[RELz] [Beta] New Vegas Stutter Remover

Post » Sat May 28, 2011 3:19 pm

Oh yeah, I forgot to mention, one of the recent WIPs (4c or 5 I think) changed the maximum number of threads that the stutter remover is willing to think about from 127 to 250, which should make crashes in the 1 to 3 hour range caused by stutter remover to be much less frequent.

MadCat221:
Logging is always on, but usually doesn't record much data. The logging of data useful for tuning Stutter Remover settings is done by changing the settings in the ini file named bEnableProfiling from 0 to 1. There are 2 such settings (that are meaningful anyway) in the current FNV stutter remover, they are CriticalSections / bEnableProfiling and Hashtables / bEnableProfiling. These are in the NVSR ini file (sr_New_Vegas_Stutter_Remover.ini) in Data/NVSE/Plugins. Sometimes referred to as CS profiling and HT profiling. CS profiling appears to be buggy on NVSR, WIPs 4b, 4c, and 5b have all been attempts to fix that. The logged data is recorded to sr_New_Vegas_Stutter_Remover.log in the main game directory. That contains data only the most recent game session, older data is overwritten.
User avatar
Danel
 
Posts: 3417
Joined: Tue Feb 27, 2007 8:35 pm

Post » Sat May 28, 2011 11:04 am

Using WIP 5b, I get a r6016 runtime error when I enable profiling. http://sharebee.com/7a6f7895
User avatar
Kelly Upshall
 
Posts: 3475
Joined: Sat Oct 28, 2006 6:26 pm

Post » Sat May 28, 2011 11:59 pm

I'm switching New Vegas Stutter Remover over the same version numbering scheme as Oblivion Stutter Remover and Fallout Stutter Remover.

Version 4.1.14 is now up on newvegasnexus.
User avatar
Jesus Lopez
 
Posts: 3508
Joined: Thu Aug 16, 2007 10:16 pm

Post » Sat May 28, 2011 5:11 pm

WIP 5 worked really well for me so far, thanks a lot! :)

Edit: Downloaded the new version, instant crash before it reaches the main menu. :P
Here's the log:
Spoiler

initialize0() running in thread 4a8
initialize1() running in thread 4a8
FalloutNV 1.2.0.314 (update 4)
console interface not found
initialize2() running in thread 4a8
Critical Sections mode 3 (staggered prioritization)
using hashtable size overrides
HashtableEarlyIndirect size override: 011BE3C0:17000D40 : 131213 -> 161219
Hashtable size override: 004ACBA7 : 257 -> 307
Hashtable size override: 004EE211 : 257 -> 311
Hashtable size override: 00652607 : 257 -> 313
Hashtable size override: 008724C4 : 257 -> 317
Hashtable size override: 00A586F8 : 257 -> 319
Hashtable size override: 00B525E9 : 257 -> 323
Hashtable size override: 00B65467 : 257 -> 329
Hashtable size override: 00CB4F06 : 257 -> 331
Hashtable size override: 006B6030 : 1009 -> 2501
Hashtable size override: 0084441B : 5039 -> 51121
Hashtable size override: 00845492 : 5039 -> 52213
Hashtable size override: 00842958 : 5039 -> 70103
Hashtable size override: 0084F698 : 37 -> 203
Hashtable size override: 0084F917 : 37 -> 207
Hashtable size override: 0084F937 : 37 -> 209
Hashtable size override: 00851D28 : 5039 -> 5039
Hashtable size override: 00A61057 : 236 -> 1172
Hashtable size override: 00A61064 : 59 -> 293
Hashtable size override: 00A29E9F : 148 -> 1604
Hashtable size override: 00A29EAD : 37 -> 401
Hashtable size override: 00AD4009 : 37 -> 71
Hashtable size override: 00AD4029 : 37 -> 73
Hashtable size override: 00AD4049 : 37 -> 79
Hashtable size override: 00AD406C : 37 -> 81
hook point 1: hooking call to main game function
timeBeginPeriod: 0 -> 1
CS 0x034622B0 (caller 0xA56607, path 0, spin1000), by-caller, set to mode 3
Improved_GetTickCount seems to be working
CS 0x03474D68 (caller 0xA5DAF7, path 0, spin1000), by-caller, set to mode 2
CS 0x03474E68 (caller 0xA5DB09, path 0, spin1000), by-caller, set to mode 5
CS 0x011EC0C8 (caller 0x9FF32E, path 2, spin1000), by-caller, set to mode 3




