vanilla, 2=fair, 3=stuttering, 5=suppressed, 6=prioritize-main-thread, 7=deprioritize-main-thread	_comment = 	iDefaultSpin = 1000	bEnableMessages = 1	bEnableProfiling = 0	bUseOverrides = 1	iDefaultMode = 2	iDefaultSpin = 1000	iStutterLevel = 4}Heap = {	_comment = Heap replacement can produce MAJOR improvements in performance on Oblivion, only moderate improvements on Fallout	_comment = It crashes instantly on Fallout, is moderately buggy on Oblivion	_comment = Algorithms: 1=FastMM4 (requires external dll), 2=Microsoft (slow on XP), 3=SimpleHeap1, 5=ThreadHeap2	bEnableMessages = 0	bEnableProfiling = 0	iGenericFreeDelay = 0	iHeapAlgorithm = 5	iHeapSize = 1000}Hashtables = {	_comment = This stuff is still new.	_comment = The dynamic resizing option may still be buggy.  	bAllowDynamicResizing = 1	bEnableMessages = 0	bEnableProfiling = 0	bUseOverrides = 0	iHashtableResizeDelay = 20	iHashtableResizeScale1 = 1	iHashtableResizeScale2 = 4}OverrideList = {	CriticalSection = {		CallerAddress = 0x701748		comment = Renderer+0x180, recommendation=suppress (mode 5)		Mode = 5	}	CriticalSection = {		ObjectAddress = 0xB32B80		comment = MemoryHeap CS, recommendation=stutter (mode 3)		comment = 		Spin = 1500		Mode = 3		Spin = 1500	}	CriticalSection = {		CallerAddress = 0x70172A		comment = Renderer+0x80, recommendation=???	}	CriticalSection = {		ObjectAddress = 0xB3FA00		comment = Unknown4, recommendation=???	}}

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Max Van Morrison
 
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Post » Sat May 14, 2011 3:23 pm

Ah. Thanks for both responses, I see that in the readme now. I also noticed the part about performance logging. I may try this and see if there is a noticable difference between 1, 2 and 5 for my machine (Core 2 Duo w/ Vista). I'm currently running Heap #5 with the following options and it seems pretty stable so far:
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
iMainHookPoint = 1
}
FPS_Management = {
_comment = Basic FPS stuff, switches to slow-motion on low FPS; in the past this has occaisonally produced bugs like the NPCs-dropping-dead issue; the issues are believed to be fixed but if you suspect you are having related problems you can try disabling bAllowSlowMotion which is the main suspect for any problems relating to FPS management
bAllowSlowMotion = 0
MaximumFPS = 60
MinimumFPS = 10
iSmoothFrames = 0
iSmoothMode = 0
iSleepExtra = 2
bFPSConsoleSPAM = 0
iSchedulingParanoia = 0
iHardMaxFrametime = 200
}
CriticalSections = {
_comment = CS stuff helps both Oblivion and Fallout significantly
_comment = most of the benefit comes from the Renderer+0x180 suppression (see overrides below)
_comment = modes: 1=vanilla, 2=fair, 3=stuttering, 5=suppressed, 6=prioritize-main-thread, 7=deprioritize-main-thread
bEnableProfiling = 0
bEnableMessages = 1
bUseOverrides = 1
iDefaultMode = 2
iDefaultSpin = 1000
iStutterLevel = 4
}
Heap = {
_comment = Heap replacement can produce MAJOR improvements in performance on Oblivion, only moderate improvements on Fallout
_comment = It crashes instantly on Fallout, is moderately buggy on Oblivion
_comment = Algorithms: 1=FastMM4 (requires external dll), 2=Microsoft (slow on XP), 3=SimpleHeap1, 5=ThreadHeap2
iHeapAlgorithm = 5
bEnableProfiling = 0
iHeapSize = 450
bEnableMessages = 0
}
Hashtables = {
_comment = This stuff is still new.
_comment = The dynamic resizing option may still be buggy.
bAllowDynamicResizing = 0
bUseOverrides = 0
bEnableProfiling = 0
bEnableMessages = 1
iHashtableResizeScale1 = 2
iHashtableResizeScale2 = 4
iHashtableResizeDelay = 20
}
OverrideList = {
CriticalSection = {
CallerAddress = 0x701748
comment = Renderer+0x180, recommendation=suppress (mode 5)
Mode = 5
}
CriticalSection = {
ObjectAddress = 0xB32B80
comment = MemoryHeap CS, recommendation=stutter (mode 3)
Mode = 3
Spin = 1500
}
CriticalSection = {
CallerAddress = 0x70172A
comment = Renderer+0x80, recommendation=???
}
CriticalSection = {
ObjectAddress = 0xB3FA00
comment = Unknown4, recommendation=???
}
}

