Fallout 4

Fallout 4

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Jonny Sparta Jan 24, 2017 @ 10:09pm
Who wants fps
now lets crush this lod, i could use some help dialing in the settings. Still testing but... well if you try it you'll see.


Make sure you back up your ini and maybe your save. I havn't had any issues but better to be safe than sorry. Also making a shortcut to your doc/fallout folder can make ini fiddling a lot easier.

ok, we can stop rendering the entire city at once by altering this section of Fallout4Prefs.ini in my docs.


[TerrainManager]
fTreeLoadDistance=75000
fBlockMaximumDistance=250000
fBlockLevel2Distance=110000
fBlockLevel1Distance=90000
fBlockLevel0Distance=60000
fSplitDistanceMult=1.5

My launcher defaults me to ultra settings and these are those values. Now if you're familiar with ShadowDrawDistance values and the impact they have, then some of these numbers may seem as insane to you as they did to me.

fBlockMaximumDistance=250000 thats 250,000!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

for context, at low shadow draw distance is 3000

i think low settings in the launcher will take it down to a value of 100,000

On my tweaked INI i got serious downtown gains with these values

[TerrainManager]
fTreeLoadDistance=12500.0000
fBlockMaximumDistance=30000.0000
fBlockLevel2Distance=25000.0000
fBlockLevel1Distance=22000.0000
fBlockLevel0Distance=12000.0000
fSplitDistanceMult=0.5000


ok im just gonna post this now and keep testing
Last edited by Jonny Sparta; Jan 25, 2017 @ 12:05pm
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Showing 1-8 of 8 comments
Jonny Sparta Jan 25, 2017 @ 2:59am 
So i did some testing, setting the MaxDistance to 36000 corvega will pop in when standing at abernathy farm.

With the launchers low LOD setting being a value of 100,000.. standing in sactuary we're still rendering all of concord, corvega, and quite a bit more.

On ultra when standing in sanctuary corvega is already within the radius of the minimum lod distance...

influence of the SplitDistanceMult=0.5 notwithstanding i havn't played with this yet.

I dropped the blockDistances while downtown until fps was very stable while sprinting, shooting, quickly moving camera. Those were the values i have just above.

Going back out to greygarden, i found my distant objects and terrain had taken too great a hit at least during a clear day, foggy or night im not sure i could tell the difference.

adjusted values for a decent distance image with a massive fps boost, havn't tested it downtown yet and will still need more tweaking. As with optimizing any open world game it comes down to striking a balance between the high and low demand area's.

[TerrainManager]
fTreeLoadDistance=15000.0000
fBlockMaximumDistance=32000.0000
fBlockLevel2Distance=24000.0000
fBlockLevel1Distance=20000.0000
fBlockLevel0Distance=18000.0000
fSplitDistanceMult=0.5000


images from the lowest settings i used
http://imgur.com/a/daKF3

that fps is at ultra textures, 16x af, 2048 shadows with a 8-7500 draw distance script via shadowboost and driver level sli AA 16x and fxaa with stalker enb/reshade (tho i've got the brightness up right now)

there is alot of fps overhead to be had here just gota find the right balance.

unless we can get shadowboost to run a script for this....
Jonny Sparta Jan 25, 2017 @ 11:35am 
bump
RandalMcdaniel Nov 29, 2018 @ 9:44pm 
Helps a lot thanks
Aoi Blue Mar 23, 2023 @ 3:35am 
The LODs are poorly optimised. Many large buildings have rather high poly LODs in the furthest LODs. This is why this effect is present.

I really think the poly distribution of far LODs is bad, and the game is really not optimized for modern machines. It completely lacks parallax and normals on the far LODs which is the opposite of what should be done on newer machines.

Newer GPUs don't have the fill rate issues of older ones (unless you are running Intel integrated or something.) However, the game does have an incredibly high number of polygons. Using a simpler mesh with parallax maps and normals to make up for high poly size would be much better.

That said, the distance is quite excessive for the lowest LODs, and then the middle LODs seem to be missing a lot of details. It's really poorly balanced.

Additionally, the far range LODs are very poorly tuned, losing a lot of geometry while still maintaining high poly count elsewhere. Some of the models are downright defective causing z-fighting and flickering on certain GPUs. This also causes reduced framerates.

There are some model LOD improvement mods out there that address these issues, but there is a real need for one designed for modern low performance systems. There is a texture one, BTW, just not a model one.

(Edit: Additional info.)
Last edited by Aoi Blue; Mar 23, 2023 @ 1:56pm
Iron Knights (Banned) Mar 23, 2023 @ 5:55pm 
Sooo... you got nextrus mods...
Iron Knights (Banned) Mar 23, 2023 @ 5:56pm 
Sounds ok to begin with but I think the biggest gain would be FXAA vs TAA and what about the quality of image drop ?
t.tv/enakievvv Mar 23, 2023 @ 7:09pm 
im having a problem, my game looks like it is capped at 30 fps, I usually play at 90
Iron Knights (Banned) Mar 23, 2023 @ 7:26pm 
There is no constant FPS in this game due to design, nor do I think any game has such.
1) Set your monitor to 120hz or 144hz, vertical refresh frequency.
2) Disable V-sync in GPU driver and In Game.
3) Enable Enhanced Sync (AMD), Fast Sync (NVIDIA) in GPU Driver.
4) Turn ON Freesync / G-Sync on your monitor if capable.
5) Cap FPS in GPU driver to the frequency you set in (1).
Enjoy. You'll blast past the bad busy & slow areas of the game at a reasonable FPS.
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Date Posted: Jan 24, 2017 @ 10:09pm
Posts: 8