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Fallout 4 Optimization and Performance Systems Explained


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  On 11/3/2024 at 2:18 PM, Qrsr said:

But most of the time having it removed and or not applied at all will first increase gaming experience

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Yes, this is imho the main argument against the precomb/previs system. It most severely impacts on environment dynamics, in fact it completely degrades them and turns most everything into a static, unaddressable lump of meshes. This may be meaningless if the game is used as a shooter, but it's the bane of settlement (re)builders. 

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So no need to PreCombine or PreVis the cell USE Room Bounds and Portals

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Yep. An interior cell with properly set up roombounds and portals doesn't need any of the Umbra magic to work right.

In fact, many interior cells do have roombounds/portals, but some of them seem to have been set up in a really bad, non-functioning way. This is presumably because Bethesda added the Umbra system at a stage in development when these interiors already existed in some preliminary form. But once a cell has valid precomb/previs, the roombounds/portals in it are disabled and Umbra takes over the occlusion business.

It's anyone's guess ofc, but this is my thinking:

Adding Umbra precomb/previs to an interior cell may be as simple as clicking two menu entries in CK, whereas properly setting up roombounds/portals always takes a bit of experience and some time - more time for complex interiors of course. As time is money, and money is of essence to Beth, we may draw the conclusion that they didn't even bother to remove the already placed, now useless and disabled, roombounds/portals after it was decided to make use of what Umbra had to offer.

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One thing that is worth keeping in mind: Ground/floor pieces may need additional reworking after precombines are disabled, in case player is expected to be able to build on them.

This is because precombines are always treated as ground, or something. PJM correct me if wrong.

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Alright, i started digging into it. The interior cell list is ready.

  1. Removed any PreVis and Combination reference
  2. Cleaned the TimeStamp
  3. Started with Room Bounds and Portals ...

88987-1730780681-487092825.gif

and man it runs so much more stable. Will take some hours, days, but this is a game changer for interiors.

unknown.png

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Alright this is getting serious, remember, i was complaining about CollegeSquare01 beeing the most horrible cell in terms of lack and micro stuttering?

Turned out it was the Room Bounds and Portals setup... it actually was a mess and this is now fixed. Im running through the cell with an iGPU and 60FPS+ ... i cant believe what i see.

Of course all the PreVis and Precombines are turned off and were disabled, renferences blanked and this game runs smooth as never before in interios ...

 

 

unknown.gif

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Here is a list of all interior cells of interest, which use Portals and Room Bounds and which do not:

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