Deadly_Nightshade Posted April 23, 2007 Posted April 23, 2007 Oblivion keeps randomly freezing on loading screens, and almost always freezes the entire system when exiting... (I just updated my video card driver, could that have caused this? If so, how do I revert tot he older version?) "Geez. It's like we lost some sort of bet and ended up saddled with a bunch of terrible new posters on this forum." -Hurlshot
Gfted1 Posted April 23, 2007 Posted April 23, 2007 To roll back: Start Control Panel Performance and Maintenance System Hardware Device Manager Display Adaptors Right click & choose Properties Drivers Roll Back Driver "I'm your biggest fan, Ill follow you until you love me, Papa"
Deadly_Nightshade Posted April 23, 2007 Author Posted April 23, 2007 Ok, thanks! "Geez. It's like we lost some sort of bet and ended up saddled with a bunch of terrible new posters on this forum." -Hurlshot
WITHTEETH Posted April 23, 2007 Posted April 23, 2007 If you have a nVidia graphic card, with win XP32 bit, try these drivers: 101.02 Forceware Drivers It sounds like a video problem. any other details? Always outnumbered, never out gunned! Unreal Tournament 2004 Handle:Enlight_2.0 Myspace Website! My rig
Deadly_Nightshade Posted April 23, 2007 Author Posted April 23, 2007 (edited) Well it only seems to freeze at the loading screen, when I attempt to quit via the in-game menu, or when I attempt to access the main menu via the in-game menu. (I can quit using the "qqq" console command...) Edited April 23, 2007 by Deadly_Nightshade "Geez. It's like we lost some sort of bet and ended up saddled with a bunch of terrible new posters on this forum." -Hurlshot
Deadly_Nightshade Posted April 23, 2007 Author Posted April 23, 2007 My DxDiag... ------------------System Information ------------------ Time of this report: 4/23/2007, 14:23:34 Machine name: SEPHERA Operating System: Windows XP Home Edition (5.1, Build 2600) Service Pack 2 (2600.xpsp_sp2_gdr.070227-2254) Language: English (Regional Setting: English) System Manufacturer: alienware System Model: D900T BIOS: Ver 1.00PARTTBL Processor: Intel "Geez. It's like we lost some sort of bet and ended up saddled with a bunch of terrible new posters on this forum." -Hurlshot
Walsingham Posted April 23, 2007 Posted April 23, 2007 Looks to me like your drivers are funted. But I know next to nothing. "It wasn't lies. It was just... bull****"." -Elwood Blues tarna's dead; processing... complete. Disappointed by Universe. RIP Hades/Sand/etc. Here's hoping your next alt has a harp.
metadigital Posted April 23, 2007 Posted April 23, 2007 I agree. Walsh knows next-to-nothing. Oblivion keeps randomly freezing on loading screens, and almost always freezes the entire system when exiting...(I just updated my video card driver, could that have caused this? If so, how do I revert tot he older version?) This is your (very clever) computer telling you to stop playing Oblivion. " OBSCVRVM PER OBSCVRIVS ET IGNOTVM PER IGNOTIVS OPVS ARTIFICEM PROBAT
WITHTEETH Posted April 24, 2007 Posted April 24, 2007 I would first start with your Graphic driver. Then move down the line. Download the latest Realtek sound drivers if you don't have them already. Oblivion is EXTREMELY sensitive to sounds devices(and codecs). I see you have NERO and Oblivion is extremely senstive to Nero unfortunatly... I would uninstall Nero Completely. Background processes and codecs can cause severe performance issues, they put additional stress on an already overworked CPU, and they can cause stutter due to adding additional complications to the sound processing, especially if you have onboard audio. So try these two things in case they help: 1. Do a clean boot of the computer following the steps from Microsoft. 2. Rule out a codecs issue by seeing whether one of the following helps: * Nightmare2013's Codec Reset Utility-- Use this one if you prefer having all of your codecs reset to the default official Windows codecs. This is a more minimal approach, but it also may mean needing to reinstall certain programs that depend on extra codecs to run. * K-Lite Mega Codec Pack-- use this one if you feel you have many programs that depend on extra codecs to run, but would rather replace "intrusive" codecs that may conflict with other programs with more stable versions. Good luck , Oblivion is buggy period. Always outnumbered, never out gunned! Unreal Tournament 2004 Handle:Enlight_2.0 Myspace Website! My rig
taks Posted April 24, 2007 Posted April 24, 2007 i'd go straight to the heart of the matter and wrap that sucker back up in its original package and beg to have your money returned. better yet, clear a small area in your room, preferably a room that does not have a flammable floor, such as an unfinished basement, then place the oblivion package, and all of its contents, in the cleared area. pour an accelerant on the pile of garbage you've just created and then touch a lit match, or perhaps one of them long lighters, to the pile. it should light readily. chant any ritualistic verse you can find that thanks the video game gods for not crucifying you for playing as long as you did. it will get better. time heals all wounds. taks comrade taks... just because.
