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Posted: Mon, 11th Jan 2016 11:41 Post subject: |
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Bethesda 5/5 optimization... This shit can drop below 40fps on my rig, looks absolutely shit aswell (love the game tho ;().
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Posted: Wed, 13th Jan 2016 07:12 Post subject: |
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Gotta love that Z fighting.
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JBeckman
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Posts: 34994
Location: Sweden
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Posted: Wed, 13th Jan 2016 09:54 Post subject: |
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Should have updated to logarithmic depth buffer, if it helps in other open world "next-gen" games such as GTA V, Dying Light, Witcher 3, Just Cause 3 and Mad Max (To name a few.) it would surely have helped here too although unfortunately it's still linear so clipping occurs. (Maybe hope for a larger overhaul for TES VI perhaps, PBR implementation is a bit "hacky" as well with separate specular maps and a few other shortcuts from what I've read but eh it still looks OK in-game.)
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Posted: Wed, 13th Jan 2016 11:08 Post subject: |
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I never bothered to look, but they could be using the specular workflow like Unity, rather than the metalness workflow like Unreal. It does actually have some advantages, although it comes with a higher memory overhead because of the extra map.
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Posted: Wed, 13th Jan 2016 21:12 Post subject: |
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Lame. People are just trying too hard
3080 | ps5 pro
Sin317-"im 31 years old and still surprised at how much shit comes out of my ass actually ..."
SteamDRM-"Call of Duty is the symbol of the true perfection in every aspect. Call of Duty games are like Mozart's/Beethoven's symphonies"
deadpoetic-"are you new to the cyberspace?"
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harry_theone
Posts: 11228
Location: The Land of Thread Reports
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Posted: Wed, 13th Jan 2016 21:57 Post subject: |
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JBeckman
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Posts: 34994
Location: Sweden
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Posted: Wed, 13th Jan 2016 22:08 Post subject: |
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Having working seasons is a pretty huge accomplishment and to pull it off with "hack" tools is amazing in it's own right, some of the stuff the community has managed to figure out is very impressive.
(Granted a lot is similar to how it was in Skyrim so there was a pretty low learning curve but Fallout 4 has several changes that are still only partially understood and won't likely be fully understood until the mod editor is released sometime this year.)
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Posted: Wed, 13th Jan 2016 22:52 Post subject: |
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that mod looks cool and with that cell shading mod will be nice to play this piece of shit around summer
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Wubbajack
Posts: 769
Location: Polandball's right eye
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Posted: Thu, 14th Jan 2016 10:30 Post subject: |
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This mod seems to make Fallout 4 even more colorful and I am not sure if this is a good idea. Maybe I am in a minority here, but one thing I abolutely loved in Fallout 3 was this incredibly intense atmosphere and strange beauty of complete destruction. In the vanilla version the dominating colors were brown, grey, yellow - the few spots with color or living plants were even more impressive because they were exceptional.
In Fallout 4 the environment is already far more colorful making its look more Skyrim-like.
The color palette coming with the occasional radioactive storms, for example, is something I would prefer for the whole game. That would be an apocalyptic post-nuclear world I could believe in its look (in a videogame).
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harry_theone
Posts: 11228
Location: The Land of Thread Reports
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JBeckman
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Posts: 34994
Location: Sweden
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Posted: Fri, 15th Jan 2016 17:03 Post subject: |
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http://steamcommunity.com/games/377160/announcements/detail/903336711828944209
Quote: |
Beta Update 1.3.45
New Features
New ambient occlusion setting, HBAO+
New weapon debris effects (NVIDIA cards only)
Added status menu for settlers in your settlements
Added ability to rotate an object you are holding with left/right triggers and pressing down on left thumbstick lets you switch the rotating axis
Improved "ESDF" keys remapping support while in Workshop mode
Gameplay Fixes
General memory and stability improvements
Improved performance when looking through a scope
Fixed issue where player could warp to a different location when aiming
Companions can no longer get stuck with radiation poisoning
Fixed an issue where Vault 81 residents would not dismember correctly
Big Leagues perk now displays calculated damage correctly
Fixed issue with third person camera not displaying properly after exiting certain crafting stations
Fixed an issue where subtitles would occasionally not update properly
Effects will properly be removed on companions when items are unequipped
MacReady’s Killshot perk now calculates headshot percentages properly
Fixed an issue with NPCs getting stuck in Power Armor
Fixed a rare issue with companions getting stuck in down state
Second rank of Aquaboy now calculates properly
Fixed an issue with resistance not always lowering the damage correctly when added by mods
Enabled number of characters available when renaming an item (XB1)
Fixed issue with player becoming dismembered while still alive
Robotics expert is now usable in combat
Stimpaks can now be used on Curie after the transformation
Playing a holotape found in wilderness while switching point of view no longer causes the screen to blur or controls to be locked
Quest Fixes
Fixed an issue with "Taking Independence" where the minutemen remaining from the battle against the Mirelurk Queen would not gather in the Castle
Fixed an issue where invulnerable characters would get stuck in combat
Fixed an issue where Preston would send player to a settlement instead of a dungeon as part of a Minutemen quest
Fixed an issue where Synths could attack the Castle while the player was friends with the Institute
Fixed an issue where killing a caravan would leave a quest open
Fixed an issue where Dogmeat would stay at Fort Hagen after "Reunions" was completed
Fixed an issue where the player couldn't talk to Desdemona to complete "Underground Undercover"
Fixed an issue where the player could get stuck exiting the cryopod
Fixed an issue where the player could no longer get Preston as a companion
In "The End of the Line," fixed an issue that would prevent the player from killing the leaders of the Railroad
Fixed an issue with Minutemen quests repeating improperly
Fixed an issue where the player couldn't get back into the Railroad headquarters after being kicked out of the Brotherhood of Steel
After finishing "The Big Dig," fixed an issue where Hancock would no longer offer to be a companion or help with the "Silver Shroud" quest
Fixed an issue with obtaining the Dampening Coils from Saugus Ironworks before going to Yangtze
During "Unlikely Valentine," fixed an issue where the player could be blocked from entering Vault 114
In "Confidence Man," Bull and Gouger can now be killed
During "Taking Independence," fixed an issue that would prevent the radio transmitter from powering up
In "Human Error," fixed an issue where killing Dan would cause the quest to not complete properly
Fixed an issue with "Tactical Thinking" where leaving dialogue early with
Captain Kells to reprogram P.A.M. could cause quest to not completely properly
Workshop Fixes
Fixed a bug that would cause settler counts to appear incorrectly
Fixed an issue that could prevent the player from setting up a supply line in settlements with a high population
Improvements to snapping pieces together while in Workshop mode
Fixed an issue that caused powered items to stop functioning permanently if its power source was ever removed
Player can now build workbenches in their Diamond City house
Building wires no longer uses up copper
Fixed issue with certain settlement attacks not generating properly
Fixed an issue with settlement happiness calculations
Settlers assigned to weapons stand will now stand next to it
Diamond City house now shows provided power
Repairing items will now correctly consume resources
Fixed an issue where companion would ignore commands at workshop locations
Fixed an issue with crops appearing destroyed after saving and reloading
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EDIT: Seems it's using Nvidia Flex going by some of the new .dll files added.
