dracflamloc on 24/3/2006 at 22:22
That said on my AMD64 3500+ with 2gb ram, 6800gt,
Performance is pretty crumby and like it has been noticed before the resolution affects the performance not at all. Something deeper is going on here. Lots of tweak threads on elderscrolls.com but I haven't found much that works yet.
One thing to definitly try is disabling VSync in the launcher. This really clamps the FPS but the screen doesnt "tear"
Then again why bother with anti-tearing options if the game is a slideshow anyway =)
ignatios on 24/3/2006 at 22:28
Originally posted by Gavin Carter (
http://www.bit-tech.net/gaming/2005/11/09/elder_scrolls_4_int/2.html) here:
Quote:
Oblivion will absolutely benefit from a multi-processor or multi-core PC architecture. These improvements have largely been driven by our optimizations for the Xbox 360 hardware. We have built a dynamic thread management system that manages processor load by our specific direction and by priorities. Portions of physics, AI, loading, audio, and rendering tasks can all be moved to different threads to keep the overall load balanced. The net result for the end user is a smoother experience.
No doubt there are plenty of improvements to be made, but by the sounds of things, it mainly stays on one core and delegates tasks to the other one as needed.
PeeperStorm on 26/3/2006 at 06:28
Quote:
The only thing I read was someone who said he run Oblivion in window mode while checking his processor usage. He said that the second core was not used at all.
Then he's doing something wrong, probably not running a 64-bit OS. I just got done playing for the evening on my AMD dual core 4800+, and both cores were being used at about 50% each when I quit. Given that I was in an interior space at that point, I'd bet that they were both nearly pegged when I was running around outside.
Oh yeah, here's a handy tip: It's not a good idea to jump into an Oblivion gate with a level 1 character. Found that out the hard way.
scumble on 26/3/2006 at 08:45
I seem to be doing fairly well on the other side of a gate at level 1 - [SPOILER]just a bunch of stunted scamps and the odd dangerous spiky plant behind the one in front of the Kvatch gates[/SPOILER]
Uncia on 26/3/2006 at 09:23
Yeah, I did it when I was level 2.
Unfortunately, I was a marksman thief mage and my bow broke half the way through... the level of improvisation that followed would've made MacGuyver envious.
Fingernail on 26/3/2006 at 12:49
The grass one works pretty well for me.
You should also try the shadow texture size for trees, mine was set at 512, I changed it to 256 and the game runs faster in forests as a result. Of course, if you stop and take a real close look at the ground, you can tell that the canopy shadows are slightly pixellated, but I can live with that since I'm mostly galloping through and not staring intently at the ground.
Also try taking the shadow map size down from 1024 to 512. I haven't really noticed any major graphical loss from this.
so, to sum up:
Code:
iShadowMapResolution=512
iCanopyShadowScale=256
Now I can play at pretty much constant smooth framerates at 800x600 with Bloom on, or 1024x768 without bloom on. Larger res + bloom does decrease it slightly, and Bloom is pretty subjective. It makes things a bit less dull, but it's ultimately a rather cosmetic effect in comparison to HDR which I can't get on my current GPU.
dracflamloc on 26/3/2006 at 17:16
I found a mod which tweaked the bloom settings to look almost exactly like HDR. Cant remember the page though. Oh here: Find [BlurShader]
Then edit these values to:
fAlphaAddExterior=0.3000
fAlphaAddInterior=0.7500
I find that gives a nice HDRish effect without being too washed out.
Aerothorn on 26/3/2006 at 18:34
What, does PC version not allow HDR lighting or something?
PeeperStorm on 26/3/2006 at 18:47
HDR slows things down too much on slower PCs, so it gets turned off. Plus some rigs make HDR look ugly.
redface on 26/3/2006 at 19:26
Your graphics card has to support it.