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The Elder Scrolls IV: Oblivion Remastered (2623190) #8622
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same here with 3080rtx |
Same here with rx 6900 xt |
On my RTX 5090 (using 575.51.02), many indoor buildings have white speckled lights spread throughout the interior: I haven't found any in-game settings that might be causing this yet. I'm using renderdoc capture: https://drive.google.com/file/d/1nu4Lm9nkrHTesedpIyfuW7PjThg-W-Ip/view?usp=sharing |
yeah framegen straight up won't enable. Tried all the NGX hacks too, real weird. |
I'm experiencing the same issue with the same GPU (4090 laptop). The only way I can get consistent and full utilisation is using gamescope in embedded mode (drm backend) straight from tty. My gamescope command: EDIT: Maybe this is a triple buffering/wayland issue? I noticed when hooking up to my 4K 60hz TV the framerate was locked most of the time to 40fps regardless of whether vsync was on or off from the in-game settings. When loading a save it would start at around 57fps before locking to 40. GPU clocks were consistently high, but utilisation would fluctuate from as low as 40% and occasionally reaching ~90% if the scene was heavy enough. Gamescope embedded session avoids the issue and allows full utilisation and framerate. |
I have also similar fluctuations in performance. When I start the game, it seems to utilize my GPU pretty well, but over time it gets slower and slower. Restarting the game seems to help this. I have all settings on medium except shadows on low, and FSR enabled with quality setting. Operating System: Fedora Linux 42 |
You're right. I thought it varied with the updates of Proton Experimental bleeding edge, but actually at first it works normally for about 10 minutes, then the performance and GPU usage drop. |
Here's some mangohud screenshots I got during the hiccups and on fresh start. During the slowdown: After game was restarted: What I noticed is that this starts happening when you go inside a town and outside of town few times. And the slowdown starts when the VRAM hits 8gb (max on rx6600) and then it starts lowering the value, but the slowdowns stay. Also when I looked into the sound settings, the game tells me that it's not running on SSD, even if it is. |
Fails as soon as I exit the sewers, probably VRAM related. I tested even with lower settings which allows the game to run a little longer before freezing:
NVIDIA RTX 3080 Ti 12 GB, closed driver |
Always seem to be nvidia related issues lately. Hope this crash and leak is sorted plus we get dlss frame gen workable state. |
Black screen and never start Arch Linux (KDE PLASMA X11) MESA 25.0.4, Kernel 6.14, RX 7900 XT, Ryzen 7800x3D, 32 GB RAM Proton Experimental Bleeding-edge Output:
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Okay, seems to be fixed if I disable hardware accelerated lumen - but then the performance is quite a bit lower... So it's probably related to raytracing (which doesn't exclude the VRAM idea because clearly the driver logged memory alloc errors). |
I have a multiGPU system (5090 as main GPU with screns attached + 4090x2 + A6000) and with any proton (Hotfix/Experimental/9.27), I get a crash at startup. Fedora 42 KDE Plasma 6.4, AMD Ryzen 7 7800X3D, 192GB RAM, Kernel 6.14, 570.133.07 Driver. The log doesn't seem to say much I think
EDIT: I have managed to make it work with |
If you stand still with DLSS enabled, graphical corruption builds up. Looks like white spots the gradually gets worse until you move again. Not sure if anyone else reported this but it seems to be related to DLSS from what I can tell. |
Testing with Proton Experimental bleeding-edge, performance is much lower but the game seems more stable. |
I notice FSR3 works fine, even FSR FG. Real shame DLSS has all these issues. |
No, FSR FG does not work fine: It just shows a higher FPS count without actually rendering it. You can get it to show 80 FPS and it's still super choppy - because it's actually still rendering 40 FPS. |
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Seems for me the slowdowns start every time the games lighting changes drastically outside. For example when it starts raining or sun starts shining more light. |
If I disable the shader cache the game starts, I played for a while, then I enabled the shader cache again, the game starts but I get constant errors in the logs, here are the examples. Output:24/4/25 18:44 kded6 Registering ":1.77/StatusNotifierItem" to system tray Stack trace of thread 4638: 24/4/25 18:45 systemd [email protected]: Deactivated successfully. Stack trace of thread 5940: 24/4/25 18:50 systemd [email protected]: Deactivated successfully. Stack trace of thread 7024: 24/4/25 18:55 systemd [email protected]: Deactivated successfully. |
Just wanted to add that this engine.ini change has improved my game perf significantly: https://www.nexusmods.com/oblivionremastered/mods/35?tab=description edit: Does not fix the eventual slowdowns however. |
Downgrading to |
I've just been using it on 4090 and it did seem like more frames were being injected but who knows.
