Fallout 76

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Fafla McDafla

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mrleef

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About this mod

Performance Optimized Graphics - Maximum FPS with a beautiful game

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A continuation of my
COMPREHENSIVE GUIDE FOR BALANCING VISUALS AND PERFORMANCE THROUGH INI TWEAKS AND OTHER MEANS.


                                                                                                                                                                                                                                                

Commented and explained, performance-to-visuals optimized .inis 
+
4 different ReShade presets
=

Sharper, clearer and less blinding visuals while still performing a lot
 better than vanilla.

                                                                                                                                                                                                                                                 

Based on my previous tweak guide, I continued to test and tweak different settings and believe to have landed on a near-perfect balance of visuals and performance. My personal .inis are included in this pack with explanations and my recommendations on different settings.


I also created custom tonemaps with different color variations and made a custom Ambient Occlusion preset using qUINT's MXAO shader, as the in-game AO looks like absolute low-quality checkerboard garbage and also lingers and lags behind the actual visuals.

It is important to disable the in-game Ambient Occlusion in the setting .inis before using a preset with AO in it. It won't break anything if you don't, but the in-game AO and post-AO will sit on top of eachother and the result is a very unrealistic dark mess.

The first iterations of my pack used ReShade for post-processing, but the newest one uses GShade, which is a fork of ReShade with depth-buffer access enabled for Fallout 76. Depth-buffer access is needed for the MXAO implementation and is also useful for sharpening shaders as it is now possible to only sharpen things up to a certain distance. It's not necessary to apply sharpening to distant trees or geometry as it will be barely noticeable. This also has the added benefit of no longer sharpening the sky which has a tendency to become noisy and distorted when sharpened.

The first iterations also recommended disabling in-game tonemapping, but I am now going back on my word on it and recommend leaving it enabled. Detailed explanation as to why is included in Fallout76Custom.ini.

The included .inis have detailed descriptions and instructions for everything.

                                                                                                                                                                                                                                                 


It is not confirmed nor denied that using post-processing shader injectors like ReShade/GShade will get you banned, but I know of no such cases up to date and have been using ReShade since beta myself.

Use the included GShade library and my presets with this in mind.


                                                                                                                                                                                                                                                 

The Presets
                                                                                                                                                                                                                                                 

Clarity with/without AO
Increased sharpness.
More detailed highlights (clouds, lights, harsh lighting on the ground/metal).
No additional tonemapping.


Vivid with/without AO
Increased sharpness.
More detailed highlights (clouds, lights, harsh lighting on the ground/metal).
Very saturated colours.


Desolate with/without AO
Increased sharpness.
More detailed highlights (clouds, lights, harsh lighting on the ground/metal).
Green tint for the Fallout 3 aesthetic.


Western with/without AO
Increased sharpness.
More detailed highlights (clouds, lights, harsh lighting on the ground/metal).
Warm colours and orange tint for the New Vegas aesthetic.

Using a preset with Ambient Occlusion will have a larger impact on your FPS, mine drops from 5 to 10% depending on what I'm looking at. The post-shader AO is quite a bit heavier than the in-game one but also doesn't look like dogshit. The drop in FPS shouldn't matter that much if using my .inis, because you should be gaining more than you are losing.

There is also a bug with the post-AO, where it bleeds through the map. There's nothing to do about this, as the post-process injector can't "see" it rendering in front of the graphics. A workaround is to look at something with no AO when opening the map, like the sky.

                                                                                                                                                                                                                                                 

Take a look, spend a couple of mins reading through my notes, make your own tweaks and enjoy!