50 Steps To CTD Free FCM+++ Game

Post » Sat Apr 03, 2010 10:37 pm

What the heap mode is ?
I have set this to 1 and my fps gone high even on extreme dive rock ragdolling test :D.

Open Data/OBSE/Plugins and find the stutter ini - it is created after you run the game with active stutter at least once.
There is a heapmode which can be set from 1 to 5. Try which one is best for you as there is difference in performance and players' choice.
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Wayland Neace
 
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Post » Sat Apr 03, 2010 9:59 pm

Hey Blade, thanks for dropping in! I really like your guide and what became of it by the other's contributions. I'm currently building my game install along these lines, it is very helpful. Just to mention it: my HP monitor w2207 is set to refresh rate of 60 Hz, if that's of any importance. Here are the settings I'm using with SR right now:

Oblivion Stutter Remover
version 3 beta 6
by SkyRanger-1

And from the SR.ini file:

-----------

[General]
MinimumFPS=10
MaximumFPS=30
iSmoothFrames=0
iSmoothMode=0
iSleepExtra=5
bFix64Hertz=0
bFPSConsoleSPAM=0
iSchedulingParanoia=2
iSchedulingResolution=1
iHardMaxFrametime=200
iHeapMode=0
iHookMode=1

[CriticalSections]
iCriticalSectionMode=2
iCriticalSectionSupression=1
iDefaultSpin1=500
iDefaultSpin2=500
iMemorySpin=1500
iMemoryUnfairness=4
iExtraDataSpin=-1
iUnknownSpin1=-1
iUnknownSpin2=-1
iUnknownSpin3=-1
iUnknownSpin4=-1
iUnknownSpin5=-1
iUnknownSpin6=-1
iSpecialSpin1=2000
iSpecialSpin2=1000
iSpecialSpin3=4000

-----------

So my iHeapMode" was set to "0" during set-up which corresponds to what is written in the SR readme. Just asking: Why would I/should I want to try out any of the other Heapmodes when "0" is working so well for me, at least with the limited eye candy graphics I'm currently playing? I agree that 30 FPS is absolutely adequate, and if it can pump those even in heavy battles and stuff I'm perfectly happy with the default settings as they are. :nod: Really just asking!

Ah, and yes thank you, I will check out Streamline too!
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Mario Alcantar
 
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Post » Sat Apr 03, 2010 9:12 pm

1. Min/Max frames - I put them 15-30 as I think 10 is too low and I could actually see them changing.
MinimumFPS=10
MaximumFPS=30

2. Heapmode
iHeapMode=0 I think this is what you should change.
You see, if it is 0, you have the heapmode the vanilla game uses and you miss the greatest benefit the stutter remover can offer.
With previous beta releases there was some commotion as to what it should be and most guys use 1 (best for Windows Vista); 3 or 5 (both great for Windows XP).
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Eoh
 
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Post » Sun Apr 04, 2010 1:56 am

Thanks Blade, I will try "1" and "15" then as you recommend. However, even with "0" it's already working brillantly. I will report how things went then. Cheers!
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Kayleigh Mcneil
 
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Post » Sat Apr 03, 2010 5:00 pm

Hey Blade of Mercy, I have a little suggestion for your 50 steps. Maybe you could make it a bit clearer where the mod was already PyFFIed, and you didn't have to do it anymore.

Here's an example: 10. I installed omoded pyffied Unofficial Shivering Isles Patch 1.4,topped up with its MOBS version, renamed it DLC Shivvering Isles.esp and got rid of the dummy esp, thus saving one slot.

I wasn't really sure if I now still had to PyFFI the Unofficial Shivering Isles Patch. Maybe you could then say like "I PyFFIed and omoded the Unofficial Shivering Isles Patch"
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adam holden
 
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Post » Sat Apr 03, 2010 4:43 pm

Johny as I understand all the 3 Unofficial Patches are alread pyffied when you download them. Their dev team did that for us already. I think it is even written somewhere here in the thread earlier.
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Meghan Terry
 
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Post » Sat Apr 03, 2010 10:33 pm

the reason for your FPS drop is that SR1 has set default FPS of the game at any time 15 min to 30 max. this is why you will not have 60 anymore.
But then, your eye cannot receive images at 60/min either, so you lose nothing, you gain smooth game.
Try different heapmode - for me best is 1, for other players - 3 or 5.