Does DLSS FG work with that driver? or just fix the speckled artifacting? |
I've tried FG for the first time, and I cannot understand how people can play with it. This may be nice for 144hz monitors but with 60 fps max, it becomes a lag party. The rendering is super smooth, no dropped or "missing" frames that other people reported, but input lags behind considerably like playing with 10 or 15 fps... I've gone back to non-bleeding-edge and DLSS: It has higher performance, and DLSS looks much better than FSR and I can use higher upscaling instead. |
yeah framegen gets pretty back below 50fps, and they recommend a 70fps baseline which is very hard to get even under Windows in this game. |
Fixed my GPU power draw issue! Turns out I had to disable |
Gamescope on Fedora 42 broke the game for me and did not allow the window to appear with gamescope-3.16.4-1.fc42.x86_64 , reverting back to gamescope-3.16.2-1.fc42.x86_64 resolved this. |
I tried to use gamescope but the game insta closes for me :/ I have other arguments like Opening steam via gamescope and then opening oblivion inside works. |
OK, I found a solution: Press
With these two, I can play it with everything set to "Ultra" (even Hardware Lumen set to Ultra) and DLSS set to "Quality" quite well on my laptop (4090 Laptop) at 1440p. Even outside I get very playable 70 FPS now. This does way more than just double the FPS for me, I have no idea why. It also completely solved the spurious game stalls for a split second for me. Maybe this game was developed with DLSS FG turned on and devs never noticed how poorly it performs without? // Edit: Warning: I've just noticed this disables achievements! |
Altar.Reflex.Mode 1 These won't work on PC, if FG was working you'd be getting 100-110fps not 70. That would imply your BASE fps is around 50ish. (FG has a tax) |
I'm getting more than double the FPS, for some reason. And it solves the bug of the game pausing for a split second when you quickly walk around outside. I think this game has some bugs that are worked around by DLSS FG, hence the theory that the devs never tested without DLSS FG. Without DLSS FG, outside I have 30 - 40 FPS on Medium to High. With DLSS FG, I get a constant 70 FPS, even on everything Ultra. Plus no more stutter. |
I have a 4090 and at 4k DLSS balanced I get around 60-80fps outdoors. NO FG Also tried those commands again now and they do nothing. |
I went from ~45 fps to ~90fps outside with those two commands (4090 @ 1440p) I guess using FG is an OK compromise at the moment |
Yeah those commands do absolutely nothing for me sadly. I tried 0 as well just in case it was already enabled, fps remain same. FSR FG does work however. Shame can't use FSR4 on nvidia cards, that be pretty neat. |
Since those commands only enable DLSS frame gen you need a RTX4* or RTX5* |
Ok just wanted to leave a current status report on my Machine here: Proton Experimental [bleeding-edge] + KDE + Wayland + 570.133.07 OpenSource Kernel Driver -> max 160W Powerdraw at highest GPU Performance State According to NVIDIA Settings this Card could draw up to 290W Both degrade over time (aka loading from area to area) -> maybe a game issue but it could also be the nvidia memory issue ... this also reduces the powerdraw over time It seems like there could be also a CPU Bound issue here at least i can say it doesn't really scale well with CPU Cores and for me it seems better to taskset it on 8 "cores" than to have it open on all 32 "cores" 5950X here with 95W TDP settings << open the TDP didn't change much on the Frames either. |
Running this launch command to force DLSS 4, apply Preset K for transformer upscaling, enable the DLSS overlay, and brute force NVIDIA features:
Using OBSE to load one mod, but tested without it to the same result. Edit: I had mistakenly neglected to include the patches required for DLSS framegen to my most recent proton build (present in regular proton-experimental), I just tested again with generic proton xbe so |
I would like to know why the FG option can't just be enabled in the menu, seems that shouldn't be a issue. |
I actually somehow can enable dlss fg here on Linux using that command, while on windows I can't, even when using that command haha. Not sure what's happening. |
I noticed that turning the game's built-in VRAM stat on, it shows 0/0. I wonder if this is causing performance issues since the game can't detect how much VRAM it's using? Mangohud shows that on my RX 7700XT, it's using an average of 10GB of VRAM when 12 is available. |
Maybe this is actually a problem with other games, too, which easily exhaust their VRAM budget? Could explain a lot of problems... |
I noticed the same issue. I have both a GPU and an iGPU, and I had forgotten to disable the iGPU in the BIOS. Even though all my monitors were connected to the dedicated GPU and the game was running on one of those screens, it still seemed to use iGPU resources.
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A bit more information on getting DLSS 4 + DLSS Frame Gen to work. After playing for an extended period of time, a bug with VRR occurs where the generated frame appears to fall out of sync with the real frames, resulting in immense visual stuttering and frames being displayed out of order. The bug can be triggered pretty reliably by just going between the open world and a small interior, where there is a large disparity between the framerates of two areas. The bug appears to be resolved by building a custom version of VKD3D-Proton with the following commit to introduce a busy-wait path for shared semaphores on Nvidia cards: HansKristian-Work/vkd3d-proton@6edd1c2 I have attached my current VKD3D build below for others looking to experiment. |
I've encountered the same problem, but fixed it 100% by just switching from Ultra to High. The difference in visual fidelity is not much anyway. |
I have also observed this as well. When the framerate goes high enough, things appear to sync back up (temporarily). However, I am a junkie for visuals so I have every setting cranked to the maximum alongside DLAA, so the framerate can dip quite low even with framegen. |
@Akselmo I have the same card and the same problem. Maybe it's related to this issue, because I just tried with kernel 6.8 (was on 6.11 before) and didn't see performance degrade even after a few hours. Edit: Nevermind! I must've just gotten lucky that time because it can still happen :( |
Compatibility Report
System Information
I confirm:
Symptoms
The GPU is underutilized, running at approximately 90W out of 175W. This results in suboptimal performance and potential stuttering or low frame rates during gameplay.
Reproduction
Additional Information
Processor:
Operating System:
Steam Runtime:
Client Information:
Graphics Card:
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