maybemeandyou Posted January 20, 2016 Share Posted January 20, 2016 I was wondering since the graphics have been largely criticized by the community since launch (mainly due to an outdated engine) I was wondering since i didnt read about it yet, does this game have parralax or tesselation mapping built into the game engine? not just using bump maps but REAL tesselation? I finished the metro series and tesselation makes a world of difference, i just dont seem to notice it much in fo4. also, regardless of the above, what kind of shaders are currently built into the game? is lack of graphical capability simply limited by the texture resolution? I have my settings maxed out and run solid fps even during fights so i know it isnt my rig. the more i play the more i notice what seems to be missing. anyways, happy hunting! Link to comment Share on other sites More sharing options...
maybemeandyou Posted January 22, 2016 Author Share Posted January 22, 2016 nobody?? Link to comment Share on other sites More sharing options...
tomomi1922 Posted January 22, 2016 Share Posted January 22, 2016 I think your question is very technical in regard to 3D rendering terminology, I even have to look up to see what you are talking about. But from modding point of view, I doubt FO4 fully employs tessellation mapping and still use bumpmapping. Did you look at how texture is handled? Or maybe a level of tessellation was used, but it was not obvious. What is parralax? I know what the term is, I just have no idea what it is in term of 3D rendering. I am sure texture resolution is not a key limitation. I mean we already have 4k textures, why push to 8k and kill the rig? My CPU is old, my GTX 970 alone is not able to match a modern rig, but I am still able to run the game at Ultra. But when I add ENB and all other visual mods in, things get slowed. Those visual mods include shadows for settlement lights (that was intentionally left out by Bethesda), this taxes my Sanctuary a lot. I also have mods that adds a lot of flora to the game, namely "Seasons in Fallout". However, I did use a shadow optimizing mod that helps a great deal in the middle of downtown Boston (where too many little objects require shadow calculation). As of right now, I turn off God rays entirely: even at Ultra I get .... pixelated edges when standing directly in front of the sun. And I reduce shadow resolution to 1024 (instead of 4096). They look softer on the edge, but not jaggy. And I am getting 40-50fps overall. 30fps AT Sanctuary because too many settlers have helmet lights. I don't know about others, but I feel the original FO4 looks .... so soft? Nothing is sharp, like I am looking at a 720p upscale to 1080p. Luckily, Reshade took care of some sharpening and I am mighty happy. What ENB are you using, if at all? I currently use Vogue, the top downloaded ENB on Nexus. But I am still hoping to find a better ENB that gives me the kind of jaw dropping graphics I had back in Skyrim. ENB doesn't seem to add a lot to FO4. Or maybe I haven't found a full power ENB. It's hard to find good ENBs, every presets on Nexus has great screenshots but when loaded onto my computer they are kinda disappointing. Hope I am not going off track in replying your message, and pardon me that I don't know 3D features that well. Link to comment Share on other sites More sharing options...
maybemeandyou Posted January 22, 2016 Author Share Posted January 22, 2016 Basically tesselation is increasting the tris of an object making it more detailed by the mesh standard. literally increasing its detail per level of tesselation, parallax mapping is a flat plane texture but scripted to look 3d, if you look at it from a distance it looks highly detailed but get close enough and you notice its just a flat texture. both are highly coveted by a few games like Metro or Crysis if the image loads this is what parallax mapping is. easiest way to explain. Link to comment Share on other sites More sharing options...
zanity Posted January 22, 2016 Share Posted January 22, 2016 Tesselation (pushed by Nvidia) is JUNK. No existing GPU architecture benefits from the idea of automatic geometry amplification. Current GPU solutions (inc consoles) are triangle and VRAM rich. Ancient tess ideas were meant for GPU solutions lacking in bandwidth and VRAM. Today, the PROPER solution is LOD meshes using enough triangles when at max quality, and TILED assets for things like the ground and roof with built-in mesh geometry. With TRUE mesh assets rather than tess, proper lighting can be achieved. Parallax mapping is just a SHADER program simulating a 3D surface, and today it is BETTER replaced with mesh data. As I said, we are VRAM and triangle rich, so methods designed to save on load are no longer needed. Link to comment Share on other sites More sharing options...
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