[RELz] [Beta] New Vegas Stutter Remover

Post » Sat May 28, 2011 11:07 am

Did the new .ini reduce stutter noticeably?

In indoor sections and outdoor sections during night, yes. Outdoor sections during the day, no. I was in Nellis Air Force Base during the day time and the game would hang for several seconds at times, it happened a couple times after quicksaving. Also that log ended on a CTD.

My specs:-
Intel Core 2 Duo E8500@stock speed, 4GB DDR2-1066, Nvidia GTX275 896MB@stock speed, 7200RPM SATA2 HDD. Win Vista x64 SP2.
Game on max graphical settings, 1680x1050 resolution, NMC high resolution textures installed. Some memory allocation and multi-threading tweaks applied to fallout_default.ini based upon http://www.tweakguides.com/Fallout3_10.html.
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Liv Brown
 
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Post » Sat May 28, 2011 8:26 pm

http://sharebee.com/75eeae4e

Heres a log with nearly constant combat ending with me being killed by an NCR Veteran Ranger :P. Its made with the preliminary version 6c because for some reason enabling profiling on the WIP1 version causes a CTD, although everything else (including CS messages) seems to work correctly. NVSE doesnt seem to be detecting LAA (unlike OBSE and FOSE), so I suspect that may be related to the problem.

Some of the data looks very odd, but I hope its still helpful.
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Silencio
 
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Post » Sat May 28, 2011 6:57 pm

EvaUnit02:
Well, I suppose in some circumstances is better than none. That's probably most of the improvement possible from the critical sections tweaks though, at least unless/until I add support for their custom CS variants.

The Stutter Remover itself appears to have had relatively clean shutdowns even in logs reported as ending in CTDs. Which seems a little odd, but probably doesn't mean anything.


SkullKnight:
The timing functions I use for profiling are malfunctioning on your computer. There are multiple possible causes, including hardware malfunctions or the OS not bothering to keep the timestamp counters synchronized between different cores. I use both timeGetTime() and RDTSC for timing, one or othe other or both is returning grossly invalid results.
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[Bounty][Ben]
 
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Post » Sat May 28, 2011 1:04 pm

There's a new version included inside the tripple WIP 4.1.6 (Ob, FO3, & FNV versions of stutter remover 4.1.6 packaged together). Completely untested on FNV. Enables a bunch more features on FNV - between all the newly enabled features and the complete lack of testing there is a very high chance that it will not work in the default configuration. Try disabling features from the "Master" section until it starts working and let me know which ones have to be disabled.

Once I hear that it is at least sorta working I'll put in on the newvegasnexus stutter remover page, as NVSR 4.1.6 if it's working well or WIP2 if it's only sorta working.

http://tesnexus.com/downloads/file.php?id=23208


Newly enabled features include:
main hook (needed for FPS management, but another hook needed for bAllowSlowMotion & MinimumFPS is still missing)
hashtable hooks (needed for hashtable stuff)
default overrides for CSes
default overrides for hashtables (more will be added later)

still missing LCS stuff, heap stuff, and iFPSClamp hook
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Emma Louise Adams
 
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Post » Sat May 28, 2011 8:20 pm

Good to see this is still in development. Just wondering, do all of these new functions work with the decrypted executable (non-NVSE). Also, you might want to wait until the next huge patch comes out next week before getting a new version up.

http://bethblog.com/index.php/2010/12/10/new-vegas-game-update-available-on-playstation-3-will-be-on-xbox-360-steam-next-week/
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mimi_lys
 
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Post » Sat May 28, 2011 12:37 pm

Adiquedan:
They work only with 1.2.0.285, and only with NVSE (1b5 or later). Stutter Remover itself doesn't care about decrypted vs encrypted, if NVSE supports it - I thought NVSE did, but maybe I was confused? The stutter remover will still work with 1.0.0.240 and 1.1.1.271, but it will operate with greatly reduced functionality on those versions.

