Every Bethesda Softwares Game Stuters

Post » Fri Feb 18, 2011 8:16 pm

Oblivion does it , Fallout does it and now Fallout Vegas all the same damn engine and they all have this horrible skipping effect. The ONLY thing that cures it is " oblivion stutter remover " and " fallout stutter remover ". Now i'm not talking about microstutter nor am i talking about harddrive loading !


Basically with every step forward or sidewards the screen skips/stutters . For example as i walk skip...skip....skip...skip...skip , i have seen this with my previous system as well with totaly different hardware. When it first happened with oblivion it caused me to near enough go into debt trying to get it fixed thinking it was my system. Only for it to be cured by a mod!. Here's the thing , i've also seen it skipping/stuttering in some of the video trailers that Bethseda has shown with oblivion and this fallout series. No i'm not talking about video trailers in general just the game being played in the video.

From my viewpoint there is either a problem with nvidia and the engine or something else is going on, i had a 8800GTS with oblivion and a Gtx260 now. I cannot reproduce this problem via fraps or any other in game video , so trying to prove it to others via evidence is extremely difficult.


ASRock Penryn1600SLI-110d , Q6600 @ 3100MHZ , Palit GTX260 @ 731/1485/1209 , 8GB , SyncMaster T240 , Creative XFI-GAMER , Windows 7


- UPDATE -
POST 12 & 14 IS THE REASON FOR THE ABOVE , PLEASE READ!


UPDATE AS OF 24/10/10

FIXED!!!!!!!!!!!! THE CAUSE OF FRAMESKIPPING - GAME 64HZ ENGINE FLAW


This Fixes the 64hz bug , it's true what happens. The engine runs at 64HZ/64FPS but the monitor is at 60HZ. So what the game engine does is drop 4frames per second to sync the engine with the graphics card/monitor this is what causes the frame skipping. Only one other game engine does this and thats the one with Doom 3 and Prey !



1) Install FallOut 3 Vegas
2) Install the fallout new vegas update 2 or make sure it's ver 1.1.1.271
3) Copy over the fallout new vegas update 2 NOCD ( skiddy ;) )
4) Download and unpack preliminary_4 into your vegas dir
http://www.newvegasnexus.com/downloads/file.php?id=34832
5) Copy over the dx9.dll file into your vegas root dir
http://www.megaupload.com/?d=6LHPT9ZC
6)Run the launcher , it will say detecting new hardware and show a 7800GS. Leave it at that , but set up your graphical options!. Put Water Multisampling to LOW
7) Apply
8) Run the no_stutter.bat

TOTALY SMOOTH GAMEPLAY ( Don't use ifpsclamp )

User avatar
Heather Stewart
 
Posts: 3525
Joined: Thu Aug 10, 2006 11:04 pm

Post » Sat Feb 19, 2011 5:50 am

Oblivion does it , Fallout does it and now Fallout Vegas all the same damn engine and they all have this horrible skipping effect. The ONLY thing that cures it is " oblivion stutter remover " and " fallout stutter remover ". Now i'm not talking about microstutter nor am i talking about harddrive loading !

Basically with every step forward or sidewards the screen skips once every second step. For example Smooth....skip....smooth....skip...smooth...skip , i have seen this with my previous system as well with totaly different hardware. When it first happened with oblivion it caused me to near enough go into debt trying to get it fixed thinking it was my system. Only for it to be cured by a mod!. Here's the thing , i've also seen it skipping in some of the video trailers that Bethseda has shown with oblivion and this fallout series. No i'm not talking about video trailers in general just the game being played in the video.

From my viewpoint there is either a problem with nvidia and the engine or something else is going on, i had a 8800GTS with oblivion and a Gtx260 now. I cannot reproduce this problem via fraps or any other in game video , so trying to prove it to others via evidence is extremely difficult.


ASRock Penryn1600SLI-110d , Q6600 @ 3100MHZ , Palit GTX260 @ 731/1485/1209 , 8GB , SyncMaster T240 , Creative XFI-GAMER , Windows 7



Honestly, it's most likely the bottleneck of opening the rather large .bsa archives and consistently trying to stream content from random parts of the multi-gigabyte compressed archives. I've taken to putting the data files for games on my solid state drive and have no problem with stuttering.

I'll see if I can put together a fraps showing the difference.
User avatar
Ice Fire
 
Posts: 3394
Joined: Fri Nov 16, 2007 3:27 am

Post » Sat Feb 19, 2011 2:21 am

Honestly, it's most likely the bottleneck of opening the rather large .bsa archives and consistently trying to stream content from random parts of the multi-gigabyte compressed archives. I've taken to putting the data files for games on my solid state drive and have no problem with stuttering.

