Stuttering Esp. During Cell Transitions When Using ANY FPS Cap
If I cap my framerate to say 72 using in game limiter, nvidia cp, or rtss, the game will exhibit large stutters/pauses mostly during cell transitions. If I run uncapped my framerate shoots up to around 150 and the frametime graph becomes almost entirely smooth. Zero stuttering during cell transitions. It feels like something is going on with the "target framerate" feature in [CELLS] and the way the preloader tries to compensate. That or there's some weird interaction with VRR. Indecently, a google search seems to indicate that I'm not the only one with this particular problem. I found several other people talking about fixing "stuttering" by uncapping the framerate.
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Is the problem OpenMW specific or does it also happen in vanilla Morrowind?
OpenMW specific
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What is your operating system?
Windows 11
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What version of OpenMW are you using? If you used a bleeding edge build, state the exact revision used.
0.49 RC 3
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What version of Morrowind are you using (i.e. retail CD or Steam)? What addons (Tribunal, Bloodmoon) do you have installed? What language is your Morrowind install?
PC Xbox App Goty English
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Do you use any mods? If so, does the problem also occur in a clean vanilla install without any mods?
Yes and yes. I tried disabling the mods.
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What are the exact steps to reproduce the problem?
Cap the framerate and run north along the road from the starting town. There are two quick cell transitions shortly after you pass the falling wizard that are good for testing. The log I uploaded is one such test run. It shows the exact cells I'm using to test. However, it happens in all cell transitions in more or less the same severity.
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What did you expect to happen? What happened instead?
A smooth framerate. My specs are 4060ti 16gb, 32gb 4000mhz, 10850k 5.2ghz, nvme drive, and lg gsync 144hz monitor. I'm being pretty conservative with my settings. Even with the mods I have installed and the shaders I use I can easily achieve 150+ fps uncapped.
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Are there any error messages in your
openmw.logfile? If you're not an OpenMW team member, it's best to upload it. -
What settings do you use? If you're not an OpenMW team member, it's best to upload your
settings.cfg. -
Where is the in-game location this problem can be observed? Avoid vague statements such as "west of town X". Instead, open the console (
`key by default, the key above Tab), click on the problematic object, then use the betacomment (bc) instruction to get useful information about the object that you can copy and paste into the bugreport:Like I said before, just create a new character and walk north along the road. Immediately after the falling wizard is a good place to test. See log for exact cells used.