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As long as my mods work, I don't really care which version I got.
ESP and ESM mods won't work if they rely on script extender plugins/functions, which is a large amount of more modern mods. That also includes most modern UI mods, basic QOL mods like properly functioning sprint, and for pure script extender plugins it includes critical mods like NVTF that are nearly essential at higher resolutions or with texture mods.
It also doesn't allow mods like Mod Limit Fix to function, so even if you do use a large amount of older ESP/ESM only mods, you'll have a pretty hard plugin limit.
Also missing will be graphics extenders like NVR that add AO, shadows, godrays, etc.
You'll also have to use a generic LAA patcher instead of the normal NV 4GB patch, although that's not really a huge issue.
There is a downgrader[www.nexusmods.com] that allows script extender mods to work, but since it's a binary patcher "downgrading" to the Steam version, it reverts any code improvements as a result of the newly compiled version.
Overall, it's not impressive. Especially considering that as of this moment, it also doesn't include HH.
The thing with new versions like this is that a handful of overworked coders at Epic aren't going to be able to recreate 13+ years of talented modders, coders, and artists that have been patching and improving the backend of the game. There's a handful of modders that have the game fully decoded at this point and probably know it better than anyone who ever worked on it. Re-baked versions like this are largely pointless.
I have almost 200 mods on this version, wont touch the epic version, theres no reason.
As of this moment, no, assuming you have the Ultimate edition on Steam - currently the EGS version doesn't have Honest Hearts, so even if the saves load they will be broken.
In short, yes, I grabbed it. But, no, I'll never play it.
I don't have enough experience with FONV's engine to determine if this build is or isn't better internally, but I am experienced with x86 assembly. From what I can see in IDA and Cheat Engine, massive improvements have been made.
Timmy was never the sharpest tool in the shed.
Problem is, they still don't fix basic engine issues like the 64Hz tickrate stutter, 32bit exe, DX9 shared pool, memory handle allocation (which artificially limits plugin count) etc.
And the mods that fix those problems rely on the script extender.
And the patch that allows the script extender to work patches it back down to the Steam version, negating any improvements in the actual game exe from the recompile.
Those fix mods already boost performance in NV by like 3-500% in some instances - this new Epic version doesn't come anywhere close.
You'd be better going over it with lStewieAl or Wall_SoGB, they're both nose deep in NV's code and could give way better information.
Edit: Also, SSE was universal in CPUs of that era. SSE/SIMD was introduced for Intel CPUs back on the Pentium III (literally last century), and the first Althon had SIMD under their 3DNow! umbrella in first gen Athlon chips. They may have access to *newer* SSE now, but they should have had at least basic level stuff previously.
Not taking the steam saves isn´t really an issue. Good time to start anew :) Might install it on a different drive and try it.
It should have it eventually, looks like just a glitch.
Stewie mentioned the enhancements here:
"The Steam version of the game was compiled without optimisations(spelled wrong) enabled so performance is worse, though a lot can be regained by following the performance guide in VNV."
He can't even spell optimizations right, and yet this is the guy who you consider a reputable source on efficient programming? But even he saw the same thing I saw in the EXE, that there are massive improvements in the EXE.
And yes, SIMD has been in CPUs since 1999, but remember just because it had it doesn't mean tools supported it. Fallout 3 begun development sometime in 2005, so my bet they were using the Visual Studio 2003 toolset. Probably carried over to Fallout New Vegas to prevent breaking anything. Visual Studio didn't offer full native SIMD support until 2019. So just doing basic inline floating point math wouldn't be optimized out like it was in the Epic build, it would just default to the FPU stack operations and internal C-based floating point functions which are very slow.