这个配置能玩什么游戏 我玩上古卷轴5游戏配置卡死了。。...

上古世纪要什么配置才能玩。下边是我的电脑配置,玩上古竟然卡的要死_百度知道玩上古卷轴很卡,懂的人进来给看看这配置能玩不,谢谢 - 3DMGAME论坛 - Powered by Discuz!
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标题: 玩上古卷轴很卡,懂的人进来给看看这配置能玩不,谢谢
作者: thrust_xb& & 时间:
标题: 玩上古卷轴很卡,懂的人进来给看看这配置能玩不,谢谢
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显卡是影驰460.***的3dm的年度夜光版,很卡,鼠标都卡,玩单机游戏几乎没卡过啊。。。求解啊。。
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作者: thrust_xb& & 时间:
来高手看看啊。。。
作者: gaosds007& & 时间:
卸载暴风和QVOD后试试~
作者: xiaoqiang_real& & 时间:
配置完全没问题
作者: thrust_xb& & 时间:
暴风影音嘛?QVOD是啥?新手啊,希望耐心指导下。。。
作者: thrust_xb& & 时间:
暴风影音嘛?QOVB是啥啊?新手,希望能耐心指导下。。。好不容易下了进去超卡。。很郁闷
作者: gaosds007& & 时间:
嗯,暴风影音,和快播~
作者: oz3000& & 时间:
楼主你的配置一定要装WIN7的话,32位会比64会顺,真不信的话你试试,或者看一看人人都说鸡肋的跑分
如果单从跑分来讲
64位的WIN7只有在8G以上的内存,才会比32位高分
所以4G内存装64位系统,是出力不足
作者: thrust_xb& & 时间:
& & 哦,谢谢,我试试哈
作者: mjxy& & 时间:
如果夜光版要求删除的八个文件已经删了,还卡,建议把oblivion.ini也删掉试试
作者: jimmyjimmyjimmy& & 时间:
cpu跟显卡都够了,又没多装mod,估计是配置上的问题
作者: thrust_xb& & 时间:
& & 除了重装系统有啥别的办法没有?之前买电脑的时候不懂装的64的,懒得换了,玩游戏几乎没卡过啊,龙腾两个世界什么的都很流畅,这个杂这么卡。。。这回帖还每小时只能发五个。。。只能等了好久才回别见怪
作者: oz3000& & 时间:
很多人跑得赢孤岛什么的跑不赢这个因为这游戏冲突多MOD多
我只是告诉你32位比64位更适合你而已
作者: thrust_xb& & 时间:
回复 & &那就是悲催了呗。。。没整什么mod啊,安得3dm年度夜光版的。。。其他啥都没整
作者: mjxy& & 时间:
如果夜光版要求删除的八个文件已经删了,还卡,建议把oblivion.ini也删掉试试
mjxy 发表于
如上,做了吗?
作者: thrust_xb& & 时间:
& & 不好意思,刚才忘回你了,我***的那个不是夜光版貌似,是年度夜光版,我去查着删除,只能找到data里的两个,另一个文件夹没看见。。。。杂回事啊
作者: 花容病貌& & 时间:
?主的配置?需?疑,??能玩,我用小Y i?上夜光版?打?化材??去真是?卡的,但?了那些?化材?之後能?定25~30fps了
作者: thrust_xb& & 时间:
& & 就是srcSoundCommands这个文件里没找着,你说的删除那个文件在哪啊,一会可能就回不了了,每小时只能回5个帖子
作者: thrust_xb& & 时间:
& & 我是超卡啊,鼠标都卡,但是主页面不卡,进入游戏那叫一个卡。。。。在哪整的优化材料啊,给个具体网址,谢了,刚玩完龙腾,朋友推荐的上古,看大家对他评论也很高,下了半天按了不能玩悲催了
作者: maijunnh& & 时间:
话说我的配置估计最烂啊。。。。。。怨念。。。不过也不怎么卡啊。。。
2G&&DDR3内存
ATI-HD545V& & 512MB
LZ的配置让我这个手提党情何以堪啊。。。。。
作者: dddddttttt& & 时间:
晒晒咱的渣配置 求PK
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作者: koof113& & 时间:
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你伤不起的
作者: dddddttttt& & 时间:
你伤不起的
koof113 发表于
& & 这配置真的能玩老滚?
