Fallout 76

Fallout 76

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LigmaLlama May 15, 2020 @ 4:38pm
Please define 16X the detail
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Showing 1-15 of 16 comments
Halcyform May 15, 2020 @ 4:39pm 
Wastelanders released so it's no longer 16x the detail. It's now 256x the detail.
LigmaLlama May 15, 2020 @ 4:40pm 
Originally posted by Halcyform:
Wastelanders released so it's no longer 16x the detail. It's now 256x the detail.
:D, Ah yes, those NPC's sure gave the game a DETAIL BOOST :D
Magnus Chro May 15, 2020 @ 4:41pm 
16 months to release wastelanders?
Wraith May 15, 2020 @ 4:42pm 
How about them Todd Rays lol you can see they have so much details shining in from nothing. :steammocking:
Darkrayne May 15, 2020 @ 5:45pm 
Well... Todd actually meant 16 times the number of assets in the context of what he was saying. As in the number of trees, shrubs, debris, rocks, etc.

99% of gamers didn't really understand that though. He could have explained it better... I'm sure he regrets it.
Last edited by Darkrayne; May 15, 2020 @ 5:48pm
Hobo Misanthropus May 15, 2020 @ 6:04pm 
In a technical aspect, the game has on average (Sometimes more, sometimes less) 16x the Triangle count per scene than Fallout 4. (Compare two screenshots and this becomes really obvious)

You can check this yourself by opening a DX Debugger and comparing triangle count between the two.

And in 3D games, more Triangles is more detail since everything is made out of clusters of triangles to form polygons, in a raster engine.
Last edited by Hobo Misanthropus; May 15, 2020 @ 6:05pm
Lucifer May 15, 2020 @ 6:12pm 
16x the lag fallout 4 with the hd texture pack looks better
to those saying 16x polygons the game mostly uses assets from fallout 4....
AscendedViking7 May 15, 2020 @ 6:15pm 
Originally posted by Darkrayne:
Well... Todd actually meant 16 times the number of assets in the context of what he was saying. As in the number of trees, shrubs, debris, rocks, etc.

99% of gamers didn't really understand that though. He could have explained it better... I'm sure he regrets it.
Makes sense to an extent.


However, a lot of those assets aren't even made for 76.
There's a lot of assets taken from Skyrim and FO4.
Hobo Misanthropus May 15, 2020 @ 7:03pm 
Originally posted by clambchowder:
Originally posted by Darkrayne:
Well... Todd actually meant 16 times the number of assets in the context of what he was saying. As in the number of trees, shrubs, debris, rocks, etc.

99% of gamers didn't really understand that though. He could have explained it better... I'm sure he regrets it.
Makes sense to an extent.


However, a lot of those assets aren't even made for 76.
There's a lot of assets taken from Skyrim and FO4.

You typically have much higher fidelity Original renders, that you then downscale for your triangle budget. In reality, no assets used in Fallout 76 are actually from another game. There's a root asset that they reused within the new triangle budget count.

And no, the Scorchbeasts do not in any way have any "Dragon" assets. No idea why this stupid lie persists. Even a toddler can see the differences in both Animation Skeleton and AI package. It likely stems from a code annotation (These are notes programmers and scripters leave to explain processes or debug later or even index searches) that labels Scorchbeasts as "Dragons"
Last edited by Hobo Misanthropus; May 15, 2020 @ 7:04pm
AscendedViking7 May 15, 2020 @ 10:30pm 
Originally posted by Hobo Misanthropus:
Originally posted by clambchowder:
Makes sense to an extent.


However, a lot of those assets aren't even made for 76.
There's a lot of assets taken from Skyrim and FO4.

You typically have much higher fidelity Original renders, that you then downscale for your triangle budget. In reality, no assets used in Fallout 76 are actually from another game. There's a root asset that they reused within the new triangle budget count.

And no, the Scorchbeasts do not in any way have any "Dragon" assets. No idea why this stupid lie persists. Even a toddler can see the differences in both Animation Skeleton and AI package. It likely stems from a code annotation (These are notes programmers and scripters leave to explain processes or debug later or even index searches) that labels Scorchbeasts as "Dragons"
I'm not talking about the Scorch Beast.
I'm talking about other things.
You can see FO4's Red Rocket gas station in 76. I forgot the location, but it looks completely identical, not counting the ground.
Nearly every single weapon from FO4 is reused in 76.
Even the weapon animations are the exact same.
Character models are the exact same than the ones in FO4.
A lot of textures are taken from FO4.
The Deathbell plant from Skyrim was reused in F76 to be used as a "Soot Plant". All they did was change the flower.

Almost the whole game is an asset flip.
Both games would look completely identical to each other if it wasn't for the UI.
Last edited by AscendedViking7; May 15, 2020 @ 10:31pm
Bored Peon May 15, 2020 @ 10:43pm 
The extra detail is in the stuff BEYOND your draw circle around you. In other words it is the detail in long distance terrain.
https://steamcommunity.com/sharedfiles/filedetails/?id=2098077991
Fallout 76
https://steamcommunity.com/sharedfiles/filedetails/?id=1926301519
Fallout 4

I have more screenshots of that same radstorm from other places in the valley area, they just aint come up in the the load screen rotation to get a Steam Overlay screenshot.
garravesh May 15, 2020 @ 10:54pm 
i run a solid system with a 2080 andf to be honest running it at max settings is hard on the eyes...gawd ray and light issues.........the boast of more details is true but it is problematic too....many systems cannot handle max settings....
Kai May 15, 2020 @ 11:09pm 
Last edited by Kai; May 15, 2020 @ 11:09pm
Bored Peon May 15, 2020 @ 11:13pm 
Originally posted by garravesh:
i run a solid system with a 2080 andf to be honest running it at max settings is hard on the eyes...gawd ray and light issues.........the boast of more details is true but it is problematic too....many systems cannot handle max settings....
I had issues with the glare as well. It was literally blinding and hurt my eyes in some circumstances. I turned the light quality all the way down and it is much better now.
Evilgenius (Banned) May 15, 2020 @ 11:21pm 
Originally posted by Hobo Misanthropus:
And no, the Scorchbeasts do not in any way have any "Dragon" assets. No idea why this stupid lie persists. Even a toddler can see the differences in both Animation Skeleton and AI package. It likely stems from a code annotation (These are notes programmers and scripters leave to explain processes or debug later or even index searches) that labels Scorchbeasts as "Dragons"

They clearly took some of the Dragon programming to make the Scorchbeast, they are practically the same enemy with a different skin.
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Date Posted: May 15, 2020 @ 4:38pm
Posts: 16