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What you were seeing was most likely volumetric light rather than god rays. I assume you are talking about the "godly" sun rays you can see while looking at/near the sun. http://imgur.com/a/BcDth something like this I'm guessing?
Apparently changing the godrays setting USED to change the volumetric lighting to match, but that doesn't seem to be the case at the moment. maybe a bug, not really sure.
Regardless, the way I managed to turn that off was by disabling volumteric light.
In the Fallout4Prefs.ini under display look for
iVolumetricLightingQuality=x
bVolumetricLightingEnable=x
and change both numbers to 0
this should disable any volumetric light and boost fps a bit.
That said, your setup should be able to handle godrays and volumetric light on full blast. I have exactly the same hardware as you listed except for the GTX 980, mine happens to be a GTX 680 4Gig edition. even with my somewhat dated card I can still pull 60 fps pretty consistently outside of detail heavy areas like diamond city with volumetric lighting set to ultra (this gets rid of that nasty pixelated blur when looking through scopes)
If godrays are really making your fps tank like that, I suspect something else may be wrong. Of course theres the whole process of updating drivers and blah blah blah, but I'm sure you've already done that. My suggestion, check this out
http://forums.bethsoft.com/topic/1543988-a-data-vault-of-tweaks-and-fixes-for-the-pc-version/
try some of the tweaks listed there, they have been pretty helpful for a lot of people with chugging issues.
Ambient Occlusion - adds contact shadows where two surfaces or objects meet; recommended value: SSAO (~ 7 FPS hit)
Anisotropic Filtering - affects the sharpness of textures, especially those in the distance or on the sides of the screen; recommended value: 16x (~ 3 FPS hit)
Antialiasing - removes the aliased or jaggy appearance of models and textures; recommended value: TAA (~ 2 FPS hit)
Decal Quantity - governs the number of bullet holes, blood spatter and other incidental details visible on surfaces; recommended value: High (~ 5 FPS hit)
Depth of Field - adds a screen blurring effect that emphasizes the action, characters, and certain game elements; recommended value: Bokeh (~ 5 FPS hit)
Distant Object Detail - controls the quality of buildings and other large objects and their visibility at a distance; recommended value: Ultra (~ 4 FPS hit)
Godrays Quality - governs the appearance of crepuscular sun rays, as well as volumetric lighting; recommended value: Low (~ 6.5 FPS hit)
Grass Fade - adjusts the spawn distance of grass and its visibility at a distance; recommended value: 50% (~ 7 FPS hit)
Item Fade - adjusts the view distance of movable game elements, such as buckets, bottlecaps, bones, etc.; recommended value: 50% (~ 3 FPS hit)
Lens Flare - adds halos and highlights when the camera is pointed in the direction of a bright light; recommended value: On (less than 1 FPS hit)
Lighting Quality - adjusts the fidelity of lighting, the quality of shaders, and the quality of light-material interaction; recommended value: Medium
Object Fade - adjusts the view distance of immutable game elements, such as trees, fences, cars, etc.; recommended value: 50% (~ 3 FPS hit)
Object Detail Fade - has a very minor impact on the fidelity of objects rendered by Object Fade; recommended value: Ultra (~ 1.6 FPS hit)
Rain Occlusion - rain won't be rendered around your character if you're beneath an elevated highway, for instance; recommended value: On (~ 5 FPS hit)
Screen Space Reflections - adds reflections of environmental objects to reflective surfaces, such as bodies of water; recommended value: On (~ 5 FPS hit)
Shadow Distance - controls the view distance of shadows, adding some much-needed depth to distant detail; recommended value: Medium (~ 8 FPS hit)
Shadow Quality - adjusts the visibility, detail level, and fidelity of shadows throughout the game; recommended value: Medium ( ~ 7 FPS hit)
Texture Quality - governs texture mip-map changes, which can lead to textures not loading their high-resolution versions fully on lower settings; recommended value: Ultra (for 2 GB+ VRAM GPUs) or High (for < 2 GB VRAM GPUs)
Wetness - makes surfaces appear wet when it rains and adds shine to illuminated surfaces and character clothing; recommended value: On (~ 5 FPS hit)