[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"$f3psnmdg8lpzwi":3},{"code":4,"message":5,"data":6,"timestamp":31},10000,"success",{"full_name":7,"position":8,"description":9,"language":10,"stars":11,"forks":12,"stars_gained":13,"age_days":14,"hn_threads":15,"one_liner":16,"summary_md":17,"topic":18,"github_topics":21,"license":27,"homepage":28,"updated_at":29,"history":30},"LTSharpe\u002FOblivionRemasteredPerformanceFix",9,"Engine-level performance fix for Oblivion Remastered (UE5): higher fps in towns, far fewer travel hitches, same image. Source, benchmark and docs.","C++",416,15,54,7,[],"An in-memory engine patch that lifts frame rates and cuts hitching in towns for Oblivion Remastered on PC.","A DLL mod that patches CPU bottlenecks in Oblivion Remastered at runtime; worth a look if you play on a CPU-limited PC and already tolerate mod-style installs.\n\n## The problem\n\nOblivion Remastered runs the 2006 game logic alongside Unreal Engine 5, and several pipeline steps that feed the renderer sit on a single CPU thread. In busy towns that thread saturates while overall CPU use reads low, so you get 30-40 fps in places like Cheydinhal and visible hitches whenever new world data streams in. The intended result is simple: higher frame rates in towns and crowds, fewer travel hitches, faster menus and no long frame when stepping through a door, without lowering settings or view distance.\n\n## What's different\n\nThe fix is not a settings preset or an INI tweak. It loads a DLL next to the game executable and rewrites specific engine work in memory at launch, so the same rendering happens with cheaper CPU scheduling; the author says physics and AI are untouched and that the only timing shifts are off-screen characters and unloaded cells appearing roughly a tenth of a second later. It locates its targets inside the game binary rather than relying on hardcoded addresses, and sizes its helper threads to the CPU, which is why the author claims it isn't tied to one machine.\n\nThe trade-off is that this is a binary-patching mod, not an officially supported extension point. The FAQ says anything it can't match exactly is skipped and logged, so a game update degrades it into a no-op rather than a crash, but a silently disabled fix needs a new release. The headline benchmark comes from one PC (Ryzen 7 5800X, RX 9070 XT, 4K with frame generation, 72 to 102 fps, 19.5 to 4.8 hitches per flight), and the README is explicit that gains are largest where the CPU is the limit; on a GPU-bound machine it will do much less.\n\n## Who should try it\n\nGood fit: a player who hits stutter in towns and already uses mods, is comfortable dropping files into the game folder or installing a zip through Vortex or Mod Organizer 2 (with Root Builder on MO2, since files must land in the game folder, not `Data`), and wants measurable evidence on their own hardware. The bundled [benchmark kit](https:\u002F\u002Fgithub.com\u002FLTSharpe\u002FOblivionRemasteredPerformanceFix\u002Fblob\u002Fmain\u002FREADME.md#check-it-on-your-pc-before--after) replays an Imperial City flight with and without the fix and writes a report, so you can check before trusting it.\n\nPoor fit: someone unwilling to run an unsigned third-party DLL in a game process, or a player whose frame rate is already GPU-bound and who would get more from tuning graphics settings.\n\n## Requirements and limitations\n\nWindows only, and the install path differs by storefront: `Binaries\\Win64\\` for Steam, `Binaries\\WinGDK\\` for Game Pass, and an OBSE64 plugin route. The compatibility table separates one maintainer-tested build and PC from player reports: Steam build 19115871 works for most of 40+ reporters, NVIDIA RTX 20-50 series and Radeon RX 7000\u002F9000 have multiple reports, while older Radeon cards are marked \"please report.\" Two problem reports exist on 6-8 GB cards: hitches on a RAM-short PC and a GPU hang with DLSS, with causes not yet found.\n\nOngoing upkeep is tied to game patches: when the fix stops matching, you need a new release. It writes only its own logs next to the DLL, and uninstalling means deleting those files.\n\n## HotRepo's take\n\nHotRepo's only dated observation is 414 total stars at #9 on the NEW-REPOSITORY board (新项目榜, not the overall board) for cpp on 2026-10-25, two days into a tracked window for a repository created 2026-10-17. That is a snapshot, not a growth series, so persistence can't be judged. Before installing, read the compatibility row for your GPU and check your game build against the README's tested version, since a mismatch turns the fix into a logged no-op.",{"slug":19,"name":20},"games","Games",[22,23,24,25,26],"game-mod","mod","oblivion-remastered","performance","unreal-engine-5","MIT",null,"2026-10-25T02:58:12Z",[],1792918713]