Even with PRP and many other performance improvements like fsr I was having trouble keeping 90fps.(technically 180fps) (thanks CV1!, stuck at 90hz) This gave me a huge boost even in relatively undense locations. It's truly impressive how big of a boost it gets. Game looks a bit worse but quite frankly, not as bad as reprojecting
Can you make an optional additional version where ALL of only exterior fire light sources are on? e.g., barrels, lanterns, candles etc., I know this mod leaves some but I think with only natural light sources like fire there will still be a performance boost because it'll still be eliminating every other type of "electric" light source I tried to do this myself in CK and xedit but I can't get it to work for some reason I don't know what I'm doing wrong. Or let me know how I can enable them myself please
Pretty good performance improvement, while not completely killing every light source making every area pitch black, like in some other alternatives I've tried.
But there's an issue, the mod messes up the Fort Hagen Satellite Array area, basically restoring PreVis data to vanilla staate, without taking the Automatron DLC into account. So you get tons of meshes flickering and disappearing. There are a few other areas with conflicts as well, although not as bad as in this one.
I can fix that, but it'd be nice to see a patch, although the mod is already pretty old.
The light itself isn't the culprit but the shadows they cast are. If you just disable their ability to cast shadows the outcome should be the same. Probably the best mod for VR is the Boston FPS Fix mod by BetaVirus (Valyn81) https://www.nexusmods.com/fallout4/mods/26286
This is unfortunately not true -- the vast majority of outdoor placed lights in Fallout 4 do not cast shadows at all, but the actual lighting calculations do end up hitting the GPU very hard at VR resolutions. Feel free to test both methods if you don't believe me, but you'll find that disabling the outdoor lights entirely is a much more significant FPS boost in exterior environments.
Edit: Just scanning through the list of exterior light references, I've not seen any that cast shadows so far: https://imgur.com/a/tlDomy4 The "NS" in those light record names indicate that they are non-shadow-casting. I will perform a more thorough search using the patching engine when I get a moment, but I'm fairly confident that Bethesda chose not to use shadow lights because the game was already struggling to meet performance targets.
I didn't meant to downplay your effort nor the approach, sry if this got carried over the wrong way. I was falsely under the impression that only light sources with shadows increase the amount of draw calls which is why i suggested the use of the Boston FPS Mod. Again my bad, i probably should stop comparing the CreationEngine to more modern engines who can handle hundreds of lights without any noticeable overhead. :)
Forgive the newbie question, but can this be used on the non-VR variant of FO4 for performance? Also, does this effect lights placed with the workshop at all?
Yes, this will definitely work in non-VR FO4 (it was actually built from the non-VR version). I posted it in the VR section because improving VR performance was my goal in making it, but this may also help with outdoor performance on a low end GPU in a laptop, etc.
Workshop lights will still be enabled; This only disables lights that were placed in the environment by the developers.
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But there's an issue, the mod messes up the Fort Hagen Satellite Array area, basically restoring PreVis data to vanilla staate, without taking the Automatron DLC into account. So you get tons of meshes flickering and disappearing. There are a few other areas with conflicts as well, although not as bad as in this one.
I can fix that, but it'd be nice to see a patch, although the mod is already pretty old.
Edit: Just scanning through the list of exterior light references, I've not seen any that cast shadows so far: https://imgur.com/a/tlDomy4
The "NS" in those light record names indicate that they are non-shadow-casting. I will perform a more thorough search using the patching engine when I get a moment, but I'm fairly confident that Bethesda chose not to use shadow lights because the game was already struggling to meet performance targets.
Workshop lights will still be enabled; This only disables lights that were placed in the environment by the developers.