作者: xianweimin& & 时间:
电脑型号& & & & X86 兼容 台式电脑
操作系统& & & & Windows XP 专业版 32位 SP3 ( DirectX 9.0c )
处理器& & & & AMD Athlon(速龙) 64 X2 双核 5200+
主板& & & & 盈通 A78G&&V2.1 (AMD 780G/780V/790GX/890GX)
内存& & & & 2 GB ( 胜创 DDR2 800MHz )
主硬盘& & & & 西数 WDC WD800JB-00JJC0 ( 80 GB )
显卡& & & & ATI Radeon HD 3200 Graphics (RS780) ( 512 MB / ATI )
显示器& & & & 明基 BNQ7811 BenQ G2010W ( 20 英寸 )
光驱& & & & 建兴 ATAPI iHAS120 6 DVD刻录机
声卡& & & & ATI IXP SB600/SB700/SB800 高保真音频
网卡& & & & 瑞昱 RTL PCI-E Gigabit Ethernet NIC
作者: thrust_xb& & 时间:
这估计是系统问题了。。。。早知道不正win7系统了,这整的悲催了,各位大大有方法解决没
作者: thrust_xb& & 时间:
这估计是系统问题了。。。。早知道不正win7系统了,这整的悲催了,各位大大有方法解决没
作者: ZOE2012& & 时间:
楼主竟然不是win7+xp双系统
作者: alex30001& & 时间:
夜光亲爹版双重锁死帧数但是没告诉你而已
OSR是个好插件,不过太复杂了有时候图懒我也干脆先不***.而如果只用官方ini里的帧数限制,其实只是一个范围.只对我而言,浮动大概有十几帧
iAutoViewHiFrameRate=40 最大帧数设置,我是60,多了觉得没必要.
iAutoViewLowFrameRate=20 最小帧数设置,建议mod太多这里调低点,否则可能会幻灯片.我是10
至于OSR,如果你有装(夜光亲爹版是装了但没告诉你)打开它的ini,找到
& & & & MaximumFPS = 30
& & & & MinimumFPS = 10
修改吧,但是建议别随意改,先看说明书.
说明如下,我不是消遣你,如果你不想看我建议直接删除这个插件.本来我在傻瓜包里也建议用它,但是后来我觉得对多数万家它还是太复杂了点,又改为建议弃用.
====================================
Oblivion Stutter Remover
version 4.2.0
by SkyRanger-1
====================================
0. Contents:
====================================
0. Contents
1. Overview
2. Requirements
3. Installing
4. Uninstalling
5. Common Settings Changes
6. Version History
7. How This Works
8. All Settings
9. Side Effects & Compatibility Issues
10. Other Performance Tools & Mods
11. Credits
====================================
1. Overview:
====================================
The Oblivion Stutter Remover (aka OSR) can help make the game Oblivion perform better and/or feel smoother.&&It prevents or mitigates a number of issues related to stuttering and framerates, and can reduce the frequency of stutter related crashes.&&In most cases it does not improve average frames per second significantly, but does improve worst-case frames per second.&&
There are also variants of the Oblivion Stutter Remover targetting some other games (Fallout Stutter Remover, New Vegas Stutter Remover).&&This document may occasionaly refer to them.&&Collectively they are refered to as the Stutter Remover (aka SR).&&
I recommend that you read sections 1 through 5 of this document before using the Stutter Remover.&&Other sections are less important for the average user, but still worth reading for many people - glance at the section titles in the table of contents above to figure out if they're important for you.&&
====================================
2. Requirements:
====================================
SR currently comes in the following variants:
Oblivion Stutter Remover (OSR)
& & & & Oblivion
& & & & & & & & version 1.2.0.416
& & & & Oblivion Script Extender
& & & & & & & & see
features supported:
& & & & 64 Hertz Fix
& & & & FPS management
& & & & Critical Section adjustments w/ overrides
& & & & Hashtable adjustments w/ overrides
& & & & Heap replacement
& & & & RNG replacement
& & & & other
Fallout Stutter Remover (FSR)
& & & & Fallout 3
& & & & & & & & version 1.7.0.3
& & & & Fallout Script Extender
& & & & & & & & see
features supported:
& & & & 64 Hertz Fix
& & & & FPS management
& & & & Critical Section adjustments w/ overrides
& & & & Hashtable adjustments w/ overrides
& & & & RNG replacement
& & & & other
New Vegas Stutter Remover (NVSR)
& & & & Fallout: New Vegas
& & & & & & & & versions supported:
& & & & & & & & & & & & 1.0.0.240 (minimal support only)
& & & & & & & & & & & & 1.1.1.271 (minimal support only)
& & & & & & & & & & & & 1.2.0.285
& & & & & & & & & & & & 1.2.0.314
& & & & & & & & & & & & note that 1.1.0.268 is NOT supported
& & & & New Vegas Script Extender
& & & & & & & & see
features supported:
& & & & 64 Hertz Fix
& & & & FPS management
& & & & Critical Section adjustments w/ overrides
& & & & Hashtable adjustments w/ overrides
& & & & RNG replacement
There may or may not be a Generic Stutter Remover forthcoming for arbitrary other software.&&Likely features would include:
& & & & Critical Section adjustments
& & & & & & & & possibly a system to automatically generate overrides from profiling data
& & & & 64 Hertz Fix
& & & & & & & & not recommended on non-Bethesda software
& & & & Limited heap replacement
====================================
3. Installing:
====================================
The installation process is:
1.A.&&If the version of OSR you are installing came as a .zip file, simply drag the &Data& folder from the zip to your Oblivion folder.&&
1.B.&&If the version of OSR you are installing did NOT come as a .zip file then you need to place the file sr_Oblivion_Stutter_Remover.dll in to your Oblivion\Data\obse\plugins folder.&&If you don't have such a folder, create it.&&If you had an older version of OSR installed, delete its ini file (Data\obse\plugins\sr_Oblivion_Stutter_Remover.ini).&&If there is no existing OSR ini file then OSR will generate a new ini file with settings appropriate for your version the next time you run Oblivion.&&
2. [Optional] Customize your OSR settings by adjusting the OSR ini file.&&For settings you might want to adjust, see section 4.&&The OSR ini file is Data\obse\plugins\sr_Oblivion_Stutter_Remover.ini