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Mythril
Posts: 704
Location: Playing Hunt: Showdown
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Posted: Fri, 15th Jan 2016 18:56 Post subject: |
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I've a slight problem. I quick saved a game recently. Now every time I load that game up I die straight away. There's a mutant right next to me as soon as the game is loaded and blows me up. I can't even move the mouse in time. Problem is my old saves is from 30+ hours before as I kept quick saving. Anyone know of a way I can sort this out ? I really don't fancy redoing all of that again :-/ Thanks in advance.
---=== AMD Ryzen 7 9800X3D / RTX 4090 FE / 32GB DDR5 6000 / 2TB Gen 5 M.2 / 1 x TB M.2 / 45" Corsair Flex / ASUS ROG Ryujin III AIO / SoundBlaster AE-5 Plus / Lian Li 011 Dynamic XL / Logitech MX Master S2 /ROG Azoth Extreme Keyboard / Steelseries Arctis Pro Wireless ===---
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Posted: Fri, 15th Jan 2016 19:06 Post subject: |
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Mythril wrote: | I've a slight problem. I quick saved a game recently. Now every time I load that game up I die straight away. There's a mutant right next to me as soon as the game is loaded and blows me up. I can't even move the mouse in time. Problem is my old saves is from 30+ hours before as I kept quick saving. Anyone know of a way I can sort this out ? I really don't fancy redoing all of that again :-/ Thanks in advance. |
Try spamming ~ as you load the game to open the console and then type "tgm" (god mode).
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tonizito
VIP Member
Posts: 51421
Location: Portugal, the shithole of Europe.
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Posted: Fri, 15th Jan 2016 19:11 Post subject: |
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Sauronich wrote: | Mythril wrote: | I've a slight problem. I quick saved a game recently. Now every time I load that game up I die straight away. There's a mutant right next to me as soon as the game is loaded and blows me up. I can't even move the mouse in time. Problem is my old saves is from 30+ hours before as I kept quick saving. Anyone know of a way I can sort this out ? I really don't fancy redoing all of that again :-/ Thanks in advance. |
Try spamming ~ as you load the game to open the console and then type "tgm" (god mode). | This.
Too bad that the game no longer uses the previous save file system (at least I'm not seeing fos.bak files anywhere), if it did you'd be able to easily recover the quicksave prior for that one.
But console-> tgm should work.
boundle (thoughts on cracking AITD) wrote: | i guess thouth if without a legit key the installation was rolling back we are all fucking then |
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Posted: Fri, 15th Jan 2016 19:13 Post subject: |
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Yeah, or isn't there a trainer or something?
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JBeckman
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Posts: 34994
Location: Sweden
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Mythril
Posts: 704
Location: Playing Hunt: Showdown
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Posted: Sat, 16th Jan 2016 16:25 Post subject: |
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They've got to be kidding with this new beta update. Yeah the low res texture issue is fixed but the for example: fast travel to diamond city takes 1 minute to load(!) on RAID0 SSD, 5820k....
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Posted: Sat, 16th Jan 2016 23:06 Post subject: |
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Posted: Mon, 18th Jan 2016 23:42 Post subject: |
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Posted: Tue, 19th Jan 2016 18:30 Post subject: |
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Beta Update 1.3.47 is out
* Fixed texture threading issue causing unusually long load times
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tonizito
VIP Member
Posts: 51421
Location: Portugal, the shithole of Europe.
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Posted: Wed, 20th Jan 2016 15:32 Post subject: |
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http://www.eurogamer.net/articles/2016-01-20-i-have-to-break-fallout-4-to-finish-it
Quote: | With the arrival of the next generation of consoles, I'd hoped this kind of game-breaking crap would be consigned to the past. I'd hoped the power of the PlayStation 4 and Xbox One would help developers put an end to critical failures. |
By this logic PC exclusives should have less bugs because... reasons? Oh gamejournos 
boundle (thoughts on cracking AITD) wrote: | i guess thouth if without a legit key the installation was rolling back we are all fucking then |
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