As for Streamline, yes, IMHO it is a must, just you have to make some changes after reading the readme.
I play at 11 trees visible with the correct fog settings and some other adjustments, like setting the FPS range 15 to 30 as SR1's.

There is no current mod that can beat streamline in what it does - it still does it best. :D

Blade, I fiddled with the heapmode and "1" would not work with my rig/game. It usually crashed like 10 or 15min into a session, so I have now selected "5" which seems to be stable.

Can you put a finger on why 0 will crash more often or on what machines or operating systems? Really out of interest only.

Since I did not change the max FPS setting of 30, I still get only 30 FPS of course. Whether they are pumped smoother than the 30 I got with heapmode "0" I really can't tell from the visuals. I guess 30 FPS are just 30 FPS, and I'm happy with it. I increase the minimum FPS from 10 to 15, but my rig never gets that low anyway. I was in one fight recently midways on the road from the IC to Chorrol and there were 3 bandits, one guard, one civilian and myself all whacking at each other like crazy and it would still keep pumping 30 frames. I guess it cannot get much better than that.

In the Black Forest (or Great Forest?) around Weynon, the framerate dips into the mid twenties but remains nicely smooth. I guess there is just too much flora and stuff there. In any case I am more than happy how SR is working. Now I will examine what Streamline can do for me.
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Laura Samson
 
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Post » Sat Apr 03, 2010 11:32 pm

I run my monitor at 75Hz, and I have upped the max fps to 45. It works just fine. Outdoors around lots of npcs, I don't get as high as that, but in dungeons I do, so I prefer to have the cap a little higher than the default 30.

gothemasticator
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LittleMiss
 
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Post » Sat Apr 03, 2010 5:03 pm

I run my monitor at 75Hz, and I have upped the max fps to 45. It works just fine. Outdoors around lots of npcs, I don't get as high as that, but in dungeons I do, so I prefer to have the cap a little higher than the default 30.

gothemasticator

OK, so I can enter odd divisors in the .ini, good to know. But Goth, just out of interest, what screen res are you using, what graphics card, what processor (dual or quad) do you have? And what video settings do you turn on in game just to give me an idea (just roughly). Any modified heavy-duty textures you're using like Qarl or something?
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butterfly
 
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Post » Sun Apr 04, 2010 1:31 am

But then, your eye cannot receive images at 60/min either, so you lose nothing, you gain smooth game.


Perhaps I'm nitpicking, but this is a pet peeve of mine. Your eye can in fact notice framerates higher than 60 fps. The eye isn't digital, so attempting to describe its capabilities in frames per second is misleading anyway, but you can definitely notice the difference of frames per second at which a game runs all the way up to 72 screen refreshes (or frames) per second. This guy explains it pretty well:

http://www.daniele.ch/school/30vs60/30vs60_1.html
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Samantha hulme
 
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Post » Sun Apr 04, 2010 5:39 am

OK, so I can enter odd divisors in the .ini, good to know. But Goth, just out of interest, what screen res are you using, what graphics card, what processor (dual or quad) do you have? And what video settings do you turn on in game just to give me an idea (just roughly). Any modified heavy-duty textures you're using like Qarl or something?

Radeon HD 4870 1GB VRAM
1280x1024 native resolution lcd screen
HDR, no anti-aliasing - otherwise all video settings are maxed
I use QTP3-R, plus a whole bunch of particular textures: AmpolX's clutter, some stuff from Mikaal, Enhanced Vegetation, some face retex, RAEVWD, Enhanced Water...

Perhaps I'm nitpicking, but this is a pet peeve of mine. Your eye can in fact notice framerates higher than 60 fps. The eye isn't digital, so attempting to describe its capabilities in frames per second is misleading anyway, but you can definitely notice the difference of frames per second at which a game runs all the way up to 72 screen refreshes (or frames) per second. This guy explains it pretty well:

http://www.daniele.ch/school/30vs60/30vs60_1.html

Actually, all arguments about what the eye can see aside, in games the much bigger deal is smoothness. You can have as many frames as you like, but if they do not appear in regular intervals, it can still appear choppy. If you've got 30 fps, and each frame appears for 1/30 of a second regularly spaced, you're going to get a very smooth visual experience.