I'll see if I can put together a fraps showing the difference.


Let me just post this again " nor am i talking about harddrive loading ! "

This is nothing to do with content streaming , please don't even bother to post fraps. I've done all this before

Thankyou for your reply though
User avatar
Chantel Hopkin
 
Posts: 3533
Joined: Sun Dec 03, 2006 9:41 am

Post » Sat Feb 19, 2011 1:57 am

Another way i can prove it's not content streaming but async frame rate related or engine related is...


SKIP SKIP SKIP

Go into the ini file

IFPSCLAMP=60

Skip Gone! , however you can get terrible lag if the system can't keep up with 60 constantly. We need the stutter remover!
User avatar
Tyrone Haywood
 
Posts: 3472
Joined: Sun Apr 29, 2007 7:10 am

Post » Fri Feb 18, 2011 7:48 pm

ya know i never had problems with oblivion.... or Fallout 3
User avatar
StunnaLiike FiiFii
 
Posts: 3373
Joined: Tue Oct 31, 2006 2:30 am

Post » Sat Feb 19, 2011 12:02 am

I never had much stuttering issues with Oblivion and Fallout 3, honestly. This is beyond stuttering, though--this is low-FPS choppiness.
User avatar
Neil
 
Posts: 3357
Joined: Sat Jul 14, 2007 5:08 am

Post » Sat Feb 19, 2011 5:47 am

ya know i never had problems with oblivion.... or Fallout 3


I never have frame skip problems with any game apart from bethesda's lol !

Believe me i go back aswell :(
User avatar
louise fortin
 
Posts: 3327
Joined: Wed Apr 04, 2007 4:51 am

Post » Fri Feb 18, 2011 7:53 pm

I never had much stuttering issues with Oblivion and Fallout 3, honestly. This is beyond stuttering, though--this is low-FPS choppiness.


What if i said to you , my frame rates are showing 60fps when it's skipping?

I looked at the floor , walked from one side to another. Skip..skip...skip...skip...

Almost as if the game is showing 60fps but it's jumping a frame
User avatar
Sweet Blighty
 
Posts: 3423
Joined: Wed Jun 21, 2006 6:39 am

Post » Sat Feb 19, 2011 11:29 am

Reply from Sr7 on another forum , great feedback

NVIDIA and Bethesda know about the issue.

The issue was worked around for Fallout 3 specifically in the driver because it's too fargone for the devs to consider patching the game.

NVIDIA let Bethesda/Obsidian know about the root cause of the issue and Obsidian is looking into fixing it. The way that the engine is destroying resources all at once is poor resource management and the driver does not like it... the application and driver don't get along with one another. If Obsidian refuses to fix it NVIDIA will be forced to continue to put in workarounds in the driver that sidestep general behavior just for this application. NVIDIA can't change the fundamental core driver operation which works for every other game/engine out there for the sake of one developer simply because the developer chooses not to spend time fixing something. Really the developers should be doing the full QA, catching this issue, and fixing it in the application, as there is only so much that can be done on the driver side given that it has to support every game out there in a general and safe way.

That said, Fermi will not have the problems because it is a different architecture which does not hit the same path that causes this.


It maybe related to my issue , or not but atleast this is one step
User avatar
Pat RiMsey
 
Posts: 3306
Joined: Fri Oct 19, 2007 1:22 am

Post » Sat Feb 19, 2011 2:02 am

Did you really have to post this topic across multiple internet forums? This stutter you speak of is absolutely because of streaming. These games are sandbox games and the engine is constantly copying data from the hard drive into RAM which will cause stuttering. This has been said time and time again since Oblivion was released and yes it actually has improved in Fallout 3 / NV over that specific game. Also yes a solid state drive will help with this stutter

DO NOT USE IFPSCLAMP=60


All that setting does is display 60 frames a second. That means when the game 'stutters' as I mentioned above, you will get SLOW MOTION. Also, the loading cards will go too fast since they are 20fps locked and the pip boy animation will be in slow motion.

