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Who here plays TTW just for a stable Fallout 3?

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rockitten
Posts: 139
Joined: Mon Oct 14, 2013 4:40 am

it depends on how messy/clean

Post by rockitten » Sun Apr 20, 2014 2:58 pm

it depends on how messy/clean the programmer(s) coding the game.


One thing I noticed in FO3 is that, they use the "resizing" function a lot to use the same model mimic different items, so a room full of "small" stuffs may have a huge polygon count. And compare with the "empty" Mojave, downtown DC has way more objects.........



th1nk
Posts: 16
Joined: Wed Apr 17, 2013 7:23 am

I imagine a lot of this is

Post by th1nk » Mon May 12, 2014 7:26 am

I imagine a lot of this is FO3's inability to handle multiple cores - for me it runs about as well as skyrim (which I have to use that neat automatic resolution switching addon thing to play) thanks to a relatively mediocre dual CPU being hyperthreaded to 4 sub-2ghz cores and HP not providing any means to disable this. Between that and things like NVAC and NVSR it runs at least as well (though it did take a tonne of tweaking to make that the case). Personally I prefer the Mojave (cowboys are neat ok) but yeah if anyone I knew was looking at playing FO3 I'd direct them to TTW right off the bat, and wish I had been myself (I heard about it but was discouraged by the Alpha tag, though that may have been before the 2.1 update which was what I started with). 

 


[quote=rockitten]


 


it depends on how messy/clean the programmer(s) coding the game.


One thing I noticed in FO3 is that, they use the "resizing" function a lot to use the same model mimic different items, so a room full of "small" stuffs may have a huge polygon count. And compare with the "empty" Mojave, downtown DC has way more objects.........


[/quote]



I wonder if that might be something to look at an addon for when TTW is finally out of alpha. TTW has helped a lot but I definitely still feel like DC is a lot more resource intensive than it should be when I'm playing. 

That said, to make an uneducated guess, using different models would demand more from the CPU/RAM, right? In that case, if your bottleneck is one of those instead of your GPU, something like that would only make it worse, no?



retlaw83
Posts: 279
Joined: Sun Mar 17, 2013 8:40 pm

Making new models to replace

Post by retlaw83 » Mon May 12, 2014 1:34 pm

Making new models to replace resized original models is pretty much a no-go. It would take a lot of time to find out where the resized models are in game, removing them, then adding new ones in their exact places.


30 Helens agree that I am, pound for pound, the strongest man in a group of ducks.



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RoyBatty
Gary
Posts: 7742
Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

I've never been able to get

Post by RoyBatty » Tue May 13, 2014 7:36 am

I've never been able to get Fallout 3 stable enough to play, so TTW is turning out to be really great for me. I tend to mess with mods more than play the games, but I have completed FNV a few times now. Agree that NVAC and NVSR are great plugins, and now I know of PCB thanks to this thread. I think I will try to port that to NV since Drithius says it could be done better. Maybe that will stop crashing for me when I go in and out of AWOP's underground as this seems to be the only time NV ever crashes for me anymore.


 


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