Using default settings. I deleted the old ini when I installed the new dll. Turning BHookHashTables off stops the crashes, but that feature worked fine with the last version I think. I'm using NVSE 1 Beta 6.
User avatar
Claudz
 
Posts: 3484
Joined: Thu Sep 07, 2006 5:33 am

Post » Sat May 28, 2011 11:12 am

I can confirm the above. It crashes indeed.
User avatar
Lauren Graves
 
Posts: 3343
Joined: Fri Aug 04, 2006 6:03 pm

Post » Sat May 28, 2011 2:02 pm

Works quite fine and dandy for me. :confused:

If you need a log on that, just say the word and I'll post it.

EDIT: Then again, I am using the new http://www.newvegasnexus.com/downloads/file.php?id=38644 that allows for the use of NVSE, but disables Steam for now. Don't know if that would make a difference though.

EDIT 2: Ok. I can confirm, that after deleting the old .ini and having the new version create a new one, that my game crashes before the intro screens even pop up.

Same exact entry in the log as listed by povuholo. Reverting to the previous .ini fixes the issues, or at least in my case.
User avatar
Genocidal Cry
 
Posts: 3357
Joined: Fri Jun 22, 2007 10:02 pm

Post » Sat May 28, 2011 3:18 pm

I'm using the same thing and it crashes unless I set bHookHashtables to 0.
User avatar
Love iz not
 
Posts: 3377
Joined: Sat Aug 25, 2007 8:55 pm

Post » Sun May 29, 2011 1:39 am

Yep, using the old ini (or the new ini with bHookHashTables set to 0) works, but the new one with bHookHashTables at 1 doesn't.
User avatar
Jessica Colville
 
Posts: 3349
Joined: Wed Oct 18, 2006 6:53 pm

Post » Sat May 28, 2011 5:51 pm

Does anyone know if the latest version crashes even if you give it an ini file generated by the old version?
edit: nvm, thanks povuholo

Can anyone figure out *which* hashtable override is crashing? You can disable a hashtable override by renaming the "Hashtable" part to anything else, like "_Hashtable".
edit2: note that the overrides labelled "multipart" or whatever have to be removed in sets, all of a set at a time, or else it will tend to crash or (in some cases) have no effect.

I've taken down the latest version until this problem gets resolved.
User avatar
Daniel Brown
 
Posts: 3463
Joined: Fri May 04, 2007 11:21 am

Post » Sat May 28, 2011 5:13 pm

Edit: You're welcome. :P
User avatar
Mari martnez Martinez
 
Posts: 3500
Joined: Sat Aug 11, 2007 9:39 am

Post » Sat May 28, 2011 2:31 pm

Err, which ones are multipart? The ones with the same caller?

EDIT
Disabled them all one at a time (disable, test, re-enable, move on to next one, repeat) and no dice. The on line 259 wouldn't even start the game, the NVSE wwindow would pop up and then immediately crash.

I'm using the 3GB patched version though.
User avatar
Tyrone Haywood
 
Posts: 3472
Joined: Sun Apr 29, 2007 7:10 am

Post » Sat May 28, 2011 3:52 pm

The multipart ones are the ones that say "1 of 2" or "2 of 2" in the comments.

And you're saying that disabling all of the hashtable overrides does not fix the crash? Setting Hashtables / bUseOverrides to 0 doesn't fix it? But setting Master / bHookHashtables to 0 does fix it?
User avatar
Kari Depp
 
Posts: 3427
Joined: Wed Aug 23, 2006 3:19 pm

Post » Sat May 28, 2011 7:09 pm

I only renamed them like you said. Set bHookHashtables back to one and started renaming the structures one at a time.
User avatar
rae.x
 
Posts: 3326
Joined: Wed Jun 14, 2006 2:13 pm

Post » Sat May 28, 2011 2:54 pm

Got it. The problem was the three with bits=8 and newsize >127 - those values were being interpretted as signed 8 bit quantities instead of unsigned, and resulting in crashes.

There's a new version up on newvegasnexus, 4.1.15 that should have those three default to values <= 127 now.
User avatar
Crystal Clarke
 
Posts: 3410
Joined: Mon Dec 11, 2006 5:55 am

Post » Sat May 28, 2011 6:00 pm

Got it. The problem was the three with bits=8 and newsize >127 - those values were being interpretted as signed 8 bit quantities instead of unsigned, and resulting in crashes.

