Fallout 4

Fallout 4

View Stats:
PurSpyk!! Feb 18, 2017 @ 9:42am
Excessive vram usage
I have a Titan X (2 in SLi) video card, I have been playing the game at 4K with no issue. Now with the official HD pack, the game uses 12GB of vram (which is all the memory on the card) in the cities and the game basically stutters so much its unplayable. I have disabled all mods, even dropped the shadows down to medium, and lowered the resolution, and the usage does not drop. Would the ugrids setting affect vram usage?

When I do use mods, I use Loot to manage the sort order, odd thing is in Loot the hd pack shows as not being loaded?

Any ideas excpet for deleting the hd pack?
< >
Showing 1-15 of 26 comments
PurSpyk!! Feb 18, 2017 @ 11:47am 
Thnaks, loot is not that out of date, its been updated on a regular basis
PurSpyk!! Feb 18, 2017 @ 11:52am 
Originally posted by ZM | Dr. Dro:
Originally posted by PurSpyk!!:
Thnaks, loot is not that out of date, its been updated on a regular basis

Believe me, it is, the Fallout 4 masterlist is dated December 4, 2016... there has been a major game update, a DLC release, and hundreds if not thousands of mod updates and new releases since. LOOT can barely tell mods that were old in December last year apart correctly, it won't even recognize the DLCUltraHighResolution.esm as being an official package and places it below the UF4P for example.

ok, yes i have seen that.
AngryPenguin Mar 7, 2017 @ 12:40am 
SLI 1080 user here. Vram goes past 8gb sometimes like you with no mods. Game skips and freezes because of it. Even @ 1080p. Ugh,
PurSpyk!! Mar 7, 2017 @ 7:39am 
Originally posted by Day Man:
SLI 1080 user here. Vram goes past 8gb sometimes like you with no mods. Game skips and freezes because of it. Even @ 1080p. Ugh,

Yes, one of the reasons I got the Titan X, but i never expect 12gb to be use so soon. New 1080Ti seems a bit pointless. 11gb is not enough.
AngryPenguin Mar 8, 2017 @ 2:37am 
Whats the deal with lowering the res and the usage is still the same?
major tom Jun 13, 2022 @ 6:03am 
the problem is not (only) the vram but the amount draw calls. don`t use more than ugridstoload=7. it increases a number drawcalls in high resolution no cpu can prepeare to render for the gpu. the porblem is the dx11 rendering preparation bottleneck which can do this just with one cpu task. if you use scrap mods you can easily increase this stutter festival even with a high end rig, regardless of the use of vram. hope it helps after 5 years ;)
hawkeye Jun 13, 2022 @ 6:38am 
A pointless necro, but your assessment is not really correct about no cpu can handle high ugrids.

The old geforce fallout 4 graphics guide tests ugrids at maximum game settings and with an i7-4790 non-k they achieved an fps of 20 at ugrids=13. 11 was 30 fps, 9 was 60.

Note that the number of drawcalls generated is independent of resolution.

Given that modern cpus are roughly 4x more powerful I don't think that there would be any problem using ugrids=9 or 11 except for triggering events too early. I have run 9 with an i7-2600 in areas where pre-culling removes distant objects. The main problem was I couldn't see who was shooting at me at night.

OP's issue was the HD texture pack, 4k and a crappy pc. His gpu setup is about the same performance as a single 1080ti and so is too slow.

Some tests here from 2018 when cpus were junk compared to 2022 cpus. I doubt that they are legit though and he ignores the other ini settings that need changing too -

https://steamcommunity.com/app/377160/discussions/0/1697169163407088943/
Last edited by hawkeye; Jun 13, 2022 @ 6:47am
major tom Jun 13, 2022 @ 6:45am 
it's only pointless for people do not know anything about fo4 optimizitation and dx 11 draw call limitation. google it and then post again.

https://www.nvidia.com/en-us/geforce/forums/discover/217325/high-draw-call-in-fallout-4-and-shadow-distance-causing-heavy-performance-drops/

i play fo4 with 4k res and i know what im talking about. if you don't know dx11 limititations dx11 creation engine suffers from and the the related open world performance problems in sse and fo4 maybe someone else can make you aware of it.
Last edited by major tom; Jun 13, 2022 @ 6:52am
hawkeye Jun 13, 2022 @ 6:51am 
I read it and it's and its way out of date. It's from 7 years ago. DDR3 memory, old gpus, old cpus.
Last edited by hawkeye; Jun 13, 2022 @ 6:53am
major tom Jun 13, 2022 @ 6:52am 
game runs still on dx11 interface. no dx12 or vulkan available. the number of cpu cores is mostly pointless for preparartion of rendering objects over dx11 interface. cpu is always the bottleneck - even the fastest in 2022.
Last edited by major tom; Jun 13, 2022 @ 6:56am
hawkeye Jun 13, 2022 @ 6:58am 
Originally posted by cbweb:
game runs still on dx11 interface. no dx12 or vulkan available.

That goes without saying.