WITHTEETH Posted April 25, 2007 Posted April 25, 2007 Analysis: Why the 1.2 patch locks up when you use a door, Black Screen and Looping Sound Upon Activating a Door Go into My Documents>Oblivion>Click on Oblivion Configuration File> and change iShadowMapResolution to 1024, currently it will be set to 256. This seems to be an interesting fix. Bethesda changed it from 1024 to 256 when they added the SI expansion, but by turing it back , it seems to fix the crashes. Always outnumbered, never out gunned! Unreal Tournament 2004 Handle:Enlight_2.0 Myspace Website! My rig
kalimeeri Posted April 26, 2007 Posted April 26, 2007 Analysis: Why the 1.2 patch locks up when you use a door, Black Screen and Looping Sound Upon Activating a Door Go into My Documents>Oblivion>Click on Oblivion Configuration File> and change iShadowMapResolution to 1024, currently it will be set to 256. This seems to be an interesting fix. Bethesda changed it from 1024 to 256 when they added the SI expansion, but by turing it back , it seems to fix the crashes. Interesting, yes. But it ain't necessarily so--I checked my ini file, and SI hadn't changed the 1024 setting at all. Not sure why, unless it has something to do with my installing the regular 1.2 patch before the expansion. Regardless, I still do see this stutter when entering the gate to Crucible, when the hard drive light is on steady loading the textures. But looping sound does make sense if the computer's working that hard (and it really shouldn't have to). Here's hoping Beth will throw a little fine-tuning in with their next official patch.
Deadly_Nightshade Posted April 27, 2007 Author Posted April 27, 2007 EXECUTIVE SUMMARY================= With the 1.2 patch Bethesda decided to change the value of iShadowMapResolution in the Oblivion.ini file. The new default value for this variable is 256. By setting this value to 256, Bethesda caused a large number of nVidia card users to start experiencing random but consistent lockups of their machines. There are many reports of machines that had been stable for a year but now easily lockup with the 1.2 patch. The lockup manifests itself as such: Randomly but consistently, WHEN ACTIVATING A DOOR, your entire screen will go black and you will hear looping sounds. Your machine is hard locked at this point, no mouse or key combinations work, and your only option is to reset your PC. This problem occurs for people that are using the latest nVidia drivers for XP as dictated by Bethesda in their README for the 1.2 patch. For some unknown reason, third party hacked nVidia 8xxx series drivers appear to prevent machines from locking up. Non-Bethesda affiliated message board users have started telling other users to install these unsupported drivers on their machines to fix the issue. However, setting this value back to the original default value of 1024 (from when the game first shipped) allows the game to run stable under the last official drivers released by nVidia (93.71) for XP. Only Bethesda can explain why this value was changed to 256 with the 1.2 patch. I do not claim that setting this value to 1024 won't cause other anomalies with the 1.2 patch down the road. However, I do state that it will stop this specific type of lockup from occurring. There is no need to install unsupported drivers at this time. BACKGROUND ========== Before upgrading to the 1.2 patch, I hadn't had a single crash or lockup of Oblivion in nearly a year. Before installing the 1.2 patch, I backed up my Oblivion.ini file. I had made a few changes to it that I didn't want to lose. After the install, I checked to make sure that my changes were still present. Those that weren't, I reimplemented. I continued to play the 1.2 patch with my old INI file settings and all was good. After about a week, I heard lots of people on the boards saying that you should delete your INI and let the game recreate it. People were talking about a new system Bethesda had implemented that had objects fading into view rather than popping into view. I decided to delete my INI. I went away on business. When I got back, I jumped back in and started working on one of my mods. All of a sudden my machine started locking up when I used doors. Thinking this was a 1.2 patch upgrade issue, I decided to uninstall Oblivion and reinstall it. However, the problem continued. I checked the boards and noticed that lots of people were having this same exact issue. This was very odd because many people were reporting