Next I might try Heap # 1 and then # 2 and compare.

So far, seems like a significant improvement in smoothness of play. Very nice; hopefully it will remain stable, too.
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Setal Vara
 
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Post » Sat May 14, 2011 12:20 pm

My graphical issues have gone with ATI driver 10.4. It looks like that ATI driver 10.5+ above causes something wrong with my rig set up and OST.
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Blessed DIVA
 
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Post » Sat May 14, 2011 7:39 am

What settings should I use? My comp is in my sig below.

?s and defaults in Spoiler.


Spoiler
Master = {
_comment = You can turn on or off each distinct feature from here.
bManageFPS = 1 <----- if we want high FPS can we turn this off 30 is low to me :)
bHookCriticalSections = 1
bHookHashtables = 1
bReplaceHeap = 0 <---------- 1 or 0 ? If using 1 or 5 for Heap Alg.
bLogToConsole = 0
bFix64Hertz = 1 <-------- What is this I use 1280x1024 60hz 1 or 0 ?
bFlushLog = 1
iSchedulingResolution = 1
iMainHookPoint = 1
}
FPS_Management = {
_comment = Basic FPS stuff, switches to slow-motion on low FPS; in the past this has occaisonally produced bugs like the NPCs-dropping-dead issue; the issues are believed to be fixed but if you suspect you are having related problems you can try disabling bAllowSlowMotion which is the main suspect for any problems relating to FPS management
bAllowSlowMotion = 1 <---- What is this Matrix Mode ?
MaximumFPS = 30 <--------- Only 30? What is the highest/best setting?
MinimumFPS = 10
iSmoothFrames = 0 <------ Don't Smooth?
iSmoothMode = 0 <------------ Don't Smooth?
iSleepExtra = 2
bFPSConsoleSPAM = 0
iSchedulingParanoia = 1
iHardMaxFrametime = 200
}
CriticalSections = {
_comment = CS stuff helps both Oblivion and Fallout significantly
_comment = most of the benefit comes from the Renderer+0x180 suppression (see overrides below)
_comment = modes: 1=vanilla, 2=fair, 3=stuttering, 5=suppressed, 6=prioritize-main-thread, 7=deprioritize-main-thread
bEnableProfiling = 0
bEnableMessages = 1
bUseOverrides = 1
iDefaultMode = 2 <----- What Mode ?
iDefaultSpin = 1000 <----- what should this be at?
iStutterLevel = 4 <-------- ?
}
Heap = {
_comment = Heap replacement can produce MAJOR improvements in performance on Oblivion, only moderate improvements on Fallout
_comment = It crashes instantly on Fallout, is moderately buggy on Oblivion
_comment = Algorithms: 1=FastMM4 (requires external dll), 2=Microsoft (slow on XP), 3=SimpleHeap1, 5=ThreadHeap2
iHeapAlgorithm = 5 <------ Best Heap Alg. to use ?
bEnableProfiling = 0
iHeapSize = 450 <------ Size ?
bEnableMessages = 0
}
Hashtables = {
_comment = This stuff is still new.
_comment = The dynamic resizing option may still be buggy.
bAllowDynamicResizing = 0
bUseOverrides = 0
bEnableProfiling = 0
bEnableMessages = 1
iHashtableResizeScale1 = 2
iHashtableResizeScale2 = 4
iHashtableResizeDelay = 20
}
OverrideList = {
CriticalSection = {
CallerAddress = 0x701748
comment = Renderer+0x180, recommendation=suppress (mode 5)
Mode = 5
}
CriticalSection = {
ObjectAddress = 0xB32B80
comment = MemoryHeap CS, recommendation=stutter (mode 3)
Mode = 3
Spin = 1500
}
CriticalSection = {
CallerAddress = 0x70172A
comment = Renderer+0x80, recommendation=???
}
CriticalSection = {
ObjectAddress = 0xB3FA00
comment = Unknown4, recommendation=???
}
}




