I installed it with POL but wasn't able to install the patch. I'm running Mandriva 2010 KDE on an HP with the AMD Phenom 9500 Quad-Core Processor. Oblivion CPU Performance. People keep talking about patches. Maybe Anand will find a time to try running a few tests on a quad core versus dual core setup. ![]() Unfortunately, Oblivion is natively a single-core application with very bad support for multiple cores. There is a mod for Oblivion called Oblivion Stutter Remover (there is a link to it in the website in my signature) which improves performance and tries to make Oblivion use multiple cores. Other than that, there isn't really anything else you can do to make Oblivion use multiple cores. Some users use to assign Oblivion to using the 3rd and 4th core of the CPU only to improve performance. This only works though because Oblivion's processing tasks are being assigned to only the 3rd and 4th core of the CPU, which is not used as much as the 1st and 2nd cores, so there is more processing power available to Oblivion's application than if it was stuck in the 1st and 2nd cores. Multithreading Tweaks: bUseThreadedBlood=1 bUseThreadedMorpher=1 bUseThreadedTempEffects=1 bUseThreadedParticleSystem=1 bUseMultiThreadedTrees=1 bUseMultiThreadedFaceGen=1 iNumHavokThreads=5 iThreads=9 iOpenMPLevel=10 All of the above settings seem to relate to the use of the GameBryo engine's multithreading capability. Multithreading splits tasks into 'threads' where possible, and runs them in parallel across both cores of multi core or HyperThreading (virtual multi core) CPUs to improve performance. Note that raising the values of the iThreads, iNumHavokThreads and iOpenMPLevel settings very high doesn't automatically mean it uses that many threads - it all depends on how many threads are actually possible based on the information being processed. Experiment with these variables but if you experience problems reset them back to their defaults. These can help a little bit, noticed a bit of jump when I went from a single to a dual core and used these tweaks •. I asked about those tweaks on the bethsoft Forum once. This is the reply I got from IanPatt (one of the developers of OBSE): * bUseThreadedBlood - Does nothing. Isn't even read by the runtime. * bUseThreadedMorpher - Is read by the runtime, but isn't used for anything. * bUseThreadedTempEffects - Is read by the runtime, but isn't used for anything. * bUseThreadedParticleSystem - Is read by the runtime, but isn't used for anything. Please Note: Before downloading you can preview any song by mouse over the Play button and click Play or Click to Download button to download hd quality mp3 files. Hame tumse hua hai pyar mp3 song download free. ![]() * bUseMultiThreadedTrees - Is read by the runtime, but isn't used for anything. * bUseMultiThreadedFaceGen - Appears to do something. (probably generation of head meshes for NPCs in the background, as well as remorphing when people start wearing helmets) * iNumHavokThreads - Is passed to Havok and probably does what it sounds like. * iThreads - Is read by the runtime, but isn't used for anything. * iOpenMPLevel - Is read by the runtime, but isn't used for anything. I would bet that these.ini options are either 360-only, or completely unused.
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