the same thing: their machines had been rock solid for nearly a year under 1.1, and now that the 1.2 patch came along, their game constantly crashed and locked up. Unfortunately, no one seemed to provide any type of through analysis of the issue. The type of analysis that would be required for Bethesda to take action. Several people went the way of recommending users install hacked third party video drivers that would be unsupported by Bethesda and nVidia (in addition to every video card manufacturer and game producer out there). These hacked drivers did seem to fix the issue for nearly everyone. However, I found that to be an unacceptable solution. If the game worked fine with the 93.71 drivers before, then there was no reason it shouldn't work with them under 1.2. In addition, no where in Bethesda's README for the 1.2 patch did they tell people they would need to download and install unsupported hacked drivers. This clearly meant that Bethesda had the game working in house on official nVidia drivers. In my mind, this bug clearly existed in the game engine. I set out to prove it. ANALYSIS ======== What follows are my notes on my testing procedure along with notes explaining the logic behind the decisions. In order for Bethesda to take this issue seriously, they needed to understand that it occurs on a vanilla install of Oblivion. So, I did the following: * Uninstalled Oblivion. * Deleted my MyGames folder. * Installed Oblivion from DVD (US). * Launched Oblivion and set my graphics options and key mappings. * Exited the game. This allowed the game to create the INI file as it originally existed when the game first shipped. My initial suspicion was that there was a bug in the new background loading code that was implemented in the 1.2 engine. People had reported that there were massive changes to the INI file in that section. I wanted a copy of an original shipping INI file for comparison. * Made a copy of the entire Oblivion directory and my MyGames directory to another drive letter. * Installed the original version of the Construction Set. * Launched the Construction Set and exited. * Made a copy of the entire Oblivion directory and my MyGames directory to another drive letter. * Installed the 1.1 patch. * Made a copy of the entire Oblivion directory and my MyGames directory to another drive letter. * Installed the 1.2 patch. * Made a copy of the entire Oblivion directory to another drive letter. * Made a copy of the MyGames folder to another drive letter - labeled: MyGames Before Launch. * Launched Oblivion. At this point, my goal was to get a character back to the location where I first experienced the lockups, the Barren Cave entrance. I wanted a save game that I could use for testing. I knew that general gameplay would not be sufficient evidence for Bethesda. I needed to prove that this was a repeatable issue with a known savegame. * Started a new game. Used the default character looks. * Used tgm and tdetect commands to blow through the tutorial. I turned tdetect on an off as needed to NPCs would interact with me. * Ran back to Barren Cave and saved. At no time did I make any changes to the INI file. The INI file was the same INI file that was created by the original launch of the game under 1.0. The only changes that could have been made to the INI file were by the Construction Set launch or the 1.1 and 1.2 patches. At this point, I tried to duplicate the lockup by running back and forth through the Barren Cave entrance door for nearly 10 minutes. I couldn't get the game to lockup. I repeated this two more times. I still couldn't get the game to lockup. * Exited Oblivion. * Deleted the Oblivion.ini file. * Launched Oblivion and reset the display and key map settings. This caused a new Oblivion.ini to be created. * Exited Oblivion. * Made a copy of the MyGames folder to another drive letter - labeled: MyGames deleted INI and let it be recreated. * Launched Oblivion. * Loaded the savegame. Once again, I repeatedly ran through the entrance to Barren Cave. At just over 9 minutes into the first test, the computer locked up. After resetting the computer, I repeated this process three more times, each time the computer locked up. I got very scared when two of the door transition autosaves became corrupted when the game locked up. By default the game does an autosave when you use a door. Luckily the corruption was limited to the autosave and deleting the autosave allowed me to continue testing. Being concerned