Fallout 4
What do I need to do to run this game with no FPS cap?
I'm a newbie. I never played this before. I heard there were some issues in the past about this, but don't know how it's doing now. Do I need that Physics fix? Change anything in .ini file? Any mods I should use? Do mods prevent me from getting achievements and counting hours of gameplay on Steam?

Thanks!
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1630/32 megjegyzés mutatása
https://steamcommunity.com/sharedfiles/filedetails/?id=2718451026

High FPS Physics Fix is the solution to the problem. because it lets you specify 4 different FPS limits in the game

1.) the FPS in-game (60-70)
2.) the FPS limit for loading screens (1000+)
3.) the FPS for lockpicking (60)
4.) the FPS for the pip-boy (60)

no other program lets you split the FPS like this, and you want it to limit your in-game FPS but not the load screen FPS and your mucking about with iPresentinterval and using fast sync WILL NOT SPEED UP YOUR LOADING SCREEN WAIT TIMES!

EDIT:

also, Bored Peon is right, there's no solution to the scripting bottleneck which exists in this game engine.

and also, you can't run this game at 200+ FPS because the creation engine just does not allow it. the game will fall apart at the seams.
Legutóbb szerkesztette: Shadowrun; 2022. ápr. 8., 13:46
Shadowrun eredeti hozzászólása:
https://steamcommunity.com/sharedfiles/filedetails/?id=2718451026

High FPS Physics Fix is the solution to the problem. because it lets you specify 4 different FPS limits in the game

1.) the FPS in-game (60-70)
2.) the FPS limit for loading screens (1000+)
3.) the FPS for lockpicking (60)
4.) the FPS for the pip-boy (60)

no other program lets you split the FPS like this, and you want it to limit your in-game FPS but not the load screen FPS and your mucking about with iPresentinterval and using fast sync WILL NOT SPEED UP YOUR LOADING SCREEN WAIT TIMES!

EDIT:

also, Bored Peon is right, there's no solution to the scripting bottleneck which exists in this game engine.

and also, you can't run this game at 200+ FPS because the creation engine just does not allow it. the game will fall apart at the seams.

So basically the mod works just to get the loading time faster ? That's sad :(
correct. thank bethesda and the creation engine
here is a copy of the high FPS physics fix config file (ini). this is what it lets you do:

and also if you really wanted to, you CAN remove the FPS limit from the gameplay, i just don't think you'll be happy with the results.


##To enable setting set value after the "=" to true, to disable - to false or 0.
[Main]

## Untie the game speed from the framerate.
#
UntieSpeedFromFPS=true

## Enable to disable the iFPSClamp game option, which will otherwise interfere with the mod.
#
DisableiFPSClamp=true

## Enable or disable vertical sync (VSync). Enabling ForceVSync in ENB will overwrite this setting.
#
# IMPORTANT: If you are using borderless windowed mode and want to disable VSync, EnableTearing must be set to true.
#
# Note: This option overrides 'iVSyncPresentInterval' in Fallout4Prefs.ini.
#
EnableVSync=false

## Required for disabling V-Sync in borderless/windowed mode. Only works with a flip SwapEffect option.
#
# More info: https://docs.microsoft.com/en-us/windows/win32/direct3ddxgi/variable-refresh-rate-displays
#
# WARNING: Disable this if you have ENB installed and ForceVSync is set to true in enblocal.ini, otherwise your game may freeze on startup.
#
AllowTearing=false

## Enable for reduce loading time (effect is especially noticeable if game is on SSD).
#
# Disables vertical sync on loading screens.
# ForceVSync=true in ENB will overwrite this setting (so be sure to set ForceVSync=false in enblocal.ini if you want to use this feature).
#
DisableVSyncWhileLoading=true

## Enable for remove black loading screens. Reduce loading time.
#
DisableBlackLoadingScreens=true

## Enable for SIGNIFICANTLY reduce loading time (up to two times faster than other settings). The settings can be combined with each other.
#
# Disables animation on loading screens. FPS counter will be frozen.
# Effect is especially noticeable on black loading screens.
#
DisableAnimationOnLoadingScreens=false

## Allows to reduce the time of the post-loading animation when moving between locations.
#
# Also useful for Quickload (especially during battle).
# The default in the game is 1, for a two-fold reduction - 2, a three-fold - 3, and so on.
#
PostloadingMenuSpeed=1.2


[Limiter]

## FPS limit in the game.
#
InGameFPS=70.0

## FPS limit on loading screens. (only applies if "DisableVSyncWhileLoading" is set to true).
#
# EnableFPSLimit=true in ENB will overwrite this setting (so be sure to set EnableFPSLimit=false in enblocal.ini if you want to use this feature).
#
LoadingScreenFPS=1000.0