Vote here if you like/dislike OSR http://www.gamesas.com/index.php?/topic/1136047-do-you-use-oblivion-stutter-remover/
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helliehexx
 
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Post » Sat May 14, 2011 3:14 am

I take it you didn't read the ReadMe? Since all of your questions are answered within the document. Descriptions of each setting are listed. Some settings are up to you, you choose what's best for what you desire.
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Talitha Kukk
 
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Post » Sat May 14, 2011 2:21 pm

I take it you didn't read the ReadMe? Since all of your questions are answered within the document. Descriptions of each setting are listed. Some settings are up to you, you choose what's best for what you desire.


Thanks for your wonderful help :yuck: :tops: :frog: :sad: :(


What settings should I use? My comp is in my sig below.

?s and defaults in Spoiler.


Spoiler
Master = {
_comment = You can turn on or off each distinct feature from here.
bManageFPS = 1 <----- if we want high FPS can we turn this off 30 is low to me :)
bHookCriticalSections = 1
bHookHashtables = 1
bReplaceHeap = 0 <---------- 1 or 0 ? If using 1 or 5 for Heap Alg.
bLogToConsole = 0
bFix64Hertz = 1 <-------- What is this I use 1280x1024 60hz 1 or 0 ?
bFlushLog = 1
iSchedulingResolution = 1
iMainHookPoint = 1
}
FPS_Management = {
_comment = Basic FPS stuff, switches to slow-motion on low FPS; in the past this has occaisonally produced bugs like the NPCs-dropping-dead issue; the issues are believed to be fixed but if you suspect you are having related problems you can try disabling bAllowSlowMotion which is the main suspect for any problems relating to FPS management
bAllowSlowMotion = 1 <---- What is this Matrix Mode ?
MaximumFPS = 30 <--------- Only 30? What is the highest/best setting?
MinimumFPS = 10
iSmoothFrames = 0 <------ Don't Smooth?
iSmoothMode = 0 <------------ Don't Smooth?
iSleepExtra = 2
bFPSConsoleSPAM = 0
iSchedulingParanoia = 1
iHardMaxFrametime = 200
}
CriticalSections = {
_comment = CS stuff helps both Oblivion and Fallout significantly
_comment = most of the benefit comes from the Renderer+0x180 suppression (see overrides below)
_comment = modes: 1=vanilla, 2=fair, 3=stuttering, 5=suppressed, 6=prioritize-main-thread, 7=deprioritize-main-thread
bEnableProfiling = 0
bEnableMessages = 1
bUseOverrides = 1
iDefaultMode = 2 <----- What Mode ?
iDefaultSpin = 1000 <----- what should this be at?
iStutterLevel = 4 <-------- ?
}
Heap = {
_comment = Heap replacement can produce MAJOR improvements in performance on Oblivion, only moderate improvements on Fallout
_comment = It crashes instantly on Fallout, is moderately buggy on Oblivion
_comment = Algorithms: 1=FastMM4 (requires external dll), 2=Microsoft (slow on XP), 3=SimpleHeap1, 5=ThreadHeap2
iHeapAlgorithm = 5 <------ Best Heap Alg. to use ?
bEnableProfiling = 0
iHeapSize = 450 <------ Size ?
bEnableMessages = 0
}
Hashtables = {
_comment = This stuff is still new.
_comment = The dynamic resizing option may still be buggy.
bAllowDynamicResizing = 0
bUseOverrides = 0
bEnableProfiling = 0
bEnableMessages = 1
iHashtableResizeScale1 = 2
iHashtableResizeScale2 = 4
iHashtableResizeDelay = 20
}
OverrideList = {
CriticalSection = {
CallerAddress = 0x701748
comment = Renderer+0x180, recommendation=suppress (mode 5)
Mode = 5
}
CriticalSection = {
ObjectAddress = 0xB32B80
comment = MemoryHeap CS, recommendation=stutter (mode 3)
Mode = 3
Spin = 1500
}
CriticalSection = {
CallerAddress = 0x70172A
comment = Renderer+0x80, recommendation=???
}
CriticalSection = {
ObjectAddress = 0xB3FA00
comment = Unknown4, recommendation=???
}
}