that one of these times the game would trash my filesystem (when the game locked up), I decided to do all testing from this point forward with autosaves disabled. I disabled them in the GUI. * I copied the new autosave disabled INI over the one in "MyGames deleted INI and let it be recreated." * I copied the saved Oblivion.ini file from the "MyGames Before Launch" folder. I tried two more times to get the game to crash with the original INI file. I couldn't get it to crash. At this point I developed another theory. I thought the lockup could be a Havok bug since the lockups seemed to occur after I had hit some of the vines near the entrance to the Barren Cave. I decided I needed a better place to test this theory because the vines were too far from the door to really stress test door transversals. I remembered that the store Red Diamond Jewelry, in the Imperial City Marketplace, had a Havok bug where the blue shirt next to the door tends to hang out of the display case and flap in the wind for no apparent reason. I chose to move my testing to that location to see if the problem occurred there as well. Since the shirt was closer to the door than the vines were, I wouldn't have to run as far to hit it and I should be able to get even more passes through the door per second that way. * I copied the saved Oblivion.ini file from the "MyGames deleted INI and let it be recreated" folder. At this point I decided to start actually tracking all my testing in a spreadsheet. I needed hard numbers and evidence. I knew from previous tests that the problem took up to 9 minutes before it showed its head. I decided that I could probably put up with 15 minutes of arm pain per attempt/test. From this point on, all tests follow these exact steps: 1. Boot PC. 2. Launch Oblivion via the standard launcher. 3. The second the Bethesda video starts to appear on the screen, hit the Escape key. 4. The second the IV movie starts to play hit escape. 5. Load the savegame (right in front of the Barren Cave Door). 6. Hit the TAB key the second you appear in game. 7. Click on the letters SW in the Compass. 8. Click in the center of the compass on the second tab. 9. Without moving the map, click on the IC Marketplace fast travel icon. 10. The second the scene appears, run up the stairs. 11. Take a left under the archway. 12. Continue to run straight down the sidewalk past the shops. 13. Take a right right before the next archway. 14. Stop right in front of the Red Diamond Jewelry Store. 15. Face the door. 16. Start the stop watch. 17. Hit the Autorun key. 18. Hit the Use key to open the door. 19. Swing the mouse around as fast as possible and go back through the door. 20 Repeat step 19 until the game locks up or 15 minutes have expired on the stop watch. Using this method, I was able to achieve a door transversal approximately every two seconds. NOTE: This method put me in front of the shop in the early morning. Therefore, I was able to go back and forth through the door for between 14:30 and 15:15 minutes before the shopkeeper locked up for the night. So, although I quote 15 minutes in my analysis, it really just means "until I couldn't go through the door anymore". That length of time was close enough to 15 minutes for me (and sometimes it was even over). The first time I ran this test, the game locked up in 42 seconds. Clearly I could duplicate this at Red Diamond Jewelry. At this point I decided it was time to prove that this problem clearly didn't exist with the "MyGames Before Launch" INI file. I decided to run 10 tests with each INI file. Here are the results for the MyGames Before Launch INI file: Test Time Approximate Number of Doors Gone Through 1 15:00 450 2 15:00 450 3 15:00 450 4 15:00 450 5 15:00 450 6 15:00 450 7 15:00 450 8 15:00 450 9 15:00 450 10 15:00 450 Total Time Tested : 2 hours and 30 minutes Total Approx. Number of Doors Gone Through : 4500 Number of Lockups : 0 Percent of tests that experienced a lockup : 0% Here are the results for the "MyGames deleted INI and let it be recreated" INI file: Test Time Approximate Number of Doors Gone Through 11 00:42 21 12 00:16 8 13 00:54 27 14 01:53 57 15 01:28 44 16 09:09 275 17 00:23 12 18 00:15 8 19 02:19 70 20 00:22 11 Total Time Tested : 17 minutes and 41 seconds Total Approx. Number of Doors Gone Through : 530 Number of Lockups : 10 Percent of tests that experienced a lockup : 100% Average Numbers of Doors Before a Lockup : 53 Clearly there was something very bad about