Notes: - Increase performance and reduces lag - Disables LOD light in the Commonwealth - Mostly affects exterior environment - DLC version support in version 003, turned out that there no such lights, max distant is 1000 in any DLC with very few exceptions. I will dig through the data later, since searching for "Never Fades" flagged lights is much more complex if these are non persistent flagged lights. Im sure there are many more also in the Vanilla game. --- UPDATE: Turned out, there is, especially in Nuka-World. All the spotlights have incredible high radius. This is something for later. - One light is left untouched, 00090903, DefaultLightWaterBlueGreen01NS, CambridgeCampKendallExt, 2000+ radius, its the crater light with all the ferals. - Does not break PreCombines/PreVis - Does not require a new game to work - Should work with most mods by default, if you use light mods load this one here last - Will be part of the Dark Commonwealth version 003+
I really love this mod. after playing with it for some time now. I noticed the LOD for the Corvega sign lights doesn't really render until you're super close. Any chance you can make a version that will make the LOD lights from signs like for billboards or huge building like the Corvega sign be on "Never Fades" or "Is Full LOD"? or it will have some performance issues?
it depends on the amount, sweetspot might be and is cetainly dependend on hardware on userend. i can do a version for the corvega super buildings, give me a list of what else, probably diamond city and the crater ?
Make a list of places which you want have the Never Fade flag attached to. Just update your post here. I will look into it from time to time. If your done let me know.
It will conflict at a very high chance. I assum NACX is modifying the environment like i do just in a different way. The problem is you can only use one record at a time and its always the one winning at the lowest point in load order. therefore such kind of mod projects will hardly work together. and therefore mind my first post. both a independend. i have other plans much different plans to some extend and need to balance the changes im doing to everything in a way which fits my style. any other mod author is probably doing the same and therefore not all will or should work together.
you can open xEdit / FO4Edit and see the conflicts. creating a patch is not so difficult either ;) Fo4Edit is also perfect to optimize load order. since its all about conflicts.
Testing with poor ini settings at low resolution to remove GPU from the equation, I cant seem to produce a performance difference with this mod at the top of Corvega. In all cases, performance was within margin of error. Am I just testing in the wrong place? Or is the CPU fast enough to not be bogged down by these lights? Running a tuned 5600X. I'll also try elsewhere in the game.
I had a converstion about this last night with a friend of mine, he said he does not see any FPS gains or else, but he has the feeling it runs more stable, smoother. But this can be anything and maybe its just because he is aware of it that it should run better. Saying something about something always tricks perception.
When moving around at the top i have a noticeable less stutter effect, its not there when doing nothing, you wont see less or higher FPS watching at the (former) position of the light, just less lag when moving the mouse cursor. i don't know what the precise term for it is tbh. When i disable, remove the light in the creation kit i have the same effect.
so or so it does something to load, if its noticable on all systems? i hope not just mine :) you can also see huge difference removing mist or any effects but lights with such super radius are seriously kick hard in the CK.
Unfortunately downtown Boston is still a lag heavy composition of cells. I wonder if its just broken PreCombines or just the amount of Statics, which i doubt. I first hoped by decreasing and removing the light radius it will have a big affect on BC, but it didnt, just a bit smoother here and there.
Just to weigh in, I don't think these particular lights will effect your game's performance as much as ones that cast dynamic shadows. But rather than performance, I'm interested in the changes to the looks. I think this should be baked into the DC Addon main mod for LOD purposes. It will make the factory dark when viewed from a distance, but it will look much better when combined with changes to replace the rest of the exterior light sources (such as the red strobe lights and the spotlights).
For now, these changes can look quite jarring at night when used completely standalone, as the LOD lights are there to represent the combined light being cast in the area when viewed from afar (I have no answer as to why they made it green at Corvega. I suspect few do). This is, of course, all depending on perception, but I think you'll see what I mean if you combine this with Qrsr's "Spotlight Replacer". With that and this installed, try approaching the factory at both night and day. All that's missing are the red strobe lights, and we could have much more unified LOD models without generating a single new file. That is the potential i see with the exterior changes within the project.