3. [Optional] Check to make sure that OSR is really enabled by running Oblivion and quitting.&&OSR should create a file named sr_Oblivion_Stutter_Remover.log in your main game folder each time the game is run.&&If no such file gets created you've probably done something wrong installing OSR or OBSE.&&
====================================
4. Uninstalling:
====================================
Simply delete the sr_Oblivion_Stutter_Remover.dll file from your Data\obse\plugins folder.&&
Moving that file to another directory would also be sufficient.&&
====================================
5. Common Settings Changes
====================================
In general, OSR attempts to have decent default settings so that users are not required to monkey with them.&&However, there are a few settings where the default values might not be appropriate for you, either because the default values do not match your tastes or because OSR is makes incorrect assumptions about your computer.&&When there is a tradeoff to be made between stability and performance OSRs default configuration generally favors stability.&&When there is a tradeoff to be made between minimizing stutter and maximizing average framerate, OSRs default configuration generally favors minimizing stutter.&&
OSR keeps its settings in the file Data\obse\plugins\sr_Oblivion_Stutter_Remover.ini
If that file is not present, simply launch Oblivion with OSR installed and OSR will generate a new one with default settings for your version of OSR.&&If you have screwed something up in your settings or otherwise want to revert to default settings, simply delete this ini file and launch Oblivion.&&
You can find general information about settings in section 5, as well as more complete information on each individual setting.&&
The settings you are most likely to want to change are:
Master\bReplaceHeap: (defaults to 0, consider changing to 1)
This is still off by default because some people experience instability with it.&&Turning on heap replacement does improvement performance though.&&The amount it improves performance by depends upon how much multithreading your copy of Oblivion tries to do - if it tries to do a lot of multithreading then this setting can produce really huge improvements.&&This also helps with some serious performance issues that arise in longer game sessions when playing a heavily modded game on Oblivion on Windows XP.&&If you have trouble with Master\bReplaceHeap turned on then you might try different heap algorithms by changing Heap\iHeapAlgorithm, which should usually be either 6, 5, 4, 1, or 3.&&
FPS_Management\MaximumFPS: (defaults to 30, consider changing to 0 or other values)
Some people don't want their framerate limited at all.&&You can turn off FPS limiting by setting this to 0.&&Also, if your screen refresh rate when playing Oblivion is not 60 Hertz, you might try changing this to your screen refresh rate, or half your screen refresh rate, or one third your screen refresh rate.&&This setting will have no effect if Master\bManageFPS is changed to 0.&&
Critical Section Suppression: (special)
By default OSR suppresses one particular critical section that Oblivion seems to work better without.&&There is another related critical section which some users seem to be able to suppress without causing problems, but other users experience CTDs on interior-&exterior transitions or other problems when its suppressed.&&That one only produces a small improvement to stuttering, so I don't normally recommend suppressing it, but you can if you want to.&&To suppress it, find the line that says something like &_comment = Renderer+0x80& in your ini file and add a new line right after it that says &Mode = 5&.&&Note that case is important there... it should be &Mode& and not &mode&.&&This setting will have no effect if Master\bHookCriticalSections or CriticalSections\bUseOverrides are set to 0.&&
Note: if you are using the New Vegas Stutter Remover there may be multiple overrides that include &_comment = Renderer+0x80&.&&Notice that each one is targetted at a different version of the FNV executable.&&You can change the mode of all of them, or just the one for the version you are using.&&
CriticalSections\iDefaultMode: (defaults to 2, consider changing to 3)
Generally, OSR will attempt to minimize stutter for any CRITICAL_SECTION in mode 2.&&Mode 3 may produce slightly more stutter, but may also produce slightly better frames per second.&&iDefaultMode sets the mode for any CRITICAL_SECTION that does not have an override (in the OverridesList section of the ini) with a Mode line.&&
====================================
6. Version History:
====================================
version 1:
This was known as FPS Capper.&&All it did was FPS management.&&
version 2:
This was known as FPS Capper.&&All it did was FPS management.&&
version 3 beta 1:
The first version to be named Oblivion Stutter Remover.&&Sometimes freezes for several minutes at the main menu.&&NPC voice and face movements can screw up in dialogue.&&
version 3 beta 2: NPC voice and face movements can screw up in dialogue.&&
version 3 beta 3: NPC face movements can screw up in dialogue, but not nearly as bad as in beta 2.&&
version 3 beta 4:
Don't use this version!&&In some cases nearby NPCs would randomly die whenever you did a cell transition.&&
version 3 beta 5:
Reports of very rare drastic FPS drops, fixable by restarting Oblivion.