## FPS limit during lockpicking. Uses for fix lockpicking sound.
#
LockpickingFPS=60.0

## FPS limit in Pip-Boy - for example 60.
#
# Helps to normalize animation speed in Pip-Boy if you are using FallUI mod.
#
PipBoyFPS=60.0

## The number of processor threads used when starting a new game. Helps to fix bugs of some quests, for example 'Emogene Takes a Lover'.
#
NumOfThreadsWhileLoadingNewGame=1

## Determines if the limiter is placed before or after frame presentation.
#
# Placement can affect performance when a framerate limit is being imposed.
#
# 0 - before (favor consistent frametimes)
# 1 - after (favor input latency)
#
FramerateLimitMode=0


[Display]

## Select the display mode.
#
# true - Exclusive fullscreen mode
# false - Windowed mode
#
# Note: This option overrides 'bFull Screen' in Fallout4Prefs.ini if uncommented.
#
Fullscreen=true

## Select windowed or borderless windowed mode. Only applies when Fullscreen=false.
#
# true - Borderless windowed mode
# false - Windowed mode
#
# Note: This option overrides 'bBorderless' in Fallout4Prefs.ini if uncommented.
#
#Borderless=true

## Stretch game window across the entire screen in borderless fullscreen mode.
#
# Use with a flip SwapEffect option for best results.
#
# Note: For optimal performance and full feature support when upscaling, your
# system must have windowed hardware composition support (check the log).
# Windowed hardware composition only works with flip.
#
BorderlessUpscale=false

## Disable swap chain buffer resizing on window resizing. Enable if you are having problems with ENB.
#
ResizeBuffersDisable=false
ResizeTargetDisable=false

## The number of buffers in the swap chain. Allowed values are from 1 to 8. Value 0 - automatic determination of the required value.
#
# More information: https://docs.microsoft.com/en-us/windows/win32/api/dxgi/nf-dxgi-idxgiswapchain-resizebuffers.
#
BufferCount=0

## Determines how the presentation buffer is handled.
#
# Options starting with 'flip_' indicate DXGI flip model, a relatively new feature which greatly improves borderless
# fullscreen performance. While testing I couldn't notice any difference in performance compared to exclusive fullscreen mode.
# In contrast, the old presentation model suffers lower FPS and noticeable stuttering. Additionally, many features which used
# to require exclusive fullscreen now work in borderless. I was pleasantly surprised to learn that G-Sync works without having
# to enable it for windowed mode.
#
# WARNING: Don't use flip model in exclusive fullscreen mode, the game might freeze on start.
#
# Valid options: 0 - automatically choosing the best setting, 1 - discard, 2 - sequential, 3 - flip_sequential, 4 - flip_discard.
#
# More information: https://docs.microsoft.com/en-us/windows/win32/api/dxgi/ne-dxgi-dxgi_swap_effect and https://devblogs.microsoft.com/directx/dxgi-flip-model.
#
# It's recommended to leave this on auto as the best option will be selected based on detected capabilities.
#
# Note: Flip model requires at least Windows 8.1 (only flip_sequential supported), but I highly recommend Windows 10 Spring
# Creators update or later if you want the best experience.
#
SwapEffect=0

## Determines how the image is stretched in exclusive full screen mode to fit the monitor resolution.
#
# Valid options: 1 - unspecified, 2 - centered, 3 - stretched.
#
ScalingMode=1


[Fixes]

## Enable this to fix a drop in disk read speed during boot screens. Reduces loading times.
#
# Especially reduces the time of black loading screens.
#
# ATTENTION: the setting works only if the value of the setting 'LoadingScreenFPS' is greater than 0, do not set too high values.
#
FixCPUThreads=true

## Enable for fix for smoothing stuttering. The game will become smoother. Jump height fix.
#
FixStuttering=true

## Enable for fix white screen after falling at high FPS (~125 FPS).
#
FixWhiteScreen=true

## Enable for remove FPS affect on wind speed (clothes and hair).
#
FixWindSpeed=true

## Enable for remove FPS affect on the rotation speed of objects.
#
FixRotationSpeed=true

## Enable for remove FPS affect on the camera rotation speed when sitting (first person).
#
FixSittingRotationSpeed=true

## Enable for remove FPS affect on the rotation speed of objects in workshop mode.
#
FixWorkshopRotationSpeed=true

## Enable for remove FPS affect on the rotation speed of objects on loadings screens.
#
FixLoadingModel=true

## Enable for fix stuck NPC and getting stuck on terminals/power armors.
#
FixStuckAnimation=true

## Enable for fix responsiveness when starting to move at very high FPS.
#
FixMotionResponsive=true


[Window]

