The Elder Scrolls IV: Oblivion Remastered

The Elder Scrolls IV: Oblivion Remastered

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Stability and performance setup that worked for me
My moderate gaming computer
Ryzen 7 5700x3d
Msi Geforce Radeon 3080 ti
Win 10

These 3, game is playable and stable on this setup

1. High priority cpu registry edit - gone from nexus. google diy instructions. very effective

2. Optimized tweaks oblr - says incompatible with below but works fine together

3. Ultimate engine tweaks - placebo? I'm not hallucinating
https://www.nexusmods.com/oblivionremastered/mods/35

paste these lines at the end of engine.ini

;VRAM
;r.Streaming.PoolSize=YourVramMinus2048 in my case 10240

[SystemSettings]
r.TextureStreaming=1
r.Streaming.PoolSize=10240
r.Streaming.LimitPoolSizeToVRAM=1
r.Streaming.DefragDynamicBounds=1

;Binaural Audio
;Nothing to do with performance but pretty cool

[/script/engine.audiosettings]
au.EnableBinauralAudioForAllSpatialSounds=1
au.DisableBinauralSpatialization=0
bAllowCenterChannel3DPanning=True
bEnableBinauralRendering=True
au.AllowAudioSpatialization=1
au.EnableSoundOcclusion=1
au.SpatializationMethod=2
bEnableHRTF=True

;Disable Lumen
;Uncomment these 4 lines to activate, for performance in exteriors

;[/script/engine.renderersettings]
;r.Lumen.DiffuseIndirect.Allow=0

;[ConsoleVariables]
;r.Lumen.DiffuseIndirect.Allow=0

;Crash Fix
;Important

[SystemSettings]
r.FidelityFX.FSR.Enabled=0
r.FidelityFX.CAS=0
r.FidelityFX.CAS.Enabled=0
r.AMD.FSR.Supported=0
r.AMD.FSR=0
r.AMD.FSR2=0
r.AMD.FSR3=0
r.TextureStreaming=1
r.Streaming.PoolSize=7168
r.Streaming.LimitPoolSizeToVRAM=1
r.Streaming.DefragDynamicBounds=1
r.RayTracing=False
r.Lumen.DiffuseIndirect.Allow=1
r.Lumen.Reflections.Allow=0
r.Lumen.HardwareRayTracing=0
r.Shadow.Virtual.Enable=1
r.LumenScene.DirectLighting.VirtualShadowMap=0
r.Shadow.Virtual.Cache=1
r.ShaderPipelineCache.Enabled=1
r.ShaderPipelineCache.BatchTime=2
r.GPUCrashDebugging=1
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Showing 1-6 of 6 comments
You have a 3080 ti and 5700 x3d. there is no way you are having any real performance issues if my 3060 ti 7800 build is doing decently with it. I truly wonder how people utilize their settings sometimes....You realize your gpu is WAY WAY WAY better than mine right? I applaud giving people tips but find it funny that youd be having performance issues and tend to attribute that more to the user when you clearly have a better build than me. Significantly better. Even if I do have a 7800 x3d. With your build I would barely need to tweak anything. The moment I read 3080 ti and 5700 I rolled my eyes at this post.

Are you running like 16 gb of ddr 4 ram or something? m2 ssd or no?

32 gb ram ddr 5 and m2 ssd are absolutely ideal and needed for all modern releases

Last edited by xShapelessx; May 18 @ 10:18pm
Shape, get a grip dude. You each probably have a different interpretation of playable/stable. Maybe you like 40fps and low settings and he likes 60fps high setting. And no mention of resolution at all. How can you even criticize without knowing what settings he's even using.

Op, why have a comment about commenting out 4 lines when you already have;

[SystemSettings]
r.Lumen.DiffuseIndirect.Allow=1

And if you uncomment them it's now a 0 but which gets priority. I guess order is 1st to last so last dictates priority and so the last allow=1 would mean it's still the same as before. AFter uncommenting Game says On, you say Off, then Off again, then back to turning it On. Not sure on exact order though. But programming works that way typically. If you want to disable Diffuse lumen do as such.

get rid of

;Disable Lumen
;Uncomment these 4 lines to activate, for performance in exteriors

;[/script/engine.renderersettings]
;r.Lumen.DiffuseIndirect.Allow=0

;[ConsoleVariables]
;r.Lumen.DiffuseIndirect.Allow=0

Then add this change to the last system settings;

[SystemSettings] r.Lumen.DiffuseIndirect.Allow=0 ;0=for better performance 1=default

This is assuming 0 is the better performing option. I've no idea if it is or not and no idea what default actually is. I thought people disabled it as they didn't like the diffuse lumen effect. But hey what do i know. And sure disabling it can be a tiny fractional performance increase. I'd highly doubt you'd see 1fps gain unless you're using a very weak or real old gpu. You'd be better off turning on Rebar and getting a 4% increase or so. Just my thoughts and not verified.