version 3 beta 6:
There was a long delay between beta 5 and beta 6, filled by many alpha releases.&&This was the first version of OSR to really do a decent job of actually reducing stutter for the average user.&&This is because of new features: critical section fairness tweaks, critical section suppression, and heap replacement.&&Unfortunately, heap replacement still has major problems for many users.&&bFix64Hertz was set to 0 by default in the ini, it should be 1 instead.&&
note: there was never a version 3 final.&&If there's enough demand I could make one up based off of version 3 beta 6 source code with a few fixes.&&
Version 4.1.0:
Major Changes:
&&Fallout 3 support:& && &Doesn't provide as much benefit on Fallout 3, but it does help.&&See Fallout Stutter Remover.&&
&&.ini file:& && && && &&&Completely different ini file format
&&Hashtable resizing:& &&&New feature for improving performance
&&Critical Sections:& && &Generalized many special cases for critical sections, now much more adjustable from the ini file.&&
&&Heap Replacement:& && & Fixed a few bugs, but I think it still has problems.&&
&&Version naming:& && && &Versions released to tesnexus are now called release versions instead of beta versions.&&Versions released to my ftp server are now called beta versions instead of alpha versions.&&The first digit of the version number (&4& in this case) is incremented only when major changes are made to configuration or distribution format.&&The 2nd digit of the version number (&1& in this case) is incremented each release version.&&The 3rd digit of the version number is incremented once for each beta version.&&Whenever a digit is incremented, all digits further to the right are reset to 0.&&
Version 4.2.0:
Major Changes:
&&New Vegas support:& && &See New Vegas Stutter Remover
&&Hashtable Overrides:& & Resizes large numbers of (semi-)specific hashtables to better sizes.&&
&&Heap Replacement:& && & A few extra heap algorithms supported.&&
&&Profiling:& && && && &&&Extra options for recording performance data to the log.&&
&&RNG Replacement:& && &&&Replaces the vanilla RNG with a higher quality & faster RNG.&&
====================================
7. How This Works:
====================================
OSR basically hacks Oblivion.&&It modifies Oblivions code after Oblivion gets loaded from disk in to memory.&&
Note that this is not a substitute for driver fixes, LAA enablers (aka 4 GB patches), Silent Feet, PyFFI, Oblivion Crash Prevention System, etc.&&For instance if you get major stuttering because of sound driver or sound hardware issues, this might help but a mod that reduces the number of sounds that play at once would be likely to help more.&&While the Stutter Remover can fix many performance issues and some stability issues, some issues are better addressed by other means.&&See Section 10. Other Performance Tools & Mods for more.&&
7.1: FPS Management:
The FPS management code monitors framerates and adjusts the flow of gametime.&&It mitigates stuttering by making Oblivion game logic not skip ahead when it does stutter.&&Effectively, frames that take a long time end up being in slow motion.&&This is done by making Oblivion act as if iFPSClamp were set to MinimumFPS, but only for frames that are slower than MinimumFPS.&&This may also improve stability.&&It can also impose a maximum framerate - some people perceive Oblivion as smoother when its framerate is prevented from exceeding half the refresh rate, plus this helps free up resources for Oblivions secondary threads.&&
The FPS management code can also puts the main thread of Oblivion to sleep for brief periods of time, which has been oberved to improve stutter for some people (though that functionality may have been made redundant by other things this plugin does).&&
7.2: Critical Sections:
Critical sections are microsoft-provided thread synchronization primitives that Oblivion uses internally to make sure that threads don't accidentally corrupt each other.&&OSR by default makes most critical sections attempt to play fair even at the cost of throughput, making sure that no thread hogs a resource that other threads need.&&However, one specific critical section is overriden to use a slightly less fair method, and another specific critical section is suppressed so that it has no effect at all.&&And that's all very configurable from the ini file.&&Also the spincounts get overriden.&&
7.3: Heap Replacement:
Oblivion uses a custom heap (aka memory manager aka malloc/free) implementation that appears to have been written by Bethesda specifically for Oblivion.&&Their implementation is flawed.&&Specifically, it performs really badly on multithreaded workloads, which Oblivion often is.&&This plugin now has the ability to replace the Oblivion heap manager with a variety of alternatives, most of which are MUCH faster on multithreaded workloads.&&Unfortunately, changing the heap implementation seems to cause Oblivion to become unstable for some users.&&I'm not certain if this is due to a flaw in my method of replacing the heap, or if this is due to bugs in Oblivion that happen to not crash with Oblivions vanilla heap.&&
The performance improvement offered by this is large (reduces stutter, reduces load times, makes certain menus faster, may improve FPS slightly) for many people, though some peoples installs of Oblivion seem to not multithread as much.&&Unfortunately, because it has a tendency to produce instability I have set this feature to default to disabled for the time being.&&However, given the large performance boost that many people see with this, I would suggest that users try turning this on, only turning it back off if they experience stability issues that seem to be related.&&
7.4: Hashtables:
Oblivion includes a bunch of hashtables for looking up all sorts of things.&&They use a mediocre hashtable implementation, but the real problem is they never resize their hashtables and the default sizes they use are targetted at an unmodded game and often rather small even for that.&&When a hashtable gets overful, performance drops.&&If a hashtable is underful then a tiny bit of memory may be wasted.&&Unfortunately, much of the hashtable code is inlined all over the place, and OBSE makes various assumptions about the hashtables as well, and its not at all clear to me what the relevant threading model is supposed to be, so changing them safely dynamically is quite difficult.&&I've ended up override the size of (more or less) specific hashtables to sizes that seem more appropriate.&&
