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Still a bit of stuttering with Stutter Remover


Eferas

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Hi everyone. :smile:

I have tweaked my stutter remover ini in many ways by reading in the mod comment section and all over the internet in order to fix some issues I had, expecially the disappearing hand bug and the way my ini file is, everything is fixed. Expect for one thing: when arriving to a new area, there is a small, but noticable, stutter for a moment. In this moment I lose 10 fps for two seconds and then I recover them and everything is normal.

I usually have 55/58 fps all around, but for example, if travelling from Goodspring to Primm, the moment I arrive to Primm I will have this fps drop for two seconds. The same thing happens when fast travelling, the moment I move the camera around my fps will drop and then recover.

Is there a way to fix it? Clearly my pc can handle the game, since it never goes down the 50 fps except when during this moment. I will copy my ini settings here:

 

 

 

Master = {
_comment = You can turn on or off each distinct feature from here.
bManageFPS = 1
bHookCriticalSections = 1
bHookLightCriticalSections = 0
bHookHashtables = 1
bReplaceHeap = 1
bReplaceGetTickCount = 1
bLogToConsole = 0
bFastExit = 1
bFlushLog = 1
iSchedulingResolution = 1
bReplaceRandom = 1
bExperimentalStuff = 0
iMainHookPoint = 1
}
Experimental = {
_comment =bReduceSleep and iThreadsFixedToCPUs can probably reasonably be used at 1. > 1 is a bad idea atm.
_comment =other settings here you're probably better off not touching
bReduceSleep = 0
iThreadsFixedToCPUs = 1
bSuppressRandomSeeding = 0
bBenchmarkHeap = 0
bAlternateHeapHooks = 0
iHeapMainBlockAddress = 0
}
FPS_Management = {
_comment =Absent a good reason otherwise, bInject_iFPSClamp=1, fMaximumFPS= 30 to 85 (or 0), fMinimumFPS= 10 to 20, iFPS_Report_Period = 2000 to 60000, fExtraSleepPercent = 0.0 to 0.2
bInject_iFPSClamp = 0
fMaximumFPS = 58
fMinimumFPS = 15
iFPS_Report_Period = 15000
fExtraSleepPercent =0.05
}
GetTickCount = {
_comment =This section is disabled by default - see Master/bReplaceGetTickCount
bForceResolution = 0
bPreserveDC_Bias = 1
bPreserveHighFreqComponents = 0
bForceSync = 0
iSyncLimitMilliseconds = 50
}
CriticalSections = {
_comment = CS stuff helps Oblivion, Fallout, and New Vegas significantly
_comment = much of the benefit comes from the Renderer+0x180 suppression (see overrides below)
_comment = modes: 1=vanilla, 2=fair, 3=staggering(hybrid of 1 & 2), 5=suppressed
bUseOverrides = 1
iDefaultMode = 3
iDefaultSpin = 1000
iStaggerLevel = 5
bEnableMessages = 1
bEnableProfiling = 0
}
LightCriticalSections = {
_comment =LCS stuff is like CS stuff, but with a Bethesda implementation. And inlined sometimes, so difficult for me to work with
bEnableProfiling = 0
bEnableMessages = 1
iDefaultMode = 3
iDefaultSpin = 1000
iStaggerLevel = 5
bFullHooks = 0
bUseOverrides = 0
}
Heap = {
_comment =This section is disabled by default - see Master/bReplaceHeap
_comment =I recommend enabling it however.
_comment = Heap replacement can produce MAJOR improvements in performance on Oblivion at a significant cost in stability