That is just one of the benefits of the DC Addon project in general. Performance will be much more significant in larger interior cells in my estimation.
TheClairvoyant1, you should also test in daytime, light affect is based on time. At day time sunlight can have a big influence too. Maybe its the sun light itself which causes serious problems with statics.
Corvega such as almost any building in downtown BC is tall, i wouldnt be surprised thats the size of such objects which ultimately cause performance problems, lag, in areas where they are used. I think BC is tweakable, its somewhere between lighting, PreCombined, reference overkill, ... not an exterior cells but an interior, the DLC01 cells, FortHagen and MechanistLair both are slow loading cells and cause heavy lag already during editing, same goes for Vault118 and DLC06 Vault88.
Maybe its really that simple and there is a sweetspot on objects, materials or else which cause the game to stutter no matter how good hardware really is.
@GrankNutt4 in the current DC 005 version (003 had it too already) the Corvega assembly plant should have all the lights removed, at some point i will see what i can do to the lighting baked into LOD, such as the northern light fake lights around the crater of atom, which are statics and from my understanding part of the LOD.
These lights in this mod are not directly part of the LOD as long as Beth had not use statics which mimic the glow on the Horizon such as the northern light fireshow at the crater of atom. Those lights are just marked "Never Fades" which equalize t he "Distant LOD" flag, which in turn is only applied if the light is properly baked. I have to do some more testing. I found a handful of lights which use LOD references i never saw before. Tbh i dont understand why there is so much base game complexity and weirdness concerning LOD settings.
LOD in the base should have been setup better, such as pre-rendered snippets of certain statics which mimic distant objects. Not pre-rendered low quality pseudo statics. This way modders simply could have added any static they want without regenerating LOD for new distant look.
Thank u for your mod, u actually fixed the annoying random light effects reflections even though there's no light sources to begin with. Also Esl flagged big thank u! Best mod of the month Hoping for more update. 👌
thank you, and it was just a coincidence, not even planned. when i was digging through the data i was sure there where more such lights, and instantly there were alot more. funny that many people seem to like those little, yet effective changes.
Typically for LODs there's the LOD static and the actual static, so if one is removed but not the other it can cause objects to pop in or out a certain distances.
For the lights this shouldn't be an issue as their relationship to LODs isn't split into two parts like statics are.
Well thats not entirely true in this case, i had an language problem first. Now i understand it better, example: the glowing sea, the crater, there is some kind of northern light fireworks on the sky, distant. there is also an LOD available, well its probably no pop-in/out spectacle but the light is removed the LOD (glowing effect) still persist.
I dont have an image with distant LOD for the glow/light around but i think you know what i mean already. Same applies for the DC stadium, which is less of a problem since the spot lights are big glowing monsters which dont even need a light. The light there is more like decoration.
Notice, the smoke in the center, Takahashi's noodle pot ;)
64 comments
- Increase performance and reduces lag
- Disables LOD light in the Commonwealth
- Mostly affects exterior environment
- DLC version support in version 003, turned out that there no such lights, max distant is 1000 in any DLC with very few exceptions. I will dig through the data later, since searching for "Never Fades" flagged lights is much more complex if these are non persistent flagged lights. Im sure there are many more also in the Vanilla game.
--- UPDATE: Turned out, there is, especially in Nuka-World. All the spotlights have incredible high radius. This is something for later.- One light is left untouched, 00090903, DefaultLightWaterBlueGreen01NS, CambridgeCampKendallExt, 2000+ radius, its the crater light with all the ferals.