====================================
8. All Settings
====================================
OSR keeps its settings in the file Data\obse\plugins\sr_Oblivion_Stutter_Remover.ini
If that file is not present, simply launch Oblivion with OSR installed and OSR will generate a new one with default settings for your version of OSR.&&If you have screwed something up in your settings or otherwise want to revert to default settings, simply delete this ini file and launch Oblivion.&&
The ini file is organized in to sections like &SectionName { SettingName = Value }&.&&A specific setting may be refered to as SectionName\SettingName to distinguish it from other settings with the same name in different sections.&&In general settings with names that begin with an &i& are integer values (ie a number with no decimal point), setting with names that begin with a &b& are boolean values (ie either 0 or 1), and settings that begin with an &f& are numbers which may have decimal points in them (ie 3.14).&&Some settings do not begin with one of those letters, in which case it may not be clear what the proper type of values are.&&
These are the settings and their current default values (may not be 100% up to date):
& & & & Section: Master{}
This section contains an option to disable each major subsystem of OSR, plus a few settings for things that don't belong to any particular subsystem of OSR.&&
Master\bManageFPS (default: 1)
Setting this to 0 will disable all FPS management stuff, making every setting in the FPS_Management section meaningless.&&
Master\bHookCriticalSections (default: 1)
Setting this to 0 will disable all Critical Section stuff, making every setting in the CriticalSections section meaningless.&&
Master\bHookHashtables (default: 1)
Setting this to 0 will disable all Hashtable stuff, making every setting in the CriticalSections section meaningless.&&
Master\bReplaceHeap (default: 0)
Setting this to 1 will enable heap replacement, making the settings in the Heap section meaningful.&&
Master\bLogToConsole (default: 0)
OSR logs various bits of information to its log file.&&Changing this setting to 1 will cause OSR to also print that information to the console.&&
The log file is sr_Oblivion_Stutter_Remover.log in the Oblivion directory.&&It is created or overwritten each time Oblivion runs with OSR installed.&&
Master\bFix64Hertz (default: 1)
Setting this to 1 fixes a subtle problem in Oblivion that causes µstutter&.&&This problem is sometimes known as the &64 Hertz issue&.&&Specifically the issue is that Oblivion game logic timing normally occurs at a resolution of 1/64th of a second, and screen refresh rates normally permit Oblivion to draw 60 frames per second when vsync limited.&&This combination creates a kind of beat frequency when the framerate is maxed out in which 4 frames each second have twice the amount of game time pass as the other 56 frames.&&The fix that OSR applies forces Oblivion to use time at a resolution of 1/1000th of a second instead of 1/64th of a second.&&
Master\bFlushLog (default: 1)
This tells OSR to write any log messages to its file immediately instead of buffering them in memory.&&It can reduce performance slightly due to larger number of disk accesses, but it makes it more likely that any messsages pertaining to problems that occur shortly before a crash will successfully get written to the log file.&&
Master\bFastExit (default: 0)
This tells OSR to cause the game to quit faster.&&With some versions of OBSE this may cause changes made to game-settings in-game to not get saved when quitting.&&
Master\bExtraProfiling (default: 0)
If this setting is enabled OSR will attempt to monitor the performance of large numbers of little pieces of Oblivion and record data about that to the log.&&
Master\iSchedulingResolution (default: 1)
OSR will request that the Windows scheduler run at a resolution of this many milliseconds.&&With this set at 1, OSR and Oblivion generally work better.&&This can slightly reduce the battery life of laptops however.&&
Master\bExperimentalStuff (default: 0)
Enabling this turns on the options in the Experimental section.&&
Master\iMainHookPoint (default: 1)
This determines where OSR hooks Oblivion for the purpose of measuring frame boundaries and how OSR determines that the main menu has been reached and it is safe to assume that Oblivion has finished initializing itself.&&The possible values are:
0: main hook disabled
1: use top level once-per-frame game function
2: use DX8 mouse input code
3: (not supported on all targets) hook at time measurement
& & & & Section: Experimental{}
This section contains options that are not really recommended or understood yet.&&
Experimental\iReduceLongSleep (default: 0)
If set to 1 or higher it will reduce the duration of Oblivion Sleep() calls.&&Setting this to 1 may help performance on many-core CPUs.&&Setting this to values higher than than 1 is not recommended.&&1 means 50% reduction, 2 means 75% reduction, etc.&&
Experimental\bRemoveShortSleep (default: 0)
If set to 1 this will suppress Sleep() calls with very short durations.&&
Experimental\iThreadsFixedToCPUs (default: 0)
If this is set to a non-zero value then N threads will be locked to only run on the first N cores, where N is the value you set this to.&&In addition, the main thread may be given extra priority over all other threads for some purposes.&&
Experimental\bSuppressRandomSeeding (default: 0)
Calls to srand() will be suppressed.&&
Experimental\bMonitorBSShaderAccumulator (default: 0)
Performance of certain extra code will be recorded to the log.&&
Experimental\iPrintSceneGraphDepth (default: 0)
Not recommended.&&Every single frame, this will print out the scene graph to a depth limited by this setting.&&
Experimental\bReplaceRandomWrappers (default: 1)
Replace some wrappers of rand() that Oblivion uses internally.&&This also ends up fixing bugs in them, which may have a subtle but possibly noticable effect on game balance.&&
Experimental\bBenchmarkHeap (default: 0)
