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TTW Performance Guide (OLD, Do not use!)

General modding guides and authoring tutorials.
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Bizzquik
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Joined: Mon Jan 25, 2016 1:48 am

Can we update the Performance

Post by Bizzquik » Tue May 31, 2016 5:47 am

Can we update the Performance Guide's first post to make it abundantly clear that 3.0 Shaders do not work right with more recent versions of Boris' ENB boost?  I think included in the Guide's Shader paragraph should be a blurp about that....


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Dead Sirious
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It's optional. Regardless.

Post by Dead Sirious » Tue May 31, 2016 9:40 pm

It's optional. Regardless. Boris should upgrade and fix it.
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mayoko
Posts: 105
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Dead Sirious wrote:...Do note

Post by mayoko » Fri Jun 03, 2016 9:01 pm

[quote=Dead Sirious]...Do note, 13 is solely an example; the shader package depends on the number your Renderinfo.txt displays. ...[/quote]


Wouldn't that then imply that one could simply specify the number 19 under Renderinfo.txt?


Does the launcher reset this value like it does some of the others? Or is it that the game ignores that value under renderinfo.txt? 


I also see some references to shaderpackage017.sdp, we're positive it's 19?


Thanks



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RoyBatty
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Whichever works for your card

Post by RoyBatty » Fri Jun 03, 2016 9:23 pm

Whichever works for your card, and modern cards don't need this change.


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mayoko
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Hmm, what's considered modern

Post by mayoko » Fri Jun 03, 2016 11:30 pm

I'm almost positive that there is no need to swap the shader files, I believe this to be a holdover behavior from an era when NVSE & 4GBFNV used to load the launcher instead of straight to the game. (The launcher would then reset custom settings that were abnormal unless specified in Fallout_default.ini with no equivalent to renderinfo.txt)  (Another holdover behavior.)


"Removed unfinished code for passing command line args to FalloutNV.exe, using

it resulted in FalloutNVLauncher being used always" (Update 1.9 to 4GBFNV that removed this behavior.) (I'm sure Roy remembers since he helped fix 4GBFNV.)


So it is In my opinion, all that needs to be changed is the shader number in renderinfo.txt; that is unless someone can tell me that doing so is insufficient. In my opinion the game reads multiple values from renderinfo.txt, so it is unreasonable to believe that the game ignores the value set for "Shader Package". I presume the Launcher is what writes these values to renderinfo.txt after determining your pc's specs. The game then reads those values because it expects the launcher to tell it the truth about your specs.


tl;dr


So if you don't load the launcher and or make it read only, I believe the setting will stick with no need to actually physically swap the shader outside of changing renderinfo.txt.


Thanks



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RoyBatty
Gary
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If it ever loads the default

Post by RoyBatty » Sat Jun 04, 2016 2:20 am

If it ever loads the default launcher, then something is wrong.


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The Mediocre Mr Rook
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Joined: Tue Jul 12, 2016 7:13 pm

How much of an impact does

Post by The Mediocre Mr Rook » Tue Jul 19, 2016 4:02 am

How much of an impact does step 3 have on performance? I've begun to find it frustrating when things don't happen in areas I've left; needing to baby sit an npc as it slowly walks to the next door is tiring, and I'm kind of worried about what impact it will have on npc schedules. Could I just revert bPreemptivelyUnloadCells (the one I assume is controlling this)? I'm still not 100% certain of what the other one does.



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RoyBatty
Gary
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That has nothing to do with

Post by RoyBatty » Tue Jul 19, 2016 5:35 am

That has nothing to do with how NPC's behave when you are not in the same cell, that's controlled by flags on the NPC records. All this does is flush the heap more often when needed and helps prevent out of memory errors.


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The Mediocre Mr Rook
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Huh. What did I do to make it

Post by The Mediocre Mr Rook » Tue Jul 19, 2016 2:40 pm

Huh. What did I do to make it so AI deactivated when I'm not in an area? I noticed it during the Lucas Simms/Mr Burke confrontation, when I entered Moriarty's a couple steps ahead of Simms and then had to go back out for him to finish the last few steps to the door.



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Risewild
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The Mediocre Mr Rook wrote:

Post by Risewild » Tue Jul 19, 2016 4:31 pm

[quote=The Mediocre Mr Rook]


 


Huh. What did I do to make it so AI deactivated when I'm not in an area? I noticed it during the Lucas Simms/Mr Burke confrontation, when I entered Moriarty's a couple steps ahead of Simms and then had to go back out for him to finish the last few steps to the door.


[/quote]


Isn't that normal game behaviour? It always happened to me since I can remember.


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