Fallout 4 0.283 ENBoost

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Re: Fallout 4 0.283 ENBoost

They say that because Fallout 4 is now x64 D3D11, many uGridsToLoad tweaks are no longer useful and/or work and/or can cause problems. I disagree and I think the following Fallout4.ini and Fallout4Prefs.ini tweaks help with stability and resolved all crashes with high uGridsToLoad values:
uExterior Cell Buffer
iPreloadSizeLimit

Here's the formula (make sure to add the right values in both - Fallout4.ini and Fallout4Prefs.ini):
uGridsToLoad=X
uExterior Cell Buffer=(X+1)^2
iPreloadSizeLimit=(X*1024)^2

For example, I use uGridsToLoad=13 (I'd rather have low FPS in some cases than see an abruptly cut-off graphics in the distance):
uGridsToLoad=13
uExterior Cell Buffer=196
iPreloadSizeLimit=177209344

Maybe I am wrong and ENB creator disagrees, but it helped me avoid crashes with high uGridsToLoad values.
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Re: Fallout 4 0.283 ENBoost

MonarchX wrote:iPreloadSizeLimit=177209344
The game uses 400MB by default. You've shrunk it below half that.

Source? This is in the ini printed out by what the engine is using on a default Ultra preset (if presets even matter for this):
iPreloadSizeLimitDefault=26214400
iPreloadSizeLimit=419430400
The engine default is the old level back with Skyrim and potentially older games. The actual used amount is, well, 16x higher. That's bigger than people were setting Skyrim's.

What it's used for, I'll never know; too many conflicting reports. People claim it helps, others say it's just used to load the intro videos..


That aside, are you seriously running uGrids 13? How? My framerate dropped by 15 (62 -> 47) when I increased it to 7. By that math, 13 would be unplayable.

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Re: Fallout 4 0.283 ENBoost

Didn't the fine folks at the STEP Project prove iPreloadSizeLimit pretty much only has to do with BINK files, aka pre-rendered videos?

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Re: Fallout 4 0.283 ENBoost

Bonnie Lass wrote:Didn't the fine folks at the STEP Project prove iPreloadSizeLimit pretty much only has to do with BINK files, aka pre-rendered videos?
Yup.
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Re: Fallout 4 0.283 ENBoost

iPreloadSizeLimit only affects the playback of Bink videos, like the intro video. It has NO bearing on memory management, or uGrids, or anything during gameplay
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Re: Fallout 4 0.283 ENBoost

How do people run such high ugrids..?

I run 5, and there are many areas where framerate still tanks. In the north end I get >20k drawcalls and <20fps on an overclocked i7. Increasing to even 7 ugrids absolutely murders my framerate. All ultra settings with godrays on low.

^Also good to know, I was under the impression that it made a difference. How about uExteriorCellBuffer?

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Re: Fallout 4 0.283 ENBoost

chiknnwatrmln wrote:How do people run such high ugrids..?

I run 5, and there are many areas where framerate still tanks. In the north end I get >20k drawcalls and <20fps on an overclocked i7. Increasing to even 7 ugrids absolutely murders my framerate. All ultra settings with godrays on low.

^Also good to know, I was under the impression that it made a difference. How about uExteriorCellBuffer?
uGridsToLoad higher than 5 causes too much FPS impact so I leave it.

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Re: Fallout 4 0.283 ENBoost

Ive been running Ugrids 7/ uExterior Cell Buffer 64 for a few days now and the game is rock solid and even the FPS isn't down by much other than urban areas that had a hit anyway and the difference is 5 fps at most for me, 60 fps wilderness and 60-25 in the worst urban spots and shadows at medium helped.
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Re: Fallout 4 0.283 ENBoost

dpeasant
GTA5 rarely have 4000 draw calls, mostly it's 2500-3000. So by this factor it's very well optimized. But it have other strange choices which degrade performance by utilizing dx11 in wrong way.

What are you guys talking about? Dx12 for Bethesda? Have you ever seen the code of DX12 simplest application? These developers unable to make dx9 or dx11 code well, with dx12 they will burn your pc as chicken. And it will not be any faster, because they can't make plain code fast, to draw 200k objects you need first to prepare them on cpu that fast.
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Re: Fallout 4 0.283 ENBoost

you'd think that if they earn so much money with their games that they'd be able to hire good programmers.
So if they decide to do that, they might be able to make it happen.

But you're probably right, with the people they have now it would pobably become a problem.
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