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JookyThingy

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  1. I want that too. I've reached 100 Alchemy but now harvesting is just a chore. Thanks in advance.
  2. I didn't fix it, it's the latest update that fixed it.
  3. Update 4 fixed the problem. Yay! Video for demonstration: http://www.youtube.com/watch?v=-oN1sbprttA
  4. Changing these parameters below has some effect on overall performance including loading time: iNumHavokThreads=5 iThreads=9 iOpenMPLevel=10 By default, only the first exists in the various ini files for FONV. So you'll have to add the other two, ithreads and openmplevel. Add them in the [HAVOK] section where numhavokthreads already is. I don't want to scare you but I set mine to this: iNumHavokThreads=128 iThreads=128 iOpenMPLevel=100 I don't know how high they'll go but I noticed an improvement every time I increased it past the default value. So I went as high as I thought it would be useful. I'm not worried about my machine, I'm pretty sure it can handle thousands of threads. I used taskman to gauge the effect. If the CPU works harder, it means there's more work to be done. Changing the values to those above seemed to give my CPU more work to do. It had a very noticeable effect in game too. Scenes seemed to load so much faster that there was virtually nothing to load once I got somewhere or fast traveled. FONV still seems to use only one CPU out of the four available though. But my goal is not to use all cores, it's to increase game performance. The bottleneck in this game is the CPU. A video carb such as mine can handle it just fine at frame rates as high as 180 with all settings to max and beyond. But as soon as it requires lots of CPU work, performance drops accordingly. Also change the values for multithreading and background loading to enable everything there. To gauge performance, you can use EVGA Precision, a small tool that includes a frame rate counter that you can see in game.
  5. Well yes, stutter is exactly what's happening. But there are different kinds of stutter, caused by different things. This stutter in particular occurs with absolute predictability at always the same exact specific points. It's predictable, it's reproducible, and it occurs at the same points all the time, every time. Does it still look like the kind of stutter you mean? Does it look like any other kind of stutter that is already known to date: Micro-stutter, loading stutter, lack of performance stutter, etc? This one would be called predictable stutter due to its behavior. It's not micro-stutter because it's not related to time but to position. It's not loading stutter because everything is loaded yet the stutter still occurs. It's not lack of performance stutter because my machine can handle pretty much everything I throw at it set at max settings and beyond. This stutter is something else. It could be due to some flawed loading algorithm that unloads and reloads specific materiel back and forth as I move the view back and forth, maybe as a result of the limited buffering capacity of the engine. I don't know, but I know it's a different kind of stuttering than the ones we've been used to. It's not new since I noticed it in Fallout 3.
  6. Videos for demonstration: http://www.youtube.com/watch?v=_zM3MbschYk A couple more related videos at this channel: http://www.youtube.com/user/JackFook
  7. It occurs at the gun runners and at the medical clinic and many other fast travel spots. I did not notice the problem inside. Maybe it only occurs outside on the main map. I read that the dll fix is intended to improve overall performance in case the machine can't handle the new face geometry. I don't have such a problem. Overall performance is great with every settings to max and beyond. Reducing setting to medium or lower or even turning some of them off doesn't fix the problem. In fact, doing this makes the game so much more smoother that the problem is now made that much more obvious when it occurs. Nevertheless, I'll try the dll fix.
  8. Hi, this is my first post here. So I guess this makes me a noob. To the point. Find a spot where turning will be jerky. Then turn slowly to find the exact point where the jerk occurs. Turn back and forth over this point and notice that the jerk occurs only one way, not both ways. Notice that the jerk occurs at the same exact point every time, all the time. Rinse, repeat. This is the problem with jerky mouse control. I've seen it being described elsewhere but apparently not accurately enough. Otherwise, there would be a solution already. Or at least it would be a "known problem" in any case. I've seen the same problem with Fallout 3. The problem doesn't occur in any other game. It's not related to mouse acceleration. It's not related to mouse speed. It's not related to the controls themselves. It's not related to my machine or its possible lack of performance: It has plenty of juice. I've fooled around with pretty much every ini parameter I could think of to no avail. Did anybody else notice this problem? Did you find a solution? Here's a description of my machine: Intel I5 750 Gygabyte P55A-UD3 4GB (2x2) DDR3-2000 BFG GTX285-2GB Corsair X128 SSD (main drive) Western Digital Caviar Black 640GB (secondary drive) Asus VK246 LCD Logitech G9x mouse with SetPoint 5.20.40 Logitech Slim Keyboard no SetPoint Antec TruePower 750w As we can see, it's highly improbable that the source of the problem is a lack of performance from my machine or any of its components. And considering that the problem doesn't occur in any other game, and that it occurs in a precise fashion at specific predictable points in the game, I can only conclude that the source of the problem is the game itself. VIDEO LINK BELOW FOR DEMONSTRATION
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