- Does not break PreCombines/PreVis
- Does not require a new game to work
- Should work with most mods by default, if you use light mods load this one here last
- Will be part of the Dark Commonwealth version 003+
Recommended:
- Previsibines Repair Pack Lite (PRPFX) by BenRierimanu
- Boston FPS Fix - PRP Edition by BenRierimanu
- Light Sources Do Not Cast Dynamic Shadows by Hicsuntdracones1
Thank you for your attention. Feedback is highly appreciated.
it depends on the amount, sweetspot might be and is cetainly dependend on hardware on userend.
i can do a version for the corvega super buildings, give me a list of what else, probably diamond city and the crater ?
Темное Содружество = Темное Содружество
most certainly dc will add weather effects and environmental effects.
Fo4Edit is also perfect to optimize load order. since its all about conflicts.
When moving around at the top i have a noticeable less stutter effect, its not there when doing nothing, you wont see less or higher FPS watching at the (former) position of the light, just less lag when moving the mouse cursor. i don't know what the precise term for it is tbh. When i disable, remove the light in the creation kit i have the same effect.
so or so it does something to load, if its noticable on all systems? i hope not just mine :) you can also see huge difference removing mist or any effects but lights with such super radius are seriously kick hard in the CK.
Unfortunately downtown Boston is still a lag heavy composition of cells. I wonder if its just broken PreCombines or just the amount of Statics, which i doubt. I first hoped by decreasing and removing the light radius it will have a big affect on BC, but it didnt, just a bit smoother here and there.
For now, these changes can look quite jarring at night when used completely standalone, as the LOD lights are there to represent the combined light being cast in the area when viewed from afar (I have no answer as to why they made it green at Corvega. I suspect few do). This is, of course, all depending on perception, but I think you'll see what I mean if you combine this with Qrsr's "Spotlight Replacer". With that and this installed, try approaching the factory at both night and day. All that's missing are the red strobe lights, and we could have much more unified LOD models without generating a single new file. That is the potential i see with the exterior changes within the project.
That is just one of the benefits of the DC Addon project in general. Performance will be much more significant in larger interior cells in my estimation.
you should also test in daytime, light affect is based on time. At day time sunlight can have a big influence too. Maybe its the sun light itself which causes serious problems with statics.
Corvega such as almost any building in downtown BC is tall, i wouldnt be surprised thats the size of such objects which ultimately cause performance problems, lag, in areas where they are used. I think BC is tweakable, its somewhere between lighting, PreCombined, reference overkill, ... not an exterior cells but an interior, the DLC01 cells, FortHagen and MechanistLair both are slow loading cells and cause heavy lag already during editing, same goes for Vault118 and DLC06 Vault88.
Maybe its really that simple and there is a sweetspot on objects, materials or else which cause the game to stutter no matter how good hardware really is.
in the current DC 005 version (003 had it too already) the Corvega assembly plant should have all the lights removed, at some point i will see what i can do to the lighting baked into LOD, such as the northern light fake lights around the crater of atom, which are statics and from my understanding part of the LOD.
These lights in this mod are not directly part of the LOD as long as Beth had not use statics which mimic the glow on the Horizon such as the northern light fireshow at the crater of atom. Those lights are just marked "Never Fades" which equalize t he "Distant LOD" flag, which in turn is only applied if the light is properly baked. I have to do some more testing. I found a handful of lights which use LOD references i never saw before. Tbh i dont understand why there is so much base game complexity and weirdness concerning LOD settings.
LOD in the base should have been setup better, such as pre-rendered snippets of certain statics which mimic distant objects. Not pre-rendered low quality pseudo statics. This way modders simply could have added any static they want without regenerating LOD for new distant look.
For the lights this shouldn't be an issue as their relationship to LODs isn't split into two parts like statics are.
I dont have an image with distant LOD for the glow/light around but i think you know what i mean already. Same applies for the DC stadium, which is less of a problem since the spot lights are big glowing monsters which dont even need a light. The light there is more like decoration.
Notice, the smoke in the center, Takahashi's noodle pot ;)