There are genuine performance issues in NV that result in choppiness which is not the same as stuttering or micro stuttering but a lot of people get confused because they do not know the difference. In my experience, on my nvidia gtx 460 I currently am using 260.63 beta drivers because this actually fixes the NPC talking slowdown to a great extent, going to try 260.93 because I read positive results about it on guru3d. The current released nvidia drivers on their site are not good, and are not good at all with NV.
User avatar
Rachel Eloise Getoutofmyface
 
Posts: 3445
Joined: Mon Oct 09, 2006 5:20 pm

Post » Sat Feb 19, 2011 8:42 am

Ignoring the above as completely unhelpful in my regard and NOT the correct answer and i'm allowed to post it on multiple forums incase someone has my issue.


I'VE FOUND THE CAUSE!!!

By chance i was playing doom 3 it was on special offer and saw the EXACT same issue as in oblivion and fallout 3 :( , with further research it comes down to this

The async thread wakes up every 16 milliseconds (60fps) to run an update. If more than 16ms have elapsed since the last update, it will run multiple updates to catch up (for example if 51ms have elapsed, it will run 3 updates). Similarly, if the update is called too soon, it gets ignored. When com_preciseTic is set to 0, it skips this bit of logic and always runs a single update no matter what.


this is a tic synch when the game is unsynched, in the console type in, COM_PRECISETIC 0 and the skipping in doom 3 on the frames will be gone :)

also i tested it on the machines, and it does do it, the Video cards in my these machines are all Nvidia, but after this COM_PRECISETIC i dont think its the hardware at all,


Because Oblivion/Fallout 3 does not have this command i can't put it in , FINALLY i found what's causing it my end :D :D
User avatar
Kayla Bee
 
Posts: 3349
Joined: Fri Aug 24, 2007 5:34 pm

Post » Fri Feb 18, 2011 9:38 pm

My apologies Neilsouth, I am definitely wrong and it isn't related to loading (this is from the fallout 3 tweakguide):

Note: There is another type of stuttering which can occur, often referred to as micro-stuttering, juddering or skipping. It usually appears as tiny skips, like missing frames in a movie. This is not the same as the normal type of stuttering mentioned above, it is not caused by loading new data, it appears to be an actual bug related to graphics synchronization in the Gamebryo engine, possibly made more noticeable by certain graphics drivers. A video demonstration of the problem is shown here. To confirm the problem, use the iFPSClamp=60 setting as covered in the Advanced Tweaking section - if that removes the skipping then you are experiencing this issue. However changing iFPSClamp does not properly resolve this problem as it will then ruin your overall game speed at certain times. At the moment the only known solutions you can try are to firstly force enable VSync both in the game as well as in your graphics card's control panel - see the VSync option in the In-Game Settings section for instructions. If changing VSync doesn't work, try using a different version of your graphics driver. If that still doesn't work, there is a fix which some users claim will work as posted here. If none of these things work then you will have to wait for either a patch and/or a new graphics driver version to resolve the issue. It's an issue that's been present in the Gamebryo engine at least since Oblivion so it is not new, and so far there is no real solution.

Using iFPSClamp is not a solution though as some other users have suggested and will cause slow motion as I mentioned. Although it's an engine problem, it looks like nvidia has optimized the driver to minimize this:

http://forums.guru3d.com/showthread.php?t=330950
User avatar
Danii Brown
 
Posts: 3337
Joined: Tue Aug 22, 2006 7:13 am

Post » Sat Feb 19, 2011 9:58 am

My apologies Neilsouth, I am definitely wrong and it isn't related to loading (this is from the fallout 3 tweakguide):

Note: There is another type of stuttering which can occur, often referred to as micro-stuttering, juddering or skipping. It usually appears as tiny skips, like missing frames in a movie. This is not the same as the normal type of stuttering mentioned above, it is not caused by loading new data, it appears to be an actual bug related to graphics synchronization in the Gamebryo engine, possibly made more noticeable by certain graphics drivers. A video demonstration of the problem is shown here. To confirm the problem, use the iFPSClamp=60 setting as covered in the Advanced Tweaking section - if that removes the skipping then you are experiencing this issue. However changing iFPSClamp does not properly resolve this problem as it will then ruin your overall game speed at certain times. At the moment the only known solutions you can try are to firstly force enable VSync both in the game as well as in your graphics card's control panel - see the VSync option in the In-Game Settings section for instructions. If changing VSync doesn't work, try using a different version of your graphics driver. If that still doesn't work, there is a fix which some users claim will work as posted here. If none of these things work then you will have to wait for either a patch and/or a new graphics driver version to resolve the issue. It's an issue that's been present in the Gamebryo engine at least since Oblivion so it is not new, and so far there is no real solution.