There's a new version up on newvegasnexus, 4.1.15 that should have those three default to values <= 127 now.

Works a charm after generating a new .ini.

Thanks.
User avatar
louise fortin
 
Posts: 3327
Joined: Wed Apr 04, 2007 4:51 am

Post » Sat May 28, 2011 11:15 am

4.1.16 is up on newvegasnexus now. Hopefully it fixes the problems that 4.1.15 had with non-decrypted versions of FNV. It will however disable a tiny bit of functionality in the presence of steam... but that functionality should get automatically re-enabled when users upgrade to a forthcoming version of NVSE.
User avatar
Elisha KIng
 
Posts: 3285
Joined: Sat Aug 18, 2007 12:18 am

Post » Sat May 28, 2011 11:55 pm

I can confirm that the new version works just fine with Steam.
User avatar
Karen anwyn Green
 
Posts: 3448
Joined: Thu Jun 15, 2006 4:26 pm

Post » Sun May 29, 2011 2:21 am

Good. I've moved WIP5b from the "main file" section to the "old file" section. If anyone out there still has WIP5b work and 4.1.16 fail let me know and I'll move it back.
User avatar
Marquis deVille
 
Posts: 3409
Joined: Thu Jul 26, 2007 8:24 am

Post » Sat May 28, 2011 1:46 pm

Is this mod to be expected not to work with the Beta 7 of NVSE?
User avatar
Rachel Eloise Getoutofmyface
 
Posts: 3445
Joined: Mon Oct 09, 2006 5:20 pm

Post » Sun May 29, 2011 2:55 am

Is this mod to be expected not to work with the Beta 7 of NVSE?

From Skyranger-1 on the New Vegas Nexus:

What, a new patch? Gimme a day or two to get preliminary support up for it, and another day or two for full support.

So a new version with support for the current patch is on its way.
User avatar
Amelia Pritchard
 
Posts: 3445
Joined: Mon Jul 24, 2006 2:40 am

Post » Sat May 28, 2011 4:01 pm

Yep. It'll take me a day or two I'll get a version out with preliminary support for whatever this latest version is called.
Then I'll need users to send me some log files and another day or so to add full support.
User avatar
Zach Hunter
 
Posts: 3444
Joined: Wed Aug 08, 2007 3:26 pm

Post » Sat May 28, 2011 12:31 pm

4.1.23 is up, it should, hopefully, support 1.2.0.352. As always, I have not tested this.

The issues with the 64 Hertz thing are slightly more complicated than they may appear... there is an issue, starting in Oblivion or possibly Morrowind that is basically the 64-60=4 Hertz beat frequency issue described, but it is very minor. Fallout 3 and Fallout New Vegas appear to have have an additional (much worse) issue, which I have not identified, that gets partially fixed by the same trick I do to fix the 64 Hertz issue.

And yeah, it is kind of dumb that they still haven't figured out how to enable the LAA flag when so many of their users are crashing due to lack of it, especially when Steam makes it more difficult for end users to enable LAA themselves.

And annoying that I don't get paid for fixing their bugs... possibly I should send Obsidian a resume or something. I sent one to Bethesda already, no takers there, still looking around.
User avatar
Connie Thomas
 
Posts: 3362
Joined: Sun Nov 19, 2006 9:58 am

Post » Sat May 28, 2011 2:51 pm

eh they should pay you more than whoever's supposed to be fixing these bugs far as im concerned. it shouldnt be the community doing their job for them. thanks for your efforts, though it isnt equivalent to money they should be throwing your way :tops:
User avatar
A Boy called Marilyn
 
Posts: 3391
Joined: Sat May 26, 2007 7:17 am

Post » Sat May 28, 2011 7:38 pm

Haven't you heard? That's how it's done now.
Release half a game and let the modders turn it into something playable.

Just look at Morrowind and Oblivion.....both games are MILES beyond what they are as "Vanilla"
User avatar
Mark Hepworth
 
Posts: 3490
Joined: Wed Jul 11, 2007 1:51 pm

Post » Sat May 28, 2011 8:59 pm

The topic here is FONV Stutter Remover, not patch status of the game. :stare:

ANYHOO...

Trying it out. Seems to work for me, then again all I need from it is the framerate capper so the VATS hang bug is curtailed.
User avatar
Farrah Lee
 
Posts: 3488
Joined: Fri Aug 17, 2007 10:32 pm

PreviousNext

Return to Fallout: New Vegas