We typically put all stuff in one category. We don't list like [SystemSettings] twice. It's just not proper coding. Combine everything that you want into just 1. Especially as the 1st one has poolsize 10240 then the 2nd one you change it to 7168. Just makes no sense dude.
Last edited by catch22atplay; 12 hours ago
CyberWolf May 19 @ 12:00am 
Scalability.ini
---------------------
[ShadowQuality@3] r.LightFunctionQuality=1 r.ShadowQuality=5 r.Shadow.CSM.MaxCascades=10 r.Shadow.MaxResolution=2048 r.Shadow.MaxCSMResolution=2048 r.Shadow.RadiusThreshold=0.01 r.Shadow.DistanceScale=1.0 r.Shadow.CSM.TransitionScale=1.0 r.Shadow.PreShadowResolutionFactor=1.0 r.DistanceFieldShadowing=1 r.VolumetricFog=1 r.VolumetricFog.GridPixelSize=16 r.VolumetricFog.GridSizeZ=64 r.VolumetricFog.HistoryMissSupersampleCount=2 r.LightMaxDrawDistanceScale=1 r.CapsuleShadows=1 r.Shadow.Virtual.MaxPhysicalPages=2048 r.Shadow.Virtual.ResolutionLodBiasDirectional=1.0 r.Shadow.Virtual.ResolutionLodBiasDirectionalMoving=0.5 r.Shadow.Virtual.ResolutionLodBiasLocal=0.0 r.Shadow.Virtual.ResolutionLodBiasLocalMoving=1.0 r.Shadow.Virtual.SMRT.RayCountDirectional=6 r.Shadow.Virtual.SMRT.SamplesPerRayDirectional=4 r.Shadow.Virtual.SMRT.RayCountLocal=6 r.Shadow.Virtual.SMRT.SamplesPerRayLocal=4 [GlobalIlluminationQuality@3] r.DistanceFieldAO=1 r.AOQuality=2 r.Lumen.DiffuseIndirect.Allow=1 r.LumenScene.Radiosity.ProbeSpacing=8 r.LumenScene.Radiosity.HemisphereProbeResolution=2 r.Lumen.TraceMeshSDFs.Allow=1 r.Lumen.ScreenProbeGather.RadianceCache.ProbeResolution=8 r.Lumen.ScreenProbeGather.RadianceCache.NumProbesToTraceBudget=200 r.Lumen.ScreenProbeGather.DownsampleFactor=32 r.Lumen.ScreenProbeGather.TracingOctahedronResolution=8 r.Lumen.ScreenProbeGather.IrradianceFormat=1 r.Lumen.ScreenProbeGather.StochasticInterpolation=1 r.Lumen.ScreenProbeGather.SpatialFilterNumPasses=1 r.Lumen.ScreenProbeGather.FullResolutionJitterWidth=0 r.Lumen.ScreenProbeGather.TwoSidedFoliageBackfaceDiffuse=1 r.Lumen.ScreenProbeGather.ScreenTraces.HZBTraversal.FullResDepth=0 r.Lumen.TranslucencyVolume.GridPixelSize=64 r.Lumen.TranslucencyVolume.TraceFromVolume=0 r.Lumen.TranslucencyVolume.TracingOctahedronResolution=2 r.Lumen.TranslucencyVolume.RadianceCache.ProbeResolution=8 r.Lumen.TranslucencyVolume.RadianceCache.NumProbesToTraceBudget=100
==========================================================
Engine.ini
-----------
[SystemSettings] r.OptimizedWPO=1 r.Nanite.ProgrammableRaster.Shadows=0 r.Nanite.MaxPixelsPerEdge=2 r.Nanite.DicingRate=1 r.Nanite.FastVisBufferClear=2 r.Nanite.FastTileClear=1 r.Nanite.MaterialSortMode=2 r.Nanite.MinPixelsPerEdgeHW=32.0 r.Nanite.ImposterMaxPixels=10 r.Nanite.PrimShaderRasterization=1 r.Nanite.VSMMeshShaderRasterization=1 r.Lumen.TraceMeshSDFs=0 r.Lumen.SampleFog=0

Source 1: https://gpuopen.com/learn/unreal-engine-performance-guide/#optimizing-in-unreal-engine

Source 2: https://forums.unrealengine.com/t/new-3-22-2024-ue5-5-feedback-please-invest-in-actual-performance-innovations-beyond-frame-smearing-for-actual-games/1164987/55
Cyber, not sure why you'd post cvariables from UE forum discussions about UE5.3 which discussion was updated to 5.5. Oblivion remastered we don't know which version it's using it's either 5.0, 5.1 or 5.2. But it's not 5.3 or above. So to me it's like the people that make these mods like the OP posted 2 of that's the same as has been posted for several years now. With a few more tweaks added as UE gets updated. Just general tweaks that may or may not do anything at all. None are actually tested and proven to work in the game. I want to see settings that are specific to this version of UE and this game.
Last edited by catch22atplay; May 19 @ 12:36am
Originally posted by catch22atplay:
Cyber, not sure why you'd post cvariables from UE forum discussions about UE5.3 which discussion was updated to 5.5. Oblivion remastered we don't know which version it's using it's either 5.0, 5.1 or 5.2. But it's not 5.3 or above. So to me it's like the people that make these mods like the OP posted 2 of that's the same as has been posted for several years now. With a few more tweaks added as UE gets updated. Just general tweaks that may or may not do anything at all. None are actually tested and proven to work in the game. I want to see settings that are specific to this version of UE and this game.

According to PCGamingWiki it's Unreal Engine 5.3.2

https://www.pcgamingwiki.com/wiki/The_Elder_Scrolls_IV:_Oblivion_Remastered#cite_note-1
ok i see that note so you may be right. It's not verified though. Someone just added a note. So i'm not certain what version it's using. And if 5.3.2 cvar r.OptimizedWPO=1 was removed so not needed. Just to point 1 item out. Again i want cvars specific to this game. If a cvar is not being used it shouldn't be in the list. At least it's not like Ultimate engine tweaks that has 600+ lines of code/tweaks where 400+ lines are redundant.
Last edited by catch22atplay; 11 hours ago
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