_comment = It crashes instantly on Fallout3 last I remember checking
_comment = It seems to work on Fallout: New Vegas ?
_comment = Algorithms: 1=FastMM4, 2=Microsoft (slow on XP), 3=SimpleHeap1, 4=TBBMalloc, 5=ThreadHeap2, 6=ThreadHeap3, 8=tcmalloc
_comment = Algorithms numbers 1, 4, and 8 require external DLL files in the Data/OBSE/Plugins/ComponentDLLs folder
_comment = Size is in units of megabytes, and only effects algorithms 3, 5, and 6 (other algorithms dynamically determine their own size)
iHeapAlgorithm = 6
bEnableProfiling = 0
iHeapSize = 768
bEnableMessages = 0
bZeroAllocations = 0
}
Hashtables = {
bUseOverrides = 1
bEnableMessages = 0
bEnableExtraMessages = 0
bEnableProfiling = 0
}
OverrideList = {
CriticalSection = {
CallerAddress = 0xA62B29
comment = Renderer+0x180, recommendation=suppress (mode 5)
Mode = 5
Version =FalloutNV 1.4.0.525
}
CriticalSection = {
CallerAddress = 0xA62B17
comment = Renderer+0x080, recommendation=fair (mode 2) or stagger (mode 3) or suppress (mode 5)
Mode = 2
Version =FalloutNV 1.4.0.525
}
CriticalSection = {
CallerAddress = 0xA044FE
comment = ?, recommendation=stagger (mode 3), maybe high spin?
Mode = 3
Spin = 6000
Version =FalloutNV 1.4.0.525
}
CriticalSection = {
CallerAddress = 0xA5B577
comment = ?, recommendation=stagger (mode 3)
Mode = 3
Version =FalloutNV 1.4.0.525
}
CriticalSection = {
CallerAddress = 0x4538F1
comment = ?, recommendation=fair (mode 2)
Mode = 2
Version =FalloutNV 1.4.0.525
}
HashtableEarly = {
comment = vtable:0x01094e7c
Address = 0x011F3358
OldSize = 37
NewSize = 8701
Version =FalloutNV 1.4.0.525
}
HashtableEarly = {
comment = vtable:0x01094e3c, caller 0x00A0D777, important during initial game loading?
Address = 0x011F3308
OldSize = 37
NewSize = 371
Version =FalloutNV 1.4.0.525
}
Hashtable = {
comment =caller 0x0084B7AB, vtable 0x0107f494, may be active during loading?
SizeAddress = 0x0084AB60
OldSize = 37
NewSize = 117
WordBits = 8
Version =FalloutNV 1.4.0.525
}
Hashtable = {
comment =caller 0x004746BB
SizeAddress = 0x00473F69
OldSize = 1001
NewSize = 5005
Version =FalloutNV 1.4.0.525
}
Hashtable = {
comment =caller 0x0058911b
SizeAddress = 0x00582CA2
OldSize = 37
NewSize = 119
WordBits = 8
Version =FalloutNV 1.4.0.525
}
Hashtable = {
comment =also caller 0x0058911b
SizeAddress = 0x00587AC9
OldSize = 37
NewSize = 43
WordBits = 8
Version =FalloutNV 1.4.0.525
}
Hashtable = {
comment =caller 0x0058921B
SizeAddress = 0x00582CEF
OldSize = 37
NewSize = 49
WordBits = 8
Version =FalloutNV 1.4.0.525
}
Hashtable = {
comment =caller 0x0058931b
SizeAddress = 0x00582D64
OldSize = 37
NewSize = 31
WordBits = 8
Version =FalloutNV 1.4.0.525
}
Hashtable = {
comment =also caller 0x0058931b
SizeAddress = 0x00583F90
OldSize = 7001
NewSize = 7001
Version =FalloutNV 1.4.0.525
}
Hashtable = {
comment =also caller 0x0058931b
SizeAddress = 0x00583FF6
OldSize = 701
NewSize = 1703
Version =FalloutNV 1.4.0.525
}
Hashtable = {
comment =caller 0x006b7f0b
SizeAddress = 0x006B5C76
OldSize = 10009
NewSize = 10009
Version =FalloutNV 1.4.0.525
}
Hashtable = {
comment =caller 0x006B81BB
SizeAddress = 0x006B7A30
OldSize = 1009
NewSize = 2809