Vote here if you like/dislike OSR http://www.gamesas.com/index.php?/topic/1136047-do-you-use-oblivion-stutter-remover/
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Soph
 
Posts: 3499
Joined: Fri Oct 13, 2006 8:24 am

Post » Sat May 14, 2011 11:08 am

Thanks for your wonderful help :yuck: :tops: :frog: :sad: :(


And reading most of this thread (30 mins?) will give you a good idea of what people are using without every individual having to come back and re-iterate their experience with their own machines setup. All the previous threads are listed in the OP, which provides a mine of useful info you can use to give you an idea of how to apply it to your machine, which is what most people following the subject also did. How can anyone (unless you are lucky and the right one walks by) without your exact machine setup advise you?

Reading it will also be quicker than waiting days for everyone to pop in with an opinion. And save you getting frustrated at individuals un-necessarily (honestly how long did it take to make the poll, and how long have you been lurking for responses since?). :frog:
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Tamika Jett
 
Posts: 3301
Joined: Wed Jun 06, 2007 3:44 am

Post » Sat May 14, 2011 3:26 am

@alt3rn1ty

I hear ya. That's probally why developers are leaning toward XBOX 360 and PS3

easier to config and find out what people have :)
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Alexandra walker
 
Posts: 3441
Joined: Wed Sep 13, 2006 2:50 am

Post » Sat May 14, 2011 4:38 pm

Perhaps interesting or not, I don't know - no programming expert.
There is a new version of the memory- manager FastMM
OSR version is 4.76
the new version is 4.97

new features (c&p from sourceforge):
- an option which may improve performance with many CPU cores and/or threads of different priorities
- changed AdditionalSleepTime from 10ms to 1ms. This may reduce the length of spinlock waits when the system timer is set to a period of less than 10ms.
- fixed a crash bug (introduced in the revision 3 beta) that occurs when FastAllocMem is called with a Size parameter <= 4 bytes
- reduced the minimum block size from 12 to 4. This may reduce address space usage if many blocks <= 4 bytes are allocated

But we need someone who could compile it.

http://sourceforge.net/projects/fastmm/
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Trent Theriot
 
Posts: 3395
Joined: Sat Oct 13, 2007 3:37 am

Post » Sat May 14, 2011 3:22 pm

Perhaps interesting or not, I don't know - no programming expert.
There is a new version of the memory- manager FastMM
OSR version is 4.76
the new version is 4.97

new features (c&p from sourceforge):
- an option which may improve performance with many CPU cores and/or threads of different priorities
- changed AdditionalSleepTime from 10ms to 1ms. This may reduce the length of spinlock waits when the system timer is set to a period of less than 10ms.
- fixed a crash bug (introduced in the revision 3 beta) that occurs when FastAllocMem is called with a Size parameter <= 4 bytes
- reduced the minimum block size from 12 to 4. This may reduce address space usage if many blocks <= 4 bytes are allocated

But we need someone who could compile it.

http://sourceforge.net/projects/fastmm/


So, the new FastMM isn't ready to be played yet?
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Matthew Warren
 
Posts: 3463
Joined: Fri Oct 19, 2007 11:37 pm

Post » Sat May 14, 2011 4:33 am

So, the new FastMM isn't ready to be played yet?


