Eferas Posted June 29, 2017 Share Posted June 29, 2017 (edited) 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 June 29, 2017 by Eferas Link to comment Share on other sites More sharing options...
dubiousintent Posted June 29, 2017 Share Posted June 29, 2017 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- Link to comment Share on other sites More sharing options...
Eferas Posted June 29, 2017 Author Share Posted June 29, 2017 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. Link to comment Share on other sites More sharing options...
Eferas Posted June 29, 2017 Author Share Posted June 29, 2017 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? Link to comment Share on other sites More sharing options...
dubiousintent Posted June 29, 2017 Share Posted June 29, 2017 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- Link to comment Share on other sites More sharing options...
Eferas Posted June 29, 2017 Author Share Posted June 29, 2017 I will try with this settings then: uExterior Cell Buffer=102 and both fBlockLoadDistanceLow and fTreeLoadDistance to 500000, thank you. :) Link to comment Share on other sites More sharing options...
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