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Is it possible to turn off GodRays, but leave Volumetric Lighting enabled?


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Is it? It seems the only way to disable GodRays is to also disable Volumetric Lighting completely, which sucks since I like atmospheric lighting (not through ReShade or ENB!) of GodRays, but do not like the actual rays themselves and the performance drain they cause...

 

Here's how I have it set up:

Fallout4.ini:

[Display]

bNvGodraysEnable=0

 

Fallout4Prefs.ini:

[Display]

iVolumetricLightingQuality=-1
bVolumetricLightingEnable=1

 

Technically that should disable GodRays, but leave Volumetric Lighting enabled, but I think it disables the whole thing...

 

 

 

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iVolumetricLightingQuality=-1

 

bVolumetricLightingEnable=1

 

Equals God Rays on Low

 

both at =0 turns it off.

 

You could try

 

iVolumetricLightingQuality=-0

 

bVolumetricLightingEnable=1

 

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  • 1 year later...

There is a mod for this now

 

No Godrays Whilst Keeping Volumetric Lights

https://www.nexusmods.com/fallout4/mods/26621?

 

Or:

 

You can almost eliminate the performance drain from Godrays, and run them on ultra as well, to avoid the blocks around the edges of things.

 

in the general section of Fallout4Custom.ini

 

Write this:

sStartingConsoleCommand=bat godrays

 

(Also set iVolumetricLightingQuality=3, otherwise you do not get ultra quality Godrays)

 

Now create a text file called godrays.txt in the Fallout 4 games root directory and write this in it:

 

gr grid 12
gr scale .8

 

I will not take credit for this, I did not come up with it, it is listed on the nexus under:

 

Ultra Quality God Rays Performance Fix

https://www.nexusmods.com/fallout4/mods/15211

 

 

It just does away with Godrays that you do not even see. Ultra Godrays for the same performance hit as low quality ones.

 

I know, you did not ask for the second part, only the first, but this post comes up fourth on google at the moment, when one searches for iVolumetricLightingQuality, and the other 3 do not allow for posts.

Edited by Zamisay
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Wish I knew more about this. I know that I do not like the look of godrays, but I am not exactly certain what volumetric lighting looks like. Is there a picture of that somewhere?

 

From the picture of the mod enabling volumetric lighting without godrays, is the volumetric lighting the haze?

Edited by Moksha8088
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  • 3 weeks later...

Spot The Vol Light!


26420663878_90e5dfae73_o.jpg
Yes or No, does the above image contain Volumetric Lighting (It might be called Cliometric lighting) Idk, yes or no man?

Yes, that's Volumetric Lighting.



40247924742_13fac026ec_o.jpg
Yes or No, does the above image contain Volumetric Lighting?

No, but it's being calculated & rendered in the scene. So yes & no, & it made this picture look okay, but it looks weird too.



26420655628_a9f7f955f4_o.jpg
There are several things that caused this & a determining factor. Is one of those because of Volumetric Lighting?

No! Absolutely not. You lose! Well, the fake lights are removed from f4ssons light tweeks, can't remember, ditches all the fake lights. Then start the quest at night going into concord & up the stairs to start the quest. Now it might be a little more dark from true nights, but this is indoor ambient lighting. Most of that is removed with the imod based fake lighting. Then it's opposite the angle which the developers predicted that we would travel. It's a good idea not to be predictable, do what you wana do & not what they wanted you to do.



40293166201_11149a635f_o.jpg
Place your bets. Does this contain Volumetric Lighting?

Who Cares? No, it doesn't. Wait, What?



39395697545_46b51b6f1f_o.jpg
Let me borrow a dollar, come on man, I'll give it back, I swear. Does the above image contain Volumetric Lighting?

Yes, it does. Now, about that dollar.



39395691905_ba4b874668_o.jpg
Pardon me sir/mam/mrx, do you think this image contains Volumetric Lighting?

No Sir.
No Mam.
No Mr X.



38483201020_db51123a12_o.jpg
Does this image contain the toughest Super Mutants ever made? Yes! It's why the gun is out, cause it needs to be out! XD How about Volumetric Lighting huh? You think, maybe, perhaps. ^^ ^^ A little fancy to go with the Super Mutant Overhaul?

I don't know, the person that took the picture, died. Just have to wonder.




How about this song? Does it contain Volumetric Lighting?

I don't know, but it just played. If you didn't know, Pandora One is great & it can create a shuffle list of Fallout music or old music, this is French pop music that has a bunch of other Pandora radio stations I put together just to use while playing Fallout for those times I didn't want to listen to the dozens of player made radio stations in-game.



38483193090_03da1645d3_o.jpg
How about this one. Does the image contain Volumetric Lighting?

Yes, it does. Made you look at sugar tits. It's in the upper left corner, can you see it yet?



40247885442_6546360947_o.jpg
Is this what Volumetric Lighting looks like? Come on, I know you want to answer.

That is a mutha fuggin God Ray. Volumetric lighting above it & whatever VFX that they put into the scene.