No binary dll (BorlndMM.dll) only pas-, inc-, res-, dpr- and dproj- files. It's "ready" for a Delphi programmer.
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Ridhwan Hemsome
 
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Joined: Sun May 06, 2007 2:13 pm

Post » Sat May 14, 2011 5:16 pm

Oh, right on.
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Amber Hubbard
 
Posts: 3537
Joined: Tue Dec 05, 2006 6:59 pm

Post » Sat May 14, 2011 4:57 pm

Hey there!
No binary dll (BorlndMM.dll) only pas-, inc-, res-, dpr- and dproj- files. It's "ready" for a Delphi programmer.


Check in the downloaded ZIP file, in this (internal) path: "FastMM\Replacement BorlndMM DLL" there are pre-compiled DLLs ... for example, full path follows: "FastMM\Replacement BorlndMM DLL\Delphi\Precompiled\for Delphi IDE\Performance", but there are others.

I just don't know which one to use though... I'll test shortly and report back if one of them work with the current Stutter Remover.

Cheers!
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Rachel Tyson
 
Posts: 3434
Joined: Sat Oct 07, 2006 4:42 pm

Post » Sat May 14, 2011 6:41 am

Hey there!


Check in the downloaded ZIP file, in this (internal) path: "FastMM\Replacement BorlndMM DLL" there are pre-compiled DLLs ... for example, full path follows: "FastMM\Replacement BorlndMM DLL\Delphi\Precompiled\for Delphi IDE\Performance", but there are others.

I just don't know which one to use though... I'll test shortly and report back if one of them work with the current Stutter Remover.

Cheers!


These pre- compiled files are old files (5 months, 15 months)

I think the OSR memory mapper (1) is the one from fastmm\Replacement BorlndMM DLL\Delphi\Precompiled\for Applications\Performance (ver. 4.76)


The new things are written into the file FastMM4.pas, we need some who knows to compile a new BorlndMM.dll
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Matt Bee
 
Posts: 3441
Joined: Tue Jul 10, 2007 5:32 am

Post » Sat May 14, 2011 7:55 am

Here: http://www.4shared.com/file/JwFc0ebh/BorlndMM.html, just compiled it... But I bet that the ones inside the ZIP file are the new ones, they just forgot to update the version info of their project files. I updated the version info to 4.97, to avoid confusions.

Just tested with Nehrim+Stutter Remover 4.10 from Nexus for around 30 mins and it seems to work fine, noted no differences though.
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Shaylee Shaw
 
Posts: 3457
Joined: Wed Feb 21, 2007 8:55 pm

Post » Sat May 14, 2011 4:16 pm

Here: http://www.4shared.com/file/JwFc0ebh/BorlndMM.html, just compiled it... But I bet that the ones inside the ZIP file are the new ones, they just forgot to update the version info of their project files. I updated the version info to 4.97, to avoid confusions.

Just tested with Nehrim+Stutter Remover 4.10 from Nexus for around 30 mins and it seems to work fine, noted no differences though.


:goodjob:
Testing ....

Have you compiled the new dll with the new options in the FastMM4Options.inc file?
{.$define NeverSleepOnThreadContention}
{.$define UseSwitchToThread}


Your file is bigger. I think the pre- compiled files in the FastMM497.zip are the old ones - WinMerge tells me these files are the same.