Version =FalloutNV 1.4.0.525
}
Hashtable = {
comment =caller 0x006c62bb - this one is important
SizeAddress = 0x006C02F8
OldSize = 37
NewSize = 121
WordBits = 8
Version =FalloutNV 1.4.0.525
}
Hashtable = {
comment =also caller 0x006c62bb
SizeAddress = 0x006C035F
OldSize = 37
NewSize = 95
WordBits = 8
Version =FalloutNV 1.4.0.525
}
Hashtable = {
comment =also caller 0x006c62bb
SizeAddress = 0x006C0397
OldSize = 37
NewSize = 97
WordBits = 8
Version =FalloutNV 1.4.0.525
}
Hashtable = {
comment =caller 0x006c6b6b
SizeAddress = 0x006C03AB
OldSize = 37
NewSize = 89
WordBits = 8
Version =FalloutNV 1.4.0.525
}
Hashtable = {
comment =caller 0x006e213b
SizeAddress = 0x006E13AF
OldSize = 37
NewSize = 53
WordBits = 8
Version =FalloutNV 1.4.0.525
}
Hashtable = {
comment =caller 0x00845BEB
SizeAddress = 0x00845558
OldSize = 5039
NewSize = 7049
Version =FalloutNV 1.4.0.525
}
Hashtable = {
comment =also caller 0x006e213b
SizeAddress = 0x008470FA
OldSize = 37
NewSize = 55
WordBits = 8
Version =FalloutNV 1.4.0.525
}
Hashtable = {
comment =also caller 0x006e213b
SizeAddress = 0x00846FFB
OldSize = 5039
NewSize = 5031
Version =FalloutNV 1.4.0.525
}
Hashtable = {
comment =also caller 0x006e213b
SizeAddress = 0x0084703E
OldSize = 37
NewSize = 57
WordBits = 8
Version =FalloutNV 1.4.0.525
}
Hashtable = {
comment =also caller 0x006e213b
SizeAddress = 0x00848072
OldSize = 5039
NewSize = 12041
Version =FalloutNV 1.4.0.525
}
Hashtable = {
comment =caller 0x00558F0B
SizeAddress = 0x00544FA7
OldSize = 37
NewSize = 39
WordBits = 8
Version =FalloutNV 1.4.0.525
}
Hashtable = {
comment =also caller 0x00558F0B
SizeAddress = 0x00544FC9
OldSize = 37
NewSize = 29
WordBits = 8
Version =FalloutNV 1.4.0.525
}
Hashtable = {
comment =address 0x011F6F44, should be caller 0x00AE7BA7, but showing up as NULL
SizeAddress = 0x00AD9169
OldSize = 37
NewSize = 111
WordBits = 8
Version =FalloutNV 1.4.0.525
}
Hashtable = {
comment =address 0x011F6F54, should be caller 0x00AE7C27, but showing up as NULL
SizeAddress = 0x00AD9189
OldSize = 37
NewSize = 111
WordBits = 8
Version =FalloutNV 1.4.0.525
}
Hashtable = {
comment =address 0x011F6F64, should be caller 0x00AE7C27, but showing up as NULL
SizeAddress = 0x00AD91A9
OldSize = 37
NewSize = 111
WordBits = 8
Version =FalloutNV 1.4.0.525
}
Hashtable = {
comment =address 0x011F6F74, should be caller 0x00AE7CA7, but showing up as NULL
SizeAddress = 0x00AD91CC
OldSize = 37
NewSize = 39
WordBits = 8
Version =FalloutNV 1.4.0.525
}
Hashtable = {
comment =caller 0x00a2f00b, multiplied by 4
SizeAddress = 0x00A2EFDF
OldSize = 148
NewSize = 604
Version =FalloutNV 1.4.0.525
}
Hashtable = {
comment =caller 0x00a2f00b, must be 1/4th of the preceding one
SizeAddress = 0x00A2EFED
OldSize = 37
NewSize = 151
Version =FalloutNV 1.4.0.525
}
Hashtable = {
comment =caller 0x00a660e2, multiplied by 4
SizeAddress = 0x00A660B7
OldSize = 236
NewSize = 636
Version =FalloutNV 1.4.0.525
}
Hashtable = {
comment =caller 0x00a660e2, must be 1/4th of the preceding one
SizeAddress = 0x00A660C4
OldSize = 59
NewSize = 159
Version =FalloutNV 1.4.0.525
}
Hashtable = {
comment =caller 0x00B61872, multiplied by 4
SizeAddress = 0x00B61841
OldSize = 404
