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_extremely__low__ fps with listed mods enabled.


133794m3r

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Oblivion scares me.

 

before i started playing oblivion, i was just a gamer. i put the DVD in the drive, i ran the install, and i played the game. the mouse and keyboard were my tools, and in my ignorance, i was happy.

 

NOW . . .

 

OBMM scared me. OBSE scared me more. Wrye Bash cost me sleep. and now this pyffi is making me shake . . . and yet, all these things have come out well, in the end. they've worked. so i say thank you, not only to those suggesting Pyffi (its running now . . . .nif #15 out of 15059 . . .) but to everyone whose worked on all these recondite rituals which, at the end of the day, make one of my favorite games better.

 

*hugs*

 

UPDATE: ran all night. got to about 2000/15059. i think this might take 3 or 4 days =/

 

good thing im utterly committed to this game. its going to be agonizing to wait for it, considering i ALSO made some .INI optimizations. i cant wait =D

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Well, when the BSTaskCount isn't going up whatever the hell that is. Apparently thus far no one's been able to explain that one to me the FPS did go up by ~10 outdoors as teh minimum and indoors i have over 100FPS up from ~50FPS. Outdoors is low-drop of ~10-15 and averaging ~50FPS from 1-25FPS average.

 

Now here's my biggest issue, what's this BSTaskCount thing that keeps going up, and also it seems it's having problems with I/O tasks, should i go through the bethesda BSAs and uncompress them as in extract then remake with 0% compression to reduce the I/O count on moving around? Since that seems to be the biggest issue that it's having right now.

 

Also to the person above me, it'll make a huge amount of difference since it has for me. The biggest problem i have is I/O tasks when moving around it seems like the engine cannot load the data fast enough even though my HDD is capable when i have tested it of ~64MB/s average read speed, and writes were i'm not sure right now since i've yet to really use them besides using a usb 2.0 transfer cable and it was ~40MB/s so i'm going to guess that it's about the same. So with this i don't know why it's having so many queues and BSTaskCounts

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I'm unsure about the BSTaskcount you're referring to.

 

Your question about the vanilla BSAs. Absolutely. You should extract, PyFFI, and repack with no compression, for the Vanilla Meshes BSA. I received the most noticeable gain in performance from this single archive.

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I'm unsure about the BSTaskcount you're referring to.

 

Your question about the vanilla BSAs. Absolutely. You should extract, PyFFI, and repack with no compression, for the Vanilla Meshes BSA. I received the most noticeable gain in performance from this single archive.

I was speaking about the other files. I've already extracted the oblivion meshes bsa and rearchived with no compression. And i think i've done it with the textures. I was thinking about doing it with all of the other files.

 

and if you've ever used tdt before with OBSE(maybe?) it shows itself as one of the bits of data. It's

FPS <value>

I/O Queue <value>

<cannot remember what it is>

BSTaskCount <value>

 

For some reason when just walking around, it seems like it drops and the I/O Queue goes up rapidly and then it balances itself out. The reason why i don't get this is simply because i'm using as it says and thus it shouldn't have to be reading so much data when just walking around within an area. The load screens themselves take ~3-5 seconds when they happen but those random dips are seemingly random. I'll attach a screenshot when i get back into oblivion to show you. I don't know why oblivion is thrashing the disk so much though and i cannot think of a single reason for it to do so.

Edit: Added on this image to show it. Was recieved via tdt.

 

Also the IO task, and queued reference task both go through the roof for seemingly no reason.

http://img258.imageshack.us/img258/3648/screenshot3c.jpg

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Right. I am aware of the value you're referring to and how to display it with the debug text. However I'm confused as to why you perceive it as a problem? Are you seeing drops in FPS or other performance issues associated with this or what exactly? Maybe elaborate more as to what exactly happens.

 

EDIT* Okay I see the pic but yet I'm still unsure what exactly the problem is.

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Right. I am aware of the value you're referring to and how to display it with the debug text. However I'm confused as to why you perceive it as a problem? Are you seeing drops in FPS or other performance issues associated with this or what exactly? Maybe elaborate more as to what exactly happens.

 

EDIT* Okay I see the pic but yet I'm still unsure what exactly the problem is.

as i said before. The FPS drops at the same time that the I/O Queue and the Reference Queue increases, and the BSTask Count increases. It has happened when just walking around the imperial city market district which doesn't make sense since i thought that the meshes/textures would've been rendered already and that the cells should be loaded seamlessly.

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If i may disturb, about pyffi.

When i wanted to optimize the original Oblivion - Meshes.bsa what i did was:

- Extract with OBMM to a folder: Pyffi - utilities - toaster - in

- Made a backup ofcourse

- Optimized using a right click on oblivion-optimize.ini in toaster folder

- It optimized for about 12 -14 hours

- I copied everything from IN folder and pasted to Out folder saying No to all when promted to overwrite files

- OBMM - create BSA, compression 0 and it did what it had to do.

- New BSA was about 1,16 gb or was it 1,6? anyway, i copied it to my oblivv data folder and when i ran oblivion it crashed, loading menu showed a transparent Wtf i am missing a mesh icon in a star, what you get in-game usually and the game crashed.

Restoring the backup all worked. What did i do wrong? :(

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*snip*

 

The only thing I notice you may want to try a different approach, is your step 5 is kinda the backwards approach. I suggest following the guide on Tomlong's site. Notice step 6 is just a different approach to what you did in step 5. Both methods should yield the same end result but it never hurts to be sure.

 

Somewhere in the process something went wrong, obviously. :verymad: Did you follow the steps about naming and replacing the original BSA exactly? If not this step is known to cause multiple problems. Other than that all you can do is try to repack the BSA again to see if it was an error in packing, since that's a fairly quick process. Make sure you redate your BSA after repacking it. Then I suggest you check which version of PyFFI you're using and try again. You can compare to the PyFFI thread I linked to previously.

 

A side note the file size is correct, it will increase. Without compression my Meshes BSA is 1.21 GB. However file size is not important it's what's going on with the meshes that matters.

 

Good luck.

 

**NOTE** From my personal experience and having to repack my BSA a few times to find the problem I'll make a suggestion. Be sure you DELETE the newly created Creatures folder and Copy the old, unoptimized Creature folder in it's place before repacking. If not you'll notice some odd meshes. Most notable for me was with Wolves. Their tails were HORRIBLY stretched, due to missing vertices, like from Chorrol to the IC stretched. :wacko:

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