Movies and TV project their images in a clockwork-regular spread. Games can be all over the board, frame rates jumping up and down within seconds, frames being drawn at rates the monitor's refresh rate can't actually show you, etc.

gothemasticator
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Sami Blackburn
 
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Post » Sat Apr 03, 2010 6:31 pm

Of course, that's probably the most important factor when playing games- it's mentioned in the linked article as well.
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Tom Flanagan
 
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Post » Sat Apr 03, 2010 10:51 pm

Alright Goth, you have a more powerful gfx card than I do (I have yours predecessor 3870 512MB) and you play at lower res and without AA. OTOH you got more stuff installed. But yeah, net-net overall I think you should have more FPS than I do. Actually I'm thinking of upgrading to a 5870 or 5850, I especially like their relatively modest power consumption - if they ever become available in quantity... ;)

I totally agree about your point re smoothness of delivery of frames vs. max frame rates and their violent variations.

Ah: And the next upgrade for you should be new screen with 1680 x 1050 (or more if you've got the space to put it). I used to have one with your native res and I tell you in wider screen it's yet another dimension again. Really, I'm not exaggerating!
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laila hassan
 
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Post » Sat Apr 03, 2010 3:01 pm

We've kind of got of Blade's topic a little.
As is always the case, posting your questions or theories about this kind of thing would be done better in the Stutter Remover and Streamline threads where users and modders with in depth knowledge are more likely to answer your issues correctly. :)
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Star Dunkels Macmillan
 
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Post » Sun Apr 04, 2010 1:49 am

EDIT: Shikishima's right. My post was going to be even more off-topic.

gothemasticator
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Nathan Barker
 
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Post » Sun Apr 04, 2010 3:34 am

20. Installed Tamriel Travellers 1.39c topped up with 1.40 file for advanced scripts and latest RBP/COBL Travellers (thank you, Corepc!)

Blade of Mercy, could you maybe post a link on where to find the 1.40 file for advanced scripts, and the latest RBP/COBL travellers? As I had never heard of those before, and I can't seem to find them.
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Elisabete Gaspar
 
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Post » Sat Apr 03, 2010 5:42 pm

there you go, RBP/COBL races TT: http://www.4shared.com/file/153417240/e658e2df/TamrielTravellersCosmeticCoblo.html

and 1.40: http://www.4shared.com/file/84848755/a265a7de/TamrielTravellerAdvscript140Alpha.html
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Heather beauchamp
 
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Post » Sat Apr 03, 2010 6:37 pm

there you go, RBP/COBL races TT: http://www.4shared.com/file/153417240/e658e2df/TamrielTravellersCosmeticCoblo.html

and 1.40: http://www.4shared.com/file/84848755/a265a7de/TamrielTravellerAdvscript140Alpha.html


Cool, thanks a lot man :)
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Tanya
 
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Post » Sun Apr 04, 2010 3:42 am

Blade of Mercy or anybody, I have a question about your point 6.

6. I unpacked Oblivion - meshes.BSA, pyffied the 8 folders named Architecture, clutter, dungeons, furniture, landscape, plants, rocks and sky, then omoded them and activated.

Why only these 8 folders? The OB-Meshes.BSA contains a boatload full of other .nif folders that one could pyffi? I have read that pyffi-ing is not recommended for .nifs that have animations with them, maybe that is why?

And so you did not repackage the pyffied meshes back into a custom .BSA but "created" an OMOD out of them, right? I think one could just as well make a .7z archive with them and install the pyffied meshes through BAIN?
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Javier Borjas
 
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Post » Sat Apr 03, 2010 5:21 pm

Blade of Mercy or anybody, I have a question about your point 6.

6. I unpacked Oblivion - meshes.BSA, pyffied the 8 folders named Architecture, clutter, dungeons, furniture, landscape, plants, rocks and sky, then omoded them and activated.

Why only these 8 folders? The OB-Meshes.BSA contains a boatload full of other .nif folders that one could pyffi? I have read that pyffi-ing is not recommended for .nifs that have animations with them, maybe that is why?