When the main menu is reached this spends a second or two benchmarking the heap.&&The results will be printed to the log file.&&If heap replacement is used it will call the replacement heap directly, otherwise it will call Oblivions native heap.&&
Experimental\bAlternate64HertzFix (default: 0)
Not recommended at this time.&&Attempts to fix issues that the 64 Hertz Fix addresses in a slightly different way.&&
Experimental\bAlternateHeapHooks (default: 0)
Not recommended at this time.&&Attempts to replace the vanilla heap in a slightly different way.&&
Experimental\iHeapMainBlockAddress (default: 0)
If non-zero, it should be set to something like 0xx, etc (an 8 digit hexadecimal number that ends with at least 6 consecutive zeroes).&&This is the address where OSR will attempt to put the main memory alloction for its heap if heap replacement is enabled and the heap algorithm selected is #3, #5, or #6.&&
& & & & Section: FPS_Management{}
This section contains settings that adjust how OSR manages your framerate and the flow of game time.&&
FPS_Management\bAllowSlowMotion (default: 1)
Setting this to 0 will prevent OSR from attempting to override the normal flow of game time.&&In the past bugs have arison from OSR doing so (most infamously, the nearby-NPCs-drop-dead-on-cell-transitions bug), but these are believed to be fixed now.&&Just in case you suspect there might be an issue though, you can forcibly disable all OSR game time adjustments with this setting.&&Despite the name, setting this to 0 will also prevent OSR from fast-forwarding game time, though OSR only tries to do that under very rare combinations of settings and circumstances.&&If this is disabled then MinimumFPS and iHardMaxFrametime will have no effect.&&
FPS_Management\MaximumFPS (default: 30)
This is a maximum FPS that OSR will not permit Oblivion to exceed.&&I generally set this to a framerate high enough that I won't really care much about any extra frames per second.&&Note that OSR does not really deal with &frames per second& here, it converts that value to a milliseconds-per-frame number instead, and considers each frame individually.&&If a frame would be finished too quickly then OSR will cause Oblivions main thread to go to sleep until the correct number of milliseconds have passed.&&Putting Oblivions main thread to sleep can free up resources for use by Oblivions background threads or for other programs that may be running in the background.&&If nothing wants to use the extra resources then your CPU and/or GPU will run colder and use less electricity.&&
FPS_Management\MinimumFPS (default: 10)
This is a minimum FPS that OSR will not permit Oblivion to go under.&&However, instead of dealing with real seconds, this deals with seconds of game time.&&So you can still have an FPS of 1 if your computer is really slow, but this would slow down game time to 10% of normal so that there will always be at least 10 frames per second of game time.&&All the numbers there were just for example, based upon a real FPS of 1 and a MinimumFPS setting of 10 (the default value).&&Also note that like MaximumFPS this actually works on a single-frame basis dealing with millisecond per frame instead of frames per second.&&
I generally set this to the lower FPS that I find remotely playable.&&The big purpose of this setting is to prevent Oblivions game logic from going berserk when the FPS gets too low.&&Issues that this prevents include fights that are impossible because enemies can run circles around you between frames, screwed up controls because Oblivion thinks that a key is down for an entire frame or not down for an entire frame which may cause some interfaces to behave poorly.&&
FPS_Management\iSleepExtra (default: 2)
OSR will force Oblivion to sleep for this many milliseconds every second.&&This can help free up resources for background threads or other processes, or reduce the temperature & power consumption of computer components slightly.&&The main benefit is that if some background thread is struggling to get a particular resource that the main thread is hogging, this can give it a chance to get ahold of that resource once in a while.&&
If this is set to -1 then the OSR FPS management code will never put Oblivion to sleep - if the FPS would otherwise exceed MaximumFPS then OSR will waste time in an idle loop.&&That mode is not recommended and is provided for testing purposes only.&&
FPS_Management\iFPS_Frequency (default: 4000)
This will cause OSR to write data about the framerate to the log file.&&If this is set to 0 then FPS logging will be disabled, otherwise this setting it the number of milliseconds OSR waits between each time it records FPS data to the log file.&&If it is set to 1 then FPS data will get writen to the log every single frame, if it is set to 60000 then FPS data will get recorded only once per minute.&&
FPS_Management\iSchedulingParanoia (default: 1)
This setting is in units of milliseconds.&&It determines how paranoid the MaximumFPS code is about the scheduler.&&If the value is high, then the MaximumFPS code will never sleep, instead wasting time in idle loops.&&If the value is 0, then the MaximumFPS code will trust the scheduler to resume the main threads execution at exactly the requested time.&&Generally I compromise at 1 for a modicrum of paranoia about the scheduler but still allowing much of the spare time to be put to constructive use.&&
FPS_Management\iHardMaxFrametime (default: 200)
This is in units of milliseconds.&&It's been found that when my time flow adjusting code puts in a time that's too large at the wrong time, strange things happen.&&Bad things.&&Like, nearby NPCs randomly dropping dead.&&This setting prevents that, by setting an absolute maximum to the number of milliseconds OSR permits to pass at once in the normal course of things.&&Normally you'll hit MinimumFPS before you hit this limit, but MinimumFPS gets waived under some circumstances to prevent side effects like lip movements desynching with voices, so this acts a sort of 2nd level of MinimumFPS, the I-really-mean-it minimum FPS.&&Setting this too low can cause things like lip movements desynching in conversations, setting it too high can permit bugs like NPCs-dropping-dead-randomly.&&I set 200 as a compromise - it should not cause lips to desynch unless your framerate drops to less than 5 in a conversation.&&And if you are playing Oblivion at a framerate of less than 5 then you need serious help.&&
