The Elder Scrolls IV Oblivion Remastered feature

This Oblivion Remastered Mod will GREATLY reduce its stutters

As I wrote in my PC Performance Analysis, the biggest problem with The Elder Scrolls IV: Oblivion Remastered is the stuttering while moving around the world. Just like the original game, it can freeze or pause for a moment while you’re exploring. Luckily, there’s a mod that can really help reduce these stutters. And no, it’s not a placebo effect. It really does work.

The mod in question is called Ultimate Engine Tweaks. This is basically a heavily edited “Engine.ini” file. Its main focus is to reduce most of the traversal stutters, improve performance and stability, and decrease input latency.

To show that the mod really works, BlackHoleGaming made a comparison video of Oblivion Remastered with and without the mod. The video clearly shows that the stutters are MUCH less with the Ultimate Engine Tweaks Mod. The mod doesn’t completely fix the stuttering, so the game still won’t be perfect. But, it runs a lot smoother than the original version without the mod.

As I said, this isn’t a placebo effect. The game will run better. And that’s precisely why I recommend trying it. You can download it from this link.

Last week, we shared a Reshade that attempted to bring back to the game the colors of the original version. To be honest, I’m not a big fan of such Reshade presets. I’d personally love to see a “native” mod that can do the same thing. Still, if you are bothered by the colorgrading, you can at least give it a go.

We also shared some other cool mods for Oblivion Remastered. For instance, you can download mods that can revert the Male/Female setting change. We also have a mod that can improve the graphics of the game. Plus, you can download a mod that enables every creature and NPC to catch on fire from open flames.

It’s also worth noting that Bethesda has updated the Game Pass version. This new update brings back the PC upscaling options. Thus, you won’t have to mess around with Engine.ini file to enable DLSS or XeSS. Instead, you can, once again, enable them from within the game. So, better late than never, I guess. Let’s now hope that the devs will add official support for AMD FSR on both the Game Pass and Steam versions.

Enjoy and stay tuned for more!

17 thoughts on “This Oblivion Remastered Mod will GREATLY reduce its stutters”

  1. I think it's just surprising to me that all these big games that sell massively on consoles currently powered by AMD hardware launch so frequently without FSR 3.1 as a solution. I could understand the adoption of XeSS as a the now universal standard as most people feel XeSS upscaling is the superior hardware agnostic Upscaler but a Frame Gen Solution everyone can use like FSR 3.1 should be seen as equally as necessary, especially for games like Reblivion.

  2. So these stutters are a feature too ? I watched a couple of let's play videos of the game and i was somewhere between fascination and sadness regarding the TES fanbase, seeing them taking 20 years old unfixed glitches and bugs with a laugh and calling it nostalgia while still being surprised when a game like Starfield or Fallout 76 fails miserably, completely ignoring the fact that they're the ones comforting Bethesda in their infinite laziness…

  3. I might be wrong, but isn't this the 1st time you're reporting on a .ini "mod" for improving UE stutters that actually (mostly) works?

    1. It doesn't work, cause those variables need to be set on the Unreal Editor, anyone giving you Engine.ini with so called tweaks, is snake oil and useless.

      In fact it can cause more issues than fix like it did with Silent Hill Remake.

      1. Not always true, some settings are settable through the ini files and surprisingly often overlooked when compiling the release. That said some of those ini tweaks can add performance at the cost of stability or even the reverse – But seen so many examples of missed opportunity's when it comes to unreal games performance settings i would never go as far as to call them all snakeoil

      2. You need to check tweaks you do for bugs or you'll end up like me.. I enabled all raytracing effects and scene turned messy, especially fire and torches. Turns out it was because of shadows. Enabling nanite tessellation crashed the game. You can only edit values recognised by game. Not writing r.IO.UseDirectStorage=1, which the game doesn't recognise in console, because direct storage is yet to be implemented.

        1. The engine by default ignores those entries, as stated they need to be set on the Unreal Editor to be part of the game database, which will overwrite most values in the ini if they don’t match.

  4. " Let’s now hope that the devs will add official support for AMD FSR on both the Game Pass and Steam versions. "
    are you talking about Clair Obscur: Expedition 33 jhon? because im playing oblivion remastered steam version and it already has AMD FSR and framegen

  5. Out of curiousity I tried this game on a fully real-time configured Linux kernel, and the smoothness was simply outstanding.

    The only problem with that approach is that the average framerate takes a noticeable hit, which is why SteamOS would never offer such a kernel as an option, unfortunately…

  6. Is the mod tested on a fresh shader cache both times? If not then the stutter is just gone because Unreal engine does this like an emulator with no shader cache. After It's why emulators and game engine have async (which is why Nintendo went after the one emulator) but Unreal seems to suck at it.

  7. Placebo. The usual big list of custom settings collected from the Internet for Engine.ini many people apply to every UE4+ game thinking they'll improve fps because "…threading" or "…async" in these settings sounds good, sometimes breaking visual things, most of the time doing actually nothing in terms of performance.
    Moreover… many of the included "optimizations" are totally unnecessary since from Oblivion Remastered console you can easily check those settings were already set in vanilla game! It also disables some cinematic fx, that's why some people noticed a difference on low-middle range HW. This can be ignored.

  8. Engine does not recognise many of those settings, direct storage is yet to be implemented in unreal engine and lot of parallel/async "tweaks" are already on by default. Misses synchronisation tweak r.GTSyncType=2, if it works from ini. I have it on ue4ss. It makes game synchronise with GPU swap chain. Unreal engine manual mentioned it isn't supported on all platforms, but has the lowest latency of all options.

Leave a Reply

Your email address will not be published. Required fields are marked *