And so you did not repackage the pyffied meshes back into a custom .BSA but "created" an OMOD out of them, right? I think one could just as well make a .7z archive with them and install the pyffied meshes through BAIN?

These 8 are safe to pyffi, for the rest you should know more than I do (please for detailed info check PYFFI tread) and, yes the home made 7z. file should do the trick with BAIN.

Hope you find this tread useful :D
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Andres Lechuga
 
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Post » Sat Apr 03, 2010 6:17 pm

Blade of Mercy or anybody, I have a question about your point 6.

6. I unpacked Oblivion - meshes.BSA, pyffied the 8 folders named Architecture, clutter, dungeons, furniture, landscape, plants, rocks and sky, then omoded them and activated.

Why only these 8 folders? The OB-Meshes.BSA contains a boatload full of other .nif folders that one could pyffi? I have read that pyffi-ing is not recommended for .nifs that have animations with them, maybe that is why?

easy one: PyFFI used to not work with any animated nifs but now it works with animated nifs (including morphs and skinned meshes)... so all folders should be fine now (but if you hit an error please report it so that it can be fixed.).
And so you did not repackage the pyffied meshes back into a custom .BSA but "created" an OMOD out of them, right? I think one could just as well make a .7z archive with them and install the pyffied meshes through BAIN?

custom BSA works fine if you make it totally from scratch and include all the meshes from the vanilla BSA and remove the old one. archive and BAIN also works very well (IMO much better than OMODing it).
Pacific Morrowind
Edit: Blade Of Mercy beat me to it... must type faster and do less other stuff while posting to prevent that.
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Luna Lovegood
 
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Post » Sat Apr 03, 2010 7:36 pm

Blade and Pacific Morrowind
yes this thread is most instructive and helpful indeed. Thanks for your comments. Ok... so I ran the pyffi on some 6018 meshes in the 8 folders Blade mentioned in the #1 post. I did not do it by hand but with one of the automators available on Texnexus. There are basically 2: One that is rather slow called "Automator" and the other one which is an "Alpha 5" release. That Alpha Tool is the better one, I think, as it writes the pyffied files to a separate folder. And it's quick because it supports multi core PC's. It ran the 6000 meshes through in like less than 4 hours or so. So I used that.

But: On some 57 meshes it would say "Failed" in the logfile. But I'm not sure it that means a bad mesh to start with or because that mesh had some ".egm" association or whatever else...

EDIT: Actually it would say "Pyffie Fail..." I have an example here:

Pyffi Fail - C:\Dokumente und Einstellungen\Tommy.TOMMY-E8400\Desktop\Pyffi 50 2.Lauf\architecture\anvil\anvildooruc01.nif

I'm somewhat puzzled about those 57 meshes that Alpha5 did not process, because I let Automator run on those and it would pyffie them... So I'm wondering if they are both using the same method or if one is the better pyffi-cator than the other... Have you got any experience with one or the other? I understand that there is also the right-click method. Is this possibly even better or more reliable? It was just convenience to let the pfyffi-ing done by one of the automatic tools.

And yeah, I will pack the pyffied files in a .7z archive now and will install them with BAIN.
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luis ortiz
 
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Post » Sat Apr 03, 2010 6:39 pm

i've never have had error message with the pyffy, Tommy. Guess I've been lucky. Sorry.
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Ross Zombie
 
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Post » Sat Apr 03, 2010 9:11 pm

easy one: PyFFI used to not work with any animated nifs but now it works with animated nifs (including morphs and skinned meshes)... so all folders should be fine now (but if you hit an error please report it so that it can be fixed.).


Is this even the case with hair, body, and helmets with .egm files now too? If so, PyFFI has come a long way indeed. Those 3 file types are the most prone to disaster. Last time I did hair files I ended up with lots of square black blotches on NPC heads, and body meshes suffered similar artifacting.
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Batricia Alele
 
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Post » Sun Apr 04, 2010 12:36 am

Hmm... I guess Alpha5 in those 57 cases would just not process the mesh and go to the next one. It also showed a different file count when processing. Automator said 6063 files in total, with Alpha5 it was only 6018 files.... probably not all too important but still... makes you think.

Blade, how would you or did you do the pyffi-ing? Right-click method?
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Lynette Wilson
 
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