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No Godrays whilst keeping volumetric lights: https://www.nexusmods.com/fallout4/mods/26621
Far Away Area Reform: https://www.nexusmods.com/fallout4/mods/20713
Boston FPS Fix: https://www.nexusmods.com/fallout4/mods/26286
Ultra Quality God Rays Performance Fix https://www.nexusmods.com/fallout4/mods/15211
The performance hit is even smaller if you limit tesselation factor to 6 or 8 in driver settings.
https://www.gamersnexus.net/game-bench/2182-fallout-4-cpu-benchmark-huge-performance-difference
The nvidia website has detailed info on the visual and performance impact for each FO4 graphical setting. Google each setting or use the main link -
https://www.geforce.com/whats-new/guides/fallout-4-graphics-performance-and-tweaking-guide
when entering/leaving power armor i get a big freeze and when browsing power armor upgrades i also get freezes, ill try doing the stuff in this thread
Interesting, do you have a source for that? Not doubting the info, this is a Bethesda game after all. I'll be editing the op from time to time as more tweaks and mods pop up. I don't have time to test them all but I'll probably divide things into a "must have" section and a "nice to have" section.
I would have suspected that shadow rendering is a mix of cpu and gpu based computations, newer rendering techniques may place most of the strain on the gpu rather than the cpu, but historically the cpu still needs to play a role in the end result. Either way it doesn't really change the end result, shadow rendering is inefficient in densely shadowed areas, and the only fix is to either lower shadow distance and/or shadow res, or install a mod that offers dynamic shadow distance rendering.
Sure, but as you might have guessed, I suck at being concise. I'm all for delegating/crowd sourcing, I'm sure someone not too lazy to read it will eventually capture everything within 1 paragraph, at which point I'll add it to the op.
...and workaround the shadow rendering problem, and workaround the godray problem, and set reasonable expectations for this heaping wreck of a game engine :)
Yes
Interesting, it appears I was mistaken in that the new and improved 64 bit engine does in fact make some use of more than 2 cores, providing a ~35% improvement moving from 2 to 4 cores, and ~25% improvement moving from 4 to 6 cores. It's not quite enough to reccommend a six core for Fallout 4 alone, as the 4 ghz quad still manages to slightly edge out the six core at 3.5 ghz, but at least Bethesda has finally entered the 21st century in regards to core utilization. I'll update the op with this info :)
Right, I'm not doubting it, but the question is to what degree? Back in the before times everything ran off the cpu. As gpu technology and rendering techniques developed, more of that load has shifted to the gpu, current rendering techniques may very well have shifted the load almost entirely off the cpu.
Fallout 4's engine is likely using outdated rendering techniques, and taxing the cpu more than is necesarry to calculate shadows, but the cpu is still going to be involved in some stage of the rendering pipeline, the question is to what degree.
So the statement "shadows are calculated on the cpu" probably isn't incorrect, but to say "shadows are calculated and rendered entirely via the cpu" probably is incorrect. The cpu does far more than just calculating ai and physics, and what we know as graphics cards these days have a lot more than a traditional gpu chip on board.