Thanks guys; I'll try those out in a bit.

Also, I've heard it said that running Streamline's Streamsight feature alongside AN's fog can be a good way to help increase performance. Is this still true, and if so, how does that work? And what would be good settings for Streamsight (i.e.: would the recommended settings from the SL documentation for uGridDistantCount=15 be used, or one of the higher ones since AN's fog is at work too. And what about the ExtremeClipping, ClipMin, and FogUpdate settings?)
I was debating the same thing, working with WIPs in OSR. So, I did the normal thing: I tested two individual saves running through one quest to the end as fast as possible. One I did with Arthmoors' original ini for All Natural (full) and StreamSight enabled at recommended distances (MHT in docs folder somewhere for Streamline); the other w/o StreamSight and manually adjusted distances in the INI. Streamline doesn't look as good as the "natural" fog AN provides, distant objects are distorted "more realistically" than SS and the updating can cause performance drops because a script reads the distances given by Oblivion, then adjusts them to fit its own parameters. Seems like a redundant operation to me, if you can just make the natural fog closer. Experiment and you might find the same results.
Regarding Clipping Distance:
I have found that I get better performance by NOT restricting LOD fade or distant clipping. It's loaded to memory anyway, just not rendering it. This might be good for a low-end lap-top, but today's graphic cards and even onboard handles most of the rendering without the same restrictions that were yet to be overcome when the game was written and patched. Right?
@Arthmoor: You don't know how much I appreciate your work on All Natural and RAEVWD and the UOP. Everything I have done to tweak every eeekling of performance has come from following your mod-work and forum suggestions. Quietly, I've lurked...building a knowledge base and experience.
Now, enough mushy talk...query: is it the trees or the tower that cuts 7-10 fps off with RAEVWD IC plugin enabled? This and the ships in docks are the only things that cause noticable drops in framerate, for me. OSR has taken care of everything else (yay!). OH! and the brazer fires, exit IC towards IC Prison, on the bridge immediately after exitting are offset. I d/l your update today, and tis still there. Soon as I find a likable upload site for screenie, I'll post the irregularity.
On another note, Arthmoor; iPreloadSizeLimit. Yeah, Ima goin there.

Check it out, though, k? I have mine at 402653184. For those of you reading without a calculator, that's 384 mb. Here's how I came to the number. Fully armored up in Jojjo's Drake Armor and Weapons, facing Imperial City with the Vilverin Oblivion Gate on my right and 3 Clannfer on screen at load I have 279 mb of texture mem, according to the console. I had been looking at the Tweak Guides pages...the default is 25 mb. I was seeing all these "buckets" in OSR, big numbers getting split up (I thought). So, I upped it to the max recommended on the site: 250, thinking that OSR's Heap was breaking up its own heap into smaller ones. On that thinking, whether its realistic or not, I decided that I should make it work with one big bucket. Again, whether the translation to the real world is correct or not, the end results make the case.
In the scenario above, all decked out in 14-16 mb of armor and loading 279 mb on a new load...hmmm?
So, I upped it to 256 (256*1024*1024). Wow, less lag. Not stutter, lag. K, then. If I load 279, biggest place I can find with most amount of texture on my actor, maybe I up it somemore? 384 still leaves me 128 for extra actors and such, and that's only in battle.
***TO NOTE: I use Body Shapes, not breeze's, but the newer one and MAO with some of my own patching to make it so that all NPCs are Vanilla, patched, UOPed-always current and Pyffid. I do have an appreciation for the "ahead of the times" game that this once was. And I currently have the following load order, never used BOSS, always manual load order with the help of TES4Edit and a lot of research:
Spoiler Oblivion.esm
Cobl Main.esm
UnnecessaryViolence.esm
HorseCombatMaster.esm
All Natural Base.esm
ActorValueUncapper_Example.esp
Oblivion XP.esp
PTAutumnTrees.esp
Unofficial Oblivion Patch.esp
RAEVWD Cities.esp
RAEVWD Imperial City.esp
DLCShiveringIsles.esp
Unofficial Shivering Isles Patch.esp
RAEVWD New Sheoth.esp
HrmnsOblivionScriptOptimizationv1.0.esp
Knights.esp
MIS Low Wind.esp
MIS New Sounds Optional Part.esp
Cobl Glue.esp
Cobl Si.esp
Salmo the Baker, Cobl.esp
Clep Reborn.esp
Side's Sailing Ships.esp
Slof's Horses Base.esp
Slof's Epona.esp
Nocturne.esp
CleanedIcMd.esp
road+bridges.esp
DBShadowSet.esp
StealthArmor.esp
DarkAdventuressBow.esp
MagicContainer_StandAlone.esp
TH_NightshadeCabin.esp
DS Portable Sorters.esp
Apachii_Goddess_Store.esp
Dread Knight Armor.esp
ExnemEyeCandy.esp
Luchaire's Neck Seam Concealer.esp
MerchantTeleportRing.esp
MHSNfuru.esp
Silverlight Armor by Jojjo.esp
Queensarmory.esp
Growlfs Animated Hair.esp
TrawlolsCorinthianGladiator.esp
TrawlolsCorinthianPitFighter.esp
UFF Warrior Skin.esp
YAARM_Steel.esp
Dread Knight Armor for SPB Heavy AB.esp
Exnems Sorceress Outfit for SPB Heavy AB.esp
Female Berserker Armor for SPB Heavy AB.esp
SPB Heavy AB Daedric and Glass Armors.esp
Dark Red Finery for SPB Heavy AB.esp
Trashdog's SPB Heavy AB Shop.esp
Plate Armor Plus - Woman's Move Edition.esp
Daedric Rune Blades.esp
armure_aube_mythique.esp
WindowLightingSystem.esp
KT_CustomRaceFix.esp
Ren_Soya_KD's.esp
_Ren_BeautyPack_full + Soya's hair.esp
Nec Mystic High Elf-Remake.esp
DKImperials.esp
Abriael_Human.esp
X.Falmer.esp
LJD_HumanMIKA.esp
Tolkien Elves.esp
PCSoundMazzy.esp
DropLitTorchOBSE.esp
sr_super_hotkeys.esp
Quick Clothes and Spells.esp
phinix_dual-wield_imports.esp
R18PN - Eisen Platte Armor.esp
Drake Knight Armor and Weapons v1.0.esp
Drake Knight Complete.esp
Steel Ebony Armor.esp
Double-tap dodge.esp
I just hit you.esp
Can't touch me!.esp
UnnecessaryViolence.esp
DeadlyReflex 5 - Combat Moves.esp
All Natural.esp
All Natural - Real Lights.esp
All Natural - SI.esp
P1DkeyChain.esp
Mayu's Animation Overhaul.esp
Enhanced Grabbing.esp
FOV Modifier.esp
kuerteeDetectLifeEffectNightEyeShader.esp
QuickPowerAttacks 1.0.esp
BOO_BulletTime.esp
Streamline 3.1.esp
BodyShapes.esp
Bashed Patch, 0.esp
fChase3rdPersonXYMultfix.esp
So, Arthmoor, your thoughts on iPreloadSizeLimit? Test my argument? Now, this is just iPreloadSizeLimit, my iGridstoLoad is 5 and uExterior Cell Buffer is set by Oblivion (36). Gridcount=8 and TreeRnage=18. I am guessing that one could push it to the limit of 3/4 vram, if there's plenty of system memory (with the above scenario, Oblivion.exe presents itself with approx. 649 mb of system mem).