Edit:
Memory performance
with FastMM (1)
Spoiler
initialize0() running in thread 6e4
initialize1() running in thread 6e4
Critical Sections mode 2 (improve fairness):
MemoryHeap Optimization Mode 1: attempting to replace the Oblivion heap manager with FastMM4 / BorlndMM.dll
MemoryHeap profiling enabled
dynamic-size hashtables
hook mode 1: using main GetTickCount call
timeBeginPeriod: 0 -> 1
replacing libc rand(), srand()
replacing various wrappers of rand/srand
Heap Initialization (268435456, 0)
thead 13A4 assigned PT 052BC080, serial# 1
Memory Performance: 3 M ops, 268 M ticks, 0 worst ms, 24 avg ns
Memory Performance: 6 M ops, 546 M ticks, 0 worst ms, 24 avg ns
Memory Performance: 10 M ops, 808 M ticks, 0 worst ms, 24 avg ns
thead 1090 assigned PT 05270550, serial# 2
initialize2() running in thread 13a4, renderer at 00216120
Memory Performance: 13 M ops, 1 B ticks, 1 worst ms, 24 avg ns
Memory Performance: 17 M ops, 1 B ticks, 1 worst ms, 23 avg ns
thead 1150 assigned PT 0526BDA0, serial# 3
Memory Performance: 17 M ops, 1 B ticks, 10 worst ms, 27 avg ns
Memory Performance: 18 M ops, 1 B ticks, 10 worst ms, 32 avg ns
Memory Performance: 18 M ops, 2 B ticks, 10 worst ms, 35 avg ns
Memory Performance: 18 M ops, 2 B ticks, 10 worst ms, 40 avg ns
Memory Performance: 19 M ops, 2 B ticks, 10 worst ms, 42 avg ns
Memory Performance: 20 M ops, 3 B ticks, 10 worst ms, 46 avg ns
Memory Performance: 20 M ops, 3 B ticks, 10 worst ms, 48 avg ns
Memory Performance: 20 M ops, 3 B ticks, 10 worst ms, 52 avg ns
Memory Performance: 20 M ops, 3 B ticks, 10 worst ms, 54 avg ns
Memory Performance: 21 M ops, 4 B ticks, 10 worst ms, 58 avg ns
Memory Performance: 23 M ops, 4 B ticks, 10 worst ms, 54 avg ns
Memory Performance: 25 M ops, 4 B ticks, 10 worst ms, 53 avg ns
Memory Performance: 30 M ops, 4 B ticks, 10 worst ms, 48 avg ns
Memory Performance: 34 M ops, 5 B ticks, 10 worst ms, 44 avg ns
Memory Performance: 39 M ops, 5 B ticks, 10 worst ms, 41 avg ns
Memory Performance: 44 M ops, 5 B ticks, 10 worst ms, 38 avg ns
Memory Performance: 47 M ops, 5 B ticks, 10 worst ms, 38 avg ns
Memory Performance: 48 M ops, 6 B ticks, 10 worst ms, 38 avg ns
Memory Performance: 50 M ops, 6 B ticks, 10 worst ms, 38 avg ns
Memory Performance: 52 M ops, 6 B ticks, 10 worst ms, 39 avg ns
Memory Performance: 54 M ops, 7 B ticks, 10 worst ms, 39 avg ns


