This is a great tool for testing middle to higher end systems. What I think would be of interest to anyone who would use this like I do ... is to create several mod challenges. Where for instance. Record the baseline of Oblivion with one run through on a system. Then incrementally increase the mods along four parameters: 1. Texture Replacers - compiling mod load outs that are 512 to 1024 to 2048 etc. So three increments of that? 2. Likewise increased land LOD increments of 1024 2048 and 4096 ... with TESLODGEN as well. 2. Increased Infrastructure - more to villages, towns open vs closed. Better Cities vs Open Better Cities vs. Open Cities Reborn etc 3. Increased spawn points and/AI ... so overhauls that add spawn points and increase spawns. Or alternatively mods that adjust AI to be more dynamic. So that would be one axis the other axis would be what the system is, specifically CPU/GPU combo.
Present these as challenges to specific load orders. Easy to do when building a new game. Or even building out several load orders of different ranks of these parameters and then having folks report their findings to get some form of consensus and objective results for others to review.
Thanks for the cool mod. This is a good idea and a good job doing it. I'm working on a hardware project so I might be using this a lot. With triple screens (5980x1080) fps could be something to consider. I ran it twice on win7 with no problem and then on win10 it crashed at stage 17. The second try on win10 no problem. Using default ini values. Now I don't have to install some stupid benchmark software that will probably be collecting my data. I was thinking it would be handy to have the min and max fps in final log summary. Also, I was wondering if inside Skingrad might be the one place with the heaviest load in Oblivion.
[1920 x 1080 Vsync off] Gtx 780 -> Route completed. Time: 4434 Frames: 403359 Average FPS: 90.9655100 Stutters: 29552 Gtx 1080 Ti -> Route completed. Time: 4429 Frames: 560085 Average FPS: 126.4347000 Stutters: 72997
[5980 x 1080 Vsync off] Rtx 3080 -> Route completed. Time: 4430 Frames: 599546 Average FPS: 135.3186000 Stutters: 64138 [5980 x 1080 Vsync on, max fps 60 in Nvidia control panel] **Rtx 3080 -> Route completed. Time: 4392 Frames: 318199 Average FPS: 72.4429000 Stutters: 2089**
5 comments
1. Texture Replacers - compiling mod load outs that are 512 to 1024 to 2048 etc. So three increments of that?
2. Likewise increased land LOD increments of 1024 2048 and 4096 ... with TESLODGEN as well.
2. Increased Infrastructure - more to villages, towns open vs closed. Better Cities vs Open Better Cities vs. Open Cities Reborn etc
3. Increased spawn points and/AI ... so overhauls that add spawn points and increase spawns. Or alternatively mods that adjust AI to be more dynamic.
So that would be one axis the other axis would be what the system is, specifically CPU/GPU combo.
Present these as challenges to specific load orders. Easy to do when building a new game. Or even building out several load orders of different ranks of these parameters and then having folks report their findings to get some form of consensus and objective results for others to review.
[1920 x 1080 Vsync off]
Gtx 780 -> Route completed. Time: 4434 Frames: 403359 Average FPS: 90.9655100 Stutters: 29552
Gtx 1080 Ti -> Route completed. Time: 4429 Frames: 560085 Average FPS: 126.4347000 Stutters: 72997
[5980 x 1080 Vsync off]
Rtx 3080 -> Route completed. Time: 4430 Frames: 599546 Average FPS: 135.3186000 Stutters: 64138
[5980 x 1080 Vsync on, max fps 60 in Nvidia control panel]
**Rtx 3080 -> Route completed. Time: 4392 Frames: 318199 Average FPS: 72.4429000 Stutters: 2089**
Thanks