Using iFPSClamp is not a solution though as some other users have suggested and will cause slow motion as I mentioned. Although it's an engine problem, it looks like nvidia has optimized the driver to minimize this:

http://forums.guru3d.com/showthread.php?t=330950



Yeah, this has been known for a while now. What's upsetting here is that Besthesda didn't squash it for FO:NV. I honestly thought it would have been addressed for the new game. I feel so duped!

I fixed my micro stutters with FO3 by using the clamp command 60 and turning on vert sync together but that isnt working for NV.

I'm starting to think I should have bought it for the 360 but I need all the eye candy and I can't imagine playing this game with a controller.
User avatar
A Boy called Marilyn
 
Posts: 3391
Joined: Sat May 26, 2007 7:17 am

Post » Sat Feb 19, 2011 11:52 am

My apologies Neilsouth, I am definitely wrong and it isn't related to loading (this is from the fallout 3 tweakguide):


Myself i wish to say sorry for snapping at you , it just becomes so tiresom over all these years trying to explain it to people over and over. So it's all cool and thankyou for that information!


an actual bug related to graphics synchronization in the Gamebryo engine, possibly made more noticeable by certain graphics drivers

As i expected :(
User avatar
April D. F
 
Posts: 3346
Joined: Wed Mar 21, 2007 8:41 pm

Post » Sat Feb 19, 2011 11:07 am

I've put in a request for the fallout 3 stutter remover to work in Vegas

http://www.gamesas.com/index.php?/topic/1123416-req-fallout-3-vegas-stutter-remover/
User avatar
Chris Jones
 
Posts: 3435
Joined: Wed May 09, 2007 3:11 am

Post » Sat Feb 19, 2011 7:12 am

UPDATE : Tried the DX9 dll fix , NO CHANGE

As expected!
User avatar
Miss Hayley
 
Posts: 3414
Joined: Tue Jun 27, 2006 2:31 am

Post » Sat Feb 19, 2011 7:57 am

http://forums.nvidia.com/index.php?showtopic=44984&pid=288668&mode=threaded&start=#entry288668

I recognize EXACTLY what you're talking about: it feels like a slight "jerk" that happens (in my case) about two times per second, regularly, when you're spinning around, walking, running, or straffing.

And yes, yes, yes, I get the occasional loading pause, as well as the texture loading stutter, as well as the rare texture-thrashing hiccups. That's not what I'm talking about here.

None of that has made a difference. The ONLY setting that fixes it the FPS clamp=60 in oblivion.ini, but we all know that once your framerate goes below 60 FPS, the game will run in slow motion (and if you don't have vsync enabled) when you go above 60 FPS, the game will run too fast.

The slight jerky motion I'm talking about feels very much like the jitter you get in Doom3 when you have preciseTic enabled and your framerate goes below 60 FPS.
I believe the problem seems to be related to a lack of synchronization between the rendering engine (possibly the movement or physics code?), and the video card. The fact that the FPS clamp fixes the problem, tells me that it is not a videocard problem.
I'm almost certain that a real FPS cap in Oblivion (no, I'm not talking about vsync!!!) would solve the problem, but I still haven't found a mod that implements that, perhaps because it's something that can only be implemented at the renderer level. This would be like the setting "com_maxFPS" in Quake3. The Source engine (Half-Life2, Portal, etc.) also has a setting for a framerate cap.

NOTE: Vsync forces the renderer to wait for synchronization with the monitor's refresh rate. Even though LCD pannels do not display using a "refresh rate", they still get a signal that has a refresh rate in Hertz (cycles per second). Yet, the renderer can still be rendering frames "ahead" while it waits for synchronization. This is particularly true when Triple Buffering is enabled, which is also one of the causes of mouse lag when vsync is enabled (the computer is too busy rendering frames ahead, so the mouse input is slightly ignored by the CPU in favor of the graphics rendering!).

Forcing a framerate cap (such as Quake3's "com_maxFPS") tells the engine to NOT render frames ahead when reaching the set goal. If the framerate cap is set to 60, then the renderer will only try to render 60 frames per second, and not any more. In games where the network code is dependant on the framerate (Quake2, Quake3, ET:QW, etc.) such a framerate cap can be very beneficial for both the client and the server (the more frames rendered, the more information that has to be sent through the connection).
In addition, setting a framerate cap can also save CPU cycles, allowing the processor to run cooler in the case where the computer can easily mantain the framerate goal.


Read that , That's from 2007!!! it's also NOT me , Crazy glad i'm not the only one to experience it

I believe the problem seems to be related to a lack of synchronization between the rendering engine (possibly the movement or physics code?), and the video card. The fact that the FPS clamp fixes the problem, tells me that it is not a videocard problem.


