Crimefridge Posted November 20, 2015 Share Posted November 20, 2015 There was a post about someone using tcl in console and going underground, showing vast amounts of water being rendered. I also confirmed the water underground. Is there a mod that tackles this issue? I assume there'd be some FPS gains if you could eliminate redundantly loaded graphics like that. Link to comment Share on other sites More sharing options...
Crimefridge Posted November 21, 2015 Author Share Posted November 21, 2015 Anybody? Link to comment Share on other sites More sharing options...
MrsHandy Posted November 21, 2015 Share Posted November 21, 2015 I'm pretty sure it only renders if you go below the landscape. I doubt that it is constantly rendered, but I could be wrong. Link to comment Share on other sites More sharing options...
Warsun99 Posted April 4, 2016 Share Posted April 4, 2016 An the begining of this video proves otherwise. Thats gophers video.You can see 1 huge underwater level underneath the entire world.That is no mistake.Nvidia Gameworkds has done this before.In Crysis games.Slowing down frame rates through this method.We need a mod to disable this extra water level. Link to comment Share on other sites More sharing options...
speedynl Posted April 5, 2016 Share Posted April 5, 2016 well if you look at the world space then you see every entry under sub have a flag that say, have water, maybe that what you looking for Link to comment Share on other sites More sharing options...
seekingthesun Posted April 5, 2016 Share Posted April 5, 2016 it DOESN"T load it. The sectorizing feature of computer graphics has held since the original unreal engine dropped. Even engines that don't strictly do sectorizing still save resources by not rendering stuff that isn't visible. Link to comment Share on other sites More sharing options...
zanity Posted April 7, 2016 Share Posted April 7, 2016 The replies to your request are mostly WRONG. the idea that the water wouldn't 'render' because of 'cells'/sectors is incorrect. The game does become chuggy in the most inexplicable places because of incorrect culling- tho this is one case where I'm not sure you can blame Nvidia/gameworks. What a lazy dev relies on (and Beth is the laziest) is so-called GPU culling, where early out hardware (like block z-tests) doesn't bother applying expensive shader time to non-visible pixels. The problem with this is that your game engine needs to ASSIST the GPU hardware with maybe a depth only render pass, or an attempt to render most assets front to back. When the GECK is released, some nice modder may go through the mesh data and remove the never-visible stuff. PS cell culling refers to REGIONS designated on a 2D grid, NOT localised mesh assets. Beth has a dynamic culling engine that attempts to cull invisible local mesh objects, but this may not apply to local general land surface meshes like water. Link to comment Share on other sites More sharing options...
miere43 Posted April 7, 2016 Share Posted April 7, 2016 I'm really sure that TCL command doesn't show how really things are because things get culled from viewport only when game ensures they are not visible by camera. Walking with TCL and going underground makes them actually visible. If you really wan't to test this out you should use TWF (toggle wireframe mode) command. It does really simple thing: it renders meshes without textures and draws mesh edges instead so you can see through meshes. With this command you can see that water is actually being rendered where it should be rendered as usual. You also can measure performance impact of water by disabling water using TWS command or something like this (just print "help water 1" in console). On my machine disabling water gives 1-2 fps, so you shouldn't really bother about it. If you wan't to get FPS you must change shadows draw distance because it seems Bethesda poorly optimized shadows. Link to comment Share on other sites More sharing options...
SorrelKat Posted April 10, 2016 Share Posted April 10, 2016 Try http://www.nexusmods.com/fallout4/mods/9835/? Link to comment Share on other sites More sharing options...
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