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The higher your uGridsToLoad following the format below, you'll need more vram, and your game will have longer load times.
1 is for people that are trying to run the game with an Intel HD Graphics card, and find out that their performance is even worse
3 is for low tier pc's, 0.750 gigabytes vram
5 is for standard pc's, the default value 1.25 gigabytes vram
7 is for people running ultra settings 2.25 gigabytes vram
9 is for people running ultra settings or wanting a higher draw distance 3.25 gigabytes vram
11 is for anyone with a nvidia video card with 6 - 8 gigabytes of vram 4.00 - 4.50 gigabytes vram
13 is for people wanting to burn out their video card, or with a nvidia video card with 6 - 8 gigabytes of vram - 5.50 gigabytes vram
17 is for people with a nvidia titan - 12 gigabytes vram
21 is for people wanting the maximum draw distance with a nvidia titan - 12 gigabytes vram
I've only heard of one person trying a 23 - 25 draw distance, they had a Nvidia Titan X SLI-2, fallout 4 crashed after 3 minutes of gameplay.
You'll also have to adjust your uExteriorCellBuffer accordingly:
uExterior Cell Buffer=(X+1)^2
X = uGridsToLoad
Is that how many cells load around you while outside? Like for example if you are in a 3x3 area and and you are in the center cell #5 and it loads one cell around you.
I am asking because it peaked my interest and might be a solution to cells partially loading in the Red Rocket/Sanctuary area?
Then again it increasing the area loading surrounding you may make the partial loading of settlements occur more frequently...
Don't mess with uGrids to start with. That loads a whole hell of a lot and having detailed LODs load (along with NPCs running around and killing each other) - as Zim notes - will destroy the sense of distance that the game has now. The world space is really not that large and being able to see the *actual* scale will show you how close things really are.
Best to start with Bilagi's configurator - its an all-in-one FO4 ini tweak app. There are 4-6 seperate settings to modify - NPC draw distance, light draw distance, specular draw distance, clutter draw distance, etc.
You can move those out further than the in-game settings allow.
While you're at it, you can increase the number of decals and how long they stick around and how far away they can be seen from.
Then, if you still want, mess with uGrid - just be aware you can't simply *reduce* uGrids once its been increased, you need to follow a specific procedure to do so.
Awesome advice. :)
First, I have a 5820k, 980Ti and 32Gb DDR4 and run the game at 1920x1080. I have uGrids set to 11 from the default 5 and lt's great to have that level of detail at a greater distance BUT;
1. Depending on your hardware raising uGrids can cause your fps to drop to unacceptable rates.
2. load times will become longer. How much longer depends on your system.
3. If you raise uGrids too high for your system the game may not load at all.
4. If you decide to raise it, start with 7 and see how well it works for you. Once raised it gets locked into your saves and in some cases you will have to start a new game if you lower it back to the default 5.
With that said, on my system with ugrids at 11 I get 45 to 60 fps everywhere on the map except in my settlement on Spectacle island. I raised my build limit there to where I have no limit. I have 5 large buildings with thousands of items on display and depending on which direction I look, my fps can drop to as low as 20. I can accept that but many can not. In addition, once I raised uGrids to 11 my load time went from only a few seconds to almost 1 full minute. If you are already having long load times raising uGrids may make your load times unbearable for you.
Be Very Careful!!
Problem with corrupt save? We can use thi parameter or we risk a corrupt save message like Skyrim?
This is a pretty old post you necroed.
You won't risk a corrupt save. It's just that raising uGrids beyond what your pc can handle will first kill your fps and if uGrids is too high it will cause your game to CTD.
Best post ever. This post fixed the Spectacle Island bug (resources and generators unload as the player travels from opposite sides of the island). I had to set my "uExterior Cell Buffer=100" and "uGridsToLoad=9"