r/pcmasterrace • u/LTSharpe • 1h ago
Story Used Claude to fix Oblivion Remastered performance
I've been playing Oblivion since 2006 and was naturally very excited when the Remastered version got shadow-dropped last year. Imagine my disappointment when even after upgrading from 2070 Super to 9070 XT the game continued to run poorly, with low fps and stuttering on my 5800X CPU and 32GB DDR4 RAM.
From various user reports and the fact that even at a low resolution and graphic settings the game was still laggy (e.g. 20-30 FPS in Cheydinhal) it was clear that the problem is in poor optimization. But it was not clear what to do about this, that is, until I've got Claude subscription a few weeks ago.
On the last day before weekly reset of my $20 plan I've had some tokens to burn and decided for fun to launch the game, alt-tab to Claude and ask Opus 5.5 how come the fps is so low. Imagine my shock as it was able to somehow (no reverse-engineering software installed, just asked me to link my GitHub account to Epic organization for access to UE source codes) analyze what's going on and find a few huge inefficiencies. Apparently, the game was reconstructing the whole lighting of a scene in each frame even when nothing was changing, which was obviously a huge strain on CPU that had to parse all this work on a single thread (!).
What followed was an immediate upgrade to the Max x5 plan (btw that gave me an immediate full reset) and two weeks of intense work where we've:
- Built a benchmark harness so Claude can optimize bottleneck scenarios autonomously while I'm at work, including completely silent and headless mode in case I work from home PC
- Found ~40 improvements that brought in-city FPS from ~30 to stable 60, open-world average FPS improvement by ~30-40%, and made traversal stutter almost unnoticeable
- Provided full-support for latest AMD FSR FrameGen, including setting optimizations to avoid stutters and game sending camera information required for full functionality
- Fixed several bugs in the original game and Remastered code
- Shared the work on GitHub in a clear, reproducible way
- Recorded a few demonstration videos to show improvements, Claude was in charge of routing, camera work, music selection and timings.
Work pattern was as follows:
- Find an in-game place / scenario where I observe poor performance / stuttering. Ask Claude to build a benchmark out of it for independent optimization.
- Early in the day set /goal to orchestrate work on fixing the identified scenario performance. Limiting it to 2 Opus 5.5 sub-agents was usually enough to not run into 5 hour limit. Computer keeps running at home and I can check progress and steer via mobile app.
- In the evening review work, test, provide feedback. Usually the topic was resolved, I kept playing until finding a new scenario where performance was bad.
After roughly 2.5 weeks of Max x5 allowance we were able to reach the result you see on the video.
Amazing, for someone who is not even an IT developer, to be able to do something that a multi-billion corporation didn't manage in ~1.5 years since the release.
And I think even the most AI-skeptical people would find it hard to object when AI is used to make existing well-beloved games perform better and have fewer bugs.
If you are curious to review work or try yourself, would be happy to hear your thoughts: https://github.com/LTSharpe/OblivionRemasteredPerformanceFix