& & & & Section: CriticalSections{}
This section deals with all the changes that OSR makes to Oblivions CRITICAL_SECTIONs.&&Want to know about CRITICAL_SECTION objects?&&Oblivion uses them to prevent its various threads from accidentally killing each other.&&Microsoft provides the code for them.&&Oblivion uses slightly different versions of them depending upon which version of Windows it runs on.&&You can read more about them on MSDN.&&
CriticalSections\bEnableProfiling (default: 0)
If set to 1 then OSR will record information about the timing / performance of critical section operations in Oblivion.&&Doing so cause a small but significant penalty to performance.&&OSR will record the information in its log file.&&This can potentially produce useful information about why your Oblivion is stuttering or running slowly.&&That info might be used to adjust the Overrides section of the OSR ini file or something.&&
CriticalSections\bEnableMessages (default: 0)
If set to 1 then OSR will record information about some timing / performance events of critical sections.&&There is very little performance cost to doing so, but it can clutter up the log file making it harder to find other information in there.&&
CriticalSections\bUseOverrides (default: 1)
If this is set to 1 then OSR will use the settings in the Overrides section of the ini to determine what is should do to specific critical sections.&&
CriticalSections\iDefaultMode (default: 2)
This determines what OSR does to critical sections that don't have a Mode entry for them in the Overrides list.&&
1: &Normal& - it leaves that critical section at aproximately normal behavior.&&
2: &Fair& - it adjusts that critical section to improve fairness at the cost of throughput.&&This can prevent one thread from hogging a critical section too much, but can net rate at which operations can be done with that critical section.&&ie good for stutter, bad for FPS
3: &Stagger& - an attempted compromise between fairness and throughput in which it usually optimizes for throughput but once in a while switches behavior to optimize for fairness.&&
5: &Suppress& - that critical section is suppressed.&&Suppressing critical sections generally causes crashes or other instability, but also generally improves performance.&&Certain critical sections may be affected differently though.&&
6: the main thread gets priority for that critical section.&&
7: background threads get priority for that critical section.&&
CriticalSections\iDefaultSpin (default: 1200)
This effects how long a thread will keep trying to enter a critical section before asking the scheduler to put it to sleep until that critical section becomes available.&&In theory a value that is too small will result in too much scheduler overhead, while a value that is too large will result in wasted CPU cycles.&&1200 is actually a kind of small value I think - Microsoft sort of recommends 4000, but performance problems have been observed in Oblivion when its set that high.&&The ideal value may increase with the number of cores / hardware threads you have, your CPU architecture, and whether or not Hyper-Threading is enabled.&&
CriticalSections\iStaggerLevel (default: 5)
This parameter effecst how often critical section mode 3 switches behavior.&&See iDefaultMode for more about critical section mode 3.&&A smaller number means frequent switches, a larger number means infrequent switches.&&The ideal value should probably be somewhere in the range of 3 to 6.&&
& & & & Section: Heap{}
The vanilla Oblivion heap is really really bad at dealing with multithreaded workloads.&&It also has a tendency to suddenly and dramatically slow down after long game sessions in heavily modded games.&&OSR can replace the vanilla Oblivion heap with a different heap to fix these issues.&&
Heap\iHeapAlgorithm (default: 5)
This chooses which heap OSR will force Oblivion to use.&&
1: FastMM4 heap.&&This requires BorlndMM.dll to be present in Data\obse\plugis\ComponentDLLs, otherwise it will prevent Oblivion from starting up.&&This heap is fast and flexible.&&
2: Windows standard heap.&&OS dependant.&&A really bad idea on XP, but okay on Vista and Windows 7.&&
3: SimpleHeap1, made by me.&&
4: TBBMM, aka TBBMalloc.&&Made by Intel.&&
5: ThreadHeap2, made by me.&&Fast.&&
6: ThreadHeap3, made by me.&&Fast.&&
Note that heap algorithms 3, 5, and 6 are statically sized based upon the iHeapSize setting.&&Heap algorithms 1, 2, & 4 will resize themselves as needed.&&The fastest algorithms tend to be 6, 4, and 5, but it varies a little from computer to computer.&&
Heap\bEnableProfiling (default: 0)
If this is set to 1 then OSR will measure the performance of the heap it provides and record it to the log.&&This can't measure the performance of the vanilla heap, only the performance of OSR-provided heaps.&&
Heap\iHeapSize (default: 450)
This only effects heap algorithms #3, #5, and #6 (see iHeapAlgorithm above) - the other heaps choose their own size and dynamically resize themselves.&&It is the number of megabytes that the heap reserves for dynamically allocated objects in Oblivion.&&
Heap\bEnableMessages (default: 0)
If this is set to 1 then the OSR heap code may occaisonally record a little information to the log.&&This mostly on effects heap algorithms #3, #5, and #6.&&
& & & & Section: Hashtables{}
Oblivion includes a bunch of hashtables for looking up all sorts of things.&&They use a generally mediocre hashtable implementation, but the real problem is they never resize their hashtables and the default sizes they use are targetted at an unmodded game and often rather small even for that.&&When a hashtable gets overful, performance drops.&&If a hashtable is underful then a tiny bit of memory may be wasted, and cache coherency may drop.&&Unfortunately, much of the hashtable code is inlined all over the place, and OBSE makes various assumptions about the hashtables as well, and its not at all clear to me what the relevant threading model is supposed to be, so I've had to employ somewhat indiscriminate methods to resize them.&&
Hashtables\bUseOverrides (default: 1)
Uses the hashtable entries from the OverrideList section.&&
Hashtables\bEnableProfiling (default: 0)
This will monitor hashtables and log information about how full they are and how much they get accessed.
