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FO4 Build Optimization


hamguy21

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Is it possible to mod the game to combine placed building objects into groups so that you can reduce the memory and impact it has on the game.


Example look at this pic.






Lets say i have a wall and i used concrete blocks to make it, instead of each individual block registering as an object the computer has to track, it combines into one giant rectangular or cubic block.


Edited by hamguy21
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The game already uses Static Collections, For example all the buildings that you can't scrap in Sanctuary Hill are Static Collections. The problem your not understanding is that Static Collections Do Not increase performance because of all of the Unseen Verts in the Meshes. They also can hurt performance if they are used too often.

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The game already uses Static Collections, For example all the buildings that you can't scrap in Sanctuary Hill are Static Collections. The problem your not understanding is that Static Collections Do Not increase performance because of all of the Unseen Verts in the Meshes. They also can hurt performance if they are used too often.

what static collection, what are you talking about.

 

I am talking about combining multiple building objects placed like floors and combining it, into a single large object.

 

 

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what static collection, what are you talking about.

 

I am talking about combining multiple building objects placed like floors and combining it, into a single large object.

 

http://forums.nexusmods.com/public/style_images/underground/attachicon.gif5645.jpg

That's not going to happen in-game, if I understand what you are asking about. There would be no way to tell the game engine that those previously separate objects are now one object, at least not in any useful way. Let alone telling the GPU renderer that. Edited by Reneer
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what static collection, what are you talking about.

 

I am talking about combining multiple building objects placed like floors and combining it, into a single large object.

 

http://forums.nexusmods.com/public/style_images/underground/attachicon.gif5645.jpg

That's not going to happen in-game, if I understand what you are asking about. There would be no way to tell the game engine that those previously separate objects are now one object, at least not in any useful way. Let alone telling the GPU renderer that.

 

wouldn't it just be rendering a 6 sided cube with tiled textures on it? I dont know how it would be done but when the geck is released couldn't you script a dynamic sequence where separate objects combine and their combined texture is printed on the cube as 1 giant texture.

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wouldn't it just be rendering a 6 sided cube with tiled textures on it? I dont know how it would be done but when the geck is released couldn't you script a dynamic sequence where separate objects combine and their combined texture is printed on the cube as 1 giant texture.

No, that would not work. We don't have that kind of low-level access to the rendering system that would be necessary for that sort of thing. Edited by Reneer
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wouldn't it just be rendering a 6 sided cube with tiled textures on it? I dont know how it would be done but when the geck is released couldn't you script a dynamic sequence where separate objects combine and their combined texture is printed on the cube as 1 giant texture.

No, that would not work. We don't have that kind of low-level access to the rendering system that would be necessary for that sort of thing.

 

wonder how feasible it would be just to make a duplicate block with higher dimensions for that.

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wonder how feasible it would be just to make a duplicate block with higher dimensions for that.

That would likely be more doable, since you could just use SetScale (though SetScale only makes the object bigger / smaller on every axis). And it would just make the texture look worse because you're stretching it over the larger mesh. Edited by Reneer
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wonder how feasible it would be just to make a duplicate block with higher dimensions for that.

That would likely be more doable, since you could just use SetScale (though SetScale only makes the object bigger / smaller on every axis). And it would just make the texture look worse because you're stretching it over the larger mesh.

 

Texture replacement with blown out custom texture.

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