the 1.2 created INI file. I next set out to determine what they could have changed. That lead to these discoveries about the differences between the INI files. [Water] bUseObliqueFrustumCulling=1 was removed from the new INI [blurShader] bUseBlurShader was changed from 1 to 0 in the new INI [backgroundLoad] bCloneModelsInBackground was removed from the new INI fBackgroundLoadClonedPerLoop was removed from the new INI fBackgroundLoadingPerLoop was removed from the new INI fBackgroundLoadExtraMax was removed from the new INI fBackgroundLoadExtraMaxFPS was removed from the new INI fBackgroundLoadExtraMilliseconds was removed from the new INI fBackgroundLoadExtraMin was removed from the new INI fBackgroundLoadExtraMinFPS was removed from the new INI iExterirorPriority=50 was removed from the new INI [Display] iShadowMapResolution was changed from 1024 to 256 in the new INI bLODPopActors=0 was added in the new file (matched value in [LOD]) bLODPopItems=0 was added in the new file (matched value in [LOD]) bLODPopObjects=0 was added in the new file (matched value in [LOD]) fGrassEndDistance was added in the new file (matched value in [Grass]) fGrassStartFadeDistance was added in the new file (matched value in [Grass]) [LOD] fLODMultActors was changed from 5 to 10 in the new INI fLODMultItems was changed from 5 to 10 in the new INI fLODMultObjects was changed from 5 to 10 in the new INI [GamePlay] STrackLevelUpPath= was changed to point to a Bethesda owned UNC With this information in hand, I decided to start testing these values to find out which value was causing the problem. Although I believed the issue to be the new background loading code. I wanted to stay away from those for right now since there were so many of them and they might have strange interactions with each other. I figured it would be better to test a few of the easier choices: Test Time Approximate Number of Doors Gone Through Added bUseObliqueFrustumCulling=1 21 04:58 149 Changed bUseBlurShader from 0 to 1 22 15:00 450 SUCCESS??? 23 6:46 203 NOPE!!! Test 22 surprised me. I decided to put the "MyGames deleted INI and let it be recreated" INI file back in place, essentially undoing my changes. By now I was starting to develop carpal tunnel syndrome from the testing. I decided to try out a new method that would be easier on my wrist and forearm. I also felt that I could get more door transitions with this new method and possibly rule out the Havok bug. Rather than putting myself on autorun, I decided to just stand in front of the door and just turn around fast and activate the door. This way, I wouldn't be hitting the display case and possibly knocking the shirt out myself. I was able to achieve about 1.5 door transitions per second using this method. I performed the following tests using that method. Test Time Approximate Number of Doors Gone Through 24 02:57 118 25 09:25 377 26 02:26 97 27 09:01 361 28 15:00 600 SUCCESS??? 29 05:49 175 Total Time Tested : 44 minutes and 38 seconds Total Approx. Number of Doors Gone Through : 1785 Number of Lockups : 5 Percent of tests that experienced a lockup : 83.33% Average Numbers of Doors Before a Lockup : 298 Test 28 made me feel better about Test 22. It told me that although I had previously been able to achieve a 100% lockup rate in 15 minutes, you couldn't guarantee the lockup in 15 minutes. Therefore all successes in the future must be greeted with skepticism until tested repeatedly and thoroughly. I was concerned that my times had seemed to jump into the several minute range before the lockup with this new set of tests. Previously, I had multiple crashes in under two minutes. The point of this new method was to save my arm by not having to use it more. I decided to stop using this new method of testing since I'd end up doing more damage to my arm. I decided to go back to trying INI values. I had already undone all my previous changes by replacing the INI file. Test Time Approximate Number of Doors Gone Through Changed iShadowMapResolution back to 1024 30 15:00 450 31 15:00 450 32 15:00 450 33 15:00 450 34 15:00 450 35 15:00 450 36 15:00 450 37 15:00 450 38 15:00 450 39 15:00 450 Total Time Tested : 2 hours and 30 minutes Total Approx. Number of Doors Gone Through : 4500 Number of Lockups : 0 Percent of tests that experienced a lockup : 0% At this point, I was convinced I had found the issue. I decided to stop and publish my research. TESTING SUMMARY =============== With iShadowMapResolution set at the