Hashtables\bEnableMessages (default: 0)
If this is 1 then the hashtables code may occasionally log messages about what it is doing.&&
& & & & Section: Overrides{}
This section contains information telling OSR how to find specific instances various types of objects that OSR knows about, and ways to treat those specific instances differently than the default settings for that type of object.&&
====================================
9. Side Effects & Compatibility Issues
====================================
OSR FPS management may slightly confuse mods that monitor framerates such as Streamline.&&It's generally not a big deal.&&
No other known compatibility issues at this time.&&
====================================
10. Other Performance Tools & Mods
====================================
Streamline:
Quiet Feet:
Oblivion Script Optimizer:
Oblivion Optimization Project
====================================
11. Credits:
====================================
This plugin was made by me (Christopher Doty-Humphrey).&&
Ian Patterson of the OBSE team has helped me through a lot of spots where I had trouble.&&
The original thread that prompted me to start this plugin was started by DeviusCreed.&&
Numerous testers have supplied useful feedback.&&In particular mashani's information about which settings produced which results for him helped me understand why early versions of this were producing unexpected benefits, and led to a number of the features and settings in later versions.&&
I would also like to thank badhair for pointing me at overfull hashtables as a cause of performance problems.&&
The following tools were used in the production of this plugin:
Oblivion, by Bethesda
OBSE and the OBSE source code
Microsoft Visual C++ 2008 Express Edition
IDA Free (Interactive Debugger IDAPro, free version, version 4.9)
Cheat Engine (version 5.4)
Plus the obvious stuff like Windows XP, Notepad, and Firefox.&&
With the exception of Oblivion and Windows XP, all of those are available free of charge.&&
I've also had Hex Workshop and ollydbg recommended to me but haven't gotten around to trying them yet.
作者: koof113& & 时间:
这配置真的能玩老滚?
dddddttttt 发表于
& & 可以打CF&&帝国2 大菠萝 神马的
上古暂时没试过
作者: thrust_xb& & 时间:
虽然没看懂。。。但还是非常感谢
作者: omfglol& & 时间:
最近 流行比谁的电脑喳 ??
作者: jamesdonggua& & 时间:
& & 我的比你还惨。。
(36.16 KB, 下载次数: 0)
22:37 上传
作者: xianweimin& & 时间:
主硬盘& & & & 西数 WDC WD800JB-00JJC0 ( 80 GB )用了6年了吧
作者: lyx0813& & 时间:
?年??有不能玩上古的?子~~
作者: 3dm_games& & 时间:
这配置肯定能玩啊
作者: 花容病貌& & 时间:
& & ??都有?明的,多少?什?什??化的?丁啊
作者: & & 时间:
这个配置可以秒杀老滚的。。
作者: q7656685& & 时间:
你这配置玩不了那我的也就不用玩了,趁现在还没下完赶紧删了它算了
作者: chenxinyi2& & 时间:
不是系统,驱动,就是游戏问题。
我们两个配置非常巧合地非常接近,一样的GTX460 内存 4GB,WIN7 64。所以我很清楚,不可能玩不起。。
现下所有游戏的配置需求都是绝对满足的。
作者: thrust_xb& & 时间:
chenxinyi2
& & 我下的就是3dm那个年度夜光版,里面解压了有十几个文件夹,我按照说明一步步做的。。。。我玩其他游戏没卡过啊,有啥解决办法没啊,你下的哪一款上古卷轴啊
作者: thrust_xb& & 时间:
& & 我就是下的那个网站的游戏。。。里面说的我都照做的。。。主要是很卡,估计不是安不安补丁的问题
作者: mike25069& & 时间:
也是卡。不过才256的集显。不知道怎么设。难道都要最低?
作者: 哇咔咔咔& & 时间:
WIN7?什???的,我就用WIN7。
????是INI?,fox大的帖子你照著改?什???。
我?子比你差,照文章改也?卡?。
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