## Locks mouse cursor within the borders of the game window.
#
# Fixes the invisible runaway mouse glitch plaguing people with multiple monitors who keep a window
# open on the neighboring monitor and it keeps scrolling while playing the game.
#
LockCursor=true

## Minimize the game window if it loses focus.
#
# Useful in borderless fullscreen mode if alt-tabbing just pushes the game window to the background
# instead of minimizing it.
#
# WARNING: Avoid using this with ENB or ReShade, things might break when alt-tabbing.
#
ForceMinimize=true

## Disables the window ghosting feature.
#
# Useful in windowed/borderless/borderless fullscreen mode.
#
# Read more: https://docs.microsoft.com/en-us/windows/win32/api/winuser/nf-winuser-disableprocesswindowsghosting
#
DisableProcessWindowsGhosting=true

## Automatically center the game window on the monitor where it spawns.
#
# Useful in windowed mode.
#
AutoCenter=false


[Papyrus]

## Set the maximum time scripts are allowed to run per cycle based on current framerate.
#
# Normally scripts are given a fixed max. amount of execution time per cycle controlled by
# fUpdateBudgetMS - 1.2 ms by default, roughly 7% of each cycle at 60 FPS, 17% at 144, 29% at
# 240, .. The higher your framerate, the harder it gets to sustain it under heavy script load.
#
# This attempts to even things out by adjusting the limit based on time it took to complete
# the previous cycle. Less budget is alloted at higher framerates.
#
# Formula:
#
# fUpdateBudgetMS = lastCycleTime * (UpdateBudgetBase / 16.66667)
#
# Note: fUpdateBudgetMS never goes above UpdateBudgetBase (see below).
#
DynamicUpdateBudget=false

## Amount of time scripts are alloted at or below 60 FPS (in milliseconds).
#
# Recommended to leave at default. If you use a different fUpdateBudgetMS value in Fallout4.ini,
# set the same here.
#
# Bethesda default: 1.2
#
UpdateBudgetBase=1.2

## Budget is not calculated beyond this limit.
#
# Set this at or above your maximum framerate.
#
# At 144 minimum budget is 0.5 ms, 0.3 ms at 240.
#
# Valid range: 60 - 300
#
BudgetMaxFPS=300

## Enable to display fUpdateBudgetMS value in OSD.
#
OSDStatsEnabled=false


[Miscellaneous]

## Disables scanning missing plugin .ini files. May significantly improve startup times with many plugins.
#
# By default the engine looks for every single .ini option for each installed plugin, without checking
# if the .ini file actually exists. Massive waste of time and resources, especially when the user has a
# heavily modded game.
#
# Note: This is unrelated to the PrivateProfileRedirector plugin and is fully compatible with it. If you
# use it alongside that plugin the difference won't be felt, but it still prevents the CPU from doing
# a bunch of useless work at startup.
#
SkipMissingPluginINI=true


[OSD]

## Enable the on-screen display (OSD).
#
EnableOSD=false

## Comma separated list of displayed stats.
#
# FPS - Framerate
# Bare_FPS - Just the framerate, no formatting
# FrameTime - Frametime
# Bare_Frametime - Just the frametime, no formatting
# Counter - Frame counter
# VRAM - Video ram usage (used / budget) *
# All - Everything
#
# * Note that this line does not show total amount of memory available but rather
# the OS allocated budget which can vary based on how much is consumed by other
# applications. If usage exceeds the budget, you'll likely experience stuttering.
# Requires DXGI 1.4.
#
FPS=false
Bare_FPS=true
FrameTime=false
Bare_FrameTime=false
Counter=false
VRAM=true
All=false

## Enable to show loading times (loading screens) in the OSD.
#
# Bare_LoadingTime - Just the loading time, no formatting
#
LoadingTime=false
Bare_LoadingTime=false

## Time delay before disappearing in the OSD in seconds.
#
LoadingTimeDelay=5.0

## How often the OSD updates (in seconds).
#
UpdateInterval=0.3

## Keys used used to toggle the OSD.
#
# ComboKey and ToggleKey are enum keys: https://docs.microsoft.com/en-us/dotnet/api/system.windows.forms.keys
#
# ComboKey=160 and ToggleKey=112 is a combination of Left Shift + F1 (default).
# ComboKey=0 - disable ComboKey, use ToogleKey only.
#
ComboKey=160
ToggleKey=112

## Align the OSD.
#
# 1 - Top Left
# 2 - Top Right
# 3 - Bottom Left
# 4 - Bottom Right
#
Align=1

## OSD position offset (X Y).
#
Offset=4 4

## Font scale (X Y)
#
# Omit Y for uniform scaling
#
Scale=1.0 0.9

## Adjust font scale based on amount of lines drawn.
#
AutoScale=true

## Scale font size based on window size.
#
# Size remains constant when resolution to window size ratio != 1, for example
# when playing at non-native resolutions.
#
ScaleToWindow=true