You said "in high resolution no cpu can prepeare to render for the gpu". That's incorrect. Nvidia did it, I've done it. So move on.
Last edited by hawkeye; Jun 13, 2022 @ 6:59am
major tom Jun 13, 2022 @ 7:18am 
not in dx11 and it is not a gpu problem it is a cpu problem. that is the reason why new games use vulkan and dx12. seems you are not aware of the severe bottlenecking between cpu and gpu reaching draw call limit. it is correct that nvidia dx11 support is sligtly better than amd's but this does not solve the problem in "high draw call" games like openworld or flight simulators. it has a reason why they try to implement dx12 and vulkan in new games instead of lousy dx11. if the cpu can't deliver in time the gpu stalls for some microseconds and does nothing and that is why you encounter sudden fps drops even with capable rig. playing with dx11 the cpu single core ipc rules how the game runs but only until the single core (nvida extended this limit to a little extent) is saturated with draw call instructions. only true multithreading used in interfaces like dx12 and vulcan changes this. the problem is we will probably never see an official interface optimization for the old fo4 creation engine. starfied uses parts this engine but i.e. with a new graphics interface.

Maybe you can explain how you solved the dx11 api cpu gpu bottleneck. this would be some terrific news.
Last edited by major tom; Jun 13, 2022 @ 8:26am
hawkeye Jun 13, 2022 @ 10:35am 
I don't need to explain anything, nvidia already did in Jan 2016, over 6 years ago -

Originally posted by nvidia.com:

uGrids Tweak

In Skyrim, when you looked across a vista or down on a city from an elevated position you could see for miles and miles, albeit with a variable level of detail. If everything in the visible area were loaded at full quality the vast majority of systems would be unable to maintain any degree of performance, and may even crash. To limit what could and could not be shown, the game world was broken into squares (uGrids), and around the player 5 full-detail uGrids were loaded simultaneously.

With tweaking we could increase the number of uGrids loaded, but as Skyrim was a 32-bit .exe, and most GPUs had at max 2GB of VRAM, performance and stability was poor above 7 uGrids as players frequently ran out of RAM, VRAM, and general CPU and GPU horsepower.

For Fallout 4, the game engine has received a 64-bit upgrade, solving RAM issues; GPUs now have significantly more VRAM, and 2015 hardware is leagues ahead of what we had back in 2011. In other words, uGrids are now legitimately usable, and stable, all the way up to and including uGrids 13, improving image quality and detail draw distances substantially. Take a look at the comparisons below to see what we mean.

.....

If you have performance to spare, and the requisite hardware, tweaking uGrids will have the single largest impact on image quality of any Fallout 4 tweak or game setting.

So you don't have to do anything, apart from having a decent computer. I can attest to that. As I said I successfully played on ugrids = 9. The creation kit doco explains how to set up the inis correctly. I gave it a try and it worked. Lousy fps but the cpu dated from 2011.

Image comparisons are on this page -

https://www.nvidia.com/en-us/geforce/news/fallout-4-graphics-performance-and-tweaking-guide/#fallout-4-ugrids-config-file-tweaks
Last edited by hawkeye; Jun 13, 2022 @ 10:43am
Kennedy Jun 13, 2022 @ 12:17pm 
Originally posted by hawkeye:
I don't need to explain anything, nvidia already did in Jan 2016, over 6 years ago -

Originally posted by nvidia.com:

uGrids Tweak

In Skyrim, when you looked across a vista or down on a city from an elevated position you could see for miles and miles, albeit with a variable level of detail. If everything in the visible area were loaded at full quality the vast majority of systems would be unable to maintain any degree of performance, and may even crash. To limit what could and could not be shown, the game world was broken into squares (uGrids), and around the player 5 full-detail uGrids were loaded simultaneously.

With tweaking we could increase the number of uGrids loaded, but as Skyrim was a 32-bit .exe, and most GPUs had at max 2GB of VRAM, performance and stability was poor above 7 uGrids as players frequently ran out of RAM, VRAM, and general CPU and GPU horsepower.

For Fallout 4, the game engine has received a 64-bit upgrade, solving RAM issues; GPUs now have significantly more VRAM, and 2015 hardware is leagues ahead of what we had back in 2011. In other words, uGrids are now legitimately usable, and stable, all the way up to and including uGrids 13, improving image quality and detail draw distances substantially. Take a look at the comparisons below to see what we mean.

.....

If you have performance to spare, and the requisite hardware, tweaking uGrids will have the single largest impact on image quality of any Fallout 4 tweak or game setting.

So you don't have to do anything, apart from having a decent computer. I can attest to that. As I said I successfully played on ugrids = 9. The creation kit doco explains how to set up the inis correctly. I gave it a try and it worked. Lousy fps but the cpu dated from 2011.

Image comparisons are on this page -

https://www.nvidia.com/en-us/geforce/news/fallout-4-graphics-performance-and-tweaking-guide/#fallout-4-ugrids-config-file-tweaks
It's from 2016 and it's funny, that they state in the end to better wait for a "foolproof" mod or a script (?), in case the uGrids Tweak causes the game to break (which it does) and that such a mod would already exist for Skyrim. They seem to know what they are talking about...
Father Doug Jun 13, 2022 @ 12:22pm 
Originally posted by Dr. Dro:
I'm holding onto my 980's until there's some solid 16 GB card out there. NVIDIA already released the 1080Ti with technically exceeding specs, why cripple it in their futile attempt to prevent :jarate: off Titan XP owners... should have released it with the full 12 GB and all ROPs enabled, and phased the Titan X out, since it didn't get a price drop at all.
damn bruh reading your comments, you know you're stuff and do it well.
How refreshing.
< >
Showing 1-15 of 26 comments
Per page: 1530 50

Date Posted: Feb 18, 2017 @ 9:42am
Posts: 26