^ Interesting
User avatar
Bigze Stacks
 
Posts: 3309
Joined: Sun May 20, 2007 5:07 pm

Post » Fri Feb 18, 2011 8:10 pm

Same problem here. I can deal with low fps, but the stuttering is really annoying me. I'm running an ATi Radeon HD 4650, so it's not just NVIDIA, and thus also confirms your last quote. Also, even when I turn graphics to Low and resolution to 800x600 pixels, the fps is way up high, but stuttering still occurs... I'm just hoping for a fix...
User avatar
Tamara Dost
 
Posts: 3445
Joined: Mon Mar 12, 2007 12:20 pm

Post » Fri Feb 18, 2011 8:19 pm

I'm pretty disgusted that Bethesda (yes, I blame Bethesda - they wrote the original broken code) didn't fix this for NV. I hope they spent the time ignoring the bugs in NV working on a new engine, because if they try and make another game with this they could have a real disaster on their hands.
User avatar
Kyra
 
Posts: 3365
Joined: Mon Jan 29, 2007 8:24 am

Post » Sat Feb 19, 2011 7:55 am

Same problem here. I can deal with low fps, but the stuttering is really annoying me. I'm running an ATi Radeon HD 4650, so it's not just NVIDIA, and thus also confirms your last quote. Also, even when I turn graphics to Low and resolution to 800x600 pixels, the fps is way up high, but stuttering still occurs... I'm just hoping for a fix...


Only the modders will fix it , it's been what 3 years+ and no fix from beth. No supprise as it's the same broken engine
User avatar
Craig Martin
 
Posts: 3395
Joined: Wed Jun 06, 2007 4:25 pm

Post » Sat Feb 19, 2011 5:24 am

This has been around since Oblivion, thru Fallout 3.

I did have hopes when I pre-ordered this game that they would clean up crap like this
for FNVegas.

I'll err on the side of pessimism and bet nothing will be done now either. There is a
track record of doing nothing about the issue in a good many years. It is possible they are incapable
of fixing it.

IF they do address the issue and actually fix it I 'll be pleasantly surprised.

P.S. I'm enjoying the game despite this. I find it an improvement in many ways over Fallout 3.
Here is to hoping they stay on the ball and fix more stuff.
Cheers.
User avatar
George PUluse
 
Posts: 3486
Joined: Fri Sep 28, 2007 11:20 pm

Post » Sat Feb 19, 2011 4:57 am

The problem is that the game engine works at 64 hertz, and your screen refresh rate is usually 60 hertz (with vsync). This means you to lose 4 frames every second, causing the skipping effect.
User avatar
XPidgex Jefferson
 
Posts: 3398
Joined: Fri Sep 08, 2006 4:39 pm

Post » Fri Feb 18, 2011 9:41 pm

The problem is that the game engine works at 64 hertz, and your screen refresh rate is usually 60 hertz (with vsync). This means you to lose 4 frames every second, causing the skipping effect.


WOW! , so that's the cause??... Thanks man!

FROM STEAM FORUMS ( just posting from others )

Because they are not sensitive enough to notice it (or don't have good enough frame rate normally to distinguish it from poor performance) so they think you are talking about fps drops or big memory related stutters :) Don't bother trying to explain it to anyone who has never seen it. They will be convinced you are talking about something completely different, or that its your system. It is a well documented flaw in the game engine, and yeah it is bizarre that they have not fixed this when the FOSE/OBSE stutter remover did it so well.


And yeah, I feel your pain too. I played FO3 with the clamp set to 60 and it was ok for me, but now I have a 120hz monitor so I cannot even use that fix. Average FPS seems to be around 55 to 80 fps. And its one of those things that disturbs the immersive experience for me too. If I can be bothered I will drop the refresh rate down to 60hz and clamp.

I am basically waiting for NVSE (or whatever they will call it) so I can use the stutter remover. Just doing some mod work while I wait (although I cannot even truly do that until the Script Extender is out).



-

OP: My situation is exactly the same as yours, except I didn't open my wallet for new hardware. I have an ATI card, too. Not sure why conventional wisdom seems to suggest this problem is limited to nvidia cards. I have found the iFPSClamp fix to be the biggest improvement, but the engine just seems to be riddled with all sorts of other problems. The worst IMO is the fact that more than three NPCs on the screen will send framerates through the floor. It is not a performance issue. Setting everything to low (settings and resolution) fixes nothing. It's not a HDD issue. It's not EM radiation coming from my neighbor's microwave. The engine is BAD, and shame on Bethesda/Obsidian for not doing more pre-release testing.