## Set a custom font.
#
# You can generate bitmaps from fonts installed on your system with MakeSpriteFont.
# https://github.com/microsoft/DirectXTK/wiki/MakeSpriteFont
#
# Run the tool with /NoPremultiply and place files in Data\F4SE\Plugins\HFonts
#
FontFile=

## Font and outline color (RGBA).
#
Color=255 255 255 255
OutlineColor=0 0 0 255

## Outline offset.
#
OutlineOffset=1
Legutóbb szerkesztette: Shadowrun; 2022. ápr. 8., 13:55
It is not a modern game having been released 7 years ago. Not a lot of gamers were running more than 60 FPS in 2015.
Ceceli ♠ eredeti hozzászólása:
So basically the mod works just to get the loading time faster ? That's sad :(
Well the mod does fix some of the physics issues caused by high fps.

Shadowrun eredeti hozzászólása:
also, Bored Peon is right, there's no solution to the scripting bottleneck which exists in this game engine.
The problem is this. The bottleneck is going to fill at a different rate for different people.
1. The PC specs
2. The amount of mods with scripts.
3. How large your settlement populations are or will be.
4. How long your save game is in play time, longer means more scripting.

Which means eventually you are going to fill the bottleneck just different script loads are going to change how long until it fills. When the bottleneck fills scripts will start breaking due to script lag. First general sign is having to fix quests with a console command because it skipped a stage because the scripting is behind.

So without taking in any of those factors people run around suggesting these mods and fixes to run at high fps. Most "high FPS veterans" found going back and locking their to 60 FPS made the game far more stable and less buggier.

This is one of the reasons why I do not support High FPS or help people do it. I am not going to be the one responsible when their save is garbage 100-200 hours in because the scripts are broken. If I have to throw a save away I want it to be by my choice, not some mod or game setting.
high fps fix isn't designed to run you at high fps, it's just meant to run you at normal fps but high when load screen is active. they just called it that because the name "load accelerator" was already taken :P

EDIT:

also, here is a mod which improves the scripting aspect.

Baka ScrapHeap - Script Memory Limit Expander [REQ: F4SE, Address Library, Microsoft Visual C++ for Visual Studio 2019]
https://www.nexusmods.com/fallout4/mods/46340
Legutóbb szerkesztette: Shadowrun; 2022. ápr. 8., 14:18
Are there any fixes for elevator load screens?

I use Load Accelerator and things load in about 4 seconds. But when an elevator load screen happens, it can take 4 minutes for the elevator to reach its destination.
elevators are unfortunately buggy and i don't know of anything we can do about it :(
sometimes you can get bugged in an infinite loop in elevators so the best advice is to always do a quick save right before jumping in just in case.
Shadowrun eredeti hozzászólása:
elevators are unfortunately buggy and i don't know of anything we can do about it :(
sometimes you can get bugged in an infinite loop in elevators so the best advice is to always do a quick save right before jumping in just in case.
A normal save. Like save on wait option or a console save.

Quick saves are bad because their is a a "lottery odds" that a quick save can screw a script. Quick saves do not pause the game and the script processing, so it can literally cut a script in half. Then if you load that quick save you now have a dead/bugged script. However the odds are low, increasing with the number of scripted mods.
Legutóbb szerkesztette: Bored Peon; 2022. ápr. 8., 15:09
Nobody wants to face the facts that the 60hz V-Sync is DEAD !
1) Turn off V-Sync in Drivers and Game.
2) Turn on (nVidia) Fast Sync, (AMD) Enhanced Sync. This sync will handle 144hz.
3) Set your monitor to anywhere between 100hz - 144hz.
4) You can optionally cap FPS to 144, because the game will speed up. It's not a direct ratio from 60FPS but you can expect double speeds in small places.
It does however eliminate the low FPS problems in the area of the Institute, which is a large one zone area, and Sanctuary.
But yeah, go ahead and add more troubles to an already troubled game, see where you end up with Nextus and that gang of lemmings.
Iron Knights eredeti hozzászólása:
Nobody wants to face the facts that the 60hz V-Sync is DEAD !
V-Sync does not solve the bottleneck issue.
Shadowrun eredeti hozzászólása:
correct. thank bethesda and the creation engine

Old games with stupid ports are a PITA too. Like GTA IV. I saw a guy on YouTube using a 12700k to run GTA IV. His CPU usage was 15% haha
If you uncap it do not go beyond 120fps, anything beyond 120 starts making the physics break (super fast movement speed for example).
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Közzétéve: 2022. ápr. 8., 6:00
Hozzászólások: 32