Hey author, what should the load order for this mod be. I'm also using Simple Puddle Reflection Flicker Fix and this mod load order must be at dead last.
The load order among Simple Puddle Reflection Flicker Fix and UWOR doesn't matter, they won't override each other. Though, using Simple Puddle Reflection Flicker Fix mod might affect UWOR's reflections, but I am not sure
Any idea why the SS reflections only show when looking parallel to the windows? if you look straight at the windows they are shiny like the mod intends, but to see anything like vehicles reflecting clearly you have to look away from the window and see it reflect in your characters periferal view. or is that just how the mod works?
It is how the technology works, SSR copies what is on the other side of the screen, that's why they're called screen space reflections. They reflect real things by copying the image, flipping and pasting it on the opposite side. Thus, they cannot work without a parallel angle. Cubemap reflections on the other hand, are not real at all. They are pre-saved "3d images" that look like some reflections when applied on windows, but they actually don't match the real world.
To see anything -that's not on the screen at the same time with the reflective surface- as a reflection, one of the following would be required: 1. A reflection rendering method to render the same objects again at the other side of the window to create the reflections (which is demanding of course) 2. Actual ray tracing to trace the light rays hitting on objects, glass, bouncing back to the camera, to create the reflection. Which are very impossible in Fallout 4 right now.
So, I tried my best within the game engine's limitations
i had the flaconoil texture mod as the Ba2 files, can i still put this in or do i need to get the loose files? hopefully not because i just spent a while downloading that and it's almost done.
You can do either. If you use the loose files version, everything from this mod will overwrite flaconoil's textures if conflicted. If you use the Ba2 version, then it will depend on your load order (which ever loads last will win).
So struggling with the ba2 archive limit like many others, which would be why we'd use the "loose files" version. However with textures you'll wanna use ba2 archives when possible.
This is why I was wondering for the middle-of-the-ground option. Reduce the ba2 count by 1 (so one less towards that limit) while still benefiting from the increased performance of using ba2 for the main textures.
Honestly pack the cubemaps and the window textures in the same BA2... No issue. Anything loose is impact on performance, for every time it uses that asset.
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Cubemap reflections on the other hand, are not real at all. They are pre-saved "3d images" that look like some reflections when applied on windows, but they actually don't match the real world.
To see anything -that's not on the screen at the same time with the reflective surface- as a reflection, one of the following would be required:
1. A reflection rendering method to render the same objects again at the other side of the window to create the reflections (which is demanding of course)
2. Actual ray tracing to trace the light rays hitting on objects, glass, bouncing back to the camera, to create the reflection.
Which are very impossible in Fallout 4 right now.
So, I tried my best within the game engine's limitations
Endorsed.
hopefully not because i just spent a while downloading that and it's almost done.
you really made the windows nice now, thank you.
Essentially main textures as BA2, but the Cubemaps as loose file?
This is why I was wondering for the middle-of-the-ground option. Reduce the ba2 count by 1 (so one less towards that limit) while still benefiting from the increased performance of using ba2 for the main textures.
Anything loose is impact on performance, for every time it uses that asset.