NewSize = 1204
Version =FalloutNV 1.4.0.525
}
Hashtable = {
comment =caller 0x00B61872, must be 1/4th of the preceding one
SizeAddress = 0x00B61854
OldSize = 101
NewSize = 301
Version =FalloutNV 1.4.0.525
}
Hashtable = {
comment =caller 0x00B7FFA8, multiplied by 4
SizeAddress = 0x00B7FF73
OldSize = 148
NewSize = 988
Version =FalloutNV 1.4.0.525
}
Hashtable = {
comment =caller 0x00B7FFA8, must be 1/4th of the preceding one
SizeAddress = 0x00B7FF85
OldSize = 37
NewSize = 247
Version =FalloutNV 1.4.0.525
}
Hashtable = {
comment =caller 0x00b9a61b, multiplied by 4
SizeAddress = 0x00B9A5EB
OldSize = 148
NewSize = 628
Version =FalloutNV 1.4.0.525
}
Hashtable = {
comment =caller 0x00b9a61b, must be 1/4th of the preceding one
SizeAddress = 0x00B9A5FD
OldSize = 37
NewSize = 157
Version =FalloutNV 1.4.0.525
}
CriticalSection = {
CallerAddress = 0xA5D9F7
comment = Renderer+0x180, recommendation=suppress (mode 5)
Mode = 5
Version =FalloutNV 1.3.0.452
}
CriticalSection = {
CallerAddress = 0xA5FA67
comment = Renderer+0x080, recommendation=fair (mode 2) or suppress (mode 5)
Mode = 2
Version =FalloutNV 1.3.0.452
}
CriticalSection = {
CallerAddress = 0xA5D9F7
comment = Renderer+0x180, recommendation=suppress (mode 5)
Mode = 5
Version =FalloutNV 1.2.0.352
}
CriticalSection = {
CallerAddress = 0xA5D9E5
comment = Renderer+0x080, recommendation=fair (mode 2) or suppress (mode 5)
Mode = 2
Version =FalloutNV 1.2.0.352
}
CriticalSection = {
CallerAddress = 0xA5DB09
comment = Renderer+0x180, recommendation=suppress (mode 5)
Mode = 5
Version =FalloutNV 1.2.0.314
}
CriticalSection = {
CallerAddress = 0xA5DAF7
comment = Renderer+0x080, recommendation=fair (mode 2) or suppress (mode 5)
Mode = 2
Version =FalloutNV 1.2.0.314
}
CriticalSection = {
CallerAddress = 0x9FF32E
comment = ???, recommendation=stagger (mode 3)
Mode = 3
Version =FalloutNV 1.2.0.314
}
CriticalSection = {
CallerAddress = 0xAFCE77
comment = ???, recommendation=stagger (mode 3)
Mode = 3
Version =FalloutNV 1.2.0.314
}
CriticalSection = {
CallerAddress = 0xAD40E8
comment = ???, recommendation=???
Version =FalloutNV 1.2.0.314
}
CriticalSection = {
CallerAddress = 0xA56607
comment = ???, recommendation=stagger (mode 3)
Mode = 3
Version =FalloutNV 1.2.0.314
}
HashtableEarlyIndirect = {
comment =vtable 0x010169C8
Address = 0x011BE3C0
OldSize = 131213
NewSize = 161219
Version =FalloutNV 1.2.0.314
}
Hashtable = {
comment =caller 0x004AFA4B
SizeAddress = 0x4ACBA7
OldSize = 257
NewSize = 307
Version =FalloutNV 1.2.0.314
}
Hashtable = {
comment =also caller 0x004AFA4B
SizeAddress = 0x4EE211
OldSize = 257
NewSize = 311
Version =FalloutNV 1.2.0.314
}
Hashtable = {
comment =also caller 0x004AFA4B
SizeAddress = 0x652607
OldSize = 257
NewSize = 313
Version =FalloutNV 1.2.0.314
}
Hashtable = {
comment =also caller 0x004AFA4B
SizeAddress = 0x8724C4
OldSize = 257
NewSize = 317
Version =FalloutNV 1.2.0.314
}
Hashtable = {
comment =also caller 0x004AFA4B
SizeAddress = 0xA586F8
OldSize = 257
NewSize = 319
Version =FalloutNV 1.2.0.314
}
Hashtable = {
comment =also caller 0x004AFA4B
SizeAddress = 0xB525E9
OldSize = 257
NewSize = 323
Version =FalloutNV 1.2.0.314
}
Hashtable = {