Hadn't realized there was another patch coming, but not sure it should effect my schedule. Adding support for new patches in future versions of the stutter remover will likely be progressive - minimal support the first day I find a copy of the decrypted executable, more support once I get a few profiling logs showing where the interesting CSes and hashtables are, and a few more once I hunt down some harder to find things in the executable.
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phillip crookes
 
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Post » Sat May 28, 2011 4:54 pm

I got bored of waiting for someone to report whether or not it worked, so I went ahead and uploaded it to newvegasnexus as WIP2 with the note that it's untested.
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Rob Davidson
 
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Post » Sat May 28, 2011 1:41 pm

Glad it makes an appearance for NV, for all the people who are in need of it!

Thankfully NV runs better and more stable than FO3 ever did!
So that i have little need for it! But a big fat kudos anyway!
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Paul Rice
 
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Post » Sat May 28, 2011 1:54 pm

Will the FPS capper be implemented? I still am getting the annoying VATS hangups that your FO3 version drastically reduced with a FPS cap.
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Emzy Baby!
 
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Post » Sat May 28, 2011 8:46 pm

MadCatt221: MaximumFPS is implemented. Dunno if it works, but it's implemented.
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Rudi Carter
 
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Post » Sun May 29, 2011 12:27 am

There's apparently a new version of F:NV out now. I'll try and get an updated stutter remover out to support that tomorrow.
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tegan fiamengo
 
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Post » Sat May 28, 2011 7:05 pm

WIP 3 of the stutter remover for F:NV is out. It has limited support for 1.2.0.314.
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N3T4
 
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Post » Sat May 28, 2011 11:35 pm

WIP 3 seems to be working pretty well thus far for me, many thanks for all of your hard work.

Question: After updating to a new version of the SR, should the existing sr_New_Vegas_Stutter_Remover.ini be deleted, so that a new one can be generated?

Thanks in advance.
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louise tagg
 
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Post » Sat May 28, 2011 12:06 pm

Good, good. Without the game I'm left guessing after each knew release whether or not anyone would tell me if the release was broken somehow. Until someone tells me. Thanks.

Answer: Yes.
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Danielle Brown
 
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Post » Sat May 28, 2011 7:12 pm

WIP4 is up on the nexus.

WIP4 probably has the same stutter reduction as WIP3 in its default configuration. The point of WIP4 is that it allows profiling (in theory anyway, that's untested of course). Once someone sends me some logs with CS and HT profiling enabled I'll be able to produce WIP5 (which will differ from WIP4 only by having better default settings in the Overrides section).

Enable profiling by editing the ini (which is Data/NVSE/Plugins/sr_New_Vegas_Stutter_Remover.ini), finding the CriticalSections {} block, changing the bEnableProfiling option in it from 0 to 1, then finding the Hashtables {} block, changing the bEnableProfiling option in it from 0 to 1. While profiling is enabled performance will be slightly reduced. Then you play FNV for maybe half an hour. Then you send me your log file (which is sr_New_Vegas_Stutter_Remover.log in your normal game directory). If your ini is missing then run FNV once and it should be created with default settings. The log file contains data from the most recent FNV game session only. If profiling is off then there will only be a little information.

I need profiling logs from FNV 1.2.0.314.
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Lavender Brown
 
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Post » Sun May 29, 2011 1:38 am

When I try to use WIP4 all loading screens are pink, and in game textures keep swapping around. If I remove stutter remover the game is fine. Here is a log from a short session if it will help.

http://sharebee.com/06bd2a75
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Monika Krzyzak
 
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Post » Sat May 28, 2011 10:49 pm

Probably that means I screwed up one of the hooks, maybe a hook used only during hashtable profiling. The log looks as if most everything is working.