new default value of 256: * The game locked up on 17 of 19 tests. * 89.4% lockup rate within 15 minutes of starting the game. * 1 hour 29 minutes and 3 seconds of gameplay were used during the 19 tests. * 3117 doors were gone through (approximately) in the 19 tests. With iShadowMapResolution set at the original default value of 1024: * The game locked up on 0 of 20 tests. * 0% lockup rate within the first 15 minutes of starting the game. * 5 hours 0 minutes and 0 seconds of gameplay were used during the 20 tests. * 9000 doors were gone through (approximately) in the 20 tests. Restoring a single value in the INI file, to the original value it was set to when the game shipped, caused all of the lockups to cease. WHAT ABOUT THE HACKED DRIVERS ============================= If you choose to install drivers on your machine that no company in their right mind will support, then that is up to you. As far as why those drivers fix the issue is well is beyond any of us. Any knowledgeable developer can list numerous reasons why the newer 8xxx series drivers seem to work as well: * they fixed a bug (this is what everyone wants to believe) or they could have, * made a routine re-entrant that wasn't before * implemented parameter checking to make sure people didn't pass them bad values The last two would not be considered a bug by anyone that knew how to write code. If you are a programmer and you tell people how they are supposed to call your routines and they chose to ignore you, then that is not your bug. I am not claiming Bethesda did anything wrong. I'm just trying to express that many things could have changed in the nVidia drivers that aren't deemed a "bug". WHAT ABOUT SHIVERING ISLES AND THE NEW 1.2 FORMID BETA PATCH? ============================================================= Shivering Isles came with its own version of the 1.2 game engine. I performed no testing on it. Myself and several others have refused to buy Shivering Isles until this issue has been resolved. I have not tested the 1.2 FormID beta patch either. Bethesda has made no concession to the fact that they know this bug exists, and they have made no reference to fixing this issue in their README for the beta patch. I saw no point in testing something that still isn't finalized and may still change. I leave that to the reader and Bethesda. I HAVE A SIMILAR PROBLEM, BUT... ================================ There have been a lot of threads on the support forum where people state they are experiencing something very similar to this except that they crash to the desktop (CTD). My game never crashed to the desktop when these lockups occurred. On numerous occasions, I left my machine run for 3+ hours in the locked up state. One time, I even left it on for 10+ hours. Every time I came back to my machine it still had the black screen with looping sound. I have no idea if people that CTD are experiencing this bug or some other issue with their system. Other people have reported problems exiting Oblivion or saving their games. Once again, I do not claim or even venture a guess as to whether or not your problems are related to this. SO, SHOULD I CHANGE THE VALUE? ============================== That is entirely up to you. Unless Bethesda comes out and says "Sorry, we made a mistake, that value should really be 1024 still.", or they release a new patch that sets it back to 1024, your guess is as good as mine. I have no idea if putting this value back to the original value will have any effect on your game down the road. However, I personally prefer changing that value back to what they originally had it set to rather than installing some kludged drivers that no one in their right mind would support. As a further argument, Bethesda did not seem to change this value in INI files that existed when the 1.2 patch was installed. This would imply that they didn't mean to force this value on everyone. I'm guessing that people getting this value are people that deleted their INI and let the game recreate it, or people that did fresh installs and never started the game until they were patched all the way up. I have been unable to find a way to manipulate the value of that variable from the GUI. I'm not saying it doesn't exist, just that I couldn't find it. I'll leave that task up to the reader. "Geez. It's like we lost some sort of bet and ended up saddled with a bunch of terrible new posters on this forum." -Hurlshot
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