Fallout 4

Fallout 4

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InFamoo Oct 3, 2020 @ 5:21pm
165 hz Can I lock fps to 60?
The game is unplayable on a 165hz display...I do everything to fast which includes talking to npcs
How can lock the FPS without mods.....I'd like to have a clean install due to the achievements
Originally posted by shep:
if you dont want to mod, download NvidiaInspector, force adaptive sync on, set your refresh rate to around 100-120hz. I have a 240hz display and had the same issue. google fallout 4 Nvidia inspector and you should find some useful information. hope this helped
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Showing 1-15 of 17 comments
Ilja Oct 3, 2020 @ 5:31pm 
Achievements are not an issue at all. You can enable achievements for modded games with either:
- Achievements Mods Enabler
- Buffout 4

However, this issue is not solved with plugin based mod.

Most popular and likely practical option would be to download ENB files from enbdev.com and then set limiter active from enblocal.ini file. That causes the least amount of hassle and potential issues.

If you have limiter in your GPU, then you can also use your Graphic Card configuration settings.

I do not recommend using any third party application. If your GPU has direct frame limiter for games and applications, then use it. If not, or if you wish to enhance your game graphics with presets, then grab ENB binaries, unpack it to same folder with Fallout 4.exe and edit enblocal.ini file to activate frame limiter. It is simple false/true selection.
Spec_Ops_Ape Oct 3, 2020 @ 6:20pm 
High fps physics fix mod from nexus https://www.nexusmods.com/fallout4/mods/44798
Tried it for a couple of weeks, goes well. Requires f4se. Stopped using it when I decided to use VSR (AMD - Virtual Super Resolution) and stepped up my in-game resolution to 4K, now I use the load accelerator mod and limit my fps with a setting in the loadaccelerator.ini file.
Ilja Oct 3, 2020 @ 6:41pm 
The problem with Havok fixes is that FPS and Papyrus VM are tied together.

PC release was made for 60fps. If you double fps to 120 (for example) then the maximum time for Papyrus VM to handle scripts is half from the intended.

This is the very reason why we haven't really recommended such solutions.

If you are playing vanilla game and not focusing on settlements, with just texture replacement mods, then yeah: try it out.

But if you have mods that run parent scripts with bunch of sub scripts (the vanilla settlement manager script is already a problematic parent script) then you might want to reconsider.
The author of this thread has indicated that this post answers the original topic.
shep Oct 3, 2020 @ 9:50pm 
if you dont want to mod, download NvidiaInspector, force adaptive sync on, set your refresh rate to around 100-120hz. I have a 240hz display and had the same issue. google fallout 4 Nvidia inspector and you should find some useful information. hope this helped
InFamoo Oct 3, 2020 @ 10:23pm 
Originally posted by shep:
if you dont want to mod, download NvidiaInspector, force adaptive sync on, set your refresh rate to around 100-120hz. I have a 240hz display and had the same issue. google fallout 4 Nvidia inspector and you should find some useful information. hope this helped
Thank you, was waiting for this reply..the others didnt get the no mod thing
Sh3llShock Oct 4, 2020 @ 3:25am 
I had to do this and it was simple. In Nvidia control panel for the game only, I set Triple buffering ON and VSync on ( Gsync remained on). I changed my display settings for my monitor to 60Mhz. This fixed the audio issues with the NPC's talking to fast before finishing what they were saying. I could of possibly managed this without doing anything with Vsync or tripple buffering but I just did those three things at the same time and it worked so I have not bothered to play around with it anymore. FPS is capped at 60.
Ilja Oct 4, 2020 @ 5:48am 
Originally posted by InFamous:
Thank you, was waiting for this reply..the others didnt get the no mod thing

We got it, but you spoke about achievements and not modding in general. Which is why I gave solution that doesn't interfere with achievements.

Good thing that you got the reply what you were looking for though. Nvidia inspecetor works well. You just need to occasionally check that profiles haven't gotten messed around. It happened to me few times, which is why I moved to ENB.
InFamoo Oct 4, 2020 @ 8:39am 
Originally posted by Sh3llShock:
I had to do this and it was simple. In Nvidia control panel for the game only, I set Triple buffering ON and VSync on ( Gsync remained on). I changed my display settings for my monitor to 60Mhz. This fixed the audio issues with the NPC's talking to fast before finishing what they were saying. I could of possibly managed this without doing anything with Vsync or tripple buffering but I just did those three things at the same time and it worked so I have not bothered to play around with it anymore. FPS is capped at 60.
Sadly my monitor can't go below 144 hz
Elbmek Oct 4, 2020 @ 9:09am 
game is set for 60, don't touch it.
InFamoo Oct 5, 2020 @ 3:37pm 
Originally posted by Elbmek:
game is set for 60, don't touch it.
not when you have a 165 hz monitor....the game is set to have vsync but vsync with a 165 hz monitor is 165 FPS.
Sendai-Ono Oct 6, 2020 @ 3:43am 
What I did was to go into nVidia control panel and set vsync for the game to 'adaptive', which, in the case of FO4, halves the max frame output of your monitor. For me that means the game is running at constant 72 fps, which I'm completely fine with. On a 165 hz screen that'd be around 82 fps, the game would work without glitches and you'd not have to change your windows refresh rate.
Ilja Oct 6, 2020 @ 4:10am 
Originally posted by Sendai-Ono:
What I did was to go into nVidia control panel and set vsync for the game to 'adaptive', which, in the case of FO4, halves the max frame output of your monitor. For me that means the game is running at constant 72 fps, which I'm completely fine with. On a 165 hz screen that'd be around 82 fps, the game would work without glitches and you'd not have to change your windows refresh rate.