After looking through all the hooks specific to hashtable profiling again, it looks like one of 4 identical integer hashing functions (why do they have 4? because their compiler settings are on crack is the currently accepted theory) I hooked isn't quite so identical as it does stack cleanup differently than the rest. I'll put up a WIP4b soon that removes that hook and maybe things will work better.

edit: WIP4b is up now. Hopefully this will fix that issue.
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Emma
 
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Post » Sat May 28, 2011 12:07 pm

I downloaded 4b and started the game and it was fine. I quit and enabled profiling and got the same texture problems again. I disabled profiling for hashtables, still problems. Disabled profiling for critical sections, no problems. Then I tried just hashtables and still no problem, so it seems the CS profiling is causing the trouble.
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Kyra
 
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Post » Sat May 28, 2011 8:26 pm

CS profiling causing the problems? That's weird... I think the hooks is uses when profiling are the same as the ones is uses when not profiling. I'll see if I can figure out what's going on.

edit:
All the CS hooks are correct.
Technically the CS overrides are incorrect, as it's not checking version numbers so it's still using the override addresses for 1.2.0.285. But given the way it's implemented that should be extremely unlikely to cause any bugs.
Still looking...
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Anna Kyselova
 
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Post » Sat May 28, 2011 9:21 pm

Here are some screenshots so you can see what is happening.

http://img683.imageshack.us/i/mainmenuu.png/

http://img263.imageshack.us/i/goodsprings.png/

http://img827.imageshack.us/i/goodsprings2.png/
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Ebou Suso
 
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Post » Sun May 29, 2011 2:42 am

There's now a WIP4c up. Attempts to fix a few minor issues in the CS code. Dunno if it will help.
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Valerie Marie
 
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Post » Sat May 28, 2011 9:21 pm

There is a WIP 5 up now. The big difference between it an WIP4c is that WIP5 has default overrides for 1.2.0.314, based upon logs from droiyan7 and Agramon. It also includes version numbers for all its overrides so that it won't try to use overrides on the wrong executable. The overrides from 1.2.0.285 are still present and were touched up a bit.

Compltely untested, fair chance that there's still problems requiring a WIP5b and/or WIP6.

To receive the full benefit of WIP5+, you must be using an sr_New_Vegas_Stutter_Remover.ini (in the Data/NVSE/Plugins folder) with the right overrides. The easy way to get this is to delete your old sr_New_Vegas_Stutter_Remover.ini and then run Fallout New Vegas - if no NVSR ini is present then one will be generated with default settings for your current NVSR dll. If you don't have an old NVSR ini, then you're fine.
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stephanie eastwood
 
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Post » Sat May 28, 2011 10:25 pm

Well, I tried WIP5 and now it just crashes on startup if I enable cs profiling. It works fine other than that. I guess I just can't help with any profiling...
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Mistress trades Melissa
 
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Post » Sat May 28, 2011 7:14 pm

Well, you may not be able to record much in the way of profiling logs, but you can tell me when profiling is bugged. It's apparently a fairly subtle bug as I'm pretty confident the hooks are working as intended so the code running is effectively the same as in Oblivion Stutter Remover & Fallout Stutter Remover, and I can't produce any profiling related problems on them. Could be a race condition that Oblivion & Fallout3 never trigger, but FNV does for some people.

There's now a WIP5b up, my latest attempt at fixing the issue you're seeing.

Anyway, I still need more logs for 1.2.0.314... I have two, but both are short (2-3 minutes) and mostly unmodded (correction: one guy says his game was heavily modded... log didn't look heavily modded, but maybe I have jaded standards from playing Oblivion which has been out way longer and probably has way more, way bigger, & way better mods). If someone can get me a longer log, particularly on a heavily modded game, that would be good.
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Peter P Canning
 
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Post » Sun May 29, 2011 1:20 am

How does one enable logging? I could make one.

You also have to keep in mind that the game's been out barely 2 months. There's certainly not gonna be as many big mods for FONV as there are FO3, let alone TES4.

The feature I'm interested in, the framerate capper, is working as expected. Makes my VATS hangup bug much less frequent.
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A Dardzz
 
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