comment =also caller 0x004AFA4B
SizeAddress = 0xB65467
OldSize = 257
NewSize = 329
Version =FalloutNV 1.2.0.314
}
Hashtable = {
comment =also caller 0x004AFA4B
SizeAddress = 0xCB4F06
OldSize = 257
NewSize = 331
Version =FalloutNV 1.2.0.314
}
Hashtable = {
comment =caller 0x006B670B
SizeAddress = 0x6B6030
OldSize = 1009
NewSize = 2501
Version =FalloutNV 1.2.0.314
}
Hashtable = {
comment =caller 0x006E01DB
SizeAddress = 0x84441B
OldSize = 5039
NewSize = 51121
Version =FalloutNV 1.2.0.314
}
Hashtable = {
comment =also caller 0x006E01DB
SizeAddress = 0x845492
OldSize = 5039
NewSize = 52213
Version =FalloutNV 1.2.0.314
}
Hashtable = {
comment =caller 0x0084302B
SizeAddress = 0x842958
OldSize = 5039
NewSize = 70103
Version =FalloutNV 1.2.0.314
}
Hashtable = {
comment =caller 0x0084FF9B, max 127
SizeAddress = 0x84F698
OldSize = 37
NewSize = 121
WordBits = 8
Version =FalloutNV 1.2.0.314
}
Hashtable = {
comment =caller 0x0085014B, max 127
SizeAddress = 0x84F917
OldSize = 37
NewSize = 121
WordBits = 8
Version =FalloutNV 1.2.0.314
}
Hashtable = {
comment =caller 0x0085024B, max 127
SizeAddress = 0x84F937
OldSize = 37
NewSize = 121
WordBits = 8
Version =FalloutNV 1.2.0.314
}
Hashtable = {
comment =caller 0x008604AB
SizeAddress = 0x851D28
OldSize = 5039
NewSize = 5039
Version =FalloutNV 1.2.0.314
}
Hashtable = {
comment =caller 0x00A61082, 1 of 2, multiplied by 4
SizeAddress = 0xA61057
OldSize = 236
NewSize = 1172
Version =FalloutNV 1.2.0.314
}
Hashtable = {
comment =caller 0x00A61082, 2 of 2
SizeAddress = 0xA61064
OldSize = 59
NewSize = 293
Version =FalloutNV 1.2.0.314
}
Hashtable = {
comment =caller 0x00A29ECB, 1 of 2, multiplied by 4
SizeAddress = 0xA29E9F
OldSize = 148
NewSize = 1604
Version =FalloutNV 1.2.0.314
}
Hashtable = {
comment =caller 0x00A29ECB, 2 of 2
SizeAddress = 0xA29EAD
OldSize = 37
NewSize = 401
Version =FalloutNV 1.2.0.314
}
Hashtable = {
comment =caller 0x00AE25F7, max 127
SizeAddress = 0xAD4009
OldSize = 37
NewSize = 71
WordBits = 8
Version =FalloutNV 1.2.0.314
}
Hashtable = {
comment =caller 0x00AE2677, max 127
SizeAddress = 0xAD4029
OldSize = 37
NewSize = 73
WordBits = 8
Version =FalloutNV 1.2.0.314
}
Hashtable = {
comment =also caller 0x00AE2677, max 127
SizeAddress = 0xAD4049
OldSize = 37
NewSize = 79
WordBits = 8
Version =FalloutNV 1.2.0.314
}
Hashtable = {
comment =caller 0x00AE26F7, max 127
SizeAddress = 0xAD406C
OldSize = 37
NewSize = 81
WordBits = 8
Version =FalloutNV 1.2.0.314
}
CriticalSection = {
CallerAddress = 0xA5D129
comment = Renderer+0x180, recommendation=suppress (mode 5)
Mode = 5
Version =FalloutNV 1.2.0.285
}
CriticalSection = {
CallerAddress = 0xA5D117
comment = Renderer+0x080, recommendation=fair (mode 2)
Mode = 2
Spin = 1500
Version =FalloutNV 1.2.0.285
}
CriticalSection = {
CallerAddress = 0xFACB0E
comment = high contention CS, recommendation=stagger (mode 3)
Mode = 3
Spin = 1500
Version =FalloutNV 1.2.0.285
}
CriticalSection = {
CallerAddress = 0x6805A1
comment = unknown set of CSes, recommendationfair (mode 2)
Mode = 2
Version =FalloutNV 1.2.0.285
}
CriticalSection = {
CallerAddress = 0xAA3302
comment = unkown CS, recommendation=fair (mode 2)
Mode = 2
Version =FalloutNV 1.2.0.285
}
}