Whoa, that was weird, the internet/web was glitching. Anyway, it's pretty simple. Volumetric Lighing & God Rays are basically the same thing. Only difference is the God Rays in FO4 are the really huge rays & it maps & gets blocked out by anything in it's way. Like looking up at the sun while standing under a tree. The God Ray is going to map to the tree & the beams go all over. I don't know if it actually maps, but it acts that way if you look at one. I've seen 2 & noticed it since Fallout 4 launched. 3 if you count the one in V111. Seriously, noticed them 3 times. Now the jaggies that it creates from conflicting with AA, noticed those all the time, hence why most people disabled them.

 

 

Volumetric Lighting in FO4 is the same thing as God Rays, it's just toned way down, because God Rays are overkill time 1,000. It's meant to be a spectacular sight & it is. So like VL makes the lighting appear as though it's a volume from the sun to the player for example, now that's a volume, instead of just a lightbulb, which is where the VFX comes in I'd bet, but I noticed it about as many times as I noticed God Rays. It's pretty cool. Just search engine the net/web for "Volumetric Lighting" fun to read about.

 

 

Now, since we are on the topic of extremely silly things. Your draw distance sliders are silly. Go ahead turn the all down, and then turn one of them up about 25% & look for the point where that content type culls (disappears) then run towards it & look at the point at which it's rendered again. Because the most fun we can have with FO4 is huge massive battles & also downtown (which is quite performance intensive just being downtown). If you have everything set to the very minimum level that is playable, as an example GTAV shadows are only good for so far, unlike FO4 which are not as high performance.

 

 

It's really silly. We can absolutely tank this game with dropped frames, stuttering, i/o lag, microstutering, flashing, ect. It's very easily avoided on PC's that are slower than the new XBO/PS4, you know 5-6 year old PC's, it's all about the same though. With that in mind, at least some of the time you will want to turn one off & the other on, or both on, or all detail way past ultra. It's adjustable & Volumetric Lighting & God Ray is a huge factor in determining if the type of render you want is going to have a playable performance & level of detail. So I would suggest going to Nexus Mods FO4 & downloading the Configurator (there's one for all the Bethesda games) FO4's configurator has a button to enable Volumetric Lighting & a button to enable God Ray, then there is a quality setting for both.

 

 

Then like mentioned above there are BAT files to run a ultra ray which much better performance with the only drawback being a small loss in quality which actually looks pretty awesome in/of itself. Though keep in mind if you run a mod that is changing the weather, you'll need a 1024 max particle (same is true for a VFX mod) but going higher than 1024 can glitch out these game engines. Shadows are super easy, just set it to a 4096 map @ 2560 distance & 1280 LOD. This way you have a 4096 shadow map that goes about halfway up the hill to Vault 111 & the 2560 is now the normal crappy shadows. I'm still testing it, but it seems to work well with city blocks.

 

 

Now it will cull & render in as the player moves, but that's the point. The player quickly moved into a new city block for one reason or another. Yeah I saw the shadow render in, I was more worried about the tons of creatures & raiders that were chasing me. I needed the game to run max detail as fast as possible to be able to either watch huge battles or participate in them. I film that to in realtime with Bandicam. This is with a very old & cheap computer, but it's set up to run FO4 fast which took work & testing.

 

 

Only recently I switched between max detail performance to 3 times higher than ultra with a -1 mipmap (-LOD bias doesn't work on FO4 which uses a texture streamer & framerate controler built into Fallout4.exe) I couldn't tell the difference in 1080p, because it's more than likely all 4k display stuff. Makes you want to buy a 4.3 display huh or a old CRT display for instant response (just don't fry your eyeballs with low framerates) Anyway, also I couldn't tell the difference by increasing the draw distance sliders beyond 25% which was much higher than I need to actually play the game.

 

 

Oblivion set the standard, FO3 was 4 times the distance, and Skyrim/FO4 went beyond that, which is why 25% is such a far distance. It's a Skyrim grid too, which seems a good bit larger than the old FO3 grid, most of the time I don't even notice the distant LOD (which is helpful) even if I make myself look nothing really effects it more than at what distance did you look at it. It seems to somewhat change with config, but not really. If anyone ends up looking at distant LOD & being at least somewhat close to it, then it will look terrible. Then if we are far away from distant LOD, it looks fantastic even as vanilla distant LOD.

 

 

But you should know, looking at or loading too much of the wasteland can ruin it, because it appears to be so close to our current position. I considered ruining this install by jumping up to a 25 grid, just to load the game & go to bed & sleep all night as it loads in (I'd need more RAM! LOL) But then I remembered that this will ruin the perspective & the game, then all the settings/config in the world didn't really change what this place looked like. I'm sure it would look cool if I tried it, but it's much better to reduce all that & have super high performance instead. Then dump 500+ mods on it & HD textures, but I'll say it again "FO4 will take some work to get it to look great & run well".

Edited by ZeroAndOne
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That is really rather excellently good post, appreciate the effort and info.

 

Now, about the uGrids and LOD. I run them high around 11/30 (not downtown) for longer range scoped shooting and have not noticed perspective issues during normal looking and wandering around. What am I not noticing ?

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