Keep in mind that it is not just about physics, but also how much time Papyrus VM has to handle scripts in the game.

Steady or not, higher FPS always reduces the script handling time, which may lead to issues in longer run.
Sendai-Ono Oct 6, 2020 @ 5:01am 
Originally posted by Ilja:
Keep in mind that it is not just about physics, but also how much time Papyrus VM has to handle scripts in the game.

Steady or not, higher FPS always reduces the script handling time, which may lead to issues in longer run.

What do you mean by that? I'm playing for 30 - 40 hrs on these settings now and haven't encountered any issue with the game so far (except for the issues Bethesda was so nice to put into their game themselves).
Ilja Oct 6, 2020 @ 7:35am 
Originally posted by Sendai-Ono:
What do you mean by that? I'm playing for 30 - 40 hrs on these settings now and haven't encountered any issue with the game so far (except for the issues Bethesda was so nice to put into their game themselves).

Script time is tied to FPS, as well as physics.

In 60fps Papyrus VM renders frame in 16,7ms, This is also the maximum time for it handle scripts for that frame. 120fps would half the frame rendering time to 8,35ms.

Scripts in the game are not dropped. If game can not process the script in frame, then it will pushed in to second frame. And forward again, until it either runs, or game runs out of memory.

If you are playing with vanilla settings, then parent scripts (acting as spider scripts for multiply smaller scripts) have about 1,2ms time to run. It leaves quite "royally" time for other functions in 60fps, but we still see scripts getting stuck in unmodded games, due to amount of parents scripts running around, especially in settlements.

If you half that time to 8,35ms, then that does not leave a lot of time for other parent scripts to run.

I am playing with 2,4ms parent script time and trying to hold steady 60fps for 16,7ms processing time. Unofficial Fallout 4 Patch, Workshop Framework and Buffout 4 (or Baka ScrapHeap for those using it instead) have made the game scripts stable enough for that. I am still not building Red Rocket, because I can feel game stuttering near it ("Triangle of Death") even with fixes I have.
Last edited by Ilja; Oct 6, 2020 @ 7:36am
Sendai-Ono Oct 7, 2020 @ 1:55pm 
Originally posted by Ilja:

Script time is tied to FPS, as well as physics.

In 60fps Papyrus VM renders frame in 16,7ms, This is also the maximum time for it handle scripts for that frame. 120fps would half the frame rendering time to 8,35ms.

Scripts in the game are not dropped. If game can not process the script in frame, then it will pushed in to second frame. And forward again, until it either runs, or game runs out of memory.

If you are playing with vanilla settings, then parent scripts (acting as spider scripts for multiply smaller scripts) have about 1,2ms time to run. It leaves quite "royally" time for other functions in 60fps, but we still see scripts getting stuck in unmodded games, due to amount of parents scripts running around, especially in settlements.

If you half that time to 8,35ms, then that does not leave a lot of time for other parent scripts to run.

I am playing with 2,4ms parent script time and trying to hold steady 60fps for 16,7ms processing time. Unofficial Fallout 4 Patch, Workshop Framework and Buffout 4 (or Baka ScrapHeap for those using it instead) have made the game scripts stable enough for that. I am still not building Red Rocket, because I can feel game stuttering near it ("Triangle of Death") even with fixes I have.

I don't understand half of what you write, but it made me think. I don't care much for my settlements, only make sure everything is working well and the few settlers are safe and sound. In fact it took me around 200 hrs to grasp that there are recruitment beacons that make more settlers come.
But now it then it happens that there's an exclamation mark next to a settlement in the pip boy, meaning they are in need of stuff. When I get there to build them what they want, I only find a completely happy settlement with the morale indicator pointing upwards.
I didn't care to find out if their morale decreases meanwhile.
Could this be affected by the frame rate related script problems you described?
Or is it just another common game bug?
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Date Posted: Oct 3, 2020 @ 5:21pm
Posts: 17