with ThreadHeap (5)
Spoiler
initialize0() running in thread e58
initialize1() running in thread e58
Critical Sections mode 2 (improve fairness):
MemoryHeap Optimization Mode 5: attempting to completely replace the Oblivion heap manager with my ThreadHeap2
MemoryHeap profiling enabled
dynamic-size hashtables
hook mode 1: using main GetTickCount call
timeBeginPeriod: 0 -> 1
replacing libc rand(), srand()
replacing various wrappers of rand/srand
Heap Initialization (268435456, 0)
thead 1224 assigned PT 052942E0, serial# 1
Memory Performance: 786 k ops, 303 M ticks, 0 worst ms, 116 avg ns
Memory Performance: 1 M ops, 650 M ticks, 0 worst ms, 135 avg ns
Memory Performance: 2 M ops, 824 M ticks, 0 worst ms, 111 avg ns
Memory Performance: 2 M ops, 1 B ticks, 0 worst ms, 116 avg ns
Memory Performance: 3 M ops, 1 B ticks, 0 worst ms, 119 avg ns
Memory Performance: 3 M ops, 1 B ticks, 0 worst ms, 126 avg ns
Memory Performance: 4 M ops, 1 B ticks, 0 worst ms, 139 avg ns
Memory Performance: 4 M ops, 2 B ticks, 0 worst ms, 141 avg ns
Memory Performance: 4 M ops, 2 B ticks, 0 worst ms, 147 avg ns
Memory Performance: 5 M ops, 2 B ticks, 0 worst ms, 154 avg ns
Memory Performance: 5 M ops, 3 B ticks, 0 worst ms, 165 avg ns
Memory Performance: 5 M ops, 3 B ticks, 0 worst ms, 168 avg ns
Memory Performance: 6 M ops, 3 B ticks, 0 worst ms, 173 avg ns
Memory Performance: 6 M ops, 3 B ticks, 0 worst ms, 172 avg ns
Memory Performance: 6 M ops, 4 B ticks, 0 worst ms, 176 avg ns
Memory Performance: 7 M ops, 4 B ticks, 0 worst ms, 180 avg ns
Memory Performance: 7 M ops, 4 B ticks, 0 worst ms, 185 avg ns
Memory Performance: 7 M ops, 4 B ticks, 0 worst ms, 182 avg ns
Memory Performance: 8 M ops, 5 B ticks, 0 worst ms, 187 avg ns
Memory Performance: 8 M ops, 5 B ticks, 0 worst ms, 189 avg ns
Memory Performance: 11 M ops, 5 B ticks, 0 worst ms, 154 avg ns
thead 0F94 assigned PT 15C25A48, serial# 2
Memory Performance: 12 M ops, 5 B ticks, 1 worst ms, 140 avg ns
initialize2() running in thread 1224, renderer at 06886150
Memory Performance: 14 M ops, 6 B ticks, 1 worst ms, 130 avg ns
Memory Performance: 16 M ops, 6 B ticks, 1 worst ms, 117 avg ns
thead 1158 assigned PT 13A296F8, serial# 3
Memory Performance: 17 M ops, 6 B ticks, 1 worst ms, 114 avg ns
Memory Performance: 18 M ops, 7 B ticks, 1 worst ms, 118 avg ns
Memory Performance: 18 M ops, 7 B ticks, 1 worst ms, 119 avg ns
Memory Performance: 18 M ops, 7 B ticks, 1 worst ms, 123 avg ns
Memory Performance: 19 M ops, 7 B ticks, 1 worst ms, 122 avg ns
Memory Performance: 20 M ops, 8 B ticks, 1 worst ms, 116 avg ns
Memory Performance: 22 M ops, 8 B ticks, 1 worst ms, 111 avg ns
Memory Performance: 23 M ops, 8 B ticks, 1 worst ms, 108 avg ns
Memory Performance: 26 M ops, 8 B ticks, 1 worst ms, 102 avg ns
Memory Performance: 29 M ops, 9 B ticks, 1 worst ms, 93 avg ns
Memory Performance: 32 M ops, 9 B ticks, 1 worst ms, 86 avg ns
Memory Performance: 36 M ops, 9 B ticks, 1 worst ms, 80 avg ns
Memory Performance: 39 M ops, 9 B ticks, 1 worst ms, 76 avg ns
Memory Performance: 42 M ops, 10 B ticks, 1 worst ms, 72 avg ns
Memory Performance: 45 M ops, 10 B ticks, 1 worst ms, 70 avg ns
Memory Performance: 45 M ops, 10 B ticks, 1 worst ms, 72 avg ns
Memory Performance: 45 M ops, 11 B ticks, 1 worst ms, 73 avg ns
Memory Performance: 46 M ops, 11 B ticks, 1 worst ms, 73 avg ns
Memory Performance: 48 M ops, 11 B ticks, 1 worst ms, 71 avg ns
Memory Performance: 50 M ops, 11 B ticks, 1 worst ms, 70 avg ns
Memory Performance: 52 M ops, 12 B ticks, 1 worst ms, 69 avg ns

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OJY
 
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Joined: Wed May 30, 2007 3:11 pm

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