Fallout 4 0.280 patch

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Re: Fallout 4 0.280 patch

karull wrote:How do you do an ini dump? Or could I get a copy of the file? There are a couple of things I want to see if I can deactivate.
My friend made it. I'll ask him in the morning if you want to know how (it's 2AM here lol)
Sure, here's your copy
http://pastebin.com/Yrrpwy0E
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Re: Fallout 4 0.280 patch

Xilandro wrote:
karull wrote:How do you do an ini dump? Or could I get a copy of the file? There are a couple of things I want to see if I can deactivate.
My friend made it. I'll ask him in the morning if you want to know how (it's 2AM here lol)
Sure, here's your copy
http://pastebin.com/Yrrpwy0E
Thanks!

I haven't been able to find what I want to remove yet, I wonder if it's even possible.

If anybody is curious, I'm trying to remove the fake character lighting. If you notice there is a permanent lighting effect on the edges of characters that makes them stand out, and it just looks dumb and unnatural when you are in shadowed areas and your character is glowing on the edges.

I wonder if Boris can remove this himself for more natural character lighting.

edit: could fallout4prefs.ini have it's own unique settings? I don't see bScreenSpaceReflections=1 in the ini dump but its in fallout4prefs.ini.

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Re: Fallout 4 0.280 patch

Dork
I do not support ReShader, SweetFX or any other mods like that, they are using almost same kind of functionality and any bug in my or their code crossmultiplied to something huge and annoying, even if the bugs are not bugs but not restored state. It's same relationship as with crapware, glitches happen not because they are so bad. ReShade is in development stage, my mods too, this also makes any attempts useless.

Which effects are very hard to implement in F4? Fine skin, shadows, lights and environment manipulation, tesselation. With new renderer architecture it's like having half dx8 instead of 11 for me. May be i'll find missing information and workaround in binary or models, but again it's different level of complexity. Time will say is game worth bother, at this moment i just see slightly modified skyrim with same bugs, but perverted renderer. For god sake, they use 6 render targets for defer, while i use 3 and 1 of them is unchanged game scene, so 2 actually.
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Re: Fallout 4 0.280 patch

I can't really report on bugs as I am not sure what the patch fixes. But I tried it out just to see if it ran okay. No problems on my end and played for awhile with it (will keep it installed as well). ENB message showed up when I started fine. Had no crash or any weird behavior that I could see.
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Re: Fallout 4 0.280 patch

Only users with issues should try to proove that it works. Don't you remember the beginning of skyrim hell with ctds, freezes, bsods? Or even silent hill homecoming totally unplayable without my patch.
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Re: Fallout 4 0.280 patch

Thanks for the detailed reply. Just wondering but technicalities aside, do you like the way the game looks? Are you planning on playing it?

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Re: Fallout 4 0.280 patch

Thanks for the patch.

I've just finished my long tour in FO4 and it was just as i expected from Bethesda. Lifeless dialogs like someone is talking from behind the camera with no animation in game at all, crap indoor light/shadow structure or not even shadows at all. Poor pyhics, poor combat, shallow gameplay concept and a long list to go. Perhaps it's time for BGS to check what's going on in game industry and what engines became. Compared to other video games BGS products look like a 10 years old pc games with no speciality in em.

Someone should poke Tod Howard: '' Fella your engine looks like crap and it's not something new to pick different options in dialogs ''. I was under impression they have no clue of novadays game if TH. present those features like something new. Only thing i like in this game it gives a smooth, pleasent result at 30 FPS (intentionally forced to make it more cinematic) with enough amount of motion blur used in engine.

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Re: Fallout 4 0.280 patch

thank you boris!
appreciate all the work you put into your patches.
at least with bugthesda you get some revenue :)

do you think negative LODBias is an easy enough feature? I don't know if the current textures support it though. could not get it to work with nvidia inspector.
e.g. personally i like TAA, but paired with the games current textures it really blurs the hell out of the picture (they are bad to begin with anyway). a relatively high negative LODBias paired with TAA is nice i think (also was in skyrim)
thanks
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Re: Fallout 4 0.280 patch

ENBSeries wrote:Only users with issues should try to proove that it works. Don't you remember the beginning of skyrim hell with ctds, freezes, bsods? Or even silent hill homecoming totally unplayable without my patch.
We all do, though a lot of the time that was caused by mods increasing the workload as well. With no mods to speak of, all I can say is that your patch doesn't appear to do anything bad to an installation that doesn't have ctd's and such, so everyone might as well go ahead and start using it. Who knows what crashes it might prevent regardless. I've had it around for about six hours now and I haven't experienced anything odd, other than bugs inherent to GSync overriding the fps cap and causing old issues along the lines of the physics bug Skyrim had. Betshoft may come up with a fix for that, as there are a lot more people using variable refresh rates screens now then before. I see many complaints about it on the support forums of Bethsof.

Hell, I'm just happy I can plug some of your files into my game directory. Good for the soul or something.

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Re: Fallout 4 0.280 patch

Dork
I don't like how game looks. In general colors outside are okay for some old game, but it's simple color toning like every other game on the market. Reminds me Bioshock 3. And i will not play Fallout 4, because Oblivion was the only one Bethesda game played and i can't say it was heart touching experience, rather like going to the job each day, only few places were scary, that's all. Btw, i don't like open world games any more, after traveling in all places i don't have any reason to continue playing. Probably the only last exclusions were Guild Wars 2 mmo (and after i learned it's huge various world, quited the game, but it's great) and Dragon's Dogma which is much more simple by design, but attracting by other features (i hope so much to get high quality port for PC this winter).

benhat
Negative lod may not look like it should in F4, because many textures forced to be lower resolution because of invalid streaming implementation (based on distance of object to character instead of uv lod in viewport). Also in dx11 lod bias implementation not worth performance impact to handle it (parameters stored in classes, wanna change something - create new class).


I can't make a decision how to implement post processing. Game apply bloom, adaptation and tonemapping first, then applies Skyrim like depth based bluriness visible at rainy weather (mod have parameter to disable it in enblocal.ini), then motion blur (that's another prehistoric invention of mad mind), then color filter based on 3d textures (lut probably). All these stages use hdr texture for render target and input. I can change generic execution of the mod shaders, so enbeffectprepass.fx will not be followed by enbeffect.fx and effect.txt, to add separate shader for color palette. But in this case will be impossible to use alpha channel and any stored in textures information, like some presets have to achieve more complex effects. If i'll put all post process shaders where bloom and tonemapping computed by F4, then what should i do with lut shader? I'm not yet sure if it always used in all locations and weather conditions (night vision not tested too). Mix it's code to the post process will make difference for thouse motion blur and distance blurring going after it, they will not be processed, at least brightness will differ, especially noticable for bright areas of the screen, like lights. Okay, moving them to lut shader is a risk that it will not be used at some conditions (again, not yet confirmed). Colors for motion blur and blurriness will change also, because they will be computed with hdr data.

PS: god rays (i hate this naming so much) pixelisation when quality is not ultra happens only because of low resolution of texture, sampling it with bilinear filtering fixes issue and produce another one, avoiding low res artifacts can't be done that easy. I guess better ignore this issue, may be new patches will change something and my fixes will be broken.
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