 

 

Edited by Eferas
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What you describe is the effect of transitioning cells. The more Video RAM you have, the more adjacent cells the video card can pre-render before actual display, allowing smooth transitions at the cost of uselessly rendering more cells in the directions you didn't travel. But increasing the number of adjacent cells you pre-render can also have an inverse effect (loss) upon your FPS. If you don't have the Video RAM to fully handle the pre-rendering of all the called for adjacent cells, then the graphics have to be loaded and rendered from disk in real-time which is much slower and shows up as stuttering. It's a trade-off balancing act. Please see "uGridsToLoad" and related settings in the "Tweak Guides".

 

-Dubious-

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My video card has 4gb of ram, it should be enough I suppose... I will read the guide, but I know for sure increasing the uGridsToLoad is always a bad idea from my days in modding Skyrim.

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I read the guide, basically the only way is to increase uGridsToLoad to 7? WiLL I not have the same problems as in Skyrim? For example quests and scripts firing before I'm even there?

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4GB of video RAM is all I have as well, but I'm only using uGridsToLoad=5. But my "uExterior Cell Buffer=102", up from the original of 36. The two are related, as pointed out in the article. (Why do people only pay attention to the first part of a technical entry?)

 

Skyrim and Fallout use different game engines; so "apples" and "oranges". Quests and scripts firing off simply because a new cell has been rendered is just bad scripting. Haven't heard of that happening in FNV but I haven't been around this game that long (only a year and a half and still on my first play through). Try a test run.

 

Frankly, a two second stutter upon changing cells is not something I would get upset about. Annoying, yes. But a momentary drop of a few FPS is not something that bothers me either; unless it gets to the point where the game is unplayable (<20 FPS). You want to try to fix it, then you have to make the necessary trade-offs and experiments. No two systems are identical.

 

-Dubious-

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