LTSharpe / OblivionRemasteredPerformanceFix
git clone https://github.com/LTSharpe/OblivionRemasteredPerformanceFix.git
v1.1.0-beta · 2d ago
Engine-level performance fix for Oblivion Remastered (UE5): higher fps in towns, far fewer travel hitches, same image. Source, benchmark and docs.
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LanguageC++
LicenseMIT
Created2026-10-17 (3d ago)
Last push2d ago
Watchers4
OwnerUser
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- GitHub: github.com/LTSharpe/OblivionRemasteredPerformanceFix
- Releases · Issues · Hacker News mentions
README excerpt
# Oblivion Remastered Performance Fix Higher frame rates in towns and crowds, far fewer hitches while you travel, no long frame when you step out of a door, quicker menus, and a few crash fixes, for *The Elder Scrolls IV: Oblivion Remastered*. **The game looks and plays the same**: no lowered settings, no shorter view distance, ray-traced lighting stays on its highest setting. The fix changes *how* the engine does its work, never *what* it draws. > **Built by Claude.** The profiling, the reverse engineering, the fixes, the benchmark and these docs were done by Claude, > Anthropic's AI model, working in Claude Code. LTSharpe set the goal and the rules (never > change the look), made every decision and played every build. All of the source is here for you to read. > > Free and open source. If it makes your game better and you'd like to say thanks, you can > support the work on GitHub Sponsors. Entirely optional. > **Beta.** So far it has been tested on one PC (AMD Ryzen 7 5800X, AMD Radeon RX 9070 XT, Windows 11, Steam). If you try > it, please tell us how it went, > especially on NVIDIA or Intel hardware, on CPUs with fewer cores, and on the Game Pass version. Results · Check it on your PC · Install · AMD ML frame generation · What it does · Uninstall · Is it safe? · Compatibility · FAQ · Help improve it ## Results | On the test PC | Stock game | With the fix | |---|---|---| | **Flight round the Imperial City** at 4K with frame generation, frame rate capped at 60 before frame generation (the maintainer's own settings) | 72 fps, 1% low 33, 19.5 hitches of 50 ms or more per flight, worst frame 135 ms | **102 fps** (+41%), 1% low 45, **4.8 hitches**, worst frame 66 ms | | **Flight through Cheydinhal** at 4K, no frame generation | 55 fps, 1% low 26, 4-6 hitches of 50 ms or more | **63 fps**, 1% low **43**, **no hitch** | | **Cheydinhal streets** at 4K with frame generation (3 views) | 64 fps (1% low 50) | **91 fps** (1% low 68), +43% | | **Cheydinhal when the CPU is the limit** (720p, no frame generation) | 45 fps | **57 fps**, +25% | | **Stepping out of a door** at 4K: the worst frame as the picture comes back | 187 ms | **95 ms** | | **Opening the menu** on the Graphics page at 4K | 0.74 s freeze | **0.43 s** | | **Opening the pause menu or the inventory** at 4K | 0.36 s freeze | **0.20 s** | | **Alt-tab** after using the inventory or the map | FSR and frame generation stay off | back on at once | Test PC: Ryzen 7 5800X (8 cores), Radeon RX 9070 XT (16 GB), 32 GB RAM, Windows 11, Steam build 19115871. "4K" = FSR Performance, hardware ray tracing, Ultra with Shadows High. Every number is the mean or median of 2-4 runs per side, each in a freshly started game, stock and fix taken in turn, driven by this repository's benchmark (you can re-run every row: see Check it on your PC). The Imperial City row was measured with this release; the Cheydinhal flight with an earlier build that had about two thirds of today's fixes; th