My fear is that these problems are so close to the fundamental components of the engine that they will never be fixed. I feel your pain.

Specs:

Windows 7 64-bit
Intel Core i7 920
6 GB DDR3 Corsair
ATI Radeon 5870 (Catalyst 10.9)

User avatar
KiiSsez jdgaf Benzler
 
Posts: 3546
Joined: Fri Mar 16, 2007 7:10 am

Post » Fri Feb 18, 2011 11:46 pm

This is from another forum im on

@ Neilsouth

I know what your talking about mate, ive seen this frame skip several times with the Gamebryo engine. Indeed, its there but not noticeable, but can be pronounced to the point where it becomes pretty obvious to the naked eye. The easiest way for others to see this, look at the ground as you move, you will notice it the skip in the scenery. This is not usually a gamebreaker, but if the problem becomes more pronounced, it will start to effect the player.

I played Oblivion on 8800gtx, then 8800GTX SLI without the problem. The first time i noticed it was with FO3. But with later DRIVERS, it was smoothed out (still present but barely noticeable most of the time).

Now ive got FO:NV. The problem is still present, but not a big deal. The framerate is high and the peripheral response is good, but that skip is still present. Like a frame is missing in every 3 frames rendered or something.
Now, when I move, the problem disappears. If i pan my view with the mouse )or controller), i get the skip and/or a momentary pause instead. This happens regardless what scenery i am looking at; be it the sky, the distant hills of the whatever. Doesnt appear to happen as much indoors as it does outdoors. My current system is SLI 260 and my framerates are sky high with and without SLI. Ive run the game in Single GPU mode, i might disable the second card in a minute and completely turn off Physx to see what difference this makes. I managed to reduce the problem by setting my Max Pre-Rendered Frames in the Nvidia Control Panel to 0. This has reduced the pause, but not the frame skips you mentioned.

For your sake Ill say to everyone, its not your system. My comp is very well maintained, 64bit Vista with 4gb Corsair memory, with barely any programs running in the background.
I use Diskeeper Professional to keep my hardrives defragmented and the system flies like a dream.

Ohh just forgot to say, i upgraded my 8800GTX's for the 260GTX's i got as a birthday present (i was over the moon when my other half bought them for me a few years ago)...guess what...oblivion ran perfect on the 8800gtx, but upon upgrading to the 260's, i first began to notice this problem (not the pausing, that only seems to be effecting me with FO:NV).

I saw a thread on Guru3d where users reported similar problems, and recommendations were being made to revert to 18x.xxx drivers to resolve the problem. Have NVIDIA broken something in their later drivers? I havent tried the older drivers but i might just do that.
Seems we are a minority, us that notice or have been effected by this problem.

And I agree with NielSouth, theres no point in posting comments that provide nothing but the obvious, we have tried them all. So mention of upgrading his monitor is utter bullsh^t. Read my post and you will see, its got nothing to do with the monitor or his computer. Its related to drivers and the game engine.
Neilsouth, dont go wasting your money buying new hardware to try to fix it, it wont work. If you want to upgrade anyway, then go right ahead, but dont do it for the sake of these games. We are unfortunate enough to suffer with it.

User avatar
Sheila Esmailka
 
Posts: 3404
Joined: Wed Aug 22, 2007 2:31 am

Post » Sat Feb 19, 2011 2:20 am

More Research

Well i don't recommend to use the iFPSClamp tweak, this is what it does...

iFPSClamp=0 - This variable appears to control the synchronization between game physics and graphics, or something similar of that nature. By default it's set so that they're synchronized (=0), however this is known to cause 'micro-stuttering', or more aptly, frame skipping - The skipping seems to occur because certain frames are dropped to keep up with the physics tic rate. In any case by setting this variable to =60 for example, you can remove micro-stuttering, however in places where your framerate is below 60FPS the game physics will slow down, and in places where your FPS rises above the iFPSClamp value, the game physics will speed up. For that reason it is recommended that you do not alter this from its normal value of =0


This is the problem and the CAUSE of our trouble!!!

By default it's set so that they're synchronized , however this is known to cause 'micro-stuttering', or more aptly, frame skipping


The skipping seems to occur because certain frames are dropped to keep up with the physics tic rate.

User avatar
Chloe Yarnall
 
Posts: 3461
Joined: Sun Oct 08, 2